1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
30 /* EXPERIMENTAL STUFF */
31 #define USE_NEW_STUFF (TRUE * 1)
33 #define USE_NEW_MOVE_STYLE (TRUE * USE_NEW_STUFF * 1)
34 #define USE_NEW_MOVE_DELAY (TRUE * USE_NEW_STUFF * 1)
35 #define USE_NEW_PUSH_DELAY (TRUE * USE_NEW_STUFF * 1)
36 #define USE_NEW_BLOCK_STYLE (TRUE * USE_NEW_STUFF * 1)
37 #define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
38 #define USE_NEW_RANDOMIZE (TRUE * USE_NEW_STUFF * 1)
40 #define USE_CAN_MOVE_NOT_MOVING (TRUE * USE_NEW_STUFF * 1)
41 #define USE_PREVIOUS_MOVE_DIR (TRUE * USE_NEW_STUFF * 1)
43 #define USE_PUSH_BUGFIX (TRUE * USE_NEW_STUFF * 1)
45 #define USE_BLOCK_DELAY_BUGFIX (TRUE * USE_NEW_STUFF * 1)
47 #define USE_GRAVITY_BUGFIX_NEW (TRUE * USE_NEW_STUFF * 1)
48 #define USE_GRAVITY_BUGFIX_OLD (TRUE * USE_NEW_STUFF * 0)
50 #define USE_PENGUIN_COLLECT_BUGFIX (TRUE * USE_NEW_STUFF * 1)
52 #define USE_IMPACT_BUGFIX (TRUE * USE_NEW_STUFF * 1)
54 #define USE_HITTING_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
55 #define USE_HIT_BY_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
57 #define USE_DROP_BUGFIX (TRUE * USE_NEW_STUFF * 1)
59 #define USE_CHANGE_TO_TRIGGERED (TRUE * USE_NEW_STUFF * 1)
61 #define USE_BACK_WALKABLE_BUGFIX (TRUE * USE_NEW_STUFF * 1)
69 /* for MovePlayer() */
70 #define MF_NO_ACTION 0
74 /* for ScrollPlayer() */
76 #define SCROLL_GO_ON 1
79 #define EX_PHASE_START 0
80 #define EX_TYPE_NONE 0
81 #define EX_TYPE_NORMAL (1 << 0)
82 #define EX_TYPE_CENTER (1 << 1)
83 #define EX_TYPE_BORDER (1 << 2)
84 #define EX_TYPE_CROSS (1 << 3)
85 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
87 /* special positions in the game control window (relative to control window) */
90 #define XX_EMERALDS 29
91 #define YY_EMERALDS 54
92 #define XX_DYNAMITE 29
93 #define YY_DYNAMITE 89
102 /* special positions in the game control window (relative to main window) */
103 #define DX_LEVEL (DX + XX_LEVEL)
104 #define DY_LEVEL (DY + YY_LEVEL)
105 #define DX_EMERALDS (DX + XX_EMERALDS)
106 #define DY_EMERALDS (DY + YY_EMERALDS)
107 #define DX_DYNAMITE (DX + XX_DYNAMITE)
108 #define DY_DYNAMITE (DY + YY_DYNAMITE)
109 #define DX_KEYS (DX + XX_KEYS)
110 #define DY_KEYS (DY + YY_KEYS)
111 #define DX_SCORE (DX + XX_SCORE)
112 #define DY_SCORE (DY + YY_SCORE)
113 #define DX_TIME1 (DX + XX_TIME1)
114 #define DX_TIME2 (DX + XX_TIME2)
115 #define DY_TIME (DY + YY_TIME)
117 /* values for initial player move delay (initial delay counter value) */
118 #define INITIAL_MOVE_DELAY_OFF -1
119 #define INITIAL_MOVE_DELAY_ON 0
121 /* values for player movement speed (which is in fact a delay value) */
122 #define MOVE_DELAY_NORMAL_SPEED 8
123 #define MOVE_DELAY_HIGH_SPEED 4
125 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
126 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
127 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
128 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
130 /* values for other actions */
131 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
133 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
134 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
136 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
138 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
139 RND(element_info[e].push_delay_random))
140 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
141 RND(element_info[e].drop_delay_random))
142 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
143 RND(element_info[e].move_delay_random))
144 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
145 (element_info[e].move_delay_random))
146 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
147 RND((c)->delay_random * (c)->delay_frames))
149 #define GET_TARGET_ELEMENT(e, ch) \
150 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
151 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
153 #define GET_VALID_PLAYER_ELEMENT(e) \
154 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
156 #define CAN_GROW_INTO(e) \
157 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
159 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
160 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
163 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
164 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
165 (CAN_MOVE_INTO_ACID(e) && \
166 Feld[x][y] == EL_ACID) || \
169 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
170 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
171 (CAN_MOVE_INTO_ACID(e) && \
172 Feld[x][y] == EL_ACID) || \
175 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
176 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
178 (CAN_MOVE_INTO_ACID(e) && \
179 Feld[x][y] == EL_ACID) || \
180 (DONT_COLLIDE_WITH(e) && \
182 !PLAYER_ENEMY_PROTECTED(x, y))))
185 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
186 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
188 (DONT_COLLIDE_WITH(e) && \
190 !PLAYER_ENEMY_PROTECTED(x, y))))
193 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
197 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
198 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
200 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
201 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
205 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
208 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
209 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
213 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
214 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
216 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
217 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
219 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
220 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
222 #define PIG_CAN_ENTER_FIELD(e, x, y) \
223 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
225 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
226 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
227 IS_FOOD_PENGUIN(Feld[x][y])))
228 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
229 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
231 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
232 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
234 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
235 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
239 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
240 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
241 (CAN_MOVE_INTO_ACID(e) && \
242 Feld[x][y] == EL_ACID) || \
243 Feld[x][y] == EL_DIAMOND))
245 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
246 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
247 (CAN_MOVE_INTO_ACID(e) && \
248 Feld[x][y] == EL_ACID) || \
249 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
251 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
252 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
253 (CAN_MOVE_INTO_ACID(e) && \
254 Feld[x][y] == EL_ACID) || \
255 IS_AMOEBOID(Feld[x][y])))
257 #define PIG_CAN_ENTER_FIELD(e, x, y) \
258 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
259 (CAN_MOVE_INTO_ACID(e) && \
260 Feld[x][y] == EL_ACID) || \
261 IS_FOOD_PIG(Feld[x][y])))
263 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
264 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
265 (CAN_MOVE_INTO_ACID(e) && \
266 Feld[x][y] == EL_ACID) || \
267 IS_FOOD_PENGUIN(Feld[x][y]) || \
268 Feld[x][y] == EL_EXIT_OPEN))
270 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
271 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
272 (CAN_MOVE_INTO_ACID(e) && \
273 Feld[x][y] == EL_ACID)))
275 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
276 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
277 (CAN_MOVE_INTO_ACID(e) && \
278 Feld[x][y] == EL_ACID) || \
281 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
282 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
283 (CAN_MOVE_INTO_ACID(e) && \
284 Feld[x][y] == EL_ACID)))
288 #define GROUP_NR(e) ((e) - EL_GROUP_START)
289 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
290 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
291 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
293 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
294 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
297 #define CE_ENTER_FIELD_COND(e, x, y) \
298 (!IS_PLAYER(x, y) && \
299 (Feld[x][y] == EL_ACID || \
300 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
302 #define CE_ENTER_FIELD_COND(e, x, y) \
303 (!IS_PLAYER(x, y) && \
304 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
307 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
308 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
310 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
311 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
313 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
314 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
315 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
316 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
318 /* game button identifiers */
319 #define GAME_CTRL_ID_STOP 0
320 #define GAME_CTRL_ID_PAUSE 1
321 #define GAME_CTRL_ID_PLAY 2
322 #define SOUND_CTRL_ID_MUSIC 3
323 #define SOUND_CTRL_ID_LOOPS 4
324 #define SOUND_CTRL_ID_SIMPLE 5
326 #define NUM_GAME_BUTTONS 6
329 /* forward declaration for internal use */
331 static void AdvanceFrameAndPlayerCounters(int);
333 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
334 static boolean MovePlayer(struct PlayerInfo *, int, int);
335 static void ScrollPlayer(struct PlayerInfo *, int);
336 static void ScrollScreen(struct PlayerInfo *, int);
338 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
340 static void InitBeltMovement(void);
341 static void CloseAllOpenTimegates(void);
342 static void CheckGravityMovement(struct PlayerInfo *);
343 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
344 static void KillHeroUnlessEnemyProtected(int, int);
345 static void KillHeroUnlessExplosionProtected(int, int);
347 static void TestIfPlayerTouchesCustomElement(int, int);
348 static void TestIfElementTouchesCustomElement(int, int);
349 static void TestIfElementHitsCustomElement(int, int, int);
351 static void TestIfElementSmashesCustomElement(int, int, int);
354 static void ChangeElement(int, int, int);
356 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
357 #define CheckTriggeredElementChange(x, y, e, ev) \
358 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
360 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
361 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
362 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
363 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
364 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
365 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
368 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
369 #define CheckElementChange(x, y, e, te, ev) \
370 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
371 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
372 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
373 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
374 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
375 #define CheckElementChangeByPage(x, y, e, te, ev, p) \
376 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
378 static void PlayLevelSound(int, int, int);
379 static void PlayLevelSoundNearest(int, int, int);
380 static void PlayLevelSoundAction(int, int, int);
381 static void PlayLevelSoundElementAction(int, int, int, int);
382 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
383 static void PlayLevelSoundActionIfLoop(int, int, int);
384 static void StopLevelSoundActionIfLoop(int, int, int);
385 static void PlayLevelMusic();
387 static void MapGameButtons();
388 static void HandleGameButtons(struct GadgetInfo *);
390 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
393 /* ------------------------------------------------------------------------- */
394 /* definition of elements that automatically change to other elements after */
395 /* a specified time, eventually calling a function when changing */
396 /* ------------------------------------------------------------------------- */
398 /* forward declaration for changer functions */
399 static void InitBuggyBase(int x, int y);
400 static void WarnBuggyBase(int x, int y);
402 static void InitTrap(int x, int y);
403 static void ActivateTrap(int x, int y);
404 static void ChangeActiveTrap(int x, int y);
406 static void InitRobotWheel(int x, int y);
407 static void RunRobotWheel(int x, int y);
408 static void StopRobotWheel(int x, int y);
410 static void InitTimegateWheel(int x, int y);
411 static void RunTimegateWheel(int x, int y);
413 struct ChangingElementInfo
418 void (*pre_change_function)(int x, int y);
419 void (*change_function)(int x, int y);
420 void (*post_change_function)(int x, int y);
423 static struct ChangingElementInfo change_delay_list[] =
474 EL_SWITCHGATE_OPENING,
482 EL_SWITCHGATE_CLOSING,
483 EL_SWITCHGATE_CLOSED,
515 EL_ACID_SPLASH_RIGHT,
524 EL_SP_BUGGY_BASE_ACTIVATING,
531 EL_SP_BUGGY_BASE_ACTIVATING,
532 EL_SP_BUGGY_BASE_ACTIVE,
539 EL_SP_BUGGY_BASE_ACTIVE,
563 EL_ROBOT_WHEEL_ACTIVE,
571 EL_TIMEGATE_SWITCH_ACTIVE,
592 int push_delay_fixed, push_delay_random;
597 { EL_BALLOON, 0, 0 },
599 { EL_SOKOBAN_OBJECT, 2, 0 },
600 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
601 { EL_SATELLITE, 2, 0 },
602 { EL_SP_DISK_YELLOW, 2, 0 },
604 { EL_UNDEFINED, 0, 0 },
612 move_stepsize_list[] =
614 { EL_AMOEBA_DROP, 2 },
615 { EL_AMOEBA_DROPPING, 2 },
616 { EL_QUICKSAND_FILLING, 1 },
617 { EL_QUICKSAND_EMPTYING, 1 },
618 { EL_MAGIC_WALL_FILLING, 2 },
619 { EL_BD_MAGIC_WALL_FILLING, 2 },
620 { EL_MAGIC_WALL_EMPTYING, 2 },
621 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
631 collect_count_list[] =
634 { EL_BD_DIAMOND, 1 },
635 { EL_EMERALD_YELLOW, 1 },
636 { EL_EMERALD_RED, 1 },
637 { EL_EMERALD_PURPLE, 1 },
639 { EL_SP_INFOTRON, 1 },
651 access_direction_list[] =
653 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
654 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
655 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
656 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
657 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
658 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
659 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
660 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
661 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
662 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
663 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
665 { EL_SP_PORT_LEFT, MV_RIGHT },
666 { EL_SP_PORT_RIGHT, MV_LEFT },
667 { EL_SP_PORT_UP, MV_DOWN },
668 { EL_SP_PORT_DOWN, MV_UP },
669 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
670 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
671 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
672 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
673 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
674 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
675 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
676 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
677 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
678 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
679 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
680 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
681 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
682 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
683 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
685 { EL_UNDEFINED, MV_NO_MOVING }
688 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
690 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
691 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
692 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
693 IS_JUST_CHANGING(x, y))
695 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
698 void GetPlayerConfig()
700 if (!audio.sound_available)
701 setup.sound_simple = FALSE;
703 if (!audio.loops_available)
704 setup.sound_loops = FALSE;
706 if (!audio.music_available)
707 setup.sound_music = FALSE;
709 if (!video.fullscreen_available)
710 setup.fullscreen = FALSE;
712 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
714 SetAudioMode(setup.sound);
718 static int getBeltNrFromBeltElement(int element)
720 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
721 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
722 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
725 static int getBeltNrFromBeltActiveElement(int element)
727 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
728 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
729 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
732 static int getBeltNrFromBeltSwitchElement(int element)
734 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
735 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
736 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
739 static int getBeltDirNrFromBeltSwitchElement(int element)
741 static int belt_base_element[4] =
743 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
744 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
745 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
746 EL_CONVEYOR_BELT_4_SWITCH_LEFT
749 int belt_nr = getBeltNrFromBeltSwitchElement(element);
750 int belt_dir_nr = element - belt_base_element[belt_nr];
752 return (belt_dir_nr % 3);
755 static int getBeltDirFromBeltSwitchElement(int element)
757 static int belt_move_dir[3] =
764 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
766 return belt_move_dir[belt_dir_nr];
769 static void InitPlayerField(int x, int y, int element, boolean init_game)
771 if (element == EL_SP_MURPHY)
775 if (stored_player[0].present)
777 Feld[x][y] = EL_SP_MURPHY_CLONE;
783 stored_player[0].use_murphy_graphic = TRUE;
786 Feld[x][y] = EL_PLAYER_1;
792 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
793 int jx = player->jx, jy = player->jy;
795 player->present = TRUE;
797 player->block_last_field = (element == EL_SP_MURPHY ?
798 level.sp_block_last_field :
799 level.block_last_field);
801 #if USE_NEW_BLOCK_STYLE
804 /* ---------- initialize player's last field block delay --------------- */
806 /* always start with reliable default value (no adjustment needed) */
807 player->block_delay_adjustment = 0;
809 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
810 if (player->block_last_field && element == EL_SP_MURPHY)
811 player->block_delay_adjustment = 1;
813 /* special case 2: in game engines before 3.1.1, blocking was different */
814 if (game.use_block_last_field_bug)
815 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
818 /* blocking the last field when moving was corrected in version 3.1.1 */
819 if (game.use_block_last_field_bug)
821 /* even "not blocking" was blocking the last field for one frame */
822 level.block_delay = (level.block_last_field ? 7 : 1);
823 level.sp_block_delay = (level.sp_block_last_field ? 7 : 1);
825 level.block_last_field = TRUE;
826 level.sp_block_last_field = TRUE;
830 #if 0 /* !!! THIS IS NOT A LEVEL SETTING => REMOVED !!! */
831 level.block_delay = 8; /* when blocking, block 8 frames */
832 level.sp_block_delay = 9; /* SP indeed blocks 9 frames, not 8 */
836 printf("::: %d, %d\n", level.block_delay, level.sp_block_delay);
842 player->block_delay = (player->block_last_field ?
843 (element == EL_SP_MURPHY ?
844 level.sp_block_delay :
845 level.block_delay) : 0);
847 player->block_delay = (element == EL_SP_MURPHY ?
848 (player->block_last_field ? 7 : 1) :
849 (player->block_last_field ? 7 : 1));
855 printf("::: block_last_field == %d, block_delay = %d\n",
856 player->block_last_field, player->block_delay);
860 if (!options.network || player->connected)
862 player->active = TRUE;
864 /* remove potentially duplicate players */
865 if (StorePlayer[jx][jy] == Feld[x][y])
866 StorePlayer[jx][jy] = 0;
868 StorePlayer[x][y] = Feld[x][y];
872 printf("Player %d activated.\n", player->element_nr);
873 printf("[Local player is %d and currently %s.]\n",
874 local_player->element_nr,
875 local_player->active ? "active" : "not active");
879 Feld[x][y] = EL_EMPTY;
881 player->jx = player->last_jx = x;
882 player->jy = player->last_jy = y;
886 static void InitField(int x, int y, boolean init_game)
888 int element = Feld[x][y];
897 InitPlayerField(x, y, element, init_game);
900 case EL_SOKOBAN_FIELD_PLAYER:
901 element = Feld[x][y] = EL_PLAYER_1;
902 InitField(x, y, init_game);
904 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
905 InitField(x, y, init_game);
908 case EL_SOKOBAN_FIELD_EMPTY:
909 local_player->sokobanfields_still_needed++;
913 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
914 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
915 else if (x > 0 && Feld[x-1][y] == EL_ACID)
916 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
917 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
918 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
919 else if (y > 0 && Feld[x][y-1] == EL_ACID)
920 Feld[x][y] = EL_ACID_POOL_BOTTOM;
921 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
922 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
930 case EL_SPACESHIP_RIGHT:
931 case EL_SPACESHIP_UP:
932 case EL_SPACESHIP_LEFT:
933 case EL_SPACESHIP_DOWN:
935 case EL_BD_BUTTERFLY_RIGHT:
936 case EL_BD_BUTTERFLY_UP:
937 case EL_BD_BUTTERFLY_LEFT:
938 case EL_BD_BUTTERFLY_DOWN:
939 case EL_BD_BUTTERFLY:
940 case EL_BD_FIREFLY_RIGHT:
941 case EL_BD_FIREFLY_UP:
942 case EL_BD_FIREFLY_LEFT:
943 case EL_BD_FIREFLY_DOWN:
945 case EL_PACMAN_RIGHT:
969 if (y == lev_fieldy - 1)
971 Feld[x][y] = EL_AMOEBA_GROWING;
972 Store[x][y] = EL_AMOEBA_WET;
976 case EL_DYNAMITE_ACTIVE:
977 case EL_SP_DISK_RED_ACTIVE:
978 case EL_DYNABOMB_PLAYER_1_ACTIVE:
979 case EL_DYNABOMB_PLAYER_2_ACTIVE:
980 case EL_DYNABOMB_PLAYER_3_ACTIVE:
981 case EL_DYNABOMB_PLAYER_4_ACTIVE:
986 local_player->lights_still_needed++;
990 local_player->friends_still_needed++;
995 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1000 Feld[x][y] = EL_EMPTY;
1005 case EL_EM_KEY_1_FILE:
1006 Feld[x][y] = EL_EM_KEY_1;
1008 case EL_EM_KEY_2_FILE:
1009 Feld[x][y] = EL_EM_KEY_2;
1011 case EL_EM_KEY_3_FILE:
1012 Feld[x][y] = EL_EM_KEY_3;
1014 case EL_EM_KEY_4_FILE:
1015 Feld[x][y] = EL_EM_KEY_4;
1019 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1020 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1021 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1022 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1023 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1024 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1025 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1026 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1027 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1028 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1029 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1030 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1033 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1034 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1035 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1037 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1039 game.belt_dir[belt_nr] = belt_dir;
1040 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1042 else /* more than one switch -- set it like the first switch */
1044 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1049 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1051 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1054 case EL_LIGHT_SWITCH_ACTIVE:
1056 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1060 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
1062 else if (IS_GROUP_ELEMENT(element))
1064 struct ElementGroupInfo *group = element_info[element].group;
1065 int last_anim_random_frame = gfx.anim_random_frame;
1068 if (group->choice_mode == ANIM_RANDOM)
1069 gfx.anim_random_frame = RND(group->num_elements_resolved);
1071 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1072 group->choice_mode, 0,
1075 if (group->choice_mode == ANIM_RANDOM)
1076 gfx.anim_random_frame = last_anim_random_frame;
1078 group->choice_pos++;
1080 Feld[x][y] = group->element_resolved[element_pos];
1082 InitField(x, y, init_game);
1088 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1090 InitField(x, y, init_game);
1092 /* not needed to call InitMovDir() -- already done by InitField()! */
1093 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1094 CAN_MOVE(Feld[x][y]))
1098 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1100 int old_element = Feld[x][y];
1102 InitField(x, y, init_game);
1104 /* not needed to call InitMovDir() -- already done by InitField()! */
1105 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1106 CAN_MOVE(old_element) &&
1107 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1110 /* this case is in fact a combination of not less than three bugs:
1111 first, it calls InitMovDir() for elements that can move, although this is
1112 already done by InitField(); then, it checks the element that was at this
1113 field _before_ the call to InitField() (which can change it); lastly, it
1114 was not called for "mole with direction" elements, which were treated as
1115 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1119 inline void DrawGameValue_Emeralds(int value)
1121 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
1124 inline void DrawGameValue_Dynamite(int value)
1126 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
1129 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1133 /* currently only 4 of 8 possible keys are displayed */
1134 for (i = 0; i < STD_NUM_KEYS; i++)
1137 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1138 el2edimg(EL_KEY_1 + i));
1140 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1141 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
1142 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
1146 inline void DrawGameValue_Score(int value)
1148 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1151 inline void DrawGameValue_Time(int value)
1154 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1156 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1159 inline void DrawGameValue_Level(int value)
1162 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1165 /* misuse area for displaying emeralds to draw bigger level number */
1166 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1167 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1169 /* now copy it to the area for displaying level number */
1170 BlitBitmap(drawto, drawto,
1171 DX_EMERALDS, DY_EMERALDS + 1,
1172 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1173 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1174 DX_LEVEL - 1, DY_LEVEL + 1);
1176 /* restore the area for displaying emeralds */
1177 DrawGameValue_Emeralds(local_player->gems_still_needed);
1179 /* yes, this is all really ugly :-) */
1183 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1186 int key[MAX_NUM_KEYS];
1189 for (i = 0; i < MAX_NUM_KEYS; i++)
1190 key[i] = key_bits & (1 << i);
1192 DrawGameValue_Level(level_nr);
1194 DrawGameValue_Emeralds(emeralds);
1195 DrawGameValue_Dynamite(dynamite);
1196 DrawGameValue_Score(score);
1197 DrawGameValue_Time(time);
1199 DrawGameValue_Keys(key);
1202 void DrawGameDoorValues()
1206 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1208 DrawGameDoorValues_EM();
1213 DrawGameValue_Level(level_nr);
1215 DrawGameValue_Emeralds(local_player->gems_still_needed);
1216 DrawGameValue_Dynamite(local_player->inventory_size);
1217 DrawGameValue_Score(local_player->score);
1218 DrawGameValue_Time(TimeLeft);
1220 for (i = 0; i < MAX_PLAYERS; i++)
1221 DrawGameValue_Keys(stored_player[i].key);
1224 static void resolve_group_element(int group_element, int recursion_depth)
1226 static int group_nr;
1227 static struct ElementGroupInfo *group;
1228 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1231 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1233 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1234 group_element - EL_GROUP_START + 1);
1236 /* replace element which caused too deep recursion by question mark */
1237 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1242 if (recursion_depth == 0) /* initialization */
1244 group = element_info[group_element].group;
1245 group_nr = group_element - EL_GROUP_START;
1247 group->num_elements_resolved = 0;
1248 group->choice_pos = 0;
1251 for (i = 0; i < actual_group->num_elements; i++)
1253 int element = actual_group->element[i];
1255 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1258 if (IS_GROUP_ELEMENT(element))
1259 resolve_group_element(element, recursion_depth + 1);
1262 group->element_resolved[group->num_elements_resolved++] = element;
1263 element_info[element].in_group[group_nr] = TRUE;
1268 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1270 printf("::: group %d: %d resolved elements\n",
1271 group_element - EL_GROUP_START, group->num_elements_resolved);
1272 for (i = 0; i < group->num_elements_resolved; i++)
1273 printf("::: - %d ['%s']\n", group->element_resolved[i],
1274 element_info[group->element_resolved[i]].token_name);
1281 =============================================================================
1283 -----------------------------------------------------------------------------
1284 initialize game engine due to level / tape version number
1285 =============================================================================
1288 static void InitGameEngine()
1292 /* set game engine from tape file when re-playing, else from level file */
1293 game.engine_version = (tape.playing ? tape.engine_version :
1294 level.game_version);
1296 /* ---------------------------------------------------------------------- */
1297 /* set flags for bugs and changes according to active game engine version */
1298 /* ---------------------------------------------------------------------- */
1301 Summary of bugfix/change:
1302 Fixed handling for custom elements that change when pushed by the player.
1304 Fixed/changed in version:
1308 Before 3.1.0, custom elements that "change when pushing" changed directly
1309 after the player started pushing them (until then handled in "DigField()").
1310 Since 3.1.0, these custom elements are not changed until the "pushing"
1311 move of the element is finished (now handled in "ContinueMoving()").
1313 Affected levels/tapes:
1314 The first condition is generally needed for all levels/tapes before version
1315 3.1.0, which might use the old behaviour before it was changed; known tapes
1316 that are affected are some tapes from the level set "Walpurgis Gardens" by
1318 The second condition is an exception from the above case and is needed for
1319 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1320 above (including some development versions of 3.1.0), but before it was
1321 known that this change would break tapes like the above and was fixed in
1322 3.1.1, so that the changed behaviour was active although the engine version
1323 while recording maybe was before 3.1.0. There is at least one tape that is
1324 affected by this exception, which is the tape for the one-level set "Bug
1325 Machine" by Juergen Bonhagen.
1328 game.use_change_when_pushing_bug =
1329 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1331 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1332 tape.game_version < VERSION_IDENT(3,1,1,0)));
1335 Summary of bugfix/change:
1336 Fixed handling for blocking the field the player leaves when moving.
1338 Fixed/changed in version:
1342 Before 3.1.1, when "block last field when moving" was enabled, the field
1343 the player is leaving when moving was blocked for the time of the move,
1344 and was directly unblocked afterwards. This resulted in the last field
1345 being blocked for exactly one less than the number of frames of one player
1346 move. Additionally, even when blocking was disabled, the last field was
1347 blocked for exactly one frame.
1348 Since 3.1.1, due to changes in player movement handling, the last field
1349 is not blocked at all when blocking is disabled. When blocking is enabled,
1350 the last field is blocked for exactly the number of frames of one player
1351 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1352 last field is blocked for exactly one more than the number of frames of
1355 Affected levels/tapes:
1356 (!!! yet to be determined -- probably many !!!)
1359 game.use_block_last_field_bug =
1360 (game.engine_version < VERSION_IDENT(3,1,1,0));
1362 /* ---------------------------------------------------------------------- */
1364 /* dynamically adjust element properties according to game engine version */
1365 InitElementPropertiesEngine(game.engine_version);
1368 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1369 printf(" tape version == %06d [%s] [file: %06d]\n",
1370 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1372 printf(" => game.engine_version == %06d\n", game.engine_version);
1375 /* ---------- recursively resolve group elements ------------------------- */
1377 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1378 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1379 element_info[i].in_group[j] = FALSE;
1381 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1382 resolve_group_element(EL_GROUP_START + i, 0);
1384 /* ---------- initialize player's initial move delay --------------------- */
1386 #if USE_NEW_MOVE_DELAY
1387 /* dynamically adjust player properties according to level information */
1388 game.initial_move_delay_value =
1389 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1391 /* dynamically adjust player properties according to game engine version */
1392 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1393 game.initial_move_delay_value : 0);
1395 /* dynamically adjust player properties according to game engine version */
1396 game.initial_move_delay =
1397 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1398 INITIAL_MOVE_DELAY_OFF);
1400 /* dynamically adjust player properties according to level information */
1401 game.initial_move_delay_value =
1402 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1405 /* ---------- initialize player's initial push delay --------------------- */
1407 /* dynamically adjust player properties according to game engine version */
1408 game.initial_push_delay_value =
1409 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1411 /* ---------- initialize changing elements ------------------------------- */
1413 /* initialize changing elements information */
1414 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1416 struct ElementInfo *ei = &element_info[i];
1418 /* this pointer might have been changed in the level editor */
1419 ei->change = &ei->change_page[0];
1421 if (!IS_CUSTOM_ELEMENT(i))
1423 ei->change->target_element = EL_EMPTY_SPACE;
1424 ei->change->delay_fixed = 0;
1425 ei->change->delay_random = 0;
1426 ei->change->delay_frames = 1;
1429 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1431 ei->has_change_event[j] = FALSE;
1433 ei->event_page_nr[j] = 0;
1434 ei->event_page[j] = &ei->change_page[0];
1438 /* add changing elements from pre-defined list */
1439 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1441 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1442 struct ElementInfo *ei = &element_info[ch_delay->element];
1444 ei->change->target_element = ch_delay->target_element;
1445 ei->change->delay_fixed = ch_delay->change_delay;
1447 ei->change->pre_change_function = ch_delay->pre_change_function;
1448 ei->change->change_function = ch_delay->change_function;
1449 ei->change->post_change_function = ch_delay->post_change_function;
1451 ei->has_change_event[CE_DELAY] = TRUE;
1454 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1459 /* add change events from custom element configuration */
1460 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1462 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1464 for (j = 0; j < ei->num_change_pages; j++)
1466 if (!ei->change_page[j].can_change)
1469 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1471 /* only add event page for the first page found with this event */
1472 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1474 ei->has_change_event[k] = TRUE;
1476 ei->event_page_nr[k] = j;
1477 ei->event_page[k] = &ei->change_page[j];
1485 /* add change events from custom element configuration */
1486 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1488 int element = EL_CUSTOM_START + i;
1490 /* only add custom elements that change after fixed/random frame delay */
1491 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1492 element_info[element].has_change_event[CE_DELAY] = TRUE;
1496 /* ---------- initialize run-time trigger player and element ------------- */
1498 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1500 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1502 for (j = 0; j < ei->num_change_pages; j++)
1504 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1505 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1509 /* ---------- initialize trigger events ---------------------------------- */
1511 /* initialize trigger events information */
1512 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1513 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1514 trigger_events[i][j] = FALSE;
1517 /* add trigger events from element change event properties */
1518 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1520 struct ElementInfo *ei = &element_info[i];
1522 for (j = 0; j < ei->num_change_pages; j++)
1524 if (!ei->change_page[j].can_change)
1527 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1529 int trigger_element = ei->change_page[j].trigger_element;
1531 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1533 if (ei->change_page[j].has_event[k])
1535 if (IS_GROUP_ELEMENT(trigger_element))
1537 struct ElementGroupInfo *group =
1538 element_info[trigger_element].group;
1540 for (l = 0; l < group->num_elements_resolved; l++)
1541 trigger_events[group->element_resolved[l]][k] = TRUE;
1544 trigger_events[trigger_element][k] = TRUE;
1551 /* add trigger events from element change event properties */
1552 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1553 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1554 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1555 if (element_info[i].change->has_event[j])
1556 trigger_events[element_info[i].change->trigger_element][j] = TRUE;
1559 /* ---------- initialize push delay -------------------------------------- */
1561 /* initialize push delay values to default */
1562 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1564 if (!IS_CUSTOM_ELEMENT(i))
1566 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1567 element_info[i].push_delay_random = game.default_push_delay_random;
1571 /* set push delay value for certain elements from pre-defined list */
1572 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1574 int e = push_delay_list[i].element;
1576 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1577 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1580 /* set push delay value for Supaplex elements for newer engine versions */
1581 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1583 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1585 if (IS_SP_ELEMENT(i))
1587 #if USE_NEW_MOVE_STYLE
1588 /* set SP push delay to just enough to push under a falling zonk */
1589 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1591 element_info[i].push_delay_fixed = delay;
1592 element_info[i].push_delay_random = 0;
1594 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1595 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1601 /* ---------- initialize move stepsize ----------------------------------- */
1603 /* initialize move stepsize values to default */
1604 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1605 if (!IS_CUSTOM_ELEMENT(i))
1606 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1608 /* set move stepsize value for certain elements from pre-defined list */
1609 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1611 int e = move_stepsize_list[i].element;
1613 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1617 /* ---------- initialize move dig/leave ---------------------------------- */
1619 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1621 element_info[i].can_leave_element = FALSE;
1622 element_info[i].can_leave_element_last = FALSE;
1626 /* ---------- initialize gem count --------------------------------------- */
1628 /* initialize gem count values for each element */
1629 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1630 if (!IS_CUSTOM_ELEMENT(i))
1631 element_info[i].collect_count = 0;
1633 /* add gem count values for all elements from pre-defined list */
1634 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1635 element_info[collect_count_list[i].element].collect_count =
1636 collect_count_list[i].count;
1638 /* ---------- initialize access direction -------------------------------- */
1640 /* initialize access direction values to default (access from every side) */
1641 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1642 if (!IS_CUSTOM_ELEMENT(i))
1643 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1645 /* set access direction value for certain elements from pre-defined list */
1646 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1647 element_info[access_direction_list[i].element].access_direction =
1648 access_direction_list[i].direction;
1653 =============================================================================
1655 -----------------------------------------------------------------------------
1656 initialize and start new game
1657 =============================================================================
1662 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1663 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1664 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1671 #if USE_NEW_AMOEBA_CODE
1672 printf("Using new amoeba code.\n");
1674 printf("Using old amoeba code.\n");
1679 /* don't play tapes over network */
1680 network_playing = (options.network && !tape.playing);
1682 for (i = 0; i < MAX_PLAYERS; i++)
1684 struct PlayerInfo *player = &stored_player[i];
1686 player->index_nr = i;
1687 player->index_bit = (1 << i);
1688 player->element_nr = EL_PLAYER_1 + i;
1690 player->present = FALSE;
1691 player->active = FALSE;
1694 player->effective_action = 0;
1695 player->programmed_action = 0;
1698 player->gems_still_needed = level.gems_needed;
1699 player->sokobanfields_still_needed = 0;
1700 player->lights_still_needed = 0;
1701 player->friends_still_needed = 0;
1703 for (j = 0; j < MAX_NUM_KEYS; j++)
1704 player->key[j] = FALSE;
1706 player->dynabomb_count = 0;
1707 player->dynabomb_size = 1;
1708 player->dynabombs_left = 0;
1709 player->dynabomb_xl = FALSE;
1711 player->MovDir = MV_NO_MOVING;
1714 player->GfxDir = MV_NO_MOVING;
1715 player->GfxAction = ACTION_DEFAULT;
1717 player->StepFrame = 0;
1719 player->use_murphy_graphic = FALSE;
1721 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1722 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1724 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1726 player->actual_frame_counter = 0;
1728 player->step_counter = 0;
1730 player->last_move_dir = MV_NO_MOVING;
1732 player->is_waiting = FALSE;
1733 player->is_moving = FALSE;
1734 player->is_auto_moving = FALSE;
1735 player->is_digging = FALSE;
1736 player->is_snapping = FALSE;
1737 player->is_collecting = FALSE;
1738 player->is_pushing = FALSE;
1739 player->is_switching = FALSE;
1740 player->is_dropping = FALSE;
1742 player->is_bored = FALSE;
1743 player->is_sleeping = FALSE;
1745 player->frame_counter_bored = -1;
1746 player->frame_counter_sleeping = -1;
1748 player->anim_delay_counter = 0;
1749 player->post_delay_counter = 0;
1751 player->action_waiting = ACTION_DEFAULT;
1752 player->last_action_waiting = ACTION_DEFAULT;
1753 player->special_action_bored = ACTION_DEFAULT;
1754 player->special_action_sleeping = ACTION_DEFAULT;
1756 player->num_special_action_bored = 0;
1757 player->num_special_action_sleeping = 0;
1759 /* determine number of special actions for bored and sleeping animation */
1760 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1762 boolean found = FALSE;
1764 for (k = 0; k < NUM_DIRECTIONS; k++)
1765 if (el_act_dir2img(player->element_nr, j, k) !=
1766 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1770 player->num_special_action_bored++;
1774 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1776 boolean found = FALSE;
1778 for (k = 0; k < NUM_DIRECTIONS; k++)
1779 if (el_act_dir2img(player->element_nr, j, k) !=
1780 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1784 player->num_special_action_sleeping++;
1789 player->switch_x = -1;
1790 player->switch_y = -1;
1793 player->drop_x = -1;
1794 player->drop_y = -1;
1797 player->show_envelope = 0;
1799 player->move_delay = game.initial_move_delay;
1800 player->move_delay_value = game.initial_move_delay_value;
1802 player->move_delay_reset_counter = 0;
1804 #if USE_NEW_PUSH_DELAY
1805 player->push_delay = -1; /* initialized when pushing starts */
1806 player->push_delay_value = game.initial_push_delay_value;
1808 player->push_delay = 0;
1809 player->push_delay_value = game.initial_push_delay_value;
1812 player->drop_delay = 0;
1814 player->last_jx = player->last_jy = 0;
1815 player->jx = player->jy = 0;
1817 player->shield_normal_time_left = 0;
1818 player->shield_deadly_time_left = 0;
1820 player->inventory_infinite_element = EL_UNDEFINED;
1821 player->inventory_size = 0;
1823 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1824 SnapField(player, 0, 0);
1826 player->LevelSolved = FALSE;
1827 player->GameOver = FALSE;
1830 network_player_action_received = FALSE;
1832 #if defined(NETWORK_AVALIABLE)
1833 /* initial null action */
1834 if (network_playing)
1835 SendToServer_MovePlayer(MV_NO_MOVING);
1844 TimeLeft = level.time;
1847 ScreenMovDir = MV_NO_MOVING;
1851 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1853 AllPlayersGone = FALSE;
1855 game.yamyam_content_nr = 0;
1856 game.magic_wall_active = FALSE;
1857 game.magic_wall_time_left = 0;
1858 game.light_time_left = 0;
1859 game.timegate_time_left = 0;
1860 game.switchgate_pos = 0;
1861 game.balloon_dir = MV_NO_MOVING;
1862 game.gravity = level.initial_gravity;
1863 game.explosions_delayed = TRUE;
1865 game.envelope_active = FALSE;
1867 for (i = 0; i < NUM_BELTS; i++)
1869 game.belt_dir[i] = MV_NO_MOVING;
1870 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1873 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1874 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1876 for (x = 0; x < lev_fieldx; x++)
1878 for (y = 0; y < lev_fieldy; y++)
1880 Feld[x][y] = level.field[x][y];
1881 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1882 ChangeDelay[x][y] = 0;
1883 ChangePage[x][y] = -1;
1884 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1886 WasJustMoving[x][y] = 0;
1887 WasJustFalling[x][y] = 0;
1888 CheckCollision[x][y] = 0;
1890 Pushed[x][y] = FALSE;
1892 Changed[x][y] = FALSE;
1893 ChangeEvent[x][y] = -1;
1895 ExplodePhase[x][y] = 0;
1896 ExplodeDelay[x][y] = 0;
1897 ExplodeField[x][y] = EX_TYPE_NONE;
1899 RunnerVisit[x][y] = 0;
1900 PlayerVisit[x][y] = 0;
1903 GfxRandom[x][y] = INIT_GFX_RANDOM();
1904 GfxElement[x][y] = EL_UNDEFINED;
1905 GfxAction[x][y] = ACTION_DEFAULT;
1906 GfxDir[x][y] = MV_NO_MOVING;
1910 for (y = 0; y < lev_fieldy; y++)
1912 for (x = 0; x < lev_fieldx; x++)
1914 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1916 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1918 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1921 InitField(x, y, TRUE);
1927 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1928 emulate_sb ? EMU_SOKOBAN :
1929 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1931 /* initialize explosion and ignition delay */
1932 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1934 if (!IS_CUSTOM_ELEMENT(i))
1937 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1938 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1939 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1940 int last_phase = (num_phase + 1) * delay;
1941 int half_phase = (num_phase / 2) * delay;
1943 element_info[i].explosion_delay = last_phase - 1;
1944 element_info[i].ignition_delay = half_phase;
1947 if (i == EL_BLACK_ORB)
1948 element_info[i].ignition_delay = 0;
1950 if (i == EL_BLACK_ORB)
1951 element_info[i].ignition_delay = 1;
1956 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1957 element_info[i].explosion_delay = 1;
1959 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1960 element_info[i].ignition_delay = 1;
1964 /* correct non-moving belts to start moving left */
1965 for (i = 0; i < NUM_BELTS; i++)
1966 if (game.belt_dir[i] == MV_NO_MOVING)
1967 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1969 /* check if any connected player was not found in playfield */
1970 for (i = 0; i < MAX_PLAYERS; i++)
1972 struct PlayerInfo *player = &stored_player[i];
1974 if (player->connected && !player->present)
1976 for (j = 0; j < MAX_PLAYERS; j++)
1978 struct PlayerInfo *some_player = &stored_player[j];
1979 int jx = some_player->jx, jy = some_player->jy;
1981 /* assign first free player found that is present in the playfield */
1982 if (some_player->present && !some_player->connected)
1984 player->present = TRUE;
1985 player->active = TRUE;
1987 some_player->present = FALSE;
1988 some_player->active = FALSE;
1991 player->element_nr = some_player->element_nr;
1994 #if USE_NEW_BLOCK_STYLE
1995 player->block_last_field = some_player->block_last_field;
1996 player->block_delay_adjustment = some_player->block_delay_adjustment;
1999 StorePlayer[jx][jy] = player->element_nr;
2000 player->jx = player->last_jx = jx;
2001 player->jy = player->last_jy = jy;
2011 /* when playing a tape, eliminate all players which do not participate */
2013 for (i = 0; i < MAX_PLAYERS; i++)
2015 if (stored_player[i].active && !tape.player_participates[i])
2017 struct PlayerInfo *player = &stored_player[i];
2018 int jx = player->jx, jy = player->jy;
2020 player->active = FALSE;
2021 StorePlayer[jx][jy] = 0;
2022 Feld[jx][jy] = EL_EMPTY;
2026 else if (!options.network && !setup.team_mode) /* && !tape.playing */
2028 /* when in single player mode, eliminate all but the first active player */
2030 for (i = 0; i < MAX_PLAYERS; i++)
2032 if (stored_player[i].active)
2034 for (j = i + 1; j < MAX_PLAYERS; j++)
2036 if (stored_player[j].active)
2038 struct PlayerInfo *player = &stored_player[j];
2039 int jx = player->jx, jy = player->jy;
2041 player->active = FALSE;
2042 player->present = FALSE;
2044 StorePlayer[jx][jy] = 0;
2045 Feld[jx][jy] = EL_EMPTY;
2052 /* when recording the game, store which players take part in the game */
2055 for (i = 0; i < MAX_PLAYERS; i++)
2056 if (stored_player[i].active)
2057 tape.player_participates[i] = TRUE;
2062 for (i = 0; i < MAX_PLAYERS; i++)
2064 struct PlayerInfo *player = &stored_player[i];
2066 printf("Player %d: present == %d, connected == %d, active == %d.\n",
2071 if (local_player == player)
2072 printf("Player %d is local player.\n", i+1);
2076 if (BorderElement == EL_EMPTY)
2079 SBX_Right = lev_fieldx - SCR_FIELDX;
2081 SBY_Lower = lev_fieldy - SCR_FIELDY;
2086 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
2088 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
2091 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
2092 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
2094 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
2095 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
2097 /* if local player not found, look for custom element that might create
2098 the player (make some assumptions about the right custom element) */
2099 if (!local_player->present)
2101 int start_x = 0, start_y = 0;
2102 int found_rating = 0;
2103 int found_element = EL_UNDEFINED;
2105 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
2107 int element = Feld[x][y];
2112 if (!IS_CUSTOM_ELEMENT(element))
2115 if (CAN_CHANGE(element))
2117 for (i = 0; i < element_info[element].num_change_pages; i++)
2119 content = element_info[element].change_page[i].target_element;
2120 is_player = ELEM_IS_PLAYER(content);
2122 if (is_player && (found_rating < 3 || element < found_element))
2128 found_element = element;
2133 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
2135 content = element_info[element].content[xx][yy];
2136 is_player = ELEM_IS_PLAYER(content);
2138 if (is_player && (found_rating < 2 || element < found_element))
2140 start_x = x + xx - 1;
2141 start_y = y + yy - 1;
2144 found_element = element;
2147 if (!CAN_CHANGE(element))
2150 for (i = 0; i < element_info[element].num_change_pages; i++)
2152 content= element_info[element].change_page[i].target_content[xx][yy];
2153 is_player = ELEM_IS_PLAYER(content);
2155 if (is_player && (found_rating < 1 || element < found_element))
2157 start_x = x + xx - 1;
2158 start_y = y + yy - 1;
2161 found_element = element;
2167 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
2168 start_x > SBX_Right + MIDPOSX ? SBX_Right :
2171 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
2172 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
2178 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2179 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2180 local_player->jx - MIDPOSX);
2182 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2183 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2184 local_player->jy - MIDPOSY);
2186 scroll_x = SBX_Left;
2187 scroll_y = SBY_Upper;
2188 if (local_player->jx >= SBX_Left + MIDPOSX)
2189 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
2190 local_player->jx - MIDPOSX :
2192 if (local_player->jy >= SBY_Upper + MIDPOSY)
2193 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
2194 local_player->jy - MIDPOSY :
2199 if (!game.restart_level)
2200 CloseDoor(DOOR_CLOSE_1);
2202 /* !!! FIX THIS (START) !!! */
2203 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2205 InitGameEngine_EM();
2212 /* after drawing the level, correct some elements */
2213 if (game.timegate_time_left == 0)
2214 CloseAllOpenTimegates();
2216 if (setup.soft_scrolling)
2217 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2219 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2222 /* !!! FIX THIS (END) !!! */
2224 if (!game.restart_level)
2226 /* copy default game door content to main double buffer */
2227 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2228 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2231 DrawGameDoorValues();
2233 if (!game.restart_level)
2237 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2238 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2239 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2243 /* copy actual game door content to door double buffer for OpenDoor() */
2244 BlitBitmap(drawto, bitmap_db_door,
2245 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2247 OpenDoor(DOOR_OPEN_ALL);
2249 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2251 if (setup.sound_music)
2254 KeyboardAutoRepeatOffUnlessAutoplay();
2258 for (i = 0; i < MAX_PLAYERS; i++)
2259 printf("Player %d %sactive.\n",
2260 i + 1, (stored_player[i].active ? "" : "not "));
2264 game.restart_level = FALSE;
2267 printf("::: starting game [%d]\n", FrameCounter);
2271 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2273 /* this is used for non-R'n'D game engines to update certain engine values */
2275 /* needed to determine if sounds are played within the visible screen area */
2276 scroll_x = actual_scroll_x;
2277 scroll_y = actual_scroll_y;
2280 void InitMovDir(int x, int y)
2282 int i, element = Feld[x][y];
2283 static int xy[4][2] =
2290 static int direction[3][4] =
2292 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2293 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2294 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2303 Feld[x][y] = EL_BUG;
2304 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2307 case EL_SPACESHIP_RIGHT:
2308 case EL_SPACESHIP_UP:
2309 case EL_SPACESHIP_LEFT:
2310 case EL_SPACESHIP_DOWN:
2311 Feld[x][y] = EL_SPACESHIP;
2312 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2315 case EL_BD_BUTTERFLY_RIGHT:
2316 case EL_BD_BUTTERFLY_UP:
2317 case EL_BD_BUTTERFLY_LEFT:
2318 case EL_BD_BUTTERFLY_DOWN:
2319 Feld[x][y] = EL_BD_BUTTERFLY;
2320 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2323 case EL_BD_FIREFLY_RIGHT:
2324 case EL_BD_FIREFLY_UP:
2325 case EL_BD_FIREFLY_LEFT:
2326 case EL_BD_FIREFLY_DOWN:
2327 Feld[x][y] = EL_BD_FIREFLY;
2328 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2331 case EL_PACMAN_RIGHT:
2333 case EL_PACMAN_LEFT:
2334 case EL_PACMAN_DOWN:
2335 Feld[x][y] = EL_PACMAN;
2336 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2339 case EL_SP_SNIKSNAK:
2340 MovDir[x][y] = MV_UP;
2343 case EL_SP_ELECTRON:
2344 MovDir[x][y] = MV_LEFT;
2351 Feld[x][y] = EL_MOLE;
2352 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2356 if (IS_CUSTOM_ELEMENT(element))
2358 struct ElementInfo *ei = &element_info[element];
2359 int move_direction_initial = ei->move_direction_initial;
2360 int move_pattern = ei->move_pattern;
2362 if (move_direction_initial == MV_START_PREVIOUS)
2364 if (MovDir[x][y] != MV_NO_MOVING)
2367 move_direction_initial = MV_START_AUTOMATIC;
2370 if (move_direction_initial == MV_START_RANDOM)
2371 MovDir[x][y] = 1 << RND(4);
2372 else if (move_direction_initial & MV_ANY_DIRECTION)
2373 MovDir[x][y] = move_direction_initial;
2374 else if (move_pattern == MV_ALL_DIRECTIONS ||
2375 move_pattern == MV_TURNING_LEFT ||
2376 move_pattern == MV_TURNING_RIGHT ||
2377 move_pattern == MV_TURNING_LEFT_RIGHT ||
2378 move_pattern == MV_TURNING_RIGHT_LEFT ||
2379 move_pattern == MV_TURNING_RANDOM)
2380 MovDir[x][y] = 1 << RND(4);
2381 else if (move_pattern == MV_HORIZONTAL)
2382 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2383 else if (move_pattern == MV_VERTICAL)
2384 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2385 else if (move_pattern & MV_ANY_DIRECTION)
2386 MovDir[x][y] = element_info[element].move_pattern;
2387 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2388 move_pattern == MV_ALONG_RIGHT_SIDE)
2391 /* use random direction as default start direction */
2392 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2393 MovDir[x][y] = 1 << RND(4);
2396 for (i = 0; i < NUM_DIRECTIONS; i++)
2398 int x1 = x + xy[i][0];
2399 int y1 = y + xy[i][1];
2401 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2403 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2404 MovDir[x][y] = direction[0][i];
2406 MovDir[x][y] = direction[1][i];
2415 MovDir[x][y] = 1 << RND(4);
2417 if (element != EL_BUG &&
2418 element != EL_SPACESHIP &&
2419 element != EL_BD_BUTTERFLY &&
2420 element != EL_BD_FIREFLY)
2423 for (i = 0; i < NUM_DIRECTIONS; i++)
2425 int x1 = x + xy[i][0];
2426 int y1 = y + xy[i][1];
2428 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2430 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2432 MovDir[x][y] = direction[0][i];
2435 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2436 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2438 MovDir[x][y] = direction[1][i];
2447 GfxDir[x][y] = MovDir[x][y];
2450 void InitAmoebaNr(int x, int y)
2453 int group_nr = AmoebeNachbarNr(x, y);
2457 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2459 if (AmoebaCnt[i] == 0)
2467 AmoebaNr[x][y] = group_nr;
2468 AmoebaCnt[group_nr]++;
2469 AmoebaCnt2[group_nr]++;
2475 boolean raise_level = FALSE;
2477 if (local_player->MovPos)
2481 if (tape.auto_play) /* tape might already be stopped here */
2482 tape.auto_play_level_solved = TRUE;
2484 if (tape.playing && tape.auto_play)
2485 tape.auto_play_level_solved = TRUE;
2488 local_player->LevelSolved = FALSE;
2490 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2494 if (!tape.playing && setup.sound_loops)
2495 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2496 SND_CTRL_PLAY_LOOP);
2498 while (TimeLeft > 0)
2500 if (!tape.playing && !setup.sound_loops)
2501 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2502 if (TimeLeft > 0 && !(TimeLeft % 10))
2503 RaiseScore(level.score[SC_TIME_BONUS]);
2504 if (TimeLeft > 100 && !(TimeLeft % 10))
2509 DrawGameValue_Time(TimeLeft);
2517 if (!tape.playing && setup.sound_loops)
2518 StopSound(SND_GAME_LEVELTIME_BONUS);
2520 else if (level.time == 0) /* level without time limit */
2522 if (!tape.playing && setup.sound_loops)
2523 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2524 SND_CTRL_PLAY_LOOP);
2526 while (TimePlayed < 999)
2528 if (!tape.playing && !setup.sound_loops)
2529 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2530 if (TimePlayed < 999 && !(TimePlayed % 10))
2531 RaiseScore(level.score[SC_TIME_BONUS]);
2532 if (TimePlayed < 900 && !(TimePlayed % 10))
2537 DrawGameValue_Time(TimePlayed);
2545 if (!tape.playing && setup.sound_loops)
2546 StopSound(SND_GAME_LEVELTIME_BONUS);
2549 /* close exit door after last player */
2550 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2551 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2552 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2554 int element = Feld[ExitX][ExitY];
2556 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2557 EL_SP_EXIT_CLOSING);
2559 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2562 /* Hero disappears */
2563 if (ExitX >= 0 && ExitY >= 0)
2564 DrawLevelField(ExitX, ExitY);
2571 CloseDoor(DOOR_CLOSE_1);
2576 SaveTape(tape.level_nr); /* Ask to save tape */
2579 if (level_nr == leveldir_current->handicap_level)
2581 leveldir_current->handicap_level++;
2582 SaveLevelSetup_SeriesInfo();
2585 if (level_editor_test_game)
2586 local_player->score = -1; /* no highscore when playing from editor */
2587 else if (level_nr < leveldir_current->last_level)
2588 raise_level = TRUE; /* advance to next level */
2590 if ((hi_pos = NewHiScore()) >= 0)
2592 game_status = GAME_MODE_SCORES;
2593 DrawHallOfFame(hi_pos);
2602 game_status = GAME_MODE_MAIN;
2619 LoadScore(level_nr);
2621 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2622 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2625 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2627 if (local_player->score > highscore[k].Score)
2629 /* player has made it to the hall of fame */
2631 if (k < MAX_SCORE_ENTRIES - 1)
2633 int m = MAX_SCORE_ENTRIES - 1;
2636 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2637 if (!strcmp(setup.player_name, highscore[l].Name))
2639 if (m == k) /* player's new highscore overwrites his old one */
2643 for (l = m; l > k; l--)
2645 strcpy(highscore[l].Name, highscore[l - 1].Name);
2646 highscore[l].Score = highscore[l - 1].Score;
2653 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2654 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2655 highscore[k].Score = local_player->score;
2661 else if (!strncmp(setup.player_name, highscore[k].Name,
2662 MAX_PLAYER_NAME_LEN))
2663 break; /* player already there with a higher score */
2669 SaveScore(level_nr);
2674 inline static int getElementMoveStepsize(int x, int y)
2676 int element = Feld[x][y];
2677 int direction = MovDir[x][y];
2678 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2679 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2680 int horiz_move = (dx != 0);
2681 int sign = (horiz_move ? dx : dy);
2682 int step = sign * element_info[element].move_stepsize;
2684 /* special values for move stepsize for spring and things on conveyor belt */
2688 if (element == EL_SPRING)
2689 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2690 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2691 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2692 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2694 if (CAN_FALL(element) &&
2695 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2696 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2697 else if (element == EL_SPRING)
2698 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2705 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2707 if (player->GfxAction != action || player->GfxDir != dir)
2710 printf("Player frame reset! (%d => %d, %d => %d)\n",
2711 player->GfxAction, action, player->GfxDir, dir);
2714 player->GfxAction = action;
2715 player->GfxDir = dir;
2717 player->StepFrame = 0;
2721 static void ResetRandomAnimationValue(int x, int y)
2723 GfxRandom[x][y] = INIT_GFX_RANDOM();
2726 static void ResetGfxAnimation(int x, int y)
2729 GfxAction[x][y] = ACTION_DEFAULT;
2730 GfxDir[x][y] = MovDir[x][y];
2733 void InitMovingField(int x, int y, int direction)
2735 int element = Feld[x][y];
2736 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2737 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2741 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2742 ResetGfxAnimation(x, y);
2744 #if USE_CAN_MOVE_NOT_MOVING
2746 MovDir[x][y] = direction;
2747 GfxDir[x][y] = direction;
2748 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2749 ACTION_FALLING : ACTION_MOVING);
2751 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2753 if (Feld[newx][newy] == EL_EMPTY)
2754 Feld[newx][newy] = EL_BLOCKED;
2756 MovDir[newx][newy] = MovDir[x][y];
2757 GfxFrame[newx][newy] = GfxFrame[x][y];
2758 GfxRandom[newx][newy] = GfxRandom[x][y];
2759 GfxAction[newx][newy] = GfxAction[x][y];
2760 GfxDir[newx][newy] = GfxDir[x][y];
2765 MovDir[newx][newy] = MovDir[x][y] = direction;
2766 GfxDir[x][y] = direction;
2768 if (Feld[newx][newy] == EL_EMPTY)
2769 Feld[newx][newy] = EL_BLOCKED;
2771 if (direction == MV_DOWN && CAN_FALL(element))
2772 GfxAction[x][y] = ACTION_FALLING;
2774 GfxAction[x][y] = ACTION_MOVING;
2776 GfxFrame[newx][newy] = GfxFrame[x][y];
2777 GfxRandom[newx][newy] = GfxRandom[x][y];
2778 GfxAction[newx][newy] = GfxAction[x][y];
2779 GfxDir[newx][newy] = GfxDir[x][y];
2783 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2785 int direction = MovDir[x][y];
2786 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2787 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2793 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2795 int oldx = x, oldy = y;
2796 int direction = MovDir[x][y];
2798 if (direction == MV_LEFT)
2800 else if (direction == MV_RIGHT)
2802 else if (direction == MV_UP)
2804 else if (direction == MV_DOWN)
2807 *comes_from_x = oldx;
2808 *comes_from_y = oldy;
2811 int MovingOrBlocked2Element(int x, int y)
2813 int element = Feld[x][y];
2815 if (element == EL_BLOCKED)
2819 Blocked2Moving(x, y, &oldx, &oldy);
2820 return Feld[oldx][oldy];
2826 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2828 /* like MovingOrBlocked2Element(), but if element is moving
2829 and (x,y) is the field the moving element is just leaving,
2830 return EL_BLOCKED instead of the element value */
2831 int element = Feld[x][y];
2833 if (IS_MOVING(x, y))
2835 if (element == EL_BLOCKED)
2839 Blocked2Moving(x, y, &oldx, &oldy);
2840 return Feld[oldx][oldy];
2849 static void RemoveField(int x, int y)
2851 Feld[x][y] = EL_EMPTY;
2858 ChangeDelay[x][y] = 0;
2859 ChangePage[x][y] = -1;
2860 Pushed[x][y] = FALSE;
2863 ExplodeField[x][y] = EX_TYPE_NONE;
2866 GfxElement[x][y] = EL_UNDEFINED;
2867 GfxAction[x][y] = ACTION_DEFAULT;
2868 GfxDir[x][y] = MV_NO_MOVING;
2871 void RemoveMovingField(int x, int y)
2873 int oldx = x, oldy = y, newx = x, newy = y;
2874 int element = Feld[x][y];
2875 int next_element = EL_UNDEFINED;
2877 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2880 if (IS_MOVING(x, y))
2882 Moving2Blocked(x, y, &newx, &newy);
2884 if (Feld[newx][newy] != EL_BLOCKED)
2887 if (Feld[newx][newy] != EL_BLOCKED)
2889 /* element is moving, but target field is not free (blocked), but
2890 already occupied by something different (example: acid pool);
2891 in this case, only remove the moving field, but not the target */
2893 RemoveField(oldx, oldy);
2895 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2897 DrawLevelField(oldx, oldy);
2903 else if (element == EL_BLOCKED)
2905 Blocked2Moving(x, y, &oldx, &oldy);
2906 if (!IS_MOVING(oldx, oldy))
2910 if (element == EL_BLOCKED &&
2911 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2912 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2913 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2914 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2915 next_element = get_next_element(Feld[oldx][oldy]);
2917 RemoveField(oldx, oldy);
2918 RemoveField(newx, newy);
2920 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2922 if (next_element != EL_UNDEFINED)
2923 Feld[oldx][oldy] = next_element;
2925 DrawLevelField(oldx, oldy);
2926 DrawLevelField(newx, newy);
2929 void DrawDynamite(int x, int y)
2931 int sx = SCREENX(x), sy = SCREENY(y);
2932 int graphic = el2img(Feld[x][y]);
2935 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2938 if (IS_WALKABLE_INSIDE(Back[x][y]))
2942 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2943 else if (Store[x][y])
2944 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2946 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2949 if (Back[x][y] || Store[x][y])
2950 DrawGraphicThruMask(sx, sy, graphic, frame);
2952 DrawGraphic(sx, sy, graphic, frame);
2954 if (game.emulation == EMU_SUPAPLEX)
2955 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2956 else if (Store[x][y])
2957 DrawGraphicThruMask(sx, sy, graphic, frame);
2959 DrawGraphic(sx, sy, graphic, frame);
2963 void CheckDynamite(int x, int y)
2965 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2969 if (MovDelay[x][y] != 0)
2972 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2979 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2981 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2982 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2983 StopSound(SND_DYNAMITE_ACTIVE);
2985 StopSound(SND_DYNABOMB_ACTIVE);
2991 void DrawRelocatePlayer(struct PlayerInfo *player)
2993 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2994 boolean no_delay = (tape.warp_forward);
2995 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2996 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2997 int jx = player->jx;
2998 int jy = player->jy;
3000 if (level.instant_relocation)
3003 int offset = (setup.scroll_delay ? 3 : 0);
3005 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3007 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3008 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3009 local_player->jx - MIDPOSX);
3011 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3012 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3013 local_player->jy - MIDPOSY);
3017 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3018 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3019 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3021 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3022 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3023 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3025 /* don't scroll over playfield boundaries */
3026 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3027 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3029 /* don't scroll over playfield boundaries */
3030 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3031 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3034 scroll_x += (local_player->jx - old_jx);
3035 scroll_y += (local_player->jy - old_jy);
3037 /* don't scroll over playfield boundaries */
3038 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3039 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3041 /* don't scroll over playfield boundaries */
3042 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3043 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3046 RedrawPlayfield(TRUE, 0,0,0,0);
3052 int offset = (setup.scroll_delay ? 3 : 0);
3054 int scroll_xx = -999, scroll_yy = -999;
3056 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
3058 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
3061 int fx = FX, fy = FY;
3063 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3064 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3065 local_player->jx - MIDPOSX);
3067 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3068 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3069 local_player->jy - MIDPOSY);
3071 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
3072 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
3075 if (dx == 0 && dy == 0) /* no scrolling needed at all */
3078 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
3085 fx += dx * TILEX / 2;
3086 fy += dy * TILEY / 2;
3088 ScrollLevel(dx, dy);
3091 /* scroll in two steps of half tile size to make things smoother */
3092 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
3094 Delay(wait_delay_value);
3096 /* scroll second step to align at full tile size */
3098 Delay(wait_delay_value);
3101 int scroll_xx = -999, scroll_yy = -999;
3103 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
3105 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
3108 int fx = FX, fy = FY;
3110 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3111 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3112 local_player->jx - MIDPOSX);
3114 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3115 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3116 local_player->jy - MIDPOSY);
3118 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
3119 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
3122 if (dx == 0 && dy == 0) /* no scrolling needed at all */
3125 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
3132 fx += dx * TILEX / 2;
3133 fy += dy * TILEY / 2;
3135 ScrollLevel(dx, dy);
3138 /* scroll in two steps of half tile size to make things smoother */
3139 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
3141 Delay(wait_delay_value);
3143 /* scroll second step to align at full tile size */
3145 Delay(wait_delay_value);
3151 Delay(wait_delay_value);
3155 void RelocatePlayer(int jx, int jy, int el_player_raw)
3158 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
3160 int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
3162 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
3163 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3164 boolean no_delay = (tape.warp_forward);
3165 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3166 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3167 int old_jx = player->jx;
3168 int old_jy = player->jy;
3169 int old_element = Feld[old_jx][old_jy];
3170 int element = Feld[jx][jy];
3171 boolean player_relocated = (old_jx != jx || old_jy != jy);
3173 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
3174 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
3176 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
3177 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
3178 int leave_side_horiz = move_dir_horiz;
3179 int leave_side_vert = move_dir_vert;
3181 static int trigger_sides[4][2] =
3183 /* enter side leave side */
3184 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
3185 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
3186 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
3187 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
3189 int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
3190 int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
3191 int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
3192 int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
3194 int enter_side = enter_side_horiz | enter_side_vert;
3195 int leave_side = leave_side_horiz | leave_side_vert;
3197 if (player->GameOver) /* do not reanimate dead player */
3200 if (!player_relocated) /* no need to relocate the player */
3203 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
3205 RemoveField(jx, jy); /* temporarily remove newly placed player */
3206 DrawLevelField(jx, jy);
3209 if (player->present)
3211 while (player->MovPos)
3213 ScrollPlayer(player, SCROLL_GO_ON);
3214 ScrollScreen(NULL, SCROLL_GO_ON);
3216 #if USE_NEW_MOVE_DELAY
3217 AdvanceFrameAndPlayerCounters(player->index_nr);
3225 Delay(wait_delay_value);
3228 DrawPlayer(player); /* needed here only to cleanup last field */
3229 DrawLevelField(player->jx, player->jy); /* remove player graphic */
3231 player->is_moving = FALSE;
3235 if (IS_CUSTOM_ELEMENT(old_element))
3236 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
3238 player->index_bit, leave_side);
3240 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
3242 player->index_bit, leave_side);
3245 Feld[jx][jy] = el_player;
3246 InitPlayerField(jx, jy, el_player, TRUE);
3248 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
3250 Feld[jx][jy] = element;
3251 InitField(jx, jy, FALSE);
3255 if (player == local_player) /* only visually relocate local player */
3256 DrawRelocatePlayer(player);
3260 TestIfHeroTouchesBadThing(jx, jy);
3261 TestIfPlayerTouchesCustomElement(jx, jy);
3265 printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
3270 /* needed to allow change of walkable custom element by entering player */
3271 if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
3272 Changed[jx][jy] = 0; /* allow another change (but prevent loop) */
3274 /* needed to allow change of walkable custom element by entering player */
3275 Changed[jx][jy] = 0; /* allow another change */
3280 printf("::: player entering %d, %d from %s ...\n", jx, jy,
3281 enter_side == MV_LEFT ? "left" :
3282 enter_side == MV_RIGHT ? "right" :
3283 enter_side == MV_UP ? "top" :
3284 enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
3288 if (IS_CUSTOM_ELEMENT(element))
3289 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
3290 player->index_bit, enter_side);
3292 CheckTriggeredElementChangeByPlayer(jx, jy, element,
3294 player->index_bit, enter_side);
3298 void Explode(int ex, int ey, int phase, int mode)
3305 /* !!! eliminate this variable !!! */
3306 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
3311 int last_phase = num_phase * delay;
3312 int half_phase = (num_phase / 2) * delay;
3313 int first_phase_after_start = EX_PHASE_START + 1;
3317 if (game.explosions_delayed)
3319 ExplodeField[ex][ey] = mode;
3323 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
3325 int center_element = Feld[ex][ey];
3328 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
3332 /* --- This is only really needed (and now handled) in "Impact()". --- */
3333 /* do not explode moving elements that left the explode field in time */
3334 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
3335 center_element == EL_EMPTY &&
3336 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3341 if (mode == EX_TYPE_NORMAL ||
3342 mode == EX_TYPE_CENTER ||
3343 mode == EX_TYPE_CROSS)
3344 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
3346 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
3347 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
3350 /* remove things displayed in background while burning dynamite */
3351 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3354 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3356 /* put moving element to center field (and let it explode there) */
3357 center_element = MovingOrBlocked2Element(ex, ey);
3358 RemoveMovingField(ex, ey);
3359 Feld[ex][ey] = center_element;
3365 last_phase = element_info[center_element].explosion_delay + 1;
3367 last_phase = element_info[center_element].explosion_delay;
3371 printf("::: %d -> %d\n", center_element, last_phase);
3375 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3377 int xx = x - ex + 1;
3378 int yy = y - ey + 1;
3383 if (!IN_LEV_FIELD(x, y) ||
3384 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3385 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3388 if (!IN_LEV_FIELD(x, y) ||
3389 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
3393 if (!IN_LEV_FIELD(x, y) ||
3394 ((mode != EX_TYPE_NORMAL ||
3395 center_element == EL_AMOEBA_TO_DIAMOND) &&
3396 (x != ex || y != ey)))
3400 element = Feld[x][y];
3402 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3404 element = MovingOrBlocked2Element(x, y);
3406 if (!IS_EXPLOSION_PROOF(element))
3407 RemoveMovingField(x, y);
3413 if (IS_EXPLOSION_PROOF(element))
3416 /* indestructible elements can only explode in center (but not flames) */
3418 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3419 mode == EX_TYPE_BORDER)) ||
3420 element == EL_FLAMES)
3423 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
3424 element == EL_FLAMES)
3430 if ((IS_INDESTRUCTIBLE(element) &&
3431 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
3432 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
3433 element == EL_FLAMES)
3437 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
3438 behaviour, for example when touching a yamyam that explodes to rocks
3439 with active deadly shield, a rock is created under the player !!! */
3440 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
3442 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3443 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3444 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3446 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3449 if (IS_ACTIVE_BOMB(element))
3451 /* re-activate things under the bomb like gate or penguin */
3453 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3456 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
3461 printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
3462 element_info[Feld[x][y]].token_name,
3463 Store[x][y], Store2[x][y]);
3470 /* save walkable background elements while explosion on same tile */
3472 if (IS_INDESTRUCTIBLE(element))
3473 Back[x][y] = element;
3477 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3478 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3479 Back[x][y] = element;
3481 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3482 (x != ex || y != ey))
3483 Back[x][y] = element;
3486 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
3487 Back[x][y] = element;
3491 /* ignite explodable elements reached by other explosion */
3492 if (element == EL_EXPLOSION)
3493 element = Store2[x][y];
3496 if (AmoebaNr[x][y] &&
3497 (element == EL_AMOEBA_FULL ||
3498 element == EL_BD_AMOEBA ||
3499 element == EL_AMOEBA_GROWING))
3501 AmoebaCnt[AmoebaNr[x][y]]--;
3502 AmoebaCnt2[AmoebaNr[x][y]]--;
3508 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3510 switch(StorePlayer[ex][ey])
3513 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3516 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3519 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3523 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3528 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3529 Store[x][y] = EL_EMPTY;
3531 if (game.emulation == EMU_SUPAPLEX)
3532 Store[x][y] = EL_EMPTY;
3535 else if (center_element == EL_MOLE)
3536 Store[x][y] = EL_EMERALD_RED;
3537 else if (center_element == EL_PENGUIN)
3538 Store[x][y] = EL_EMERALD_PURPLE;
3539 else if (center_element == EL_BUG)
3540 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3541 else if (center_element == EL_BD_BUTTERFLY)
3542 Store[x][y] = EL_BD_DIAMOND;
3543 else if (center_element == EL_SP_ELECTRON)
3544 Store[x][y] = EL_SP_INFOTRON;
3545 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3546 Store[x][y] = level.amoeba_content;
3547 else if (center_element == EL_YAMYAM)
3548 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3549 else if (IS_CUSTOM_ELEMENT(center_element) &&
3550 element_info[center_element].content[xx][yy] != EL_EMPTY)
3551 Store[x][y] = element_info[center_element].content[xx][yy];
3552 else if (element == EL_WALL_EMERALD)
3553 Store[x][y] = EL_EMERALD;
3554 else if (element == EL_WALL_DIAMOND)
3555 Store[x][y] = EL_DIAMOND;
3556 else if (element == EL_WALL_BD_DIAMOND)
3557 Store[x][y] = EL_BD_DIAMOND;
3558 else if (element == EL_WALL_EMERALD_YELLOW)
3559 Store[x][y] = EL_EMERALD_YELLOW;
3560 else if (element == EL_WALL_EMERALD_RED)
3561 Store[x][y] = EL_EMERALD_RED;
3562 else if (element == EL_WALL_EMERALD_PURPLE)
3563 Store[x][y] = EL_EMERALD_PURPLE;
3564 else if (element == EL_WALL_PEARL)
3565 Store[x][y] = EL_PEARL;
3566 else if (element == EL_WALL_CRYSTAL)
3567 Store[x][y] = EL_CRYSTAL;
3568 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3569 Store[x][y] = element_info[element].content[1][1];
3571 Store[x][y] = EL_EMPTY;
3573 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3574 center_element == EL_AMOEBA_TO_DIAMOND)
3575 Store2[x][y] = element;
3578 printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
3579 element_info[Store2[x][y]].token_name);
3583 if (AmoebaNr[x][y] &&
3584 (element == EL_AMOEBA_FULL ||
3585 element == EL_BD_AMOEBA ||
3586 element == EL_AMOEBA_GROWING))
3588 AmoebaCnt[AmoebaNr[x][y]]--;
3589 AmoebaCnt2[AmoebaNr[x][y]]--;
3595 MovDir[x][y] = MovPos[x][y] = 0;
3596 GfxDir[x][y] = MovDir[x][y];
3601 Feld[x][y] = EL_EXPLOSION;
3603 GfxElement[x][y] = center_element;
3605 GfxElement[x][y] = EL_UNDEFINED;
3608 ExplodePhase[x][y] = 1;
3610 ExplodeDelay[x][y] = last_phase;
3615 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3617 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3624 if (center_element == EL_YAMYAM)
3625 game.yamyam_content_nr =
3626 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3629 printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
3630 element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
3644 GfxFrame[x][y] = 0; /* restart explosion animation */
3648 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3652 last_phase = ExplodeDelay[x][y];
3655 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3659 /* activate this even in non-DEBUG version until cause for crash in
3660 getGraphicAnimationFrame() (see below) is found and eliminated */
3664 if (GfxElement[x][y] == EL_UNDEFINED)
3667 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3668 printf("Explode(): This should never happen!\n");
3671 GfxElement[x][y] = EL_EMPTY;
3677 border_element = Store2[x][y];
3679 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3680 border_element = StorePlayer[x][y];
3682 if (IS_PLAYER(x, y))
3683 border_element = StorePlayer[x][y];
3687 printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
3688 element_info[border_element].token_name, Store2[x][y]);
3692 printf("::: phase == %d\n", phase);
3695 if (phase == element_info[border_element].ignition_delay ||
3696 phase == last_phase)
3698 boolean border_explosion = FALSE;
3702 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3703 !PLAYER_EXPLOSION_PROTECTED(x, y))
3705 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3708 if (IS_PLAYER(x, y))
3711 KillHeroUnlessExplosionProtected(x, y);
3712 border_explosion = TRUE;
3715 if (phase == last_phase)
3716 printf("::: IS_PLAYER\n");
3719 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3722 printf("::: %d,%d: %d %s\n", x, y, border_element,
3723 element_info[border_element].token_name);
3726 Feld[x][y] = Store2[x][y];
3729 border_explosion = TRUE;
3732 if (phase == last_phase)
3733 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3736 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3738 AmoebeUmwandeln(x, y);
3740 border_explosion = TRUE;
3743 if (phase == last_phase)
3744 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3745 element_info[border_element].explosion_delay,
3746 element_info[border_element].ignition_delay,
3752 /* if an element just explodes due to another explosion (chain-reaction),
3753 do not immediately end the new explosion when it was the last frame of
3754 the explosion (as it would be done in the following "if"-statement!) */
3755 if (border_explosion && phase == last_phase)
3762 if (phase == first_phase_after_start)
3764 int element = Store2[x][y];
3766 if (element == EL_BLACK_ORB)
3768 Feld[x][y] = Store2[x][y];
3773 else if (phase == half_phase)
3775 int element = Store2[x][y];
3777 if (IS_PLAYER(x, y))
3778 KillHeroUnlessExplosionProtected(x, y);
3779 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3781 Feld[x][y] = Store2[x][y];
3785 else if (element == EL_AMOEBA_TO_DIAMOND)
3786 AmoebeUmwandeln(x, y);
3790 if (phase == last_phase)
3795 printf("::: done: phase == %d\n", phase);
3799 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3802 element = Feld[x][y] = Store[x][y];
3803 Store[x][y] = Store2[x][y] = 0;
3804 GfxElement[x][y] = EL_UNDEFINED;
3806 /* player can escape from explosions and might therefore be still alive */
3807 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3808 element <= EL_PLAYER_IS_EXPLODING_4)
3809 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3811 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3812 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3813 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3816 /* restore probably existing indestructible background element */
3817 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3818 element = Feld[x][y] = Back[x][y];
3821 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3822 GfxDir[x][y] = MV_NO_MOVING;
3823 ChangeDelay[x][y] = 0;
3824 ChangePage[x][y] = -1;
3827 InitField_WithBug2(x, y, FALSE);
3829 InitField(x, y, FALSE);
3831 /* !!! not needed !!! */
3833 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3834 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3837 if (CAN_MOVE(element))
3842 DrawLevelField(x, y);
3844 TestIfElementTouchesCustomElement(x, y);
3846 if (GFX_CRUMBLED(element))
3847 DrawLevelFieldCrumbledSandNeighbours(x, y);
3849 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3850 StorePlayer[x][y] = 0;
3852 if (ELEM_IS_PLAYER(element))
3853 RelocatePlayer(x, y, element);
3856 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3858 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3862 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3864 int stored = Store[x][y];
3865 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3866 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3870 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3872 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3876 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3880 printf("::: %d / %d [%d - %d]\n",
3881 GfxFrame[x][y], phase - delay, phase, delay);
3885 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3886 element_info[GfxElement[x][y]].token_name,
3891 DrawLevelFieldCrumbledSand(x, y);
3893 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3895 DrawLevelElement(x, y, Back[x][y]);
3896 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3898 else if (IS_WALKABLE_UNDER(Back[x][y]))
3900 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3901 DrawLevelElementThruMask(x, y, Back[x][y]);
3903 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3904 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3908 void DynaExplode(int ex, int ey)
3911 int dynabomb_element = Feld[ex][ey];
3912 int dynabomb_size = 1;
3913 boolean dynabomb_xl = FALSE;
3914 struct PlayerInfo *player;
3915 static int xy[4][2] =
3923 if (IS_ACTIVE_BOMB(dynabomb_element))
3925 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3926 dynabomb_size = player->dynabomb_size;
3927 dynabomb_xl = player->dynabomb_xl;
3928 player->dynabombs_left++;
3931 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3933 for (i = 0; i < NUM_DIRECTIONS; i++)
3935 for (j = 1; j <= dynabomb_size; j++)
3937 int x = ex + j * xy[i][0];
3938 int y = ey + j * xy[i][1];
3941 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3944 element = Feld[x][y];
3946 /* do not restart explosions of fields with active bombs */
3947 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3950 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3954 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3955 !IS_DIGGABLE(element) && !dynabomb_xl)
3958 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3959 !CAN_GROW_INTO(element) && !dynabomb_xl)
3963 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3964 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3965 element != EL_SAND && !dynabomb_xl)
3972 void Bang(int x, int y)
3975 int element = MovingOrBlocked2Element(x, y);
3977 int element = Feld[x][y];
3981 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3983 if (IS_PLAYER(x, y))
3986 struct PlayerInfo *player = PLAYERINFO(x, y);
3988 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3989 player->element_nr);
3994 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3996 if (game.emulation == EMU_SUPAPLEX)
3997 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3999 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
4004 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
4012 case EL_BD_BUTTERFLY:
4015 case EL_DARK_YAMYAM:
4019 RaiseScoreElement(element);
4020 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
4022 case EL_DYNABOMB_PLAYER_1_ACTIVE:
4023 case EL_DYNABOMB_PLAYER_2_ACTIVE:
4024 case EL_DYNABOMB_PLAYER_3_ACTIVE:
4025 case EL_DYNABOMB_PLAYER_4_ACTIVE:
4026 case EL_DYNABOMB_INCREASE_NUMBER:
4027 case EL_DYNABOMB_INCREASE_SIZE:
4028 case EL_DYNABOMB_INCREASE_POWER:
4033 case EL_LAMP_ACTIVE:
4035 case EL_AMOEBA_TO_DIAMOND:
4037 if (IS_PLAYER(x, y))
4038 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
4040 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
4044 if (element_info[element].explosion_type == EXPLODES_CROSS)
4046 if (CAN_EXPLODE_CROSS(element))
4049 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
4054 else if (element_info[element].explosion_type == EXPLODES_1X1)
4056 else if (CAN_EXPLODE_1X1(element))
4058 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
4060 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
4064 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
4067 void SplashAcid(int x, int y)
4070 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
4071 (!IN_LEV_FIELD(x - 1, y - 2) ||
4072 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
4073 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
4075 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
4076 (!IN_LEV_FIELD(x + 1, y - 2) ||
4077 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
4078 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
4080 PlayLevelSound(x, y, SND_ACID_SPLASHING);
4082 /* input: position of element entering acid (obsolete) */
4084 int element = Feld[x][y];
4086 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
4089 if (element != EL_ACID_SPLASH_LEFT &&
4090 element != EL_ACID_SPLASH_RIGHT)
4092 PlayLevelSound(x, y, SND_ACID_SPLASHING);
4094 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
4095 (!IN_LEV_FIELD(x - 1, y - 1) ||
4096 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
4097 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
4099 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
4100 (!IN_LEV_FIELD(x + 1, y - 1) ||
4101 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
4102 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
4107 static void InitBeltMovement()
4109 static int belt_base_element[4] =
4111 EL_CONVEYOR_BELT_1_LEFT,
4112 EL_CONVEYOR_BELT_2_LEFT,
4113 EL_CONVEYOR_BELT_3_LEFT,
4114 EL_CONVEYOR_BELT_4_LEFT
4116 static int belt_base_active_element[4] =
4118 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4119 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4120 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4121 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4126 /* set frame order for belt animation graphic according to belt direction */
4127 for (i = 0; i < NUM_BELTS; i++)
4131 for (j = 0; j < NUM_BELT_PARTS; j++)
4133 int element = belt_base_active_element[belt_nr] + j;
4134 int graphic = el2img(element);
4136 if (game.belt_dir[i] == MV_LEFT)
4137 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4139 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4143 for (y = 0; y < lev_fieldy; y++)
4145 for (x = 0; x < lev_fieldx; x++)
4147 int element = Feld[x][y];
4149 for (i = 0; i < NUM_BELTS; i++)
4151 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
4153 int e_belt_nr = getBeltNrFromBeltElement(element);
4156 if (e_belt_nr == belt_nr)
4158 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
4160 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
4168 static void ToggleBeltSwitch(int x, int y)
4170 static int belt_base_element[4] =
4172 EL_CONVEYOR_BELT_1_LEFT,
4173 EL_CONVEYOR_BELT_2_LEFT,
4174 EL_CONVEYOR_BELT_3_LEFT,
4175 EL_CONVEYOR_BELT_4_LEFT
4177 static int belt_base_active_element[4] =
4179 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4180 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4181 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4182 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4184 static int belt_base_switch_element[4] =
4186 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
4187 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
4188 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
4189 EL_CONVEYOR_BELT_4_SWITCH_LEFT
4191 static int belt_move_dir[4] =
4199 int element = Feld[x][y];
4200 int belt_nr = getBeltNrFromBeltSwitchElement(element);
4201 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4202 int belt_dir = belt_move_dir[belt_dir_nr];
4205 if (!IS_BELT_SWITCH(element))
4208 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4209 game.belt_dir[belt_nr] = belt_dir;
4211 if (belt_dir_nr == 3)
4214 /* set frame order for belt animation graphic according to belt direction */
4215 for (i = 0; i < NUM_BELT_PARTS; i++)
4217 int element = belt_base_active_element[belt_nr] + i;
4218 int graphic = el2img(element);
4220 if (belt_dir == MV_LEFT)
4221 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4223 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4226 for (yy = 0; yy < lev_fieldy; yy++)
4228 for (xx = 0; xx < lev_fieldx; xx++)
4230 int element = Feld[xx][yy];
4232 if (IS_BELT_SWITCH(element))
4234 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
4236 if (e_belt_nr == belt_nr)
4238 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
4239 DrawLevelField(xx, yy);
4242 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
4244 int e_belt_nr = getBeltNrFromBeltElement(element);
4246 if (e_belt_nr == belt_nr)
4248 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
4250 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
4251 DrawLevelField(xx, yy);
4254 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
4256 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
4258 if (e_belt_nr == belt_nr)
4260 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
4262 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
4263 DrawLevelField(xx, yy);
4270 static void ToggleSwitchgateSwitch(int x, int y)
4274 game.switchgate_pos = !game.switchgate_pos;
4276 for (yy = 0; yy < lev_fieldy; yy++)
4278 for (xx = 0; xx < lev_fieldx; xx++)
4280 int element = Feld[xx][yy];
4282 if (element == EL_SWITCHGATE_SWITCH_UP ||
4283 element == EL_SWITCHGATE_SWITCH_DOWN)
4285 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4286 DrawLevelField(xx, yy);
4288 else if (element == EL_SWITCHGATE_OPEN ||
4289 element == EL_SWITCHGATE_OPENING)
4291 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
4293 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
4295 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
4298 else if (element == EL_SWITCHGATE_CLOSED ||
4299 element == EL_SWITCHGATE_CLOSING)
4301 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
4303 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
4305 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
4312 static int getInvisibleActiveFromInvisibleElement(int element)
4314 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
4315 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
4316 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
4320 static int getInvisibleFromInvisibleActiveElement(int element)
4322 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
4323 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
4324 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
4328 static void RedrawAllLightSwitchesAndInvisibleElements()
4332 for (y = 0; y < lev_fieldy; y++)
4334 for (x = 0; x < lev_fieldx; x++)
4336 int element = Feld[x][y];
4338 if (element == EL_LIGHT_SWITCH &&
4339 game.light_time_left > 0)
4341 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
4342 DrawLevelField(x, y);
4344 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
4345 game.light_time_left == 0)
4347 Feld[x][y] = EL_LIGHT_SWITCH;
4348 DrawLevelField(x, y);
4350 else if (element == EL_INVISIBLE_STEELWALL ||
4351 element == EL_INVISIBLE_WALL ||
4352 element == EL_INVISIBLE_SAND)
4354 if (game.light_time_left > 0)
4355 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4357 DrawLevelField(x, y);
4359 /* uncrumble neighbour fields, if needed */
4360 if (element == EL_INVISIBLE_SAND)
4361 DrawLevelFieldCrumbledSandNeighbours(x, y);
4363 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4364 element == EL_INVISIBLE_WALL_ACTIVE ||
4365 element == EL_INVISIBLE_SAND_ACTIVE)
4367 if (game.light_time_left == 0)
4368 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4370 DrawLevelField(x, y);
4372 /* re-crumble neighbour fields, if needed */
4373 if (element == EL_INVISIBLE_SAND)
4374 DrawLevelFieldCrumbledSandNeighbours(x, y);
4380 static void ToggleLightSwitch(int x, int y)
4382 int element = Feld[x][y];
4384 game.light_time_left =
4385 (element == EL_LIGHT_SWITCH ?
4386 level.time_light * FRAMES_PER_SECOND : 0);
4388 RedrawAllLightSwitchesAndInvisibleElements();
4391 static void ActivateTimegateSwitch(int x, int y)
4395 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4397 for (yy = 0; yy < lev_fieldy; yy++)
4399 for (xx = 0; xx < lev_fieldx; xx++)
4401 int element = Feld[xx][yy];
4403 if (element == EL_TIMEGATE_CLOSED ||
4404 element == EL_TIMEGATE_CLOSING)
4406 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4407 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
4411 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4413 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4414 DrawLevelField(xx, yy);
4421 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4424 void Impact(int x, int y)
4426 boolean last_line = (y == lev_fieldy - 1);
4427 boolean object_hit = FALSE;
4428 boolean impact = (last_line || object_hit);
4429 int element = Feld[x][y];
4430 int smashed = EL_STEELWALL;
4433 printf("IMPACT!\n");
4436 if (!last_line) /* check if element below was hit */
4438 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4441 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4442 MovDir[x][y + 1] != MV_DOWN ||
4443 MovPos[x][y + 1] <= TILEY / 2));
4446 object_hit = !IS_FREE(x, y + 1);
4449 /* do not smash moving elements that left the smashed field in time */
4450 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4451 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4455 smashed = MovingOrBlocked2Element(x, y + 1);
4457 impact = (last_line || object_hit);
4460 if (!last_line && smashed == EL_ACID) /* element falls into acid */
4462 SplashAcid(x, y + 1);
4466 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4467 /* only reset graphic animation if graphic really changes after impact */
4469 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4471 ResetGfxAnimation(x, y);
4472 DrawLevelField(x, y);
4475 if (impact && CAN_EXPLODE_IMPACT(element))
4480 else if (impact && element == EL_PEARL)
4482 ResetGfxAnimation(x, y);
4484 Feld[x][y] = EL_PEARL_BREAKING;
4485 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4488 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4490 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4495 if (impact && element == EL_AMOEBA_DROP)
4497 if (object_hit && IS_PLAYER(x, y + 1))
4498 KillHeroUnlessEnemyProtected(x, y + 1);
4499 else if (object_hit && smashed == EL_PENGUIN)
4503 Feld[x][y] = EL_AMOEBA_GROWING;
4504 Store[x][y] = EL_AMOEBA_WET;
4506 ResetRandomAnimationValue(x, y);
4511 if (object_hit) /* check which object was hit */
4513 if (CAN_PASS_MAGIC_WALL(element) &&
4514 (smashed == EL_MAGIC_WALL ||
4515 smashed == EL_BD_MAGIC_WALL))
4518 int activated_magic_wall =
4519 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4520 EL_BD_MAGIC_WALL_ACTIVE);
4522 /* activate magic wall / mill */
4523 for (yy = 0; yy < lev_fieldy; yy++)
4524 for (xx = 0; xx < lev_fieldx; xx++)
4525 if (Feld[xx][yy] == smashed)
4526 Feld[xx][yy] = activated_magic_wall;
4528 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4529 game.magic_wall_active = TRUE;
4531 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4532 SND_MAGIC_WALL_ACTIVATING :
4533 SND_BD_MAGIC_WALL_ACTIVATING));
4536 if (IS_PLAYER(x, y + 1))
4538 if (CAN_SMASH_PLAYER(element))
4540 KillHeroUnlessEnemyProtected(x, y + 1);
4544 else if (smashed == EL_PENGUIN)
4546 if (CAN_SMASH_PLAYER(element))
4552 else if (element == EL_BD_DIAMOND)
4554 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4560 else if (((element == EL_SP_INFOTRON ||
4561 element == EL_SP_ZONK) &&
4562 (smashed == EL_SP_SNIKSNAK ||
4563 smashed == EL_SP_ELECTRON ||
4564 smashed == EL_SP_DISK_ORANGE)) ||
4565 (element == EL_SP_INFOTRON &&
4566 smashed == EL_SP_DISK_YELLOW))
4572 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4578 else if (CAN_SMASH_EVERYTHING(element))
4580 if (IS_CLASSIC_ENEMY(smashed) ||
4581 CAN_EXPLODE_SMASHED(smashed))
4586 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4588 if (smashed == EL_LAMP ||
4589 smashed == EL_LAMP_ACTIVE)
4594 else if (smashed == EL_NUT)
4596 Feld[x][y + 1] = EL_NUT_BREAKING;
4597 PlayLevelSound(x, y, SND_NUT_BREAKING);
4598 RaiseScoreElement(EL_NUT);
4601 else if (smashed == EL_PEARL)
4603 ResetGfxAnimation(x, y);
4605 Feld[x][y + 1] = EL_PEARL_BREAKING;
4606 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4609 else if (smashed == EL_DIAMOND)
4611 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4612 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4615 else if (IS_BELT_SWITCH(smashed))
4617 ToggleBeltSwitch(x, y + 1);
4619 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4620 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4622 ToggleSwitchgateSwitch(x, y + 1);
4624 else if (smashed == EL_LIGHT_SWITCH ||
4625 smashed == EL_LIGHT_SWITCH_ACTIVE)
4627 ToggleLightSwitch(x, y + 1);
4632 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4635 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4638 /* !!! TEST ONLY !!! */
4639 CheckElementChangeBySide(x, y + 1, smashed, element,
4640 CE_SWITCHED, CH_SIDE_TOP);
4641 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4642 CE_SWITCH_OF_X, CH_SIDE_TOP);
4644 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4645 CE_SWITCH_OF_X, CH_SIDE_TOP);
4646 CheckElementChangeBySide(x, y + 1, smashed, element,
4647 CE_SWITCHED, CH_SIDE_TOP);
4653 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4658 /* play sound of magic wall / mill */
4660 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4661 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4663 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4664 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4665 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4666 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4671 /* play sound of object that hits the ground */
4672 if (last_line || object_hit)
4673 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4676 inline static void TurnRoundExt(int x, int y)
4688 { 0, 0 }, { 0, 0 }, { 0, 0 },
4693 int left, right, back;
4697 { MV_DOWN, MV_UP, MV_RIGHT },
4698 { MV_UP, MV_DOWN, MV_LEFT },
4700 { MV_LEFT, MV_RIGHT, MV_DOWN },
4704 { MV_RIGHT, MV_LEFT, MV_UP }
4707 int element = Feld[x][y];
4708 int move_pattern = element_info[element].move_pattern;
4710 int old_move_dir = MovDir[x][y];
4711 int left_dir = turn[old_move_dir].left;
4712 int right_dir = turn[old_move_dir].right;
4713 int back_dir = turn[old_move_dir].back;
4715 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4716 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4717 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4718 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4720 int left_x = x + left_dx, left_y = y + left_dy;
4721 int right_x = x + right_dx, right_y = y + right_dy;
4722 int move_x = x + move_dx, move_y = y + move_dy;
4726 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4728 TestIfBadThingTouchesOtherBadThing(x, y);
4730 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4731 MovDir[x][y] = right_dir;
4732 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4733 MovDir[x][y] = left_dir;
4735 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4737 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4741 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4742 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4744 TestIfBadThingTouchesOtherBadThing(x, y);
4746 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4747 MovDir[x][y] = left_dir;
4748 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4749 MovDir[x][y] = right_dir;
4751 if ((element == EL_SPACESHIP ||
4752 element == EL_SP_SNIKSNAK ||
4753 element == EL_SP_ELECTRON)
4754 && MovDir[x][y] != old_move_dir)
4756 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4760 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4762 TestIfBadThingTouchesOtherBadThing(x, y);
4764 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4765 MovDir[x][y] = left_dir;
4766 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4767 MovDir[x][y] = right_dir;
4769 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4771 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4774 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4776 TestIfBadThingTouchesOtherBadThing(x, y);
4778 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4779 MovDir[x][y] = left_dir;
4780 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4781 MovDir[x][y] = right_dir;
4783 if (MovDir[x][y] != old_move_dir)
4787 else if (element == EL_YAMYAM)
4789 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4790 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4792 if (can_turn_left && can_turn_right)
4793 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4794 else if (can_turn_left)
4795 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4796 else if (can_turn_right)
4797 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4799 MovDir[x][y] = back_dir;
4801 MovDelay[x][y] = 16 + 16 * RND(3);
4803 else if (element == EL_DARK_YAMYAM)
4805 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4807 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4810 if (can_turn_left && can_turn_right)
4811 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4812 else if (can_turn_left)
4813 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4814 else if (can_turn_right)
4815 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4817 MovDir[x][y] = back_dir;
4819 MovDelay[x][y] = 16 + 16 * RND(3);
4821 else if (element == EL_PACMAN)
4823 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4824 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4826 if (can_turn_left && can_turn_right)
4827 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4828 else if (can_turn_left)
4829 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4830 else if (can_turn_right)
4831 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4833 MovDir[x][y] = back_dir;
4835 MovDelay[x][y] = 6 + RND(40);
4837 else if (element == EL_PIG)
4839 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4840 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4841 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4842 boolean should_turn_left, should_turn_right, should_move_on;
4844 int rnd = RND(rnd_value);
4846 should_turn_left = (can_turn_left &&
4848 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4849 y + back_dy + left_dy)));
4850 should_turn_right = (can_turn_right &&
4852 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4853 y + back_dy + right_dy)));
4854 should_move_on = (can_move_on &&
4857 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4858 y + move_dy + left_dy) ||
4859 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4860 y + move_dy + right_dy)));
4862 if (should_turn_left || should_turn_right || should_move_on)
4864 if (should_turn_left && should_turn_right && should_move_on)
4865 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4866 rnd < 2 * rnd_value / 3 ? right_dir :
4868 else if (should_turn_left && should_turn_right)
4869 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4870 else if (should_turn_left && should_move_on)
4871 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4872 else if (should_turn_right && should_move_on)
4873 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4874 else if (should_turn_left)
4875 MovDir[x][y] = left_dir;
4876 else if (should_turn_right)
4877 MovDir[x][y] = right_dir;
4878 else if (should_move_on)
4879 MovDir[x][y] = old_move_dir;
4881 else if (can_move_on && rnd > rnd_value / 8)
4882 MovDir[x][y] = old_move_dir;
4883 else if (can_turn_left && can_turn_right)
4884 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4885 else if (can_turn_left && rnd > rnd_value / 8)
4886 MovDir[x][y] = left_dir;
4887 else if (can_turn_right && rnd > rnd_value/8)
4888 MovDir[x][y] = right_dir;
4890 MovDir[x][y] = back_dir;
4892 xx = x + move_xy[MovDir[x][y]].x;
4893 yy = y + move_xy[MovDir[x][y]].y;
4896 /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */
4897 if (!IN_LEV_FIELD(xx, yy) ||
4898 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4899 MovDir[x][y] = old_move_dir;
4901 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4902 MovDir[x][y] = old_move_dir;
4907 else if (element == EL_DRAGON)
4909 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4910 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4911 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4913 int rnd = RND(rnd_value);
4916 if (FrameCounter < 1 && x == 0 && y == 29)
4917 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4920 if (can_move_on && rnd > rnd_value / 8)
4921 MovDir[x][y] = old_move_dir;
4922 else if (can_turn_left && can_turn_right)
4923 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4924 else if (can_turn_left && rnd > rnd_value / 8)
4925 MovDir[x][y] = left_dir;
4926 else if (can_turn_right && rnd > rnd_value / 8)
4927 MovDir[x][y] = right_dir;
4929 MovDir[x][y] = back_dir;
4931 xx = x + move_xy[MovDir[x][y]].x;
4932 yy = y + move_xy[MovDir[x][y]].y;
4935 if (FrameCounter < 1 && x == 0 && y == 29)
4936 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4937 xx, yy, Feld[xx][yy],
4942 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4943 MovDir[x][y] = old_move_dir;
4945 if (!IS_FREE(xx, yy))
4946 MovDir[x][y] = old_move_dir;
4950 if (FrameCounter < 1 && x == 0 && y == 29)
4951 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4956 else if (element == EL_MOLE)
4958 boolean can_move_on =
4959 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4960 IS_AMOEBOID(Feld[move_x][move_y]) ||
4961 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4964 boolean can_turn_left =
4965 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4966 IS_AMOEBOID(Feld[left_x][left_y])));
4968 boolean can_turn_right =
4969 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4970 IS_AMOEBOID(Feld[right_x][right_y])));
4972 if (can_turn_left && can_turn_right)
4973 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4974 else if (can_turn_left)
4975 MovDir[x][y] = left_dir;
4977 MovDir[x][y] = right_dir;
4980 if (MovDir[x][y] != old_move_dir)
4983 else if (element == EL_BALLOON)
4985 MovDir[x][y] = game.balloon_dir;
4988 else if (element == EL_SPRING)
4991 if (MovDir[x][y] & MV_HORIZONTAL &&
4992 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4993 MovDir[x][y] = MV_NO_MOVING;
4995 if (MovDir[x][y] & MV_HORIZONTAL &&
4996 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4997 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4998 MovDir[x][y] = MV_NO_MOVING;
5003 else if (element == EL_ROBOT ||
5004 element == EL_SATELLITE ||
5005 element == EL_PENGUIN)
5007 int attr_x = -1, attr_y = -1;
5018 for (i = 0; i < MAX_PLAYERS; i++)
5020 struct PlayerInfo *player = &stored_player[i];
5021 int jx = player->jx, jy = player->jy;
5023 if (!player->active)
5027 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5036 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
5037 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
5038 game.engine_version < VERSION_IDENT(3,1,0,0)))
5040 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
5047 if (element == EL_PENGUIN)
5050 static int xy[4][2] =
5058 for (i = 0; i < NUM_DIRECTIONS; i++)
5060 int ex = x + xy[i][0];
5061 int ey = y + xy[i][1];
5063 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
5072 MovDir[x][y] = MV_NO_MOVING;
5074 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
5075 else if (attr_x > x)
5076 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
5078 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
5079 else if (attr_y > y)
5080 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
5082 if (element == EL_ROBOT)
5086 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5087 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
5088 Moving2Blocked(x, y, &newx, &newy);
5090 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
5091 MovDelay[x][y] = 8 + 8 * !RND(3);
5093 MovDelay[x][y] = 16;
5095 else if (element == EL_PENGUIN)
5101 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5103 boolean first_horiz = RND(2);
5104 int new_move_dir = MovDir[x][y];
5107 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5108 Moving2Blocked(x, y, &newx, &newy);
5110 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
5114 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5115 Moving2Blocked(x, y, &newx, &newy);
5117 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
5120 MovDir[x][y] = old_move_dir;
5124 else /* (element == EL_SATELLITE) */
5130 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5132 boolean first_horiz = RND(2);
5133 int new_move_dir = MovDir[x][y];
5136 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5137 Moving2Blocked(x, y, &newx, &newy);
5139 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5143 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5144 Moving2Blocked(x, y, &newx, &newy);
5146 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5149 MovDir[x][y] = old_move_dir;
5154 else if (move_pattern == MV_TURNING_LEFT ||
5155 move_pattern == MV_TURNING_RIGHT ||
5156 move_pattern == MV_TURNING_LEFT_RIGHT ||
5157 move_pattern == MV_TURNING_RIGHT_LEFT ||
5158 move_pattern == MV_TURNING_RANDOM ||
5159 move_pattern == MV_ALL_DIRECTIONS)
5161 boolean can_turn_left =
5162 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
5163 boolean can_turn_right =
5164 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
5166 #if USE_CAN_MOVE_NOT_MOVING
5167 if (element_info[element].move_stepsize == 0) /* not moving */
5171 if (move_pattern == MV_TURNING_LEFT)
5172 MovDir[x][y] = left_dir;
5173 else if (move_pattern == MV_TURNING_RIGHT)
5174 MovDir[x][y] = right_dir;
5175 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
5176 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
5177 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
5178 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
5179 else if (move_pattern == MV_TURNING_RANDOM)
5180 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
5181 can_turn_right && !can_turn_left ? right_dir :
5182 RND(2) ? left_dir : right_dir);
5183 else if (can_turn_left && can_turn_right)
5184 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5185 else if (can_turn_left)
5186 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5187 else if (can_turn_right)
5188 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5190 MovDir[x][y] = back_dir;
5192 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5194 else if (move_pattern == MV_HORIZONTAL ||
5195 move_pattern == MV_VERTICAL)
5197 if (move_pattern & old_move_dir)
5198 MovDir[x][y] = back_dir;
5199 else if (move_pattern == MV_HORIZONTAL)
5200 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
5201 else if (move_pattern == MV_VERTICAL)
5202 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
5204 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5206 else if (move_pattern & MV_ANY_DIRECTION)
5208 MovDir[x][y] = move_pattern;
5209 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5211 else if (move_pattern == MV_ALONG_LEFT_SIDE)
5213 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
5214 MovDir[x][y] = left_dir;
5215 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5216 MovDir[x][y] = right_dir;
5218 if (MovDir[x][y] != old_move_dir)
5219 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5221 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
5223 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
5224 MovDir[x][y] = right_dir;
5225 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5226 MovDir[x][y] = left_dir;
5228 if (MovDir[x][y] != old_move_dir)
5229 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5231 else if (move_pattern == MV_TOWARDS_PLAYER ||
5232 move_pattern == MV_AWAY_FROM_PLAYER)
5234 int attr_x = -1, attr_y = -1;
5236 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
5247 for (i = 0; i < MAX_PLAYERS; i++)
5249 struct PlayerInfo *player = &stored_player[i];
5250 int jx = player->jx, jy = player->jy;
5252 if (!player->active)
5256 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5264 MovDir[x][y] = MV_NO_MOVING;
5266 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
5267 else if (attr_x > x)
5268 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
5270 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
5271 else if (attr_y > y)
5272 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
5274 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5276 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5278 boolean first_horiz = RND(2);
5279 int new_move_dir = MovDir[x][y];
5281 #if USE_CAN_MOVE_NOT_MOVING
5282 if (element_info[element].move_stepsize == 0) /* not moving */
5284 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
5285 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5292 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5293 Moving2Blocked(x, y, &newx, &newy);
5295 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5299 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5300 Moving2Blocked(x, y, &newx, &newy);
5302 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5305 MovDir[x][y] = old_move_dir;
5308 else if (move_pattern == MV_WHEN_PUSHED ||
5309 move_pattern == MV_WHEN_DROPPED)
5311 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5312 MovDir[x][y] = MV_NO_MOVING;
5316 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
5318 static int test_xy[7][2] =
5328 static int test_dir[7] =
5338 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
5339 int move_preference = -1000000; /* start with very low preference */
5340 int new_move_dir = MV_NO_MOVING;
5341 int start_test = RND(4);
5344 for (i = 0; i < NUM_DIRECTIONS; i++)
5346 int move_dir = test_dir[start_test + i];
5347 int move_dir_preference;
5349 xx = x + test_xy[start_test + i][0];
5350 yy = y + test_xy[start_test + i][1];
5352 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
5353 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
5355 new_move_dir = move_dir;
5360 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5363 move_dir_preference = -1 * RunnerVisit[xx][yy];
5364 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5365 move_dir_preference = PlayerVisit[xx][yy];
5367 if (move_dir_preference > move_preference)
5369 /* prefer field that has not been visited for the longest time */
5370 move_preference = move_dir_preference;
5371 new_move_dir = move_dir;
5373 else if (move_dir_preference == move_preference &&
5374 move_dir == old_move_dir)
5376 /* prefer last direction when all directions are preferred equally */
5377 move_preference = move_dir_preference;
5378 new_move_dir = move_dir;
5382 MovDir[x][y] = new_move_dir;
5383 if (old_move_dir != new_move_dir)
5386 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5394 static void TurnRound(int x, int y)
5396 int direction = MovDir[x][y];
5399 GfxDir[x][y] = MovDir[x][y];
5405 GfxDir[x][y] = MovDir[x][y];
5408 if (direction != MovDir[x][y])
5413 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
5416 GfxAction[x][y] = ACTION_WAITING;
5420 static boolean JustBeingPushed(int x, int y)
5424 for (i = 0; i < MAX_PLAYERS; i++)
5426 struct PlayerInfo *player = &stored_player[i];
5428 if (player->active && player->is_pushing && player->MovPos)
5430 int next_jx = player->jx + (player->jx - player->last_jx);
5431 int next_jy = player->jy + (player->jy - player->last_jy);
5433 if (x == next_jx && y == next_jy)
5441 void StartMoving(int x, int y)
5444 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
5446 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5447 int element = Feld[x][y];
5453 if (MovDelay[x][y] == 0)
5454 GfxAction[x][y] = ACTION_DEFAULT;
5456 /* !!! this should be handled more generic (not only for mole) !!! */
5457 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
5458 GfxAction[x][y] = ACTION_DEFAULT;
5461 if (CAN_FALL(element) && y < lev_fieldy - 1)
5463 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5464 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5465 if (JustBeingPushed(x, y))
5468 if (element == EL_QUICKSAND_FULL)
5470 if (IS_FREE(x, y + 1))
5472 InitMovingField(x, y, MV_DOWN);
5473 started_moving = TRUE;
5475 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5476 Store[x][y] = EL_ROCK;
5478 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5480 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
5483 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5485 if (!MovDelay[x][y])
5486 MovDelay[x][y] = TILEY + 1;
5495 Feld[x][y] = EL_QUICKSAND_EMPTY;
5496 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5497 Store[x][y + 1] = Store[x][y];
5500 PlayLevelSoundAction(x, y, ACTION_FILLING);
5502 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5506 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5507 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5509 InitMovingField(x, y, MV_DOWN);
5510 started_moving = TRUE;
5512 Feld[x][y] = EL_QUICKSAND_FILLING;
5513 Store[x][y] = element;
5515 PlayLevelSoundAction(x, y, ACTION_FILLING);
5517 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5520 else if (element == EL_MAGIC_WALL_FULL)
5522 if (IS_FREE(x, y + 1))
5524 InitMovingField(x, y, MV_DOWN);
5525 started_moving = TRUE;
5527 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5528 Store[x][y] = EL_CHANGED(Store[x][y]);
5530 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5532 if (!MovDelay[x][y])
5533 MovDelay[x][y] = TILEY/4 + 1;
5542 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
5543 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
5544 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
5548 else if (element == EL_BD_MAGIC_WALL_FULL)
5550 if (IS_FREE(x, y + 1))
5552 InitMovingField(x, y, MV_DOWN);
5553 started_moving = TRUE;
5555 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
5556 Store[x][y] = EL_CHANGED2(Store[x][y]);
5558 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5560 if (!MovDelay[x][y])
5561 MovDelay[x][y] = TILEY/4 + 1;
5570 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
5571 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
5572 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
5576 else if (CAN_PASS_MAGIC_WALL(element) &&
5577 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5578 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
5580 InitMovingField(x, y, MV_DOWN);
5581 started_moving = TRUE;
5584 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
5585 EL_BD_MAGIC_WALL_FILLING);
5586 Store[x][y] = element;
5589 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
5591 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
5594 SplashAcid(x, y + 1);
5596 InitMovingField(x, y, MV_DOWN);
5597 started_moving = TRUE;
5599 Store[x][y] = EL_ACID;
5601 /* !!! TEST !!! better use "_FALLING" etc. !!! */
5602 GfxAction[x][y + 1] = ACTION_ACTIVE;
5606 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5607 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
5609 #if USE_IMPACT_BUGFIX
5610 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5611 CAN_FALL(element) && WasJustFalling[x][y] &&
5612 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5614 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5615 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5616 (Feld[x][y + 1] == EL_BLOCKED)))
5618 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5619 CAN_SMASH(element) && WasJustFalling[x][y] &&
5620 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5622 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5623 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5624 (Feld[x][y + 1] == EL_BLOCKED)))
5629 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5630 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5631 WasJustMoving[x][y] && !Pushed[x][y + 1])
5633 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5634 WasJustMoving[x][y])
5639 /* this is needed for a special case not covered by calling "Impact()"
5640 from "ContinueMoving()": if an element moves to a tile directly below
5641 another element which was just falling on that tile (which was empty
5642 in the previous frame), the falling element above would just stop
5643 instead of smashing the element below (in previous version, the above
5644 element was just checked for "moving" instead of "falling", resulting
5645 in incorrect smashes caused by horizontal movement of the above
5646 element; also, the case of the player being the element to smash was
5647 simply not covered here... :-/ ) */
5650 WasJustMoving[x][y] = 0;
5651 WasJustFalling[x][y] = 0;
5654 CheckCollision[x][y] = 0;
5657 if (IS_PLAYER(x, y + 1))
5658 printf("::: we ARE now killing the player [%d]\n", FrameCounter);
5663 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5665 if (MovDir[x][y] == MV_NO_MOVING)
5667 InitMovingField(x, y, MV_DOWN);
5668 started_moving = TRUE;
5671 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5673 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5674 MovDir[x][y] = MV_DOWN;
5676 InitMovingField(x, y, MV_DOWN);
5677 started_moving = TRUE;
5679 else if (element == EL_AMOEBA_DROP)
5681 Feld[x][y] = EL_AMOEBA_GROWING;
5682 Store[x][y] = EL_AMOEBA_WET;
5684 /* Store[x][y + 1] must be zero, because:
5685 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5688 #if OLD_GAME_BEHAVIOUR
5689 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5691 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5692 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5693 element != EL_DX_SUPABOMB)
5696 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5697 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5698 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5699 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5702 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5703 (IS_FREE(x - 1, y + 1) ||
5704 Feld[x - 1][y + 1] == EL_ACID));
5705 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5706 (IS_FREE(x + 1, y + 1) ||
5707 Feld[x + 1][y + 1] == EL_ACID));
5708 boolean can_fall_any = (can_fall_left || can_fall_right);
5709 boolean can_fall_both = (can_fall_left && can_fall_right);
5711 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5713 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5715 if (slippery_type == SLIPPERY_ONLY_LEFT)
5716 can_fall_right = FALSE;
5717 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5718 can_fall_left = FALSE;
5719 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5720 can_fall_right = FALSE;
5721 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5722 can_fall_left = FALSE;
5724 can_fall_any = (can_fall_left || can_fall_right);
5725 can_fall_both = (can_fall_left && can_fall_right);
5728 #if USE_NEW_SP_SLIPPERY
5729 /* !!! better use the same properties as for custom elements here !!! */
5730 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
5731 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
5733 can_fall_right = FALSE; /* slip down on left side */
5734 can_fall_both = FALSE;
5741 if (game.emulation == EMU_BOULDERDASH ||
5742 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
5743 can_fall_right = FALSE; /* slip down on left side */
5745 can_fall_left = !(can_fall_right = RND(2));
5747 can_fall_both = FALSE;
5754 if (can_fall_both &&
5755 (game.emulation != EMU_BOULDERDASH &&
5756 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5757 can_fall_left = !(can_fall_right = RND(2));
5760 /* if not determined otherwise, prefer left side for slipping down */
5761 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5762 started_moving = TRUE;
5766 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5768 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5771 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5772 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5773 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5774 int belt_dir = game.belt_dir[belt_nr];
5776 if ((belt_dir == MV_LEFT && left_is_free) ||
5777 (belt_dir == MV_RIGHT && right_is_free))
5780 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5783 InitMovingField(x, y, belt_dir);
5784 started_moving = TRUE;
5787 Pushed[x][y] = TRUE;
5788 Pushed[nextx][y] = TRUE;
5791 GfxAction[x][y] = ACTION_DEFAULT;
5795 MovDir[x][y] = 0; /* if element was moving, stop it */
5800 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5802 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
5804 if (CAN_MOVE(element) && !started_moving)
5807 int move_pattern = element_info[element].move_pattern;
5812 if (MovDir[x][y] == MV_NO_MOVING)
5814 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
5815 x, y, element, element_info[element].token_name);
5816 printf("StartMoving(): This should never happen!\n");
5821 Moving2Blocked(x, y, &newx, &newy);
5824 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5827 if ((element == EL_SATELLITE ||
5828 element == EL_BALLOON ||
5829 element == EL_SPRING)
5830 && JustBeingPushed(x, y))
5837 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5838 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5840 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5841 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5842 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5846 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5847 element, element_info[element].token_name,
5848 WasJustMoving[x][y],
5849 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5850 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5851 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_X),
5852 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_X));
5856 WasJustMoving[x][y] = 0;
5859 CheckCollision[x][y] = 0;
5861 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5864 if (Feld[x][y] != element) /* element has changed */
5866 element = Feld[x][y];
5867 move_pattern = element_info[element].move_pattern;
5869 if (!CAN_MOVE(element))
5873 if (Feld[x][y] != element) /* element has changed */
5881 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5882 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5884 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5886 Moving2Blocked(x, y, &newx, &newy);
5887 if (Feld[newx][newy] == EL_BLOCKED)
5888 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5894 if (FrameCounter < 1 && x == 0 && y == 29)
5895 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5898 if (!MovDelay[x][y]) /* start new movement phase */
5900 /* all objects that can change their move direction after each step
5901 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5903 if (element != EL_YAMYAM &&
5904 element != EL_DARK_YAMYAM &&
5905 element != EL_PACMAN &&
5906 !(move_pattern & MV_ANY_DIRECTION) &&
5907 move_pattern != MV_TURNING_LEFT &&
5908 move_pattern != MV_TURNING_RIGHT &&
5909 move_pattern != MV_TURNING_LEFT_RIGHT &&
5910 move_pattern != MV_TURNING_RIGHT_LEFT &&
5911 move_pattern != MV_TURNING_RANDOM)
5916 if (FrameCounter < 1 && x == 0 && y == 29)
5917 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5920 if (MovDelay[x][y] && (element == EL_BUG ||
5921 element == EL_SPACESHIP ||
5922 element == EL_SP_SNIKSNAK ||
5923 element == EL_SP_ELECTRON ||
5924 element == EL_MOLE))
5925 DrawLevelField(x, y);
5929 if (MovDelay[x][y]) /* wait some time before next movement */
5934 if (element == EL_YAMYAM)
5937 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5938 DrawLevelElementAnimation(x, y, element);
5942 if (MovDelay[x][y]) /* element still has to wait some time */
5945 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5946 ResetGfxAnimation(x, y);
5950 if (GfxAction[x][y] != ACTION_WAITING)
5951 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5953 GfxAction[x][y] = ACTION_WAITING;
5957 if (element == EL_ROBOT ||
5959 element == EL_PACMAN ||
5961 element == EL_YAMYAM ||
5962 element == EL_DARK_YAMYAM)
5965 DrawLevelElementAnimation(x, y, element);
5967 DrawLevelElementAnimationIfNeeded(x, y, element);
5969 PlayLevelSoundAction(x, y, ACTION_WAITING);
5971 else if (element == EL_SP_ELECTRON)
5972 DrawLevelElementAnimationIfNeeded(x, y, element);
5973 else if (element == EL_DRAGON)
5976 int dir = MovDir[x][y];
5977 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5978 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5979 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5980 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5981 dir == MV_UP ? IMG_FLAMES_1_UP :
5982 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5983 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5986 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5989 GfxAction[x][y] = ACTION_ATTACKING;
5991 if (IS_PLAYER(x, y))
5992 DrawPlayerField(x, y);
5994 DrawLevelField(x, y);
5996 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5998 for (i = 1; i <= 3; i++)
6000 int xx = x + i * dx;
6001 int yy = y + i * dy;
6002 int sx = SCREENX(xx);
6003 int sy = SCREENY(yy);
6004 int flame_graphic = graphic + (i - 1);
6006 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
6011 int flamed = MovingOrBlocked2Element(xx, yy);
6015 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6017 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
6018 RemoveMovingField(xx, yy);
6020 RemoveField(xx, yy);
6022 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6025 RemoveMovingField(xx, yy);
6029 if (ChangeDelay[xx][yy])
6030 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
6031 Feld[xx][yy] == EL_BLOCKED));
6035 ChangeDelay[xx][yy] = 0;
6037 Feld[xx][yy] = EL_FLAMES;
6038 if (IN_SCR_FIELD(sx, sy))
6040 DrawLevelFieldCrumbledSand(xx, yy);
6041 DrawGraphic(sx, sy, flame_graphic, frame);
6046 if (Feld[xx][yy] == EL_FLAMES)
6047 Feld[xx][yy] = EL_EMPTY;
6048 DrawLevelField(xx, yy);
6053 if (MovDelay[x][y]) /* element still has to wait some time */
6055 PlayLevelSoundAction(x, y, ACTION_WAITING);
6061 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
6062 for all other elements GfxAction will be set by InitMovingField() */
6063 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
6064 GfxAction[x][y] = ACTION_MOVING;
6068 /* now make next step */
6070 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
6072 if (DONT_COLLIDE_WITH(element) &&
6073 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
6074 !PLAYER_ENEMY_PROTECTED(newx, newy))
6077 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
6081 /* player killed by element which is deadly when colliding with */
6083 KillHero(PLAYERINFO(newx, newy));
6090 else if (CAN_MOVE_INTO_ACID(element) &&
6091 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
6092 (MovDir[x][y] == MV_DOWN ||
6093 game.engine_version >= VERSION_IDENT(3,1,0,0)))
6095 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
6096 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
6100 else if ((element == EL_PENGUIN ||
6101 element == EL_ROBOT ||
6102 element == EL_SATELLITE ||
6103 element == EL_BALLOON ||
6104 IS_CUSTOM_ELEMENT(element)) &&
6105 IN_LEV_FIELD(newx, newy) &&
6106 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
6109 SplashAcid(newx, newy);
6110 Store[x][y] = EL_ACID;
6112 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
6114 if (Feld[newx][newy] == EL_EXIT_OPEN)
6118 DrawLevelField(x, y);
6120 Feld[x][y] = EL_EMPTY;
6121 DrawLevelField(x, y);
6124 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
6125 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
6126 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
6128 local_player->friends_still_needed--;
6129 if (!local_player->friends_still_needed &&
6130 !local_player->GameOver && AllPlayersGone)
6131 local_player->LevelSolved = local_player->GameOver = TRUE;
6135 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
6137 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
6138 DrawLevelField(newx, newy);
6140 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6142 else if (!IS_FREE(newx, newy))
6144 GfxAction[x][y] = ACTION_WAITING;
6146 if (IS_PLAYER(x, y))
6147 DrawPlayerField(x, y);
6149 DrawLevelField(x, y);
6154 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
6156 if (IS_FOOD_PIG(Feld[newx][newy]))
6158 if (IS_MOVING(newx, newy))
6159 RemoveMovingField(newx, newy);
6162 Feld[newx][newy] = EL_EMPTY;
6163 DrawLevelField(newx, newy);
6166 PlayLevelSound(x, y, SND_PIG_DIGGING);
6168 else if (!IS_FREE(newx, newy))
6170 if (IS_PLAYER(x, y))
6171 DrawPlayerField(x, y);
6173 DrawLevelField(x, y);
6182 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
6185 else if (IS_CUSTOM_ELEMENT(element) &&
6186 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
6190 !IS_FREE(newx, newy)
6195 int new_element = Feld[newx][newy];
6198 printf("::: '%s' digs '%s' [%d]\n",
6199 element_info[element].token_name,
6200 element_info[Feld[newx][newy]].token_name,
6201 StorePlayer[newx][newy]);
6204 if (!IS_FREE(newx, newy))
6206 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
6207 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
6210 /* no element can dig solid indestructible elements */
6211 if (IS_INDESTRUCTIBLE(new_element) &&
6212 !IS_DIGGABLE(new_element) &&
6213 !IS_COLLECTIBLE(new_element))
6216 if (AmoebaNr[newx][newy] &&
6217 (new_element == EL_AMOEBA_FULL ||
6218 new_element == EL_BD_AMOEBA ||
6219 new_element == EL_AMOEBA_GROWING))
6221 AmoebaCnt[AmoebaNr[newx][newy]]--;
6222 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6225 if (IS_MOVING(newx, newy))
6226 RemoveMovingField(newx, newy);
6229 RemoveField(newx, newy);
6230 DrawLevelField(newx, newy);
6233 /* if digged element was about to explode, prevent the explosion */
6234 ExplodeField[newx][newy] = EX_TYPE_NONE;
6236 PlayLevelSoundAction(x, y, action);
6241 Store[newx][newy] = EL_EMPTY;
6242 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6244 #if USE_CHANGE_TO_TRIGGERED
6245 int move_leave_element = element_info[element].move_leave_element;
6247 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
6248 new_element : move_leave_element);
6250 Store[newx][newy] = element_info[element].move_leave_element;
6254 Store[newx][newy] = EL_EMPTY;
6255 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
6256 element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
6257 Store[newx][newy] = element_info[element].move_leave_element;
6260 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6261 element_info[element].can_leave_element = TRUE;
6264 if (move_pattern & MV_MAZE_RUNNER_STYLE)
6266 RunnerVisit[x][y] = FrameCounter;
6267 PlayerVisit[x][y] /= 8; /* expire player visit path */
6273 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
6275 if (!IS_FREE(newx, newy))
6277 if (IS_PLAYER(x, y))
6278 DrawPlayerField(x, y);
6280 DrawLevelField(x, y);
6286 boolean wanna_flame = !RND(10);
6287 int dx = newx - x, dy = newy - y;
6288 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
6289 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
6290 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
6291 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
6292 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
6293 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
6296 IS_CLASSIC_ENEMY(element1) ||
6297 IS_CLASSIC_ENEMY(element2)) &&
6298 element1 != EL_DRAGON && element2 != EL_DRAGON &&
6299 element1 != EL_FLAMES && element2 != EL_FLAMES)
6302 ResetGfxAnimation(x, y);
6303 GfxAction[x][y] = ACTION_ATTACKING;
6306 if (IS_PLAYER(x, y))
6307 DrawPlayerField(x, y);
6309 DrawLevelField(x, y);
6311 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
6313 MovDelay[x][y] = 50;
6317 RemoveField(newx, newy);
6319 Feld[newx][newy] = EL_FLAMES;
6320 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
6323 RemoveField(newx1, newy1);
6325 Feld[newx1][newy1] = EL_FLAMES;
6327 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
6330 RemoveField(newx2, newy2);
6332 Feld[newx2][newy2] = EL_FLAMES;
6339 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6340 Feld[newx][newy] == EL_DIAMOND)
6342 if (IS_MOVING(newx, newy))
6343 RemoveMovingField(newx, newy);
6346 Feld[newx][newy] = EL_EMPTY;
6347 DrawLevelField(newx, newy);
6350 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
6352 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6353 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
6355 if (AmoebaNr[newx][newy])
6357 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6358 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6359 Feld[newx][newy] == EL_BD_AMOEBA)
6360 AmoebaCnt[AmoebaNr[newx][newy]]--;
6365 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
6367 if (IS_MOVING(newx, newy))
6370 RemoveMovingField(newx, newy);
6374 Feld[newx][newy] = EL_EMPTY;
6375 DrawLevelField(newx, newy);
6378 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
6380 else if ((element == EL_PACMAN || element == EL_MOLE)
6381 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
6383 if (AmoebaNr[newx][newy])
6385 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6386 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6387 Feld[newx][newy] == EL_BD_AMOEBA)
6388 AmoebaCnt[AmoebaNr[newx][newy]]--;
6391 if (element == EL_MOLE)
6393 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
6394 PlayLevelSound(x, y, SND_MOLE_DIGGING);
6396 ResetGfxAnimation(x, y);
6397 GfxAction[x][y] = ACTION_DIGGING;
6398 DrawLevelField(x, y);
6400 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
6402 return; /* wait for shrinking amoeba */
6404 else /* element == EL_PACMAN */
6406 Feld[newx][newy] = EL_EMPTY;
6407 DrawLevelField(newx, newy);
6408 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
6411 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
6412 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
6413 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
6415 /* wait for shrinking amoeba to completely disappear */
6418 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6420 /* object was running against a wall */
6425 if (move_pattern & MV_ANY_DIRECTION &&
6426 move_pattern == MovDir[x][y])
6428 int blocking_element =
6429 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6432 printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
6433 element_info[element].token_name,
6434 element_info[blocking_element].token_name,
6438 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6441 element = Feld[x][y]; /* element might have changed */
6446 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6447 DrawLevelElementAnimation(x, y, element);
6449 if (element == EL_BUG ||
6450 element == EL_SPACESHIP ||
6451 element == EL_SP_SNIKSNAK)
6452 DrawLevelField(x, y);
6453 else if (element == EL_MOLE)
6454 DrawLevelField(x, y);
6455 else if (element == EL_BD_BUTTERFLY ||
6456 element == EL_BD_FIREFLY)
6457 DrawLevelElementAnimationIfNeeded(x, y, element);
6458 else if (element == EL_SATELLITE)
6459 DrawLevelElementAnimationIfNeeded(x, y, element);
6460 else if (element == EL_SP_ELECTRON)
6461 DrawLevelElementAnimationIfNeeded(x, y, element);
6464 if (DONT_TOUCH(element))
6465 TestIfBadThingTouchesHero(x, y);
6468 PlayLevelSoundAction(x, y, ACTION_WAITING);
6474 InitMovingField(x, y, MovDir[x][y]);
6476 PlayLevelSoundAction(x, y, ACTION_MOVING);
6480 ContinueMoving(x, y);
6487 void ContinueMoving(int x, int y)
6489 int element = Feld[x][y];
6490 int stored = Store[x][y];
6491 struct ElementInfo *ei = &element_info[element];
6492 int direction = MovDir[x][y];
6493 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6494 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6495 int newx = x + dx, newy = y + dy;
6497 int nextx = newx + dx, nexty = newy + dy;
6500 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6501 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6503 boolean pushed_by_player = Pushed[x][y];
6505 boolean last_line = (newy == lev_fieldy - 1);
6507 MovPos[x][y] += getElementMoveStepsize(x, y);
6510 if (pushed_by_player && IS_PLAYER(x, y))
6512 /* special case: moving object pushed by player */
6513 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6516 if (pushed_by_player) /* special case: moving object pushed by player */
6517 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6520 if (ABS(MovPos[x][y]) < TILEX)
6522 DrawLevelField(x, y);
6524 return; /* element is still moving */
6527 /* element reached destination field */
6529 Feld[x][y] = EL_EMPTY;
6530 Feld[newx][newy] = element;
6531 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6534 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6536 element = Feld[newx][newy] = EL_ACID;
6539 else if (element == EL_MOLE)
6541 Feld[x][y] = EL_SAND;
6543 DrawLevelFieldCrumbledSandNeighbours(x, y);
6545 else if (element == EL_QUICKSAND_FILLING)
6547 element = Feld[newx][newy] = get_next_element(element);
6548 Store[newx][newy] = Store[x][y];
6550 else if (element == EL_QUICKSAND_EMPTYING)
6552 Feld[x][y] = get_next_element(element);
6553 element = Feld[newx][newy] = Store[x][y];
6555 else if (element == EL_MAGIC_WALL_FILLING)
6557 element = Feld[newx][newy] = get_next_element(element);
6558 if (!game.magic_wall_active)
6559 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6560 Store[newx][newy] = Store[x][y];
6562 else if (element == EL_MAGIC_WALL_EMPTYING)
6564 Feld[x][y] = get_next_element(element);
6565 if (!game.magic_wall_active)
6566 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6567 element = Feld[newx][newy] = Store[x][y];
6569 else if (element == EL_BD_MAGIC_WALL_FILLING)
6571 element = Feld[newx][newy] = get_next_element(element);
6572 if (!game.magic_wall_active)
6573 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6574 Store[newx][newy] = Store[x][y];
6576 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6578 Feld[x][y] = get_next_element(element);
6579 if (!game.magic_wall_active)
6580 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6581 element = Feld[newx][newy] = Store[x][y];
6583 else if (element == EL_AMOEBA_DROPPING)
6585 Feld[x][y] = get_next_element(element);
6586 element = Feld[newx][newy] = Store[x][y];
6588 else if (element == EL_SOKOBAN_OBJECT)
6591 Feld[x][y] = Back[x][y];
6593 if (Back[newx][newy])
6594 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6596 Back[x][y] = Back[newx][newy] = 0;
6599 else if (Store[x][y] == EL_ACID)
6601 element = Feld[newx][newy] = EL_ACID;
6605 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6606 ei->move_leave_element != EL_EMPTY &&
6607 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6608 Store[x][y] != EL_EMPTY))
6610 /* some elements can leave other elements behind after moving */
6612 Feld[x][y] = ei->move_leave_element;
6613 InitField(x, y, FALSE);
6615 if (GFX_CRUMBLED(Feld[x][y]))
6616 DrawLevelFieldCrumbledSandNeighbours(x, y);
6620 Store[x][y] = EL_EMPTY;
6624 MovDelay[newx][newy] = 0;
6626 if (CAN_CHANGE(element))
6628 /* copy element change control values to new field */
6629 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6630 ChangePage[newx][newy] = ChangePage[x][y];
6631 Changed[newx][newy] = Changed[x][y];
6632 ChangeEvent[newx][newy] = ChangeEvent[x][y];
6635 ChangeDelay[x][y] = 0;
6636 ChangePage[x][y] = -1;
6637 Changed[x][y] = FALSE;
6638 ChangeEvent[x][y] = -1;
6640 /* copy animation control values to new field */
6641 GfxFrame[newx][newy] = GfxFrame[x][y];
6642 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
6643 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
6644 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
6646 Pushed[x][y] = Pushed[newx][newy] = FALSE;
6649 /* do this after checking for left-behind element */
6650 ResetGfxAnimation(x, y); /* reset animation values for old field */
6654 /* some elements can leave other elements behind after moving */
6656 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6657 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6658 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6660 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6661 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6665 int move_leave_element = ei->move_leave_element;
6667 #if USE_CHANGE_TO_TRIGGERED
6668 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
6669 ei->move_leave_element == EL_TRIGGER_ELEMENT)
6670 move_leave_element = stored;
6673 Feld[x][y] = move_leave_element;
6675 #if USE_PREVIOUS_MOVE_DIR
6676 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6677 MovDir[x][y] = direction;
6680 InitField(x, y, FALSE);
6682 if (GFX_CRUMBLED(Feld[x][y]))
6683 DrawLevelFieldCrumbledSandNeighbours(x, y);
6685 if (ELEM_IS_PLAYER(move_leave_element))
6686 RelocatePlayer(x, y, move_leave_element);
6691 /* some elements can leave other elements behind after moving */
6692 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6693 ei->move_leave_element != EL_EMPTY &&
6694 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6695 ei->can_leave_element_last))
6697 Feld[x][y] = ei->move_leave_element;
6698 InitField(x, y, FALSE);
6700 if (GFX_CRUMBLED(Feld[x][y]))
6701 DrawLevelFieldCrumbledSandNeighbours(x, y);
6704 ei->can_leave_element_last = ei->can_leave_element;
6705 ei->can_leave_element = FALSE;
6709 /* do this after checking for left-behind element */
6710 ResetGfxAnimation(x, y); /* reset animation values for old field */
6714 /* 2.1.1 (does not work correctly for spring) */
6715 if (!CAN_MOVE(element))
6716 MovDir[newx][newy] = 0;
6720 /* (does not work for falling objects that slide horizontally) */
6721 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
6722 MovDir[newx][newy] = 0;
6725 if (!CAN_MOVE(element) ||
6726 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
6727 MovDir[newx][newy] = 0;
6731 if (!CAN_MOVE(element) ||
6732 (CAN_FALL(element) && direction == MV_DOWN))
6733 GfxDir[x][y] = MovDir[newx][newy] = 0;
6735 if (!CAN_MOVE(element) ||
6736 (CAN_FALL(element) && direction == MV_DOWN &&
6737 (element == EL_SPRING ||
6738 element_info[element].move_pattern == MV_WHEN_PUSHED ||
6739 element_info[element].move_pattern == MV_WHEN_DROPPED)))
6740 GfxDir[x][y] = MovDir[newx][newy] = 0;
6746 DrawLevelField(x, y);
6747 DrawLevelField(newx, newy);
6749 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
6751 /* prevent pushed element from moving on in pushed direction */
6752 if (pushed_by_player && CAN_MOVE(element) &&
6753 element_info[element].move_pattern & MV_ANY_DIRECTION &&
6754 !(element_info[element].move_pattern & direction))
6755 TurnRound(newx, newy);
6758 /* prevent elements on conveyor belt from moving on in last direction */
6759 if (pushed_by_conveyor && CAN_FALL(element) &&
6760 direction & MV_HORIZONTAL)
6763 if (CAN_MOVE(element))
6764 InitMovDir(newx, newy);
6766 MovDir[newx][newy] = 0;
6768 MovDir[newx][newy] = 0;
6773 if (!pushed_by_player)
6775 int nextx = newx + dx, nexty = newy + dy;
6776 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
6778 WasJustMoving[newx][newy] = 3;
6780 if (CAN_FALL(element) && direction == MV_DOWN)
6781 WasJustFalling[newx][newy] = 3;
6783 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
6784 CheckCollision[newx][newy] = 2;
6787 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
6789 TestIfBadThingTouchesHero(newx, newy);
6790 TestIfBadThingTouchesFriend(newx, newy);
6792 if (!IS_CUSTOM_ELEMENT(element))
6793 TestIfBadThingTouchesOtherBadThing(newx, newy);
6795 else if (element == EL_PENGUIN)
6796 TestIfFriendTouchesBadThing(newx, newy);
6798 #if USE_NEW_MOVE_STYLE
6800 if (CAN_FALL(element) && direction == MV_DOWN &&
6801 !last_line && IS_PLAYER(x, newy + 1))
6802 printf("::: we would now kill the player [%d]\n", FrameCounter);
6805 /* give the player one last chance (one more frame) to move away */
6806 if (CAN_FALL(element) && direction == MV_DOWN &&
6807 (last_line || (!IS_FREE(x, newy + 1) &&
6808 (!IS_PLAYER(x, newy + 1) ||
6809 game.engine_version < VERSION_IDENT(3,1,1,0)))))
6812 if (CAN_FALL(element) && direction == MV_DOWN &&
6813 (last_line || !IS_FREE(x, newy + 1)))
6821 if (pushed_by_player && !game.use_change_when_pushing_bug)
6823 if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
6826 if (pushed_by_player)
6831 int dig_side = MV_DIR_OPPOSITE(direction);
6833 static int trigger_sides[4] =
6835 CH_SIDE_RIGHT, /* moving left */
6836 CH_SIDE_LEFT, /* moving right */
6837 CH_SIDE_BOTTOM, /* moving up */
6838 CH_SIDE_TOP, /* moving down */
6840 int dig_side = trigger_sides[MV_DIR_BIT(direction)];
6842 struct PlayerInfo *player = PLAYERINFO(x, y);
6844 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
6845 player->index_bit, dig_side);
6846 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
6847 player->index_bit, dig_side);
6852 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6856 if (ChangePage[newx][newy] != -1) /* delayed change */
6857 ChangeElement(newx, newy, ChangePage[newx][newy]);
6862 TestIfElementHitsCustomElement(newx, newy, direction);
6866 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6868 int hitting_element = Feld[newx][newy];
6870 /* !!! fix side (direction) orientation here and elsewhere !!! */
6871 CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6875 if (IN_LEV_FIELD(nextx, nexty))
6877 int opposite_direction = MV_DIR_OPPOSITE(direction);
6878 int hitting_side = direction;
6879 int touched_side = opposite_direction;
6880 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6881 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6882 MovDir[nextx][nexty] != direction ||
6883 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6889 CheckElementChangeBySide(nextx, nexty, touched_element,
6890 CE_HIT_BY_SOMETHING, opposite_direction);
6892 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6893 HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
6895 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6897 struct ElementChangeInfo *change =
6898 &element_info[hitting_element].change_page[i];
6900 if (change->can_change &&
6901 change->has_event[CE_HITTING_X] &&
6902 change->trigger_side & touched_side &&
6903 change->trigger_element == touched_element)
6905 CheckElementChangeByPage(newx, newy, hitting_element,
6906 touched_element, CE_HITTING_X, i);
6912 if (IS_CUSTOM_ELEMENT(touched_element) &&
6913 HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
6915 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6917 struct ElementChangeInfo *change =
6918 &element_info[touched_element].change_page[i];
6920 if (change->can_change &&
6921 change->has_event[CE_HIT_BY_X] &&
6922 change->trigger_side & hitting_side &&
6923 change->trigger_element == hitting_element)
6925 CheckElementChangeByPage(nextx, nexty, touched_element,
6926 hitting_element, CE_HIT_BY_X,i);
6937 TestIfPlayerTouchesCustomElement(newx, newy);
6938 TestIfElementTouchesCustomElement(newx, newy);
6941 int AmoebeNachbarNr(int ax, int ay)
6944 int element = Feld[ax][ay];
6946 static int xy[4][2] =
6954 for (i = 0; i < NUM_DIRECTIONS; i++)
6956 int x = ax + xy[i][0];
6957 int y = ay + xy[i][1];
6959 if (!IN_LEV_FIELD(x, y))
6962 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6963 group_nr = AmoebaNr[x][y];
6969 void AmoebenVereinigen(int ax, int ay)
6971 int i, x, y, xx, yy;
6972 int new_group_nr = AmoebaNr[ax][ay];
6973 static int xy[4][2] =
6981 if (new_group_nr == 0)
6984 for (i = 0; i < NUM_DIRECTIONS; i++)
6989 if (!IN_LEV_FIELD(x, y))
6992 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6993 Feld[x][y] == EL_BD_AMOEBA ||
6994 Feld[x][y] == EL_AMOEBA_DEAD) &&
6995 AmoebaNr[x][y] != new_group_nr)
6997 int old_group_nr = AmoebaNr[x][y];
6999 if (old_group_nr == 0)
7002 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
7003 AmoebaCnt[old_group_nr] = 0;
7004 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
7005 AmoebaCnt2[old_group_nr] = 0;
7007 for (yy = 0; yy < lev_fieldy; yy++)
7009 for (xx = 0; xx < lev_fieldx; xx++)
7011 if (AmoebaNr[xx][yy] == old_group_nr)
7012 AmoebaNr[xx][yy] = new_group_nr;
7019 void AmoebeUmwandeln(int ax, int ay)
7023 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
7025 int group_nr = AmoebaNr[ax][ay];
7030 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
7031 printf("AmoebeUmwandeln(): This should never happen!\n");
7036 for (y = 0; y < lev_fieldy; y++)
7038 for (x = 0; x < lev_fieldx; x++)
7040 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
7043 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
7047 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
7048 SND_AMOEBA_TURNING_TO_GEM :
7049 SND_AMOEBA_TURNING_TO_ROCK));
7054 static int xy[4][2] =
7062 for (i = 0; i < NUM_DIRECTIONS; i++)
7067 if (!IN_LEV_FIELD(x, y))
7070 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
7072 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
7073 SND_AMOEBA_TURNING_TO_GEM :
7074 SND_AMOEBA_TURNING_TO_ROCK));
7081 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
7084 int group_nr = AmoebaNr[ax][ay];
7085 boolean done = FALSE;
7090 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
7091 printf("AmoebeUmwandelnBD(): This should never happen!\n");
7096 for (y = 0; y < lev_fieldy; y++)
7098 for (x = 0; x < lev_fieldx; x++)
7100 if (AmoebaNr[x][y] == group_nr &&
7101 (Feld[x][y] == EL_AMOEBA_DEAD ||
7102 Feld[x][y] == EL_BD_AMOEBA ||
7103 Feld[x][y] == EL_AMOEBA_GROWING))
7106 Feld[x][y] = new_element;
7107 InitField(x, y, FALSE);
7108 DrawLevelField(x, y);
7115 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
7116 SND_BD_AMOEBA_TURNING_TO_ROCK :
7117 SND_BD_AMOEBA_TURNING_TO_GEM));
7120 void AmoebeWaechst(int x, int y)
7122 static unsigned long sound_delay = 0;
7123 static unsigned long sound_delay_value = 0;
7125 if (!MovDelay[x][y]) /* start new growing cycle */
7129 if (DelayReached(&sound_delay, sound_delay_value))
7132 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
7134 if (Store[x][y] == EL_BD_AMOEBA)
7135 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
7137 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
7139 sound_delay_value = 30;
7143 if (MovDelay[x][y]) /* wait some time before growing bigger */
7146 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7148 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
7149 6 - MovDelay[x][y]);
7151 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
7154 if (!MovDelay[x][y])
7156 Feld[x][y] = Store[x][y];
7158 DrawLevelField(x, y);
7163 void AmoebaDisappearing(int x, int y)
7165 static unsigned long sound_delay = 0;
7166 static unsigned long sound_delay_value = 0;
7168 if (!MovDelay[x][y]) /* start new shrinking cycle */
7172 if (DelayReached(&sound_delay, sound_delay_value))
7173 sound_delay_value = 30;
7176 if (MovDelay[x][y]) /* wait some time before shrinking */
7179 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7181 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
7182 6 - MovDelay[x][y]);
7184 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
7187 if (!MovDelay[x][y])
7189 Feld[x][y] = EL_EMPTY;
7190 DrawLevelField(x, y);
7192 /* don't let mole enter this field in this cycle;
7193 (give priority to objects falling to this field from above) */
7199 void AmoebeAbleger(int ax, int ay)
7202 int element = Feld[ax][ay];
7203 int graphic = el2img(element);
7204 int newax = ax, neway = ay;
7205 static int xy[4][2] =
7213 if (!level.amoeba_speed)
7215 Feld[ax][ay] = EL_AMOEBA_DEAD;
7216 DrawLevelField(ax, ay);
7220 if (IS_ANIMATED(graphic))
7221 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7223 if (!MovDelay[ax][ay]) /* start making new amoeba field */
7224 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
7226 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
7229 if (MovDelay[ax][ay])
7233 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
7236 int x = ax + xy[start][0];
7237 int y = ay + xy[start][1];
7239 if (!IN_LEV_FIELD(x, y))
7243 if (IS_FREE(x, y) ||
7244 CAN_GROW_INTO(Feld[x][y]) ||
7245 Feld[x][y] == EL_QUICKSAND_EMPTY)
7251 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7252 if (IS_FREE(x, y) ||
7253 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
7260 if (newax == ax && neway == ay)
7263 else /* normal or "filled" (BD style) amoeba */
7266 boolean waiting_for_player = FALSE;
7268 for (i = 0; i < NUM_DIRECTIONS; i++)
7270 int j = (start + i) % 4;
7271 int x = ax + xy[j][0];
7272 int y = ay + xy[j][1];
7274 if (!IN_LEV_FIELD(x, y))
7278 if (IS_FREE(x, y) ||
7279 CAN_GROW_INTO(Feld[x][y]) ||
7280 Feld[x][y] == EL_QUICKSAND_EMPTY)
7287 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7288 if (IS_FREE(x, y) ||
7289 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
7296 else if (IS_PLAYER(x, y))
7297 waiting_for_player = TRUE;
7300 if (newax == ax && neway == ay) /* amoeba cannot grow */
7303 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
7305 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
7308 Feld[ax][ay] = EL_AMOEBA_DEAD;
7309 DrawLevelField(ax, ay);
7310 AmoebaCnt[AmoebaNr[ax][ay]]--;
7312 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
7314 if (element == EL_AMOEBA_FULL)
7315 AmoebeUmwandeln(ax, ay);
7316 else if (element == EL_BD_AMOEBA)
7317 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
7322 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
7324 /* amoeba gets larger by growing in some direction */
7326 int new_group_nr = AmoebaNr[ax][ay];
7329 if (new_group_nr == 0)
7331 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
7332 printf("AmoebeAbleger(): This should never happen!\n");
7337 AmoebaNr[newax][neway] = new_group_nr;
7338 AmoebaCnt[new_group_nr]++;
7339 AmoebaCnt2[new_group_nr]++;
7341 /* if amoeba touches other amoeba(s) after growing, unify them */
7342 AmoebenVereinigen(newax, neway);
7344 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
7346 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
7352 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
7353 (neway == lev_fieldy - 1 && newax != ax))
7355 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
7356 Store[newax][neway] = element;
7358 else if (neway == ay)
7360 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
7362 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
7364 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
7369 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
7370 Feld[ax][ay] = EL_AMOEBA_DROPPING;
7371 Store[ax][ay] = EL_AMOEBA_DROP;
7372 ContinueMoving(ax, ay);
7376 DrawLevelField(newax, neway);
7379 void Life(int ax, int ay)
7382 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
7384 int element = Feld[ax][ay];
7385 int graphic = el2img(element);
7386 boolean changed = FALSE;
7388 if (IS_ANIMATED(graphic))
7389 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7394 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
7395 MovDelay[ax][ay] = life_time;
7397 if (MovDelay[ax][ay]) /* wait some time before next cycle */
7400 if (MovDelay[ax][ay])
7404 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
7406 int xx = ax+x1, yy = ay+y1;
7409 if (!IN_LEV_FIELD(xx, yy))
7412 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
7414 int x = xx+x2, y = yy+y2;
7416 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
7419 if (((Feld[x][y] == element ||
7420 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
7422 (IS_FREE(x, y) && Stop[x][y]))
7426 if (xx == ax && yy == ay) /* field in the middle */
7428 if (nachbarn < life[0] || nachbarn > life[1])
7430 Feld[xx][yy] = EL_EMPTY;
7432 DrawLevelField(xx, yy);
7433 Stop[xx][yy] = TRUE;
7438 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
7439 { /* free border field */
7440 if (nachbarn >= life[2] && nachbarn <= life[3])
7442 Feld[xx][yy] = element;
7443 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7445 DrawLevelField(xx, yy);
7446 Stop[xx][yy] = TRUE;
7451 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7452 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
7453 { /* free border field */
7454 if (nachbarn >= life[2] && nachbarn <= life[3])
7456 Feld[xx][yy] = element;
7457 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7459 DrawLevelField(xx, yy);
7460 Stop[xx][yy] = TRUE;
7468 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
7469 SND_GAME_OF_LIFE_GROWING);
7472 static void InitRobotWheel(int x, int y)
7474 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7477 static void RunRobotWheel(int x, int y)
7479 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7482 static void StopRobotWheel(int x, int y)
7484 if (ZX == x && ZY == y)
7488 static void InitTimegateWheel(int x, int y)
7491 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7493 /* another brainless, "type style" bug ... :-( */
7494 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7498 static void RunTimegateWheel(int x, int y)
7500 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
7503 void CheckExit(int x, int y)
7505 if (local_player->gems_still_needed > 0 ||
7506 local_player->sokobanfields_still_needed > 0 ||
7507 local_player->lights_still_needed > 0)
7509 int element = Feld[x][y];
7510 int graphic = el2img(element);
7512 if (IS_ANIMATED(graphic))
7513 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7518 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7521 Feld[x][y] = EL_EXIT_OPENING;
7523 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7526 void CheckExitSP(int x, int y)
7528 if (local_player->gems_still_needed > 0)
7530 int element = Feld[x][y];
7531 int graphic = el2img(element);
7533 if (IS_ANIMATED(graphic))
7534 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7539 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7542 Feld[x][y] = EL_SP_EXIT_OPENING;
7544 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7547 static void CloseAllOpenTimegates()
7551 for (y = 0; y < lev_fieldy; y++)
7553 for (x = 0; x < lev_fieldx; x++)
7555 int element = Feld[x][y];
7557 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7559 Feld[x][y] = EL_TIMEGATE_CLOSING;
7561 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7563 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
7570 void EdelsteinFunkeln(int x, int y)
7572 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7575 if (Feld[x][y] == EL_BD_DIAMOND)
7578 if (MovDelay[x][y] == 0) /* next animation frame */
7579 MovDelay[x][y] = 11 * !SimpleRND(500);
7581 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7585 if (setup.direct_draw && MovDelay[x][y])
7586 SetDrawtoField(DRAW_BUFFERED);
7588 DrawLevelElementAnimation(x, y, Feld[x][y]);
7590 if (MovDelay[x][y] != 0)
7592 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7593 10 - MovDelay[x][y]);
7595 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7597 if (setup.direct_draw)
7601 dest_x = FX + SCREENX(x) * TILEX;
7602 dest_y = FY + SCREENY(y) * TILEY;
7604 BlitBitmap(drawto_field, window,
7605 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7606 SetDrawtoField(DRAW_DIRECT);
7612 void MauerWaechst(int x, int y)
7616 if (!MovDelay[x][y]) /* next animation frame */
7617 MovDelay[x][y] = 3 * delay;
7619 if (MovDelay[x][y]) /* wait some time before next frame */
7623 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7625 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7626 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7628 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7631 if (!MovDelay[x][y])
7633 if (MovDir[x][y] == MV_LEFT)
7635 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7636 DrawLevelField(x - 1, y);
7638 else if (MovDir[x][y] == MV_RIGHT)
7640 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7641 DrawLevelField(x + 1, y);
7643 else if (MovDir[x][y] == MV_UP)
7645 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7646 DrawLevelField(x, y - 1);
7650 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7651 DrawLevelField(x, y + 1);
7654 Feld[x][y] = Store[x][y];
7656 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
7657 DrawLevelField(x, y);
7662 void MauerAbleger(int ax, int ay)
7664 int element = Feld[ax][ay];
7665 int graphic = el2img(element);
7666 boolean oben_frei = FALSE, unten_frei = FALSE;
7667 boolean links_frei = FALSE, rechts_frei = FALSE;
7668 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7669 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7670 boolean new_wall = FALSE;
7672 if (IS_ANIMATED(graphic))
7673 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7675 if (!MovDelay[ax][ay]) /* start building new wall */
7676 MovDelay[ax][ay] = 6;
7678 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7681 if (MovDelay[ax][ay])
7685 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7687 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7689 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7691 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7694 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7695 element == EL_EXPANDABLE_WALL_ANY)
7699 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7700 Store[ax][ay-1] = element;
7701 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7702 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7703 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7704 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7709 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7710 Store[ax][ay+1] = element;
7711 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7712 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7713 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7714 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
7719 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7720 element == EL_EXPANDABLE_WALL_ANY ||
7721 element == EL_EXPANDABLE_WALL)
7725 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
7726 Store[ax-1][ay] = element;
7727 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
7728 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
7729 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
7730 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
7736 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
7737 Store[ax+1][ay] = element;
7738 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
7739 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
7740 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
7741 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
7746 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
7747 DrawLevelField(ax, ay);
7749 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
7751 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
7752 unten_massiv = TRUE;
7753 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
7754 links_massiv = TRUE;
7755 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
7756 rechts_massiv = TRUE;
7758 if (((oben_massiv && unten_massiv) ||
7759 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7760 element == EL_EXPANDABLE_WALL) &&
7761 ((links_massiv && rechts_massiv) ||
7762 element == EL_EXPANDABLE_WALL_VERTICAL))
7763 Feld[ax][ay] = EL_WALL;
7767 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
7769 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
7773 void CheckForDragon(int x, int y)
7776 boolean dragon_found = FALSE;
7777 static int xy[4][2] =
7785 for (i = 0; i < NUM_DIRECTIONS; i++)
7787 for (j = 0; j < 4; j++)
7789 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7791 if (IN_LEV_FIELD(xx, yy) &&
7792 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
7794 if (Feld[xx][yy] == EL_DRAGON)
7795 dragon_found = TRUE;
7804 for (i = 0; i < NUM_DIRECTIONS; i++)
7806 for (j = 0; j < 3; j++)
7808 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7810 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
7812 Feld[xx][yy] = EL_EMPTY;
7813 DrawLevelField(xx, yy);
7822 static void InitBuggyBase(int x, int y)
7824 int element = Feld[x][y];
7825 int activating_delay = FRAMES_PER_SECOND / 4;
7828 (element == EL_SP_BUGGY_BASE ?
7829 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
7830 element == EL_SP_BUGGY_BASE_ACTIVATING ?
7832 element == EL_SP_BUGGY_BASE_ACTIVE ?
7833 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
7836 static void WarnBuggyBase(int x, int y)
7839 static int xy[4][2] =
7847 for (i = 0; i < NUM_DIRECTIONS; i++)
7849 int xx = x + xy[i][0], yy = y + xy[i][1];
7851 if (IS_PLAYER(xx, yy))
7853 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
7860 static void InitTrap(int x, int y)
7862 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
7865 static void ActivateTrap(int x, int y)
7867 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
7870 static void ChangeActiveTrap(int x, int y)
7872 int graphic = IMG_TRAP_ACTIVE;
7874 /* if new animation frame was drawn, correct crumbled sand border */
7875 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
7876 DrawLevelFieldCrumbledSand(x, y);
7879 static int getSpecialActionElement(int element, int number, int base_element)
7881 return (element != EL_EMPTY ? element :
7882 number != -1 ? base_element + number - 1 :
7886 static int getModifiedActionNumber(int value_old, int value_min, int value_max,
7887 int operator, int operand)
7889 int value_new = (operator == CA_MODE_ADD ? value_old + operand :
7890 operator == CA_MODE_SUBTRACT ? value_old - operand :
7891 operator == CA_MODE_MULTIPLY ? value_old * operand :
7892 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
7893 operator == CA_MODE_SET ? operand :
7896 return (value_new < value_min ? value_min :
7897 value_new > value_max ? value_max :
7901 static void ExecuteCustomElementAction(int element, int page)
7903 struct ElementInfo *ei = &element_info[element];
7904 struct ElementChangeInfo *change = &ei->change_page[page];
7905 int action_type = change->action_type;
7906 int action_mode = change->action_mode;
7907 int action_arg = change->action_arg;
7910 /* ---------- determine action paramater values ---------- */
7912 int action_arg_element =
7913 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
7914 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
7915 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
7918 int action_arg_number =
7919 (action_arg <= CA_ARG_MAX ? action_arg :
7920 action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN :
7921 action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX :
7922 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
7923 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count :
7924 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
7927 /* (for explicit player choice, set invalid value to "no player") */
7928 int action_arg_player_bits =
7929 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
7930 action_arg >= CA_ARG_PLAYER_1 &&
7931 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
7932 action_arg >= CA_ARG_1 &&
7933 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
7934 action_arg_element >= EL_PLAYER_1 &&
7935 action_arg_element <= EL_PLAYER_4 ?
7936 (1 << (action_arg_element - EL_PLAYER_1)) :
7939 /* (for implicit player choice, set invalid value to "all players") */
7940 int trigger_player_bits =
7941 (change->actual_trigger_player >= EL_PLAYER_1 &&
7942 change->actual_trigger_player <= EL_PLAYER_4 ?
7943 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
7946 /* ---------- execute action ---------- */
7955 case CA_EXIT_PLAYER:
7957 for (i = 0; i < MAX_PLAYERS; i++)
7958 if (action_arg_player_bits & (1 << i))
7959 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
7964 case CA_KILL_PLAYER:
7966 for (i = 0; i < MAX_PLAYERS; i++)
7967 if (action_arg_player_bits & (1 << i))
7968 KillHero(&stored_player[i]);
7973 case CA_RESTART_LEVEL:
7975 game.restart_level = TRUE;
7980 case CA_SHOW_ENVELOPE:
7982 int element = getSpecialActionElement(action_arg_element,
7983 action_arg_number, EL_ENVELOPE_1);
7985 if (IS_ENVELOPE(element))
7986 local_player->show_envelope = element;
7993 int element = getSpecialActionElement(action_arg_element,
7994 action_arg_number, EL_KEY_1);
7996 if (IS_KEY(element))
7998 for (i = 0; i < MAX_PLAYERS; i++)
8000 if (trigger_player_bits & (1 << i))
8002 stored_player[i].key[KEY_NR(element)] = TRUE;
8004 DrawGameValue_Keys(stored_player[i].key);
8006 redraw_mask |= REDRAW_DOOR_1;
8016 int element = getSpecialActionElement(action_arg_element,
8017 action_arg_number, EL_KEY_1);
8019 if (IS_KEY(element))
8021 for (i = 0; i < MAX_PLAYERS; i++)
8023 if (trigger_player_bits & (1 << i))
8025 stored_player[i].key[KEY_NR(element)] = FALSE;
8027 DrawGameValue_Keys(stored_player[i].key);
8029 redraw_mask |= REDRAW_DOOR_1;
8037 case CA_SET_PLAYER_SPEED:
8039 for (i = 0; i < MAX_PLAYERS; i++)
8041 if (trigger_player_bits & (1 << i))
8043 if (action_arg == CA_ARG_NUMBER_RESET)
8044 stored_player[i].move_delay_value = game.initial_move_delay_value;
8045 else if (action_arg == CA_ARG_NUMBER_NORMAL)
8046 stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8047 else if (action_arg == CA_ARG_NUMBER_MIN)
8048 stored_player[i].move_delay_value = 16;
8049 else if (action_arg == CA_ARG_NUMBER_MAX)
8050 stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED;
8054 if (action_mode == CA_MODE_ADD)
8056 action_mode = CA_MODE_DIVIDE;
8057 action_arg_number = (1 << action_arg_number);
8059 else if (action_mode == CA_MODE_SUBTRACT)
8061 action_mode = CA_MODE_MULTIPLY;
8062 action_arg_number = (1 << action_arg_number);
8065 int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE :
8066 action_mode == CA_MODE_DIVIDE ? CA_MODE_MULTIPLY :
8069 stored_player[i].move_delay_value =
8070 getModifiedActionNumber(stored_player[i].move_delay_value,
8072 action_mode, action_arg_number);
8083 local_player->gems_still_needed =
8084 getModifiedActionNumber(local_player->gems_still_needed, 0, 999,
8085 action_mode, action_arg_number);
8087 DrawGameValue_Emeralds(local_player->gems_still_needed);
8094 if (level.time > 0) /* only modify limited time value */
8096 TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999,
8097 action_mode, action_arg_number);
8099 DrawGameValue_Time(TimeLeft);
8107 local_player->score =
8108 getModifiedActionNumber(local_player->score, 0, 99999,
8109 action_mode, action_arg_number);
8111 DrawGameValue_Score(local_player->score);
8116 case CA_SET_CE_SCORE:
8118 printf("::: CA_SET_CE_SCORE -- not yet implemented\n");
8123 case CA_SET_CE_COUNT:
8125 printf("::: CA_SET_CE_COUNT -- not yet implemented\n");
8130 case CA_SET_DYNABOMB_NUMBER:
8132 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
8137 case CA_SET_DYNABOMB_SIZE:
8139 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
8144 case CA_SET_DYNABOMB_POWER:
8146 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
8151 case CA_TOGGLE_PLAYER_GRAVITY:
8153 game.gravity = !game.gravity;
8158 case CA_ENABLE_PLAYER_GRAVITY:
8160 game.gravity = TRUE;
8165 case CA_DISABLE_PLAYER_GRAVITY:
8167 game.gravity = FALSE;
8177 static void ChangeElementNowExt(struct ElementChangeInfo *change,
8178 int x, int y, int target_element)
8180 int previous_move_direction = MovDir[x][y];
8182 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
8183 IS_WALKABLE(Feld[x][y]));
8185 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
8186 IS_WALKABLE(Feld[x][y]) &&
8190 /* check if element under player changes from accessible to unaccessible
8191 (needed for special case of dropping element which then changes) */
8192 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
8193 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
8196 printf("::: BOOOM! [%d, '%s']\n", target_element,
8197 element_info[target_element].token_name);
8209 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
8210 RemoveMovingField(x, y);
8214 Feld[x][y] = target_element;
8217 Feld[x][y] = target_element;
8220 ResetGfxAnimation(x, y);
8221 ResetRandomAnimationValue(x, y);
8223 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8224 MovDir[x][y] = previous_move_direction;
8227 InitField_WithBug1(x, y, FALSE);
8229 InitField(x, y, FALSE);
8230 if (CAN_MOVE(Feld[x][y]))
8234 DrawLevelField(x, y);
8236 if (GFX_CRUMBLED(Feld[x][y]))
8237 DrawLevelFieldCrumbledSandNeighbours(x, y);
8241 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
8245 TestIfBadThingTouchesHero(x, y);
8246 TestIfPlayerTouchesCustomElement(x, y);
8247 TestIfElementTouchesCustomElement(x, y);
8250 /* "Changed[][]" not set yet to allow "entered by player" change one time */
8251 if (ELEM_IS_PLAYER(target_element))
8252 RelocatePlayer(x, y, target_element);
8255 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
8257 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
8261 TestIfBadThingTouchesHero(x, y);
8262 TestIfPlayerTouchesCustomElement(x, y);
8263 TestIfElementTouchesCustomElement(x, y);
8267 if (change->use_action)
8268 ExecuteCustomElementAction(...);
8272 static boolean ChangeElementNow(int x, int y, int element, int page)
8274 struct ElementChangeInfo *change = &element_info[element].change_page[page];
8276 int old_element = Feld[x][y];
8278 /* always use default change event to prevent running into a loop */
8279 if (ChangeEvent[x][y] == -1)
8280 ChangeEvent[x][y] = CE_DELAY;
8282 if (ChangeEvent[x][y] == CE_DELAY)
8284 /* reset actual trigger element, trigger player and action element */
8285 change->actual_trigger_element = EL_EMPTY;
8286 change->actual_trigger_player = EL_PLAYER_1;
8290 /* do not change any elements that have already changed in this frame */
8294 /* do not change already changed elements with same change event */
8295 if (Changed[x][y] & ChangeEvent[x][y])
8300 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
8302 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
8306 /* !!! indirect change before direct change !!! */
8307 CheckTriggeredElementChangeByPage(x, y, Feld[x][y], CE_CHANGE_OF_X, page);
8310 if (change->explode)
8317 if (change->use_target_content)
8319 boolean complete_replace = TRUE;
8320 boolean can_replace[3][3];
8323 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8326 boolean is_walkable;
8327 boolean is_diggable;
8328 boolean is_collectible;
8329 boolean is_removable;
8330 boolean is_destructible;
8331 int ex = x + xx - 1;
8332 int ey = y + yy - 1;
8333 int content_element = change->target_content[xx][yy];
8336 can_replace[xx][yy] = TRUE;
8338 if (ex == x && ey == y) /* do not check changing element itself */
8341 if (content_element == EL_EMPTY_SPACE)
8343 can_replace[xx][yy] = FALSE; /* do not replace border with space */
8348 if (!IN_LEV_FIELD(ex, ey))
8350 can_replace[xx][yy] = FALSE;
8351 complete_replace = FALSE;
8357 if (Changed[ex][ey]) /* do not change already changed elements */
8359 can_replace[xx][yy] = FALSE;
8360 complete_replace = FALSE;
8368 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8369 e = MovingOrBlocked2Element(ex, ey);
8374 is_empty = (IS_FREE(ex, ey) ||
8375 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
8376 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
8377 !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
8381 is_empty = (IS_FREE(ex, ey) ||
8382 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
8384 is_empty = (IS_FREE(ex, ey) ||
8385 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
8390 is_walkable = (is_empty || IS_WALKABLE(e));
8391 is_diggable = (is_empty || IS_DIGGABLE(e));
8392 is_collectible = (is_empty || IS_COLLECTIBLE(e));
8393 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
8394 is_removable = (is_diggable || is_collectible);
8396 can_replace[xx][yy] =
8397 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
8398 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
8399 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
8400 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
8401 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
8402 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
8403 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
8405 if (!can_replace[xx][yy])
8406 complete_replace = FALSE;
8408 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
8409 IS_WALKABLE(content_element)));
8411 half_destructible = (empty_for_element || IS_DIGGABLE(e));
8413 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
8416 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
8417 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
8418 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
8420 can_replace[xx][yy] = FALSE;
8421 complete_replace = FALSE;
8426 if (!change->only_if_complete || complete_replace)
8428 boolean something_has_changed = FALSE;
8430 if (change->only_if_complete && change->use_random_replace &&
8431 RND(100) < change->random_percentage)
8434 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8436 int ex = x + xx - 1;
8437 int ey = y + yy - 1;
8438 int content_element;
8440 if (can_replace[xx][yy] && (!change->use_random_replace ||
8441 RND(100) < change->random_percentage))
8443 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8444 RemoveMovingField(ex, ey);
8446 ChangeEvent[ex][ey] = ChangeEvent[x][y];
8448 content_element = change->target_content[xx][yy];
8449 target_element = GET_TARGET_ELEMENT(content_element, change);
8451 ChangeElementNowExt(change, ex, ey, target_element);
8453 something_has_changed = TRUE;
8455 /* for symmetry reasons, freeze newly created border elements */
8456 if (ex != x || ey != y)
8457 Stop[ex][ey] = TRUE; /* no more moving in this frame */
8461 if (something_has_changed)
8462 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
8467 target_element = GET_TARGET_ELEMENT(change->target_element, change);
8469 ChangeElementNowExt(change, x, y, target_element);
8471 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
8475 /* this uses direct change before indirect change */
8476 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
8482 static void ChangeElement(int x, int y, int page)
8484 int element = MovingOrBlocked2Element(x, y);
8485 struct ElementInfo *ei = &element_info[element];
8486 struct ElementChangeInfo *change = &ei->change_page[page];
8489 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
8492 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
8493 x, y, element, element_info[element].token_name);
8494 printf("ChangeElement(): This should never happen!\n");
8499 /* this can happen with classic bombs on walkable, changing elements */
8500 if (!CAN_CHANGE(element))
8503 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
8504 ChangeDelay[x][y] = 0;
8510 if (ChangeDelay[x][y] == 0) /* initialize element change */
8513 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
8515 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
8516 RND(change->delay_random * change->delay_frames)) + 1;
8519 ResetGfxAnimation(x, y);
8520 ResetRandomAnimationValue(x, y);
8522 if (change->pre_change_function)
8523 change->pre_change_function(x, y);
8526 ChangeDelay[x][y]--;
8528 if (ChangeDelay[x][y] != 0) /* continue element change */
8530 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8532 if (IS_ANIMATED(graphic))
8533 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8535 if (change->change_function)
8536 change->change_function(x, y);
8538 else /* finish element change */
8540 if (ChangePage[x][y] != -1) /* remember page from delayed change */
8542 page = ChangePage[x][y];
8543 ChangePage[x][y] = -1;
8545 change = &ei->change_page[page];
8549 if (IS_MOVING(x, y) && !change->explode)
8551 if (IS_MOVING(x, y)) /* never change a running system ;-) */
8554 ChangeDelay[x][y] = 1; /* try change after next move step */
8555 ChangePage[x][y] = page; /* remember page to use for change */
8561 if (change->use_action)
8562 ExecuteCustomElementAction(element, page);
8565 if (ChangeElementNow(x, y, element, page))
8567 if (change->post_change_function)
8568 change->post_change_function(x, y);
8573 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
8574 int trigger_element,
8581 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
8583 if (!(trigger_events[trigger_element][trigger_event]))
8586 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
8588 int element = EL_CUSTOM_START + i;
8590 boolean change_element = FALSE;
8593 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
8596 for (j = 0; j < element_info[element].num_change_pages; j++)
8598 struct ElementChangeInfo *change = &element_info[element].change_page[j];
8600 if (change->can_change &&
8601 change->has_event[trigger_event] &&
8602 change->trigger_side & trigger_side &&
8603 change->trigger_player & trigger_player &&
8604 change->trigger_page & trigger_page_bits &&
8605 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
8608 if (!(change->has_event[trigger_event]))
8609 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
8610 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
8613 change_element = TRUE;
8616 change->actual_trigger_element = trigger_element;
8617 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
8623 if (!change_element)
8626 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8629 if (x == lx && y == ly) /* do not change trigger element itself */
8633 if (Feld[x][y] == element)
8635 ChangeDelay[x][y] = 1;
8636 ChangeEvent[x][y] = trigger_event;
8637 ChangeElement(x, y, page);
8645 static boolean CheckElementChangeExt(int x, int y,
8647 int trigger_element,
8653 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
8656 if (Feld[x][y] == EL_BLOCKED)
8658 Blocked2Moving(x, y, &x, &y);
8659 element = Feld[x][y];
8663 if (Feld[x][y] != element) /* check if element has already changed */
8666 printf("::: %d ('%s') != %d ('%s') [%d]\n",
8667 Feld[x][y], element_info[Feld[x][y]].token_name,
8668 element, element_info[element].token_name,
8677 if (trigger_page < 0)
8679 boolean change_element = FALSE;
8682 for (i = 0; i < element_info[element].num_change_pages; i++)
8684 struct ElementChangeInfo *change = &element_info[element].change_page[i];
8686 if (change->can_change &&
8687 change->has_event[trigger_event] &&
8688 change->trigger_side & trigger_side &&
8689 change->trigger_player & trigger_player)
8691 change_element = TRUE;
8694 change->actual_trigger_element = trigger_element;
8695 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
8701 if (!change_element)
8706 struct ElementInfo *ei = &element_info[element];
8707 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
8709 change->actual_trigger_element = trigger_element;
8710 change->actual_trigger_player = EL_PLAYER_1; /* unused */
8715 /* !!! this check misses pages with same event, but different side !!! */
8717 if (trigger_page < 0)
8718 trigger_page = element_info[element].event_page_nr[trigger_event];
8720 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
8724 ChangeDelay[x][y] = 1;
8725 ChangeEvent[x][y] = trigger_event;
8726 ChangeElement(x, y, trigger_page);
8731 static void PlayPlayerSound(struct PlayerInfo *player)
8733 int jx = player->jx, jy = player->jy;
8734 int element = player->element_nr;
8735 int last_action = player->last_action_waiting;
8736 int action = player->action_waiting;
8738 if (player->is_waiting)
8740 if (action != last_action)
8741 PlayLevelSoundElementAction(jx, jy, element, action);
8743 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
8747 if (action != last_action)
8748 StopSound(element_info[element].sound[last_action]);
8750 if (last_action == ACTION_SLEEPING)
8751 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
8755 static void PlayAllPlayersSound()
8759 for (i = 0; i < MAX_PLAYERS; i++)
8760 if (stored_player[i].active)
8761 PlayPlayerSound(&stored_player[i]);
8764 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
8766 boolean last_waiting = player->is_waiting;
8767 int move_dir = player->MovDir;
8769 player->last_action_waiting = player->action_waiting;
8773 if (!last_waiting) /* not waiting -> waiting */
8775 player->is_waiting = TRUE;
8777 player->frame_counter_bored =
8779 game.player_boring_delay_fixed +
8780 SimpleRND(game.player_boring_delay_random);
8781 player->frame_counter_sleeping =
8783 game.player_sleeping_delay_fixed +
8784 SimpleRND(game.player_sleeping_delay_random);
8786 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
8789 if (game.player_sleeping_delay_fixed +
8790 game.player_sleeping_delay_random > 0 &&
8791 player->anim_delay_counter == 0 &&
8792 player->post_delay_counter == 0 &&
8793 FrameCounter >= player->frame_counter_sleeping)
8794 player->is_sleeping = TRUE;
8795 else if (game.player_boring_delay_fixed +
8796 game.player_boring_delay_random > 0 &&
8797 FrameCounter >= player->frame_counter_bored)
8798 player->is_bored = TRUE;
8800 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
8801 player->is_bored ? ACTION_BORING :
8804 if (player->is_sleeping)
8806 if (player->num_special_action_sleeping > 0)
8808 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8810 int last_special_action = player->special_action_sleeping;
8811 int num_special_action = player->num_special_action_sleeping;
8812 int special_action =
8813 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
8814 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
8815 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
8816 last_special_action + 1 : ACTION_SLEEPING);
8817 int special_graphic =
8818 el_act_dir2img(player->element_nr, special_action, move_dir);
8820 player->anim_delay_counter =
8821 graphic_info[special_graphic].anim_delay_fixed +
8822 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8823 player->post_delay_counter =
8824 graphic_info[special_graphic].post_delay_fixed +
8825 SimpleRND(graphic_info[special_graphic].post_delay_random);
8827 player->special_action_sleeping = special_action;
8830 if (player->anim_delay_counter > 0)
8832 player->action_waiting = player->special_action_sleeping;
8833 player->anim_delay_counter--;
8835 else if (player->post_delay_counter > 0)
8837 player->post_delay_counter--;
8841 else if (player->is_bored)
8843 if (player->num_special_action_bored > 0)
8845 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8847 int special_action =
8848 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
8849 int special_graphic =
8850 el_act_dir2img(player->element_nr, special_action, move_dir);
8852 player->anim_delay_counter =
8853 graphic_info[special_graphic].anim_delay_fixed +
8854 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8855 player->post_delay_counter =
8856 graphic_info[special_graphic].post_delay_fixed +
8857 SimpleRND(graphic_info[special_graphic].post_delay_random);
8859 player->special_action_bored = special_action;
8862 if (player->anim_delay_counter > 0)
8864 player->action_waiting = player->special_action_bored;
8865 player->anim_delay_counter--;
8867 else if (player->post_delay_counter > 0)
8869 player->post_delay_counter--;
8874 else if (last_waiting) /* waiting -> not waiting */
8876 player->is_waiting = FALSE;
8877 player->is_bored = FALSE;
8878 player->is_sleeping = FALSE;
8880 player->frame_counter_bored = -1;
8881 player->frame_counter_sleeping = -1;
8883 player->anim_delay_counter = 0;
8884 player->post_delay_counter = 0;
8886 player->action_waiting = ACTION_DEFAULT;
8888 player->special_action_bored = ACTION_DEFAULT;
8889 player->special_action_sleeping = ACTION_DEFAULT;
8894 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
8897 static byte stored_player_action[MAX_PLAYERS];
8898 static int num_stored_actions = 0;
8900 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8901 int left = player_action & JOY_LEFT;
8902 int right = player_action & JOY_RIGHT;
8903 int up = player_action & JOY_UP;
8904 int down = player_action & JOY_DOWN;
8905 int button1 = player_action & JOY_BUTTON_1;
8906 int button2 = player_action & JOY_BUTTON_2;
8907 int dx = (left ? -1 : right ? 1 : 0);
8908 int dy = (up ? -1 : down ? 1 : 0);
8911 stored_player_action[player->index_nr] = 0;
8912 num_stored_actions++;
8916 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8919 if (!player->active || tape.pausing)
8923 printf("::: [%d %d %d %d] [%d %d]\n",
8924 left, right, up, down, button1, button2);
8930 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8935 if (player->MovPos == 0)
8936 CheckGravityMovement(player);
8939 snapped = SnapField(player, dx, dy);
8943 dropped = DropElement(player);
8945 moved = MovePlayer(player, dx, dy);
8948 if (tape.single_step && tape.recording && !tape.pausing)
8950 if (button1 || (dropped && !moved))
8952 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8953 SnapField(player, 0, 0); /* stop snapping */
8957 SetPlayerWaiting(player, FALSE);
8960 return player_action;
8962 stored_player_action[player->index_nr] = player_action;
8968 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8971 /* no actions for this player (no input at player's configured device) */
8973 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8974 SnapField(player, 0, 0);
8975 CheckGravityMovementWhenNotMoving(player);
8977 if (player->MovPos == 0)
8978 SetPlayerWaiting(player, TRUE);
8980 if (player->MovPos == 0) /* needed for tape.playing */
8981 player->is_moving = FALSE;
8983 player->is_dropping = FALSE;
8989 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8991 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8993 TapeRecordAction(stored_player_action);
8994 num_stored_actions = 0;
9001 static void PlayerActions(struct PlayerInfo *player, byte player_action)
9003 static byte stored_player_action[MAX_PLAYERS];
9004 static int num_stored_actions = 0;
9005 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
9006 int left = player_action & JOY_LEFT;
9007 int right = player_action & JOY_RIGHT;
9008 int up = player_action & JOY_UP;
9009 int down = player_action & JOY_DOWN;
9010 int button1 = player_action & JOY_BUTTON_1;
9011 int button2 = player_action & JOY_BUTTON_2;
9012 int dx = (left ? -1 : right ? 1 : 0);
9013 int dy = (up ? -1 : down ? 1 : 0);
9015 stored_player_action[player->index_nr] = 0;
9016 num_stored_actions++;
9018 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
9020 if (!player->active || tape.pausing)
9025 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
9028 snapped = SnapField(player, dx, dy);
9032 dropped = DropElement(player);
9034 moved = MovePlayer(player, dx, dy);
9037 if (tape.single_step && tape.recording && !tape.pausing)
9039 if (button1 || (dropped && !moved))
9041 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9042 SnapField(player, 0, 0); /* stop snapping */
9046 stored_player_action[player->index_nr] = player_action;
9050 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
9052 /* no actions for this player (no input at player's configured device) */
9054 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
9055 SnapField(player, 0, 0);
9056 CheckGravityMovementWhenNotMoving(player);
9058 if (player->MovPos == 0)
9059 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
9061 if (player->MovPos == 0) /* needed for tape.playing */
9062 player->is_moving = FALSE;
9065 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
9067 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
9069 TapeRecordAction(stored_player_action);
9070 num_stored_actions = 0;
9075 void AdvanceFrameAndPlayerCounters(int player_nr)
9079 /* advance frame counters (global frame counter and time frame counter) */
9083 /* advance player counters (counters for move delay, move animation etc.) */
9084 for (i = 0; i < MAX_PLAYERS; i++)
9086 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
9088 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
9090 if (!advance_player_counters) /* not all players may be affected */
9093 stored_player[i].Frame += move_frames;
9095 if (stored_player[i].MovPos != 0)
9096 stored_player[i].StepFrame += move_frames;
9098 #if USE_NEW_MOVE_DELAY
9099 if (stored_player[i].move_delay > 0)
9100 stored_player[i].move_delay--;
9103 #if USE_NEW_PUSH_DELAY
9104 /* due to bugs in previous versions, counter must count up, not down */
9105 if (stored_player[i].push_delay != -1)
9106 stored_player[i].push_delay++;
9109 if (stored_player[i].drop_delay > 0)
9110 stored_player[i].drop_delay--;
9116 static unsigned long game_frame_delay = 0;
9117 unsigned long game_frame_delay_value;
9118 int magic_wall_x = 0, magic_wall_y = 0;
9119 int i, x, y, element, graphic;
9120 byte *recorded_player_action;
9121 byte summarized_player_action = 0;
9123 byte tape_action[MAX_PLAYERS];
9126 if (game_status != GAME_MODE_PLAYING)
9129 game_frame_delay_value =
9130 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
9132 if (tape.playing && tape.warp_forward && !tape.pausing)
9133 game_frame_delay_value = 0;
9135 /* ---------- main game synchronization point ---------- */
9137 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
9139 if (network_playing && !network_player_action_received)
9143 printf("DEBUG: try to get network player actions in time\n");
9147 #if defined(NETWORK_AVALIABLE)
9148 /* last chance to get network player actions without main loop delay */
9152 if (game_status != GAME_MODE_PLAYING)
9155 if (!network_player_action_received)
9159 printf("DEBUG: failed to get network player actions in time\n");
9170 printf("::: getting new tape action [%d]\n", FrameCounter);
9173 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
9176 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
9177 if (recorded_player_action == NULL && tape.pausing)
9182 printf("::: %d\n", stored_player[0].action);
9186 if (recorded_player_action != NULL)
9187 for (i = 0; i < MAX_PLAYERS; i++)
9188 stored_player[i].action = recorded_player_action[i];
9191 for (i = 0; i < MAX_PLAYERS; i++)
9193 summarized_player_action |= stored_player[i].action;
9195 if (!network_playing)
9196 stored_player[i].effective_action = stored_player[i].action;
9199 #if defined(NETWORK_AVALIABLE)
9200 if (network_playing)
9201 SendToServer_MovePlayer(summarized_player_action);
9204 if (!options.network && !setup.team_mode)
9205 local_player->effective_action = summarized_player_action;
9208 if (recorded_player_action != NULL)
9209 for (i = 0; i < MAX_PLAYERS; i++)
9210 stored_player[i].effective_action = recorded_player_action[i];
9214 for (i = 0; i < MAX_PLAYERS; i++)
9216 tape_action[i] = stored_player[i].effective_action;
9218 if (tape.recording && tape_action[i] && !tape.player_participates[i])
9219 tape.player_participates[i] = TRUE; /* player just appeared from CE */
9222 /* only save actions from input devices, but not programmed actions */
9224 TapeRecordAction(tape_action);
9227 for (i = 0; i < MAX_PLAYERS; i++)
9229 int actual_player_action = stored_player[i].effective_action;
9232 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
9233 - rnd_equinox_tetrachloride 048
9234 - rnd_equinox_tetrachloride_ii 096
9235 - rnd_emanuel_schmieg 002
9236 - doctor_sloan_ww 001, 020
9238 if (stored_player[i].MovPos == 0)
9239 CheckGravityMovement(&stored_player[i]);
9243 /* overwrite programmed action with tape action */
9244 if (stored_player[i].programmed_action)
9245 actual_player_action = stored_player[i].programmed_action;
9249 if (stored_player[i].programmed_action)
9250 printf("::: %d\n", stored_player[i].programmed_action);
9253 if (recorded_player_action)
9256 if (stored_player[i].programmed_action &&
9257 stored_player[i].programmed_action != recorded_player_action[i])
9258 printf("::: %d: %d <-> %d\n", i,
9259 stored_player[i].programmed_action, recorded_player_action[i]);
9263 actual_player_action = recorded_player_action[i];
9268 /* overwrite tape action with programmed action */
9269 if (stored_player[i].programmed_action)
9270 actual_player_action = stored_player[i].programmed_action;
9275 printf("::: action: %d: %x [%d]\n",
9276 stored_player[i].MovPos, actual_player_action, FrameCounter);
9280 PlayerActions(&stored_player[i], actual_player_action);
9282 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
9284 if (tape.recording && tape_action[i] && !tape.player_participates[i])
9285 tape.player_participates[i] = TRUE; /* player just appeared from CE */
9288 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
9293 TapeRecordAction(tape_action);
9296 network_player_action_received = FALSE;
9298 ScrollScreen(NULL, SCROLL_GO_ON);
9304 for (i = 0; i < MAX_PLAYERS; i++)
9305 stored_player[i].Frame++;
9309 /* for backwards compatibility, the following code emulates a fixed bug that
9310 occured when pushing elements (causing elements that just made their last
9311 pushing step to already (if possible) make their first falling step in the
9312 same game frame, which is bad); this code is also needed to use the famous
9313 "spring push bug" which is used in older levels and might be wanted to be
9314 used also in newer levels, but in this case the buggy pushing code is only
9315 affecting the "spring" element and no other elements */
9318 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
9320 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9323 for (i = 0; i < MAX_PLAYERS; i++)
9325 struct PlayerInfo *player = &stored_player[i];
9330 if (player->active && player->is_pushing && player->is_moving &&
9332 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
9333 Feld[x][y] == EL_SPRING))
9335 if (player->active && player->is_pushing && player->is_moving &&
9339 ContinueMoving(x, y);
9341 /* continue moving after pushing (this is actually a bug) */
9342 if (!IS_MOVING(x, y))
9351 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9353 Changed[x][y] = FALSE;
9354 ChangeEvent[x][y] = -1;
9356 #if USE_NEW_BLOCK_STYLE
9357 /* this must be handled before main playfield loop */
9358 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
9361 if (MovDelay[x][y] <= 0)
9367 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
9369 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
9370 printf("GameActions(): This should never happen!\n");
9372 ChangePage[x][y] = -1;
9377 if (WasJustMoving[x][y] > 0)
9378 WasJustMoving[x][y]--;
9379 if (WasJustFalling[x][y] > 0)
9380 WasJustFalling[x][y]--;
9381 if (CheckCollision[x][y] > 0)
9382 CheckCollision[x][y]--;
9387 /* reset finished pushing action (not done in ContinueMoving() to allow
9388 continous pushing animation for elements with zero push delay) */
9389 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
9391 ResetGfxAnimation(x, y);
9392 DrawLevelField(x, y);
9397 if (IS_BLOCKED(x, y))
9401 Blocked2Moving(x, y, &oldx, &oldy);
9402 if (!IS_MOVING(oldx, oldy))
9404 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
9405 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
9406 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
9407 printf("GameActions(): This should never happen!\n");
9413 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9415 element = Feld[x][y];
9417 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9419 graphic = el2img(element);
9425 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
9427 element = graphic = 0;
9431 if (graphic_info[graphic].anim_global_sync)
9432 GfxFrame[x][y] = FrameCounter;
9434 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
9435 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
9436 ResetRandomAnimationValue(x, y);
9438 SetRandomAnimationValue(x, y);
9441 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
9444 if (IS_INACTIVE(element))
9446 if (IS_ANIMATED(graphic))
9447 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9453 /* this may take place after moving, so 'element' may have changed */
9455 if (IS_CHANGING(x, y))
9457 if (IS_CHANGING(x, y) &&
9458 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
9462 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
9463 element_info[element].event_page_nr[CE_DELAY]);
9465 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
9468 element = Feld[x][y];
9469 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9473 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
9478 element = Feld[x][y];
9479 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9481 if (element == EL_MOLE)
9482 printf("::: %d, %d, %d [%d]\n",
9483 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
9487 if (element == EL_YAMYAM)
9488 printf("::: %d, %d, %d\n",
9489 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
9493 if (IS_ANIMATED(graphic) &&
9497 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9500 if (element == EL_BUG)
9501 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
9505 if (element == EL_MOLE)
9506 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
9510 if (IS_GEM(element) || element == EL_SP_INFOTRON)
9511 EdelsteinFunkeln(x, y);
9513 else if ((element == EL_ACID ||
9514 element == EL_EXIT_OPEN ||
9515 element == EL_SP_EXIT_OPEN ||
9516 element == EL_SP_TERMINAL ||
9517 element == EL_SP_TERMINAL_ACTIVE ||
9518 element == EL_EXTRA_TIME ||
9519 element == EL_SHIELD_NORMAL ||
9520 element == EL_SHIELD_DEADLY) &&
9521 IS_ANIMATED(graphic))
9522 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9523 else if (IS_MOVING(x, y))
9524 ContinueMoving(x, y);
9525 else if (IS_ACTIVE_BOMB(element))
9526 CheckDynamite(x, y);
9528 else if (element == EL_EXPLOSION && !game.explosions_delayed)
9529 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
9531 else if (element == EL_AMOEBA_GROWING)
9532 AmoebeWaechst(x, y);
9533 else if (element == EL_AMOEBA_SHRINKING)
9534 AmoebaDisappearing(x, y);
9536 #if !USE_NEW_AMOEBA_CODE
9537 else if (IS_AMOEBALIVE(element))
9538 AmoebeAbleger(x, y);
9541 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
9543 else if (element == EL_EXIT_CLOSED)
9545 else if (element == EL_SP_EXIT_CLOSED)
9547 else if (element == EL_EXPANDABLE_WALL_GROWING)
9549 else if (element == EL_EXPANDABLE_WALL ||
9550 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9551 element == EL_EXPANDABLE_WALL_VERTICAL ||
9552 element == EL_EXPANDABLE_WALL_ANY)
9554 else if (element == EL_FLAMES)
9555 CheckForDragon(x, y);
9557 else if (IS_AUTO_CHANGING(element))
9558 ChangeElement(x, y);
9560 else if (element == EL_EXPLOSION)
9561 ; /* drawing of correct explosion animation is handled separately */
9562 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
9563 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9566 /* this may take place after moving, so 'element' may have changed */
9567 if (IS_AUTO_CHANGING(Feld[x][y]))
9568 ChangeElement(x, y);
9571 if (IS_BELT_ACTIVE(element))
9572 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
9574 if (game.magic_wall_active)
9576 int jx = local_player->jx, jy = local_player->jy;
9578 /* play the element sound at the position nearest to the player */
9579 if ((element == EL_MAGIC_WALL_FULL ||
9580 element == EL_MAGIC_WALL_ACTIVE ||
9581 element == EL_MAGIC_WALL_EMPTYING ||
9582 element == EL_BD_MAGIC_WALL_FULL ||
9583 element == EL_BD_MAGIC_WALL_ACTIVE ||
9584 element == EL_BD_MAGIC_WALL_EMPTYING) &&
9585 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
9593 #if USE_NEW_AMOEBA_CODE
9594 /* new experimental amoeba growth stuff */
9596 if (!(FrameCounter % 8))
9599 static unsigned long random = 1684108901;
9601 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
9604 x = (random >> 10) % lev_fieldx;
9605 y = (random >> 20) % lev_fieldy;
9607 x = RND(lev_fieldx);
9608 y = RND(lev_fieldy);
9610 element = Feld[x][y];
9613 if (!IS_PLAYER(x,y) &&
9614 (element == EL_EMPTY ||
9615 CAN_GROW_INTO(element) ||
9616 element == EL_QUICKSAND_EMPTY ||
9617 element == EL_ACID_SPLASH_LEFT ||
9618 element == EL_ACID_SPLASH_RIGHT))
9620 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
9621 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
9622 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
9623 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
9624 Feld[x][y] = EL_AMOEBA_DROP;
9627 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
9628 if (!IS_PLAYER(x,y) &&
9629 (element == EL_EMPTY ||
9630 element == EL_SAND ||
9631 element == EL_QUICKSAND_EMPTY ||
9632 element == EL_ACID_SPLASH_LEFT ||
9633 element == EL_ACID_SPLASH_RIGHT))
9635 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
9636 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
9637 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
9638 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
9639 Feld[x][y] = EL_AMOEBA_DROP;
9643 random = random * 129 + 1;
9649 if (game.explosions_delayed)
9652 game.explosions_delayed = FALSE;
9654 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9656 element = Feld[x][y];
9658 if (ExplodeField[x][y])
9659 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
9660 else if (element == EL_EXPLOSION)
9661 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
9663 ExplodeField[x][y] = EX_TYPE_NONE;
9666 game.explosions_delayed = TRUE;
9669 if (game.magic_wall_active)
9671 if (!(game.magic_wall_time_left % 4))
9673 int element = Feld[magic_wall_x][magic_wall_y];
9675 if (element == EL_BD_MAGIC_WALL_FULL ||
9676 element == EL_BD_MAGIC_WALL_ACTIVE ||
9677 element == EL_BD_MAGIC_WALL_EMPTYING)
9678 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
9680 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
9683 if (game.magic_wall_time_left > 0)
9685 game.magic_wall_time_left--;
9686 if (!game.magic_wall_time_left)
9688 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9690 element = Feld[x][y];
9692 if (element == EL_MAGIC_WALL_ACTIVE ||
9693 element == EL_MAGIC_WALL_FULL)
9695 Feld[x][y] = EL_MAGIC_WALL_DEAD;
9696 DrawLevelField(x, y);
9698 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
9699 element == EL_BD_MAGIC_WALL_FULL)
9701 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9702 DrawLevelField(x, y);
9706 game.magic_wall_active = FALSE;
9711 if (game.light_time_left > 0)
9713 game.light_time_left--;
9715 if (game.light_time_left == 0)
9716 RedrawAllLightSwitchesAndInvisibleElements();
9719 if (game.timegate_time_left > 0)
9721 game.timegate_time_left--;
9723 if (game.timegate_time_left == 0)
9724 CloseAllOpenTimegates();
9727 for (i = 0; i < MAX_PLAYERS; i++)
9729 struct PlayerInfo *player = &stored_player[i];
9731 if (SHIELD_ON(player))
9733 if (player->shield_deadly_time_left)
9734 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
9735 else if (player->shield_normal_time_left)
9736 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
9740 if (TimeFrames >= FRAMES_PER_SECOND)
9745 for (i = 0; i < MAX_PLAYERS; i++)
9747 struct PlayerInfo *player = &stored_player[i];
9749 if (SHIELD_ON(player))
9751 player->shield_normal_time_left--;
9753 if (player->shield_deadly_time_left > 0)
9754 player->shield_deadly_time_left--;
9758 if (!level.use_step_counter)
9766 if (TimeLeft <= 10 && setup.time_limit)
9767 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9769 DrawGameValue_Time(TimeLeft);
9771 if (!TimeLeft && setup.time_limit)
9772 for (i = 0; i < MAX_PLAYERS; i++)
9773 KillHero(&stored_player[i]);
9775 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9776 DrawGameValue_Time(TimePlayed);
9779 if (tape.recording || tape.playing)
9780 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
9784 PlayAllPlayersSound();
9786 if (options.debug) /* calculate frames per second */
9788 static unsigned long fps_counter = 0;
9789 static int fps_frames = 0;
9790 unsigned long fps_delay_ms = Counter() - fps_counter;
9794 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
9796 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
9799 fps_counter = Counter();
9802 redraw_mask |= REDRAW_FPS;
9806 if (stored_player[0].jx != stored_player[0].last_jx ||
9807 stored_player[0].jy != stored_player[0].last_jy)
9808 printf("::: %d, %d, %d, %d, %d\n",
9809 stored_player[0].MovDir,
9810 stored_player[0].MovPos,
9811 stored_player[0].GfxPos,
9812 stored_player[0].Frame,
9813 stored_player[0].StepFrame);
9816 #if USE_NEW_MOVE_DELAY
9817 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
9822 for (i = 0; i < MAX_PLAYERS; i++)
9825 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
9827 stored_player[i].Frame += move_frames;
9829 if (stored_player[i].MovPos != 0)
9830 stored_player[i].StepFrame += move_frames;
9832 #if USE_NEW_MOVE_DELAY
9833 if (stored_player[i].move_delay > 0)
9834 stored_player[i].move_delay--;
9837 if (stored_player[i].drop_delay > 0)
9838 stored_player[i].drop_delay--;
9843 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
9845 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
9847 local_player->show_envelope = 0;
9851 #if USE_NEW_RANDOMIZE
9852 /* use random number generator in every frame to make it less predictable */
9853 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
9858 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
9860 int min_x = x, min_y = y, max_x = x, max_y = y;
9863 for (i = 0; i < MAX_PLAYERS; i++)
9865 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9867 if (!stored_player[i].active || &stored_player[i] == player)
9870 min_x = MIN(min_x, jx);
9871 min_y = MIN(min_y, jy);
9872 max_x = MAX(max_x, jx);
9873 max_y = MAX(max_y, jy);
9876 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
9879 static boolean AllPlayersInVisibleScreen()
9883 for (i = 0; i < MAX_PLAYERS; i++)
9885 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9887 if (!stored_player[i].active)
9890 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9897 void ScrollLevel(int dx, int dy)
9899 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
9902 BlitBitmap(drawto_field, drawto_field,
9903 FX + TILEX * (dx == -1) - softscroll_offset,
9904 FY + TILEY * (dy == -1) - softscroll_offset,
9905 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
9906 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
9907 FX + TILEX * (dx == 1) - softscroll_offset,
9908 FY + TILEY * (dy == 1) - softscroll_offset);
9912 x = (dx == 1 ? BX1 : BX2);
9913 for (y = BY1; y <= BY2; y++)
9914 DrawScreenField(x, y);
9919 y = (dy == 1 ? BY1 : BY2);
9920 for (x = BX1; x <= BX2; x++)
9921 DrawScreenField(x, y);
9924 redraw_mask |= REDRAW_FIELD;
9928 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
9930 int nextx = x + dx, nexty = y + dy;
9931 int element = Feld[x][y];
9934 element != EL_SP_PORT_LEFT &&
9935 element != EL_SP_GRAVITY_PORT_LEFT &&
9936 element != EL_SP_PORT_HORIZONTAL &&
9937 element != EL_SP_PORT_ANY) ||
9939 element != EL_SP_PORT_RIGHT &&
9940 element != EL_SP_GRAVITY_PORT_RIGHT &&
9941 element != EL_SP_PORT_HORIZONTAL &&
9942 element != EL_SP_PORT_ANY) ||
9944 element != EL_SP_PORT_UP &&
9945 element != EL_SP_GRAVITY_PORT_UP &&
9946 element != EL_SP_PORT_VERTICAL &&
9947 element != EL_SP_PORT_ANY) ||
9949 element != EL_SP_PORT_DOWN &&
9950 element != EL_SP_GRAVITY_PORT_DOWN &&
9951 element != EL_SP_PORT_VERTICAL &&
9952 element != EL_SP_PORT_ANY) ||
9953 !IN_LEV_FIELD(nextx, nexty) ||
9954 !IS_FREE(nextx, nexty))
9961 static boolean canFallDown(struct PlayerInfo *player)
9963 int jx = player->jx, jy = player->jy;
9965 return (IN_LEV_FIELD(jx, jy + 1) &&
9966 (IS_FREE(jx, jy + 1) ||
9967 #if USE_NEW_BLOCK_STYLE
9968 #if USE_GRAVITY_BUGFIX_OLD
9969 Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING ||
9972 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
9973 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
9974 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
9977 static boolean canPassField(int x, int y, int move_dir)
9979 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9980 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9981 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9984 int element = Feld[x][y];
9986 return (IS_PASSABLE_FROM(element, opposite_dir) &&
9987 !CAN_MOVE(element) &&
9988 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9989 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9990 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
9993 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
9995 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9996 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9997 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10001 int nextx = newx + dx;
10002 int nexty = newy + dy;
10006 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
10007 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
10009 (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
10011 (IS_DIGGABLE(Feld[newx][newy]) ||
10012 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
10013 canPassField(newx, newy, move_dir)));
10016 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
10017 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
10018 (IS_DIGGABLE(Feld[newx][newy]) ||
10019 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
10020 canPassField(newx, newy, move_dir)));
10023 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
10024 (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
10025 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
10026 canPassField(newx, newy, move_dir)));
10028 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
10029 (IS_DIGGABLE(Feld[newx][newy]) ||
10030 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
10031 (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
10032 !CAN_MOVE(Feld[newx][newy]) &&
10033 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
10034 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
10035 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
10041 static void CheckGravityMovement(struct PlayerInfo *player)
10043 if (game.gravity && !player->programmed_action)
10046 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
10047 int move_dir_vertical = player->effective_action & MV_VERTICAL;
10049 int move_dir_horizontal = player->action & MV_HORIZONTAL;
10050 int move_dir_vertical = player->action & MV_VERTICAL;
10054 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
10056 boolean player_is_snapping = player->action & JOY_BUTTON_1;
10059 int jx = player->jx, jy = player->jy;
10061 boolean player_is_moving_to_valid_field =
10062 (!player_is_snapping &&
10063 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
10064 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
10068 (player->last_move_dir & MV_HORIZONTAL ?
10069 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
10070 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
10074 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
10075 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
10076 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10077 int new_jx = jx + dx, new_jy = jy + dy;
10078 int nextx = new_jx + dx, nexty = new_jy + dy;
10084 boolean player_can_fall_down = canFallDown(player);
10086 boolean player_can_fall_down =
10087 (IN_LEV_FIELD(jx, jy + 1) &&
10088 (IS_FREE(jx, jy + 1) ||
10089 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
10093 boolean player_can_fall_down =
10094 (IN_LEV_FIELD(jx, jy + 1) &&
10095 (IS_FREE(jx, jy + 1)));
10099 boolean player_is_moving_to_valid_field =
10102 !player_is_snapping &&
10106 IN_LEV_FIELD(new_jx, new_jy) &&
10107 (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
10108 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
10109 element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
10110 IN_LEV_FIELD(nextx, nexty) &&
10111 element_info[Feld[nextx][nexty]].access_direction & move_dir))
10113 IN_LEV_FIELD(new_jx, new_jy) &&
10114 (Feld[new_jx][new_jy] == EL_SP_BASE ||
10115 Feld[new_jx][new_jy] == EL_SAND ||
10116 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
10117 canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
10118 /* !!! extend EL_SAND to anything diggable !!! */
10124 boolean player_is_standing_on_valid_field =
10125 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
10126 (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
10130 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
10131 player_can_fall_down,
10132 player_is_standing_on_valid_field,
10133 player_is_moving_to_valid_field,
10134 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
10135 player->effective_action,
10136 player->can_fall_into_acid);
10139 if (player_can_fall_down &&
10141 !player_is_standing_on_valid_field &&
10143 !player_is_moving_to_valid_field)
10146 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
10147 jx, jy, FrameCounter);
10150 player->programmed_action = MV_DOWN;
10155 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
10158 return CheckGravityMovement(player);
10161 if (game.gravity && !player->programmed_action)
10163 int jx = player->jx, jy = player->jy;
10164 boolean field_under_player_is_free =
10165 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
10166 boolean player_is_standing_on_valid_field =
10167 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
10168 (IS_WALKABLE(Feld[jx][jy]) &&
10169 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
10171 if (field_under_player_is_free && !player_is_standing_on_valid_field)
10172 player->programmed_action = MV_DOWN;
10177 MovePlayerOneStep()
10178 -----------------------------------------------------------------------------
10179 dx, dy: direction (non-diagonal) to try to move the player to
10180 real_dx, real_dy: direction as read from input device (can be diagonal)
10183 boolean MovePlayerOneStep(struct PlayerInfo *player,
10184 int dx, int dy, int real_dx, int real_dy)
10187 static int trigger_sides[4][2] =
10189 /* enter side leave side */
10190 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
10191 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
10192 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
10193 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
10195 int move_direction = (dx == -1 ? MV_LEFT :
10196 dx == +1 ? MV_RIGHT :
10198 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10199 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
10200 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
10202 int jx = player->jx, jy = player->jy;
10203 int new_jx = jx + dx, new_jy = jy + dy;
10207 if (!player->active || (!dx && !dy))
10208 return MF_NO_ACTION;
10210 player->MovDir = (dx < 0 ? MV_LEFT :
10211 dx > 0 ? MV_RIGHT :
10213 dy > 0 ? MV_DOWN : MV_NO_MOVING);
10215 if (!IN_LEV_FIELD(new_jx, new_jy))
10216 return MF_NO_ACTION;
10218 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
10219 return MF_NO_ACTION;
10222 element = MovingOrBlocked2Element(new_jx, new_jy);
10224 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
10227 if (DONT_RUN_INTO(element))
10229 if (element == EL_ACID && dx == 0 && dy == 1)
10231 SplashAcid(new_jx, new_jy);
10232 Feld[jx][jy] = EL_PLAYER_1;
10233 InitMovingField(jx, jy, MV_DOWN);
10234 Store[jx][jy] = EL_ACID;
10235 ContinueMoving(jx, jy);
10239 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
10244 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
10245 if (can_move != MF_MOVING)
10248 /* check if DigField() has caused relocation of the player */
10249 if (player->jx != jx || player->jy != jy)
10250 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
10252 StorePlayer[jx][jy] = 0;
10253 player->last_jx = jx;
10254 player->last_jy = jy;
10255 player->jx = new_jx;
10256 player->jy = new_jy;
10257 StorePlayer[new_jx][new_jy] = player->element_nr;
10260 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
10262 player->step_counter++;
10265 player->drop_delay = 0;
10268 PlayerVisit[jx][jy] = FrameCounter;
10270 ScrollPlayer(player, SCROLL_INIT);
10273 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
10275 CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_PLAYER_LEAVES_X,
10277 CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
10280 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
10282 CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
10283 CE_PLAYER_ENTERS_X, enter_side);
10284 CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
10285 CE_ENTERED_BY_PLAYER, enter_side);
10292 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
10294 int jx = player->jx, jy = player->jy;
10295 int old_jx = jx, old_jy = jy;
10296 int moved = MF_NO_ACTION;
10299 if (!player->active)
10304 if (player->MovPos == 0)
10306 player->is_moving = FALSE;
10307 player->is_digging = FALSE;
10308 player->is_collecting = FALSE;
10309 player->is_snapping = FALSE;
10310 player->is_pushing = FALSE;
10316 if (!player->active || (!dx && !dy))
10321 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
10329 printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
10330 player->move_delay + player->move_delay_value);
10333 #if USE_NEW_MOVE_DELAY
10334 if (player->move_delay > 0)
10336 if (!FrameReached(&player->move_delay, player->move_delay_value))
10340 printf("::: can NOT move\n");
10346 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
10347 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
10354 printf("::: COULD move now\n");
10357 #if USE_NEW_MOVE_DELAY
10358 player->move_delay = -1; /* set to "uninitialized" value */
10361 /* store if player is automatically moved to next field */
10362 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
10364 /* remove the last programmed player action */
10365 player->programmed_action = 0;
10367 if (player->MovPos)
10369 /* should only happen if pre-1.2 tape recordings are played */
10370 /* this is only for backward compatibility */
10372 int original_move_delay_value = player->move_delay_value;
10375 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
10379 /* scroll remaining steps with finest movement resolution */
10380 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
10382 while (player->MovPos)
10384 ScrollPlayer(player, SCROLL_GO_ON);
10385 ScrollScreen(NULL, SCROLL_GO_ON);
10387 #if USE_NEW_MOVE_DELAY
10388 AdvanceFrameAndPlayerCounters(player->index_nr);
10397 player->move_delay_value = original_move_delay_value;
10400 if (player->last_move_dir & MV_HORIZONTAL)
10402 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
10403 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
10407 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
10408 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
10414 if (moved & MF_MOVING && !ScreenMovPos &&
10415 (player == local_player || !options.network))
10417 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
10418 int offset = (setup.scroll_delay ? 3 : 0);
10420 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
10422 /* actual player has left the screen -- scroll in that direction */
10423 if (jx != old_jx) /* player has moved horizontally */
10424 scroll_x += (jx - old_jx);
10425 else /* player has moved vertically */
10426 scroll_y += (jy - old_jy);
10430 if (jx != old_jx) /* player has moved horizontally */
10432 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
10433 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
10434 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
10436 /* don't scroll over playfield boundaries */
10437 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
10438 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
10440 /* don't scroll more than one field at a time */
10441 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
10443 /* don't scroll against the player's moving direction */
10444 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
10445 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
10446 scroll_x = old_scroll_x;
10448 else /* player has moved vertically */
10450 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
10451 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
10452 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
10454 /* don't scroll over playfield boundaries */
10455 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
10456 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
10458 /* don't scroll more than one field at a time */
10459 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
10461 /* don't scroll against the player's moving direction */
10462 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
10463 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
10464 scroll_y = old_scroll_y;
10468 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
10470 if (!options.network && !AllPlayersInVisibleScreen())
10472 scroll_x = old_scroll_x;
10473 scroll_y = old_scroll_y;
10477 ScrollScreen(player, SCROLL_INIT);
10478 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
10485 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
10487 if (!(moved & MF_MOVING) && !player->is_pushing)
10492 player->StepFrame = 0;
10494 if (moved & MF_MOVING)
10497 printf("::: REALLY moves now\n");
10500 if (old_jx != jx && old_jy == jy)
10501 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
10502 else if (old_jx == jx && old_jy != jy)
10503 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
10505 DrawLevelField(jx, jy); /* for "crumbled sand" */
10507 player->last_move_dir = player->MovDir;
10508 player->is_moving = TRUE;
10510 player->is_snapping = FALSE;
10514 player->is_switching = FALSE;
10517 player->is_dropping = FALSE;
10521 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
10524 if (game.engine_version < VERSION_IDENT(3,1,0,0))
10527 int move_direction = player->MovDir;
10529 int enter_side = MV_DIR_OPPOSITE(move_direction);
10530 int leave_side = move_direction;
10532 static int trigger_sides[4][2] =
10534 /* enter side leave side */
10535 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
10536 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
10537 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
10538 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
10540 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
10541 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
10543 int old_element = Feld[old_jx][old_jy];
10544 int new_element = Feld[jx][jy];
10547 /* !!! TEST ONLY !!! */
10548 if (IS_CUSTOM_ELEMENT(old_element))
10549 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
10551 player->index_bit, leave_side);
10553 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
10554 CE_PLAYER_LEAVES_X,
10555 player->index_bit, leave_side);
10557 if (IS_CUSTOM_ELEMENT(new_element))
10558 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
10559 player->index_bit, enter_side);
10561 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
10562 CE_PLAYER_ENTERS_X,
10563 player->index_bit, enter_side);
10573 CheckGravityMovementWhenNotMoving(player);
10576 player->last_move_dir = MV_NO_MOVING;
10578 player->is_moving = FALSE;
10580 #if USE_NEW_MOVE_STYLE
10581 /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
10582 /* ensure that the player is also allowed to move in the next frame */
10583 /* (currently, the player is forced to wait eight frames before he can try
10586 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
10587 player->move_delay = 0; /* allow direct movement in the next frame */
10591 #if USE_NEW_MOVE_DELAY
10592 if (player->move_delay == -1) /* not yet initialized by DigField() */
10593 player->move_delay = player->move_delay_value;
10596 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10598 TestIfHeroTouchesBadThing(jx, jy);
10599 TestIfPlayerTouchesCustomElement(jx, jy);
10602 if (!player->active)
10603 RemoveHero(player);
10608 void ScrollPlayer(struct PlayerInfo *player, int mode)
10610 int jx = player->jx, jy = player->jy;
10611 int last_jx = player->last_jx, last_jy = player->last_jy;
10612 int move_stepsize = TILEX / player->move_delay_value;
10614 if (!player->active || !player->MovPos)
10617 if (mode == SCROLL_INIT)
10619 player->actual_frame_counter = FrameCounter;
10620 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
10623 printf("::: %06d: %d,%d: %d (%d) [%d]\n",
10625 last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
10626 player->block_delay);
10629 #if USE_NEW_BLOCK_STYLE
10632 if (player->block_delay <= 0)
10633 printf("::: ALERT! block_delay == %d\n", player->block_delay);
10636 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
10637 Feld[last_jx][last_jy] == EL_EMPTY)
10639 int last_field_block_delay = 0; /* start with no blocking at all */
10640 int block_delay_adjustment = player->block_delay_adjustment;
10642 /* if player blocks last field, add delay for exactly one move */
10643 if (player->block_last_field)
10645 last_field_block_delay += player->move_delay_value;
10647 #if USE_GRAVITY_BUGFIX_NEW
10648 /* when blocking enabled, prevent moving up despite gravity */
10649 if (game.gravity && player->MovDir == MV_UP)
10650 block_delay_adjustment = -1;
10654 /* add block delay adjustment (also possible when not blocking) */
10655 last_field_block_delay += block_delay_adjustment;
10658 #if USE_BLOCK_DELAY_BUGFIX
10659 /* when blocking enabled, correct block delay for fast movement */
10660 if (player->block_last_field &&
10661 player->move_delay_value < MOVE_DELAY_NORMAL_SPEED)
10662 last_field_block_delay =
10663 player->move_delay_value + player->block_delay_adjustment;
10668 #if USE_GRAVITY_BUGFIX_NEW
10669 /* when blocking enabled, correct block delay for gravity movement */
10670 if (player->block_last_field &&
10671 game.gravity && player->MovDir == MV_UP)
10672 last_field_block_delay = player->move_delay_value - 1;
10676 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
10677 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
10680 #if USE_NEW_MOVE_STYLE
10681 if ((game.engine_version < VERSION_IDENT(3,1,1,0) ||
10682 player->block_last_field) &&
10683 Feld[last_jx][last_jy] == EL_EMPTY)
10684 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
10686 if (Feld[last_jx][last_jy] == EL_EMPTY)
10687 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
10692 DrawPlayer(player);
10697 else if (!FrameReached(&player->actual_frame_counter, 1))
10700 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
10701 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
10703 #if USE_NEW_BLOCK_STYLE
10705 if (!player->block_last_field &&
10706 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
10708 RemoveField(last_jx, last_jy);
10710 Feld[last_jx][last_jy] = EL_EMPTY;
10714 /* before DrawPlayer() to draw correct player graphic for this case */
10715 if (player->MovPos == 0)
10716 CheckGravityMovement(player);
10719 DrawPlayer(player); /* needed here only to cleanup last field */
10722 if (player->MovPos == 0) /* player reached destination field */
10725 if (player->move_delay_reset_counter > 0)
10727 player->move_delay_reset_counter--;
10729 if (player->move_delay_reset_counter == 0)
10731 /* continue with normal speed after quickly moving through gate */
10732 HALVE_PLAYER_SPEED(player);
10734 /* be able to make the next move without delay */
10735 player->move_delay = 0;
10739 if (IS_PASSABLE(Feld[last_jx][last_jy]))
10741 /* continue with normal speed after quickly moving through gate */
10742 HALVE_PLAYER_SPEED(player);
10744 /* be able to make the next move without delay */
10745 player->move_delay = 0;
10749 #if USE_NEW_BLOCK_STYLE
10751 if (player->block_last_field &&
10752 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
10754 RemoveField(last_jx, last_jy);
10756 Feld[last_jx][last_jy] = EL_EMPTY;
10760 player->last_jx = jx;
10761 player->last_jy = jy;
10763 if (Feld[jx][jy] == EL_EXIT_OPEN ||
10764 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
10765 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
10767 DrawPlayer(player); /* needed here only to cleanup last field */
10768 RemoveHero(player);
10770 if (local_player->friends_still_needed == 0 ||
10771 IS_SP_ELEMENT(Feld[jx][jy]))
10772 player->LevelSolved = player->GameOver = TRUE;
10776 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
10777 /* this breaks one level: "machine", level 000 */
10779 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
10782 int move_direction = player->MovDir;
10784 int enter_side = MV_DIR_OPPOSITE(move_direction);
10785 int leave_side = move_direction;
10787 static int trigger_sides[4][2] =
10789 /* enter side leave side */
10790 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
10791 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
10792 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
10793 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
10795 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
10796 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
10798 int old_jx = last_jx;
10799 int old_jy = last_jy;
10800 int old_element = Feld[old_jx][old_jy];
10801 int new_element = Feld[jx][jy];
10804 /* !!! TEST ONLY !!! */
10805 if (IS_CUSTOM_ELEMENT(old_element))
10806 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
10808 player->index_bit, leave_side);
10810 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
10811 CE_PLAYER_LEAVES_X,
10812 player->index_bit, leave_side);
10814 if (IS_CUSTOM_ELEMENT(new_element))
10815 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
10816 player->index_bit, enter_side);
10818 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
10819 CE_PLAYER_ENTERS_X,
10820 player->index_bit, enter_side);
10826 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10828 TestIfHeroTouchesBadThing(jx, jy);
10829 TestIfPlayerTouchesCustomElement(jx, jy);
10832 /* needed because pushed element has not yet reached its destination,
10833 so it would trigger a change event at its previous field location */
10834 if (!player->is_pushing)
10836 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
10839 if (!player->active)
10840 RemoveHero(player);
10843 if (level.use_step_counter)
10853 if (TimeLeft <= 10 && setup.time_limit)
10854 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10856 DrawGameValue_Time(TimeLeft);
10858 if (!TimeLeft && setup.time_limit)
10859 for (i = 0; i < MAX_PLAYERS; i++)
10860 KillHero(&stored_player[i]);
10862 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10863 DrawGameValue_Time(TimePlayed);
10866 if (tape.single_step && tape.recording && !tape.pausing &&
10867 !player->programmed_action)
10868 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10872 void ScrollScreen(struct PlayerInfo *player, int mode)
10874 static unsigned long screen_frame_counter = 0;
10876 if (mode == SCROLL_INIT)
10878 /* set scrolling step size according to actual player's moving speed */
10879 ScrollStepSize = TILEX / player->move_delay_value;
10881 screen_frame_counter = FrameCounter;
10882 ScreenMovDir = player->MovDir;
10883 ScreenMovPos = player->MovPos;
10884 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10887 else if (!FrameReached(&screen_frame_counter, 1))
10892 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
10893 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10894 redraw_mask |= REDRAW_FIELD;
10897 ScreenMovDir = MV_NO_MOVING;
10900 void TestIfPlayerTouchesCustomElement(int x, int y)
10902 static int xy[4][2] =
10909 static int trigger_sides[4][2] =
10911 /* center side border side */
10912 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10913 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10914 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10915 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10917 static int touch_dir[4] =
10919 MV_LEFT | MV_RIGHT,
10924 int center_element = Feld[x][y]; /* should always be non-moving! */
10927 for (i = 0; i < NUM_DIRECTIONS; i++)
10929 int xx = x + xy[i][0];
10930 int yy = y + xy[i][1];
10931 int center_side = trigger_sides[i][0];
10932 int border_side = trigger_sides[i][1];
10933 int border_element;
10935 if (!IN_LEV_FIELD(xx, yy))
10938 if (IS_PLAYER(x, y))
10940 struct PlayerInfo *player = PLAYERINFO(x, y);
10942 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10943 border_element = Feld[xx][yy]; /* may be moving! */
10944 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10945 border_element = Feld[xx][yy];
10946 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10947 border_element = MovingOrBlocked2Element(xx, yy);
10949 continue; /* center and border element do not touch */
10952 /* !!! TEST ONLY !!! */
10953 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
10954 player->index_bit, border_side);
10955 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
10956 CE_PLAYER_TOUCHES_X,
10957 player->index_bit, border_side);
10959 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
10960 CE_PLAYER_TOUCHES_X,
10961 player->index_bit, border_side);
10962 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
10963 player->index_bit, border_side);
10966 else if (IS_PLAYER(xx, yy))
10968 struct PlayerInfo *player = PLAYERINFO(xx, yy);
10970 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10972 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10973 continue; /* center and border element do not touch */
10977 /* !!! TEST ONLY !!! */
10978 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10979 player->index_bit, center_side);
10980 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10981 CE_PLAYER_TOUCHES_X,
10982 player->index_bit, center_side);
10984 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10985 CE_PLAYER_TOUCHES_X,
10986 player->index_bit, center_side);
10987 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10988 player->index_bit, center_side);
10996 void TestIfElementTouchesCustomElement(int x, int y)
10998 static int xy[4][2] =
11005 static int trigger_sides[4][2] =
11007 /* center side border side */
11008 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
11009 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
11010 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
11011 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
11013 static int touch_dir[4] =
11015 MV_LEFT | MV_RIGHT,
11020 boolean change_center_element = FALSE;
11021 int center_element_change_page = 0;
11022 int center_element = Feld[x][y]; /* should always be non-moving! */
11023 int border_trigger_element = EL_UNDEFINED;
11026 for (i = 0; i < NUM_DIRECTIONS; i++)
11028 int xx = x + xy[i][0];
11029 int yy = y + xy[i][1];
11030 int center_side = trigger_sides[i][0];
11031 int border_side = trigger_sides[i][1];
11032 int border_element;
11034 if (!IN_LEV_FIELD(xx, yy))
11037 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11038 border_element = Feld[xx][yy]; /* may be moving! */
11039 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
11040 border_element = Feld[xx][yy];
11041 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
11042 border_element = MovingOrBlocked2Element(xx, yy);
11044 continue; /* center and border element do not touch */
11046 /* check for change of center element (but change it only once) */
11047 if (IS_CUSTOM_ELEMENT(center_element) &&
11048 HAS_ANY_CHANGE_EVENT(center_element, CE_TOUCHING_X) &&
11049 !change_center_element)
11051 for (j = 0; j < element_info[center_element].num_change_pages; j++)
11053 struct ElementChangeInfo *change =
11054 &element_info[center_element].change_page[j];
11056 if (change->can_change &&
11057 change->has_event[CE_TOUCHING_X] &&
11058 change->trigger_side & border_side &&
11060 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
11062 change->trigger_element == border_element
11066 change_center_element = TRUE;
11067 center_element_change_page = j;
11068 border_trigger_element = border_element;
11075 /* check for change of border element */
11076 if (IS_CUSTOM_ELEMENT(border_element) &&
11077 HAS_ANY_CHANGE_EVENT(border_element, CE_TOUCHING_X))
11079 for (j = 0; j < element_info[border_element].num_change_pages; j++)
11081 struct ElementChangeInfo *change =
11082 &element_info[border_element].change_page[j];
11084 if (change->can_change &&
11085 change->has_event[CE_TOUCHING_X] &&
11086 change->trigger_side & center_side &&
11088 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
11090 change->trigger_element == center_element
11095 printf("::: border_element %d, %d\n", x, y);
11098 CheckElementChangeByPage(xx, yy, border_element, center_element,
11106 if (change_center_element)
11109 printf("::: center_element %d, %d\n", x, y);
11112 CheckElementChangeByPage(x, y, center_element, border_trigger_element,
11113 CE_TOUCHING_X, center_element_change_page);
11117 void TestIfElementHitsCustomElement(int x, int y, int direction)
11119 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
11120 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
11121 int hitx = x + dx, hity = y + dy;
11122 int hitting_element = Feld[x][y];
11123 int touched_element;
11125 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
11126 !IS_FREE(hitx, hity) &&
11127 (!IS_MOVING(hitx, hity) ||
11128 MovDir[hitx][hity] != direction ||
11129 ABS(MovPos[hitx][hity]) <= TILEY / 2));
11132 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
11136 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
11140 touched_element = (IN_LEV_FIELD(hitx, hity) ?
11141 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
11143 #if !USE_HITTING_SOMETHING_BUGFIX
11144 /* "hitting something" is also true when hitting the playfield border */
11145 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11146 CE_HITTING_SOMETHING, direction);
11149 if (IN_LEV_FIELD(hitx, hity))
11151 int opposite_direction = MV_DIR_OPPOSITE(direction);
11152 int hitting_side = direction;
11153 int touched_side = opposite_direction;
11155 int touched_element = MovingOrBlocked2Element(hitx, hity);
11158 boolean object_hit = (!IS_MOVING(hitx, hity) ||
11159 MovDir[hitx][hity] != direction ||
11160 ABS(MovPos[hitx][hity]) <= TILEY / 2);
11169 #if !USE_HIT_BY_SOMETHING_BUGFIX
11170 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11171 CE_HIT_BY_SOMETHING, opposite_direction);
11174 if (IS_CUSTOM_ELEMENT(hitting_element) &&
11175 HAS_ANY_CHANGE_EVENT(hitting_element, CE_HITTING_X))
11177 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
11179 struct ElementChangeInfo *change =
11180 &element_info[hitting_element].change_page[i];
11182 if (change->can_change &&
11183 change->has_event[CE_HITTING_X] &&
11184 change->trigger_side & touched_side &&
11187 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
11189 change->trigger_element == touched_element
11193 CheckElementChangeByPage(x, y, hitting_element, touched_element,
11200 if (IS_CUSTOM_ELEMENT(touched_element) &&
11201 HAS_ANY_CHANGE_EVENT(touched_element, CE_HIT_BY_X))
11203 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
11205 struct ElementChangeInfo *change =
11206 &element_info[touched_element].change_page[i];
11208 if (change->can_change &&
11209 change->has_event[CE_HIT_BY_X] &&
11210 change->trigger_side & hitting_side &&
11212 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
11214 change->trigger_element == hitting_element
11218 CheckElementChangeByPage(hitx, hity, touched_element,
11219 hitting_element, CE_HIT_BY_X, i);
11225 #if USE_HIT_BY_SOMETHING_BUGFIX
11226 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11227 CE_HIT_BY_SOMETHING, opposite_direction);
11232 #if USE_HITTING_SOMETHING_BUGFIX
11233 /* "hitting something" is also true when hitting the playfield border */
11234 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11235 CE_HITTING_SOMETHING, direction);
11240 void TestIfElementSmashesCustomElement(int x, int y, int direction)
11242 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
11243 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
11244 int hitx = x + dx, hity = y + dy;
11245 int hitting_element = Feld[x][y];
11246 int touched_element;
11248 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
11249 !IS_FREE(hitx, hity) &&
11250 (!IS_MOVING(hitx, hity) ||
11251 MovDir[hitx][hity] != direction ||
11252 ABS(MovPos[hitx][hity]) <= TILEY / 2));
11255 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
11259 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
11263 touched_element = (IN_LEV_FIELD(hitx, hity) ?
11264 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
11266 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11267 EP_CAN_SMASH_EVERYTHING, direction);
11269 if (IN_LEV_FIELD(hitx, hity))
11271 int opposite_direction = MV_DIR_OPPOSITE(direction);
11272 int hitting_side = direction;
11273 int touched_side = opposite_direction;
11275 int touched_element = MovingOrBlocked2Element(hitx, hity);
11278 boolean object_hit = (!IS_MOVING(hitx, hity) ||
11279 MovDir[hitx][hity] != direction ||
11280 ABS(MovPos[hitx][hity]) <= TILEY / 2);
11289 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11290 CE_SMASHED_BY_SOMETHING, opposite_direction);
11292 if (IS_CUSTOM_ELEMENT(hitting_element) &&
11293 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
11295 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
11297 struct ElementChangeInfo *change =
11298 &element_info[hitting_element].change_page[i];
11300 if (change->can_change &&
11301 change->has_event[CE_OTHER_IS_SMASHING] &&
11302 change->trigger_side & touched_side &&
11305 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
11307 change->trigger_element == touched_element
11311 CheckElementChangeByPage(x, y, hitting_element, touched_element,
11312 CE_OTHER_IS_SMASHING, i);
11318 if (IS_CUSTOM_ELEMENT(touched_element) &&
11319 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
11321 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
11323 struct ElementChangeInfo *change =
11324 &element_info[touched_element].change_page[i];
11326 if (change->can_change &&
11327 change->has_event[CE_OTHER_GETS_SMASHED] &&
11328 change->trigger_side & hitting_side &&
11330 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
11332 change->trigger_element == hitting_element
11336 CheckElementChangeByPage(hitx, hity, touched_element,
11337 hitting_element, CE_OTHER_GETS_SMASHED,i);
11347 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
11349 int i, kill_x = -1, kill_y = -1;
11350 int bad_element = -1;
11351 static int test_xy[4][2] =
11358 static int test_dir[4] =
11366 for (i = 0; i < NUM_DIRECTIONS; i++)
11368 int test_x, test_y, test_move_dir, test_element;
11370 test_x = good_x + test_xy[i][0];
11371 test_y = good_y + test_xy[i][1];
11373 if (!IN_LEV_FIELD(test_x, test_y))
11377 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
11380 test_element = Feld[test_x][test_y];
11382 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
11385 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11386 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11388 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
11389 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
11393 bad_element = test_element;
11399 if (kill_x != -1 || kill_y != -1)
11401 if (IS_PLAYER(good_x, good_y))
11403 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
11406 if (player->shield_deadly_time_left > 0 &&
11407 !IS_INDESTRUCTIBLE(bad_element))
11408 Bang(kill_x, kill_y);
11409 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
11412 if (player->shield_deadly_time_left > 0)
11413 Bang(kill_x, kill_y);
11414 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
11419 Bang(good_x, good_y);
11423 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
11425 int i, kill_x = -1, kill_y = -1;
11426 int bad_element = Feld[bad_x][bad_y];
11427 static int test_xy[4][2] =
11434 static int touch_dir[4] =
11436 MV_LEFT | MV_RIGHT,
11441 static int test_dir[4] =
11449 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
11452 for (i = 0; i < NUM_DIRECTIONS; i++)
11454 int test_x, test_y, test_move_dir, test_element;
11456 test_x = bad_x + test_xy[i][0];
11457 test_y = bad_y + test_xy[i][1];
11458 if (!IN_LEV_FIELD(test_x, test_y))
11462 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
11464 test_element = Feld[test_x][test_y];
11466 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11467 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11469 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
11470 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
11472 /* good thing is player or penguin that does not move away */
11473 if (IS_PLAYER(test_x, test_y))
11475 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
11477 if (bad_element == EL_ROBOT && player->is_moving)
11478 continue; /* robot does not kill player if he is moving */
11480 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11482 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
11483 continue; /* center and border element do not touch */
11490 else if (test_element == EL_PENGUIN)
11499 if (kill_x != -1 || kill_y != -1)
11501 if (IS_PLAYER(kill_x, kill_y))
11503 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
11506 if (player->shield_deadly_time_left > 0 &&
11507 !IS_INDESTRUCTIBLE(bad_element))
11508 Bang(bad_x, bad_y);
11509 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
11512 if (player->shield_deadly_time_left > 0)
11513 Bang(bad_x, bad_y);
11514 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
11519 Bang(kill_x, kill_y);
11523 void TestIfHeroTouchesBadThing(int x, int y)
11525 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
11528 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
11530 TestIfGoodThingHitsBadThing(x, y, move_dir);
11533 void TestIfBadThingTouchesHero(int x, int y)
11535 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
11538 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
11540 TestIfBadThingHitsGoodThing(x, y, move_dir);
11543 void TestIfFriendTouchesBadThing(int x, int y)
11545 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
11548 void TestIfBadThingTouchesFriend(int x, int y)
11550 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
11553 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
11555 int i, kill_x = bad_x, kill_y = bad_y;
11556 static int xy[4][2] =
11564 for (i = 0; i < NUM_DIRECTIONS; i++)
11568 x = bad_x + xy[i][0];
11569 y = bad_y + xy[i][1];
11570 if (!IN_LEV_FIELD(x, y))
11573 element = Feld[x][y];
11574 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
11575 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
11583 if (kill_x != bad_x || kill_y != bad_y)
11584 Bang(bad_x, bad_y);
11587 void KillHero(struct PlayerInfo *player)
11589 int jx = player->jx, jy = player->jy;
11591 if (!player->active)
11594 /* remove accessible field at the player's position */
11595 Feld[jx][jy] = EL_EMPTY;
11597 /* deactivate shield (else Bang()/Explode() would not work right) */
11598 player->shield_normal_time_left = 0;
11599 player->shield_deadly_time_left = 0;
11605 static void KillHeroUnlessEnemyProtected(int x, int y)
11607 if (!PLAYER_ENEMY_PROTECTED(x, y))
11608 KillHero(PLAYERINFO(x, y));
11611 static void KillHeroUnlessExplosionProtected(int x, int y)
11613 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
11614 KillHero(PLAYERINFO(x, y));
11617 void BuryHero(struct PlayerInfo *player)
11619 int jx = player->jx, jy = player->jy;
11621 if (!player->active)
11625 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
11627 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
11629 PlayLevelSound(jx, jy, SND_GAME_LOSING);
11631 player->GameOver = TRUE;
11632 RemoveHero(player);
11635 void RemoveHero(struct PlayerInfo *player)
11637 int jx = player->jx, jy = player->jy;
11638 int i, found = FALSE;
11640 player->present = FALSE;
11641 player->active = FALSE;
11643 if (!ExplodeField[jx][jy])
11644 StorePlayer[jx][jy] = 0;
11646 for (i = 0; i < MAX_PLAYERS; i++)
11647 if (stored_player[i].active)
11651 AllPlayersGone = TRUE;
11658 =============================================================================
11659 checkDiagonalPushing()
11660 -----------------------------------------------------------------------------
11661 check if diagonal input device direction results in pushing of object
11662 (by checking if the alternative direction is walkable, diggable, ...)
11663 =============================================================================
11666 static boolean checkDiagonalPushing(struct PlayerInfo *player,
11667 int x, int y, int real_dx, int real_dy)
11669 int jx, jy, dx, dy, xx, yy;
11671 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
11674 /* diagonal direction: check alternative direction */
11679 xx = jx + (dx == 0 ? real_dx : 0);
11680 yy = jy + (dy == 0 ? real_dy : 0);
11682 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
11686 =============================================================================
11688 -----------------------------------------------------------------------------
11689 x, y: field next to player (non-diagonal) to try to dig to
11690 real_dx, real_dy: direction as read from input device (can be diagonal)
11691 =============================================================================
11694 int DigField(struct PlayerInfo *player,
11695 int oldx, int oldy, int x, int y,
11696 int real_dx, int real_dy, int mode)
11699 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
11701 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
11702 boolean player_was_pushing = player->is_pushing;
11703 int jx = oldx, jy = oldy;
11704 int dx = x - jx, dy = y - jy;
11705 int nextx = x + dx, nexty = y + dy;
11706 int move_direction = (dx == -1 ? MV_LEFT :
11707 dx == +1 ? MV_RIGHT :
11709 dy == +1 ? MV_DOWN : MV_NO_MOVING);
11710 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
11712 int dig_side = MV_DIR_OPPOSITE(move_direction);
11714 static int trigger_sides[4] =
11716 CH_SIDE_RIGHT, /* moving left */
11717 CH_SIDE_LEFT, /* moving right */
11718 CH_SIDE_BOTTOM, /* moving up */
11719 CH_SIDE_TOP, /* moving down */
11721 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
11723 int old_element = Feld[jx][jy];
11726 if (is_player) /* function can also be called by EL_PENGUIN */
11728 if (player->MovPos == 0)
11730 player->is_digging = FALSE;
11731 player->is_collecting = FALSE;
11734 if (player->MovPos == 0) /* last pushing move finished */
11735 player->is_pushing = FALSE;
11737 if (mode == DF_NO_PUSH) /* player just stopped pushing */
11739 player->is_switching = FALSE;
11740 #if USE_NEW_PUSH_DELAY
11741 player->push_delay = -1;
11743 player->push_delay = 0;
11746 return MF_NO_ACTION;
11750 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
11751 return MF_NO_ACTION;
11756 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
11758 if (IS_TUBE(Feld[jx][jy]) ||
11759 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
11763 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
11764 int tube_leave_directions[][2] =
11766 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
11767 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
11768 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
11769 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
11770 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
11771 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
11772 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
11773 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
11774 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
11775 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
11776 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
11777 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
11780 while (tube_leave_directions[i][0] != tube_element)
11783 if (tube_leave_directions[i][0] == -1) /* should not happen */
11787 if (!(tube_leave_directions[i][1] & move_direction))
11788 return MF_NO_ACTION; /* tube has no opening in this direction */
11793 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
11794 old_element = Back[jx][jy];
11795 #if USE_BACK_WALKABLE_BUGFIX
11797 /* in case of element dropped at player position, check background */
11798 else if (Back[jx][jy] != EL_EMPTY &&
11799 game.engine_version >= VERSION_IDENT(2,2,0,0))
11800 old_element = Back[jx][jy];
11805 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
11806 return MF_NO_ACTION; /* field has no opening in this direction */
11808 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
11809 return MF_NO_ACTION; /* field has no opening in this direction */
11811 element = Feld[x][y];
11813 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
11814 return MF_NO_ACTION;
11816 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
11817 game.engine_version >= VERSION_IDENT(2,2,0,0))
11818 return MF_NO_ACTION;
11821 if (game.gravity && is_player && !player->is_auto_moving &&
11822 canFallDown(player) && move_direction != MV_DOWN &&
11823 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
11824 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11828 if (element == EL_EMPTY_SPACE &&
11829 game.gravity && !player->is_auto_moving &&
11830 canFallDown(player) && move_direction != MV_DOWN)
11831 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11837 case EL_SP_PORT_LEFT:
11838 case EL_SP_PORT_RIGHT:
11839 case EL_SP_PORT_UP:
11840 case EL_SP_PORT_DOWN:
11841 case EL_SP_PORT_HORIZONTAL:
11842 case EL_SP_PORT_VERTICAL:
11843 case EL_SP_PORT_ANY:
11844 case EL_SP_GRAVITY_PORT_LEFT:
11845 case EL_SP_GRAVITY_PORT_RIGHT:
11846 case EL_SP_GRAVITY_PORT_UP:
11847 case EL_SP_GRAVITY_PORT_DOWN:
11849 if (!canEnterSupaplexPort(x, y, dx, dy))
11850 return MF_NO_ACTION;
11853 element != EL_SP_PORT_LEFT &&
11854 element != EL_SP_GRAVITY_PORT_LEFT &&
11855 element != EL_SP_PORT_HORIZONTAL &&
11856 element != EL_SP_PORT_ANY) ||
11858 element != EL_SP_PORT_RIGHT &&
11859 element != EL_SP_GRAVITY_PORT_RIGHT &&
11860 element != EL_SP_PORT_HORIZONTAL &&
11861 element != EL_SP_PORT_ANY) ||
11863 element != EL_SP_PORT_UP &&
11864 element != EL_SP_GRAVITY_PORT_UP &&
11865 element != EL_SP_PORT_VERTICAL &&
11866 element != EL_SP_PORT_ANY) ||
11868 element != EL_SP_PORT_DOWN &&
11869 element != EL_SP_GRAVITY_PORT_DOWN &&
11870 element != EL_SP_PORT_VERTICAL &&
11871 element != EL_SP_PORT_ANY) ||
11872 !IN_LEV_FIELD(nextx, nexty) ||
11873 !IS_FREE(nextx, nexty))
11874 return MF_NO_ACTION;
11877 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11878 element == EL_SP_GRAVITY_PORT_RIGHT ||
11879 element == EL_SP_GRAVITY_PORT_UP ||
11880 element == EL_SP_GRAVITY_PORT_DOWN)
11881 game.gravity = !game.gravity;
11883 /* automatically move to the next field with double speed */
11884 player->programmed_action = move_direction;
11886 if (player->move_delay_reset_counter == 0)
11888 player->move_delay_reset_counter = 2; /* two double speed steps */
11890 DOUBLE_PLAYER_SPEED(player);
11893 player->move_delay_reset_counter = 2;
11895 DOUBLE_PLAYER_SPEED(player);
11899 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
11902 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
11908 case EL_TUBE_VERTICAL:
11909 case EL_TUBE_HORIZONTAL:
11910 case EL_TUBE_VERTICAL_LEFT:
11911 case EL_TUBE_VERTICAL_RIGHT:
11912 case EL_TUBE_HORIZONTAL_UP:
11913 case EL_TUBE_HORIZONTAL_DOWN:
11914 case EL_TUBE_LEFT_UP:
11915 case EL_TUBE_LEFT_DOWN:
11916 case EL_TUBE_RIGHT_UP:
11917 case EL_TUBE_RIGHT_DOWN:
11920 int tube_enter_directions[][2] =
11922 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
11923 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
11924 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
11925 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
11926 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
11927 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
11928 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
11929 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
11930 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
11931 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
11932 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
11933 { -1, MV_NO_MOVING }
11936 while (tube_enter_directions[i][0] != element)
11939 if (tube_enter_directions[i][0] == -1) /* should not happen */
11943 if (!(tube_enter_directions[i][1] & move_direction))
11944 return MF_NO_ACTION; /* tube has no opening in this direction */
11946 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
11954 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
11956 if (IS_WALKABLE(element))
11959 int sound_element = SND_ELEMENT(element);
11960 int sound_action = ACTION_WALKING;
11963 if (!ACCESS_FROM(element, opposite_direction))
11964 return MF_NO_ACTION; /* field not accessible from this direction */
11968 if (element == EL_EMPTY_SPACE &&
11969 game.gravity && !player->is_auto_moving &&
11970 canFallDown(player) && move_direction != MV_DOWN)
11971 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11974 if (IS_RND_GATE(element))
11976 if (!player->key[RND_GATE_NR(element)])
11977 return MF_NO_ACTION;
11979 else if (IS_RND_GATE_GRAY(element))
11981 if (!player->key[RND_GATE_GRAY_NR(element)])
11982 return MF_NO_ACTION;
11984 else if (element == EL_EXIT_OPEN ||
11985 element == EL_SP_EXIT_OPEN ||
11986 element == EL_SP_EXIT_OPENING)
11988 sound_action = ACTION_PASSING; /* player is passing exit */
11990 else if (element == EL_EMPTY)
11992 sound_action = ACTION_MOVING; /* nothing to walk on */
11995 /* play sound from background or player, whatever is available */
11996 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
11997 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
11999 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
12004 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
12006 else if (IS_PASSABLE(element))
12010 if (!canPassField(x, y, move_direction))
12011 return MF_NO_ACTION;
12016 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
12017 !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
12018 (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
12019 return MF_NO_ACTION;
12021 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
12022 return MF_NO_ACTION;
12027 if (!ACCESS_FROM(element, opposite_direction))
12028 return MF_NO_ACTION; /* field not accessible from this direction */
12030 if (IS_CUSTOM_ELEMENT(element) &&
12031 !ACCESS_FROM(element, opposite_direction))
12032 return MF_NO_ACTION; /* field not accessible from this direction */
12036 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
12037 return MF_NO_ACTION;
12042 if (IS_EM_GATE(element))
12044 if (!player->key[EM_GATE_NR(element)])
12045 return MF_NO_ACTION;
12047 else if (IS_EM_GATE_GRAY(element))
12049 if (!player->key[EM_GATE_GRAY_NR(element)])
12050 return MF_NO_ACTION;
12052 else if (IS_SP_PORT(element))
12054 if (element == EL_SP_GRAVITY_PORT_LEFT ||
12055 element == EL_SP_GRAVITY_PORT_RIGHT ||
12056 element == EL_SP_GRAVITY_PORT_UP ||
12057 element == EL_SP_GRAVITY_PORT_DOWN)
12058 game.gravity = !game.gravity;
12059 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
12060 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
12061 element == EL_SP_GRAVITY_ON_PORT_UP ||
12062 element == EL_SP_GRAVITY_ON_PORT_DOWN)
12063 game.gravity = TRUE;
12064 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
12065 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
12066 element == EL_SP_GRAVITY_OFF_PORT_UP ||
12067 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
12068 game.gravity = FALSE;
12071 /* automatically move to the next field with double speed */
12072 player->programmed_action = move_direction;
12074 if (player->move_delay_reset_counter == 0)
12076 player->move_delay_reset_counter = 2; /* two double speed steps */
12078 DOUBLE_PLAYER_SPEED(player);
12081 player->move_delay_reset_counter = 2;
12083 DOUBLE_PLAYER_SPEED(player);
12086 PlayLevelSoundAction(x, y, ACTION_PASSING);
12090 else if (IS_DIGGABLE(element))
12094 if (mode != DF_SNAP)
12097 GfxElement[x][y] = GFX_ELEMENT(element);
12100 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
12102 player->is_digging = TRUE;
12105 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
12107 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
12108 player->index_bit, dig_side);
12111 if (mode == DF_SNAP)
12112 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12117 else if (IS_COLLECTIBLE(element))
12121 if (is_player && mode != DF_SNAP)
12123 GfxElement[x][y] = element;
12124 player->is_collecting = TRUE;
12127 if (element == EL_SPEED_PILL)
12129 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
12131 else if (element == EL_EXTRA_TIME && level.time > 0)
12134 DrawGameValue_Time(TimeLeft);
12136 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
12138 player->shield_normal_time_left += 10;
12139 if (element == EL_SHIELD_DEADLY)
12140 player->shield_deadly_time_left += 10;
12142 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
12144 if (player->inventory_size < MAX_INVENTORY_SIZE)
12145 player->inventory_element[player->inventory_size++] = element;
12147 DrawGameValue_Dynamite(local_player->inventory_size);
12149 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
12151 player->dynabomb_count++;
12152 player->dynabombs_left++;
12154 else if (element == EL_DYNABOMB_INCREASE_SIZE)
12156 player->dynabomb_size++;
12158 else if (element == EL_DYNABOMB_INCREASE_POWER)
12160 player->dynabomb_xl = TRUE;
12162 else if (IS_KEY(element))
12164 player->key[KEY_NR(element)] = TRUE;
12166 DrawGameValue_Keys(player->key);
12168 redraw_mask |= REDRAW_DOOR_1;
12170 else if (IS_ENVELOPE(element))
12173 player->show_envelope = element;
12175 ShowEnvelope(element - EL_ENVELOPE_1);
12178 else if (IS_DROPPABLE(element) ||
12179 IS_THROWABLE(element)) /* can be collected and dropped */
12183 if (element_info[element].collect_count == 0)
12184 player->inventory_infinite_element = element;
12186 for (i = 0; i < element_info[element].collect_count; i++)
12187 if (player->inventory_size < MAX_INVENTORY_SIZE)
12188 player->inventory_element[player->inventory_size++] = element;
12190 DrawGameValue_Dynamite(local_player->inventory_size);
12192 else if (element_info[element].collect_count > 0)
12194 local_player->gems_still_needed -=
12195 element_info[element].collect_count;
12196 if (local_player->gems_still_needed < 0)
12197 local_player->gems_still_needed = 0;
12199 DrawGameValue_Emeralds(local_player->gems_still_needed);
12202 RaiseScoreElement(element);
12203 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
12206 CheckTriggeredElementChangeByPlayer(x, y, element,
12207 CE_PLAYER_COLLECTS_X,
12208 player->index_bit, dig_side);
12211 if (mode == DF_SNAP)
12212 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12217 else if (IS_PUSHABLE(element))
12219 if (mode == DF_SNAP && element != EL_BD_ROCK)
12220 return MF_NO_ACTION;
12222 if (CAN_FALL(element) && dy)
12223 return MF_NO_ACTION;
12225 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
12226 !(element == EL_SPRING && level.use_spring_bug))
12227 return MF_NO_ACTION;
12230 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
12231 ((move_direction & MV_VERTICAL &&
12232 ((element_info[element].move_pattern & MV_LEFT &&
12233 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
12234 (element_info[element].move_pattern & MV_RIGHT &&
12235 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
12236 (move_direction & MV_HORIZONTAL &&
12237 ((element_info[element].move_pattern & MV_UP &&
12238 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
12239 (element_info[element].move_pattern & MV_DOWN &&
12240 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
12241 return MF_NO_ACTION;
12245 /* do not push elements already moving away faster than player */
12246 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
12247 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
12248 return MF_NO_ACTION;
12250 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
12251 return MF_NO_ACTION;
12257 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
12259 if (player->push_delay_value == -1 || !player_was_pushing)
12260 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12262 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12264 if (player->push_delay_value == -1)
12265 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12268 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12270 if (player->push_delay_value == -1 || !player_was_pushing)
12271 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12274 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
12276 if (!player->is_pushing)
12277 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12281 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
12282 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
12283 !player_is_pushing))
12284 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12287 if (!player->is_pushing &&
12288 game.engine_version >= VERSION_IDENT(2,2,0,7))
12289 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12293 printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
12294 player->push_delay, player->push_delay_value,
12295 FrameCounter, game.engine_version,
12296 player_was_pushing, player->is_pushing,
12297 element, element_info[element].token_name,
12298 GET_NEW_PUSH_DELAY(element));
12301 player->is_pushing = TRUE;
12303 if (!(IN_LEV_FIELD(nextx, nexty) &&
12304 (IS_FREE(nextx, nexty) ||
12305 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
12306 IS_SB_ELEMENT(element)))))
12307 return MF_NO_ACTION;
12309 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
12310 return MF_NO_ACTION;
12312 #if USE_NEW_PUSH_DELAY
12315 if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
12316 printf("::: ALERT: %d, %d [%d / %d]\n",
12317 player->push_delay, player->push_delay2,
12318 FrameCounter, FrameCounter / 50);
12321 if (player->push_delay == -1) /* new pushing; restart delay */
12322 player->push_delay = 0;
12324 if (player->push_delay == 0) /* new pushing; restart delay */
12325 player->push_delay = FrameCounter;
12328 #if USE_NEW_PUSH_DELAY
12330 if ( (player->push_delay > 0) != (!xxx_fr) )
12331 printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
12332 player->push_delay,
12333 xxx_pdv2, player->push_delay2, player->push_delay_value,
12334 FrameCounter, FrameCounter / 50);
12338 if (player->push_delay > 0 &&
12339 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
12340 element != EL_SPRING && element != EL_BALLOON)
12343 if (player->push_delay < player->push_delay_value &&
12344 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
12345 element != EL_SPRING && element != EL_BALLOON)
12349 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
12350 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
12351 element != EL_SPRING && element != EL_BALLOON)
12354 /* make sure that there is no move delay before next try to push */
12355 #if USE_NEW_MOVE_DELAY
12356 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12357 player->move_delay = 0;
12359 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12360 player->move_delay = INITIAL_MOVE_DELAY_OFF;
12363 return MF_NO_ACTION;
12367 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
12370 if (IS_SB_ELEMENT(element))
12372 if (element == EL_SOKOBAN_FIELD_FULL)
12374 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
12375 local_player->sokobanfields_still_needed++;
12378 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
12380 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
12381 local_player->sokobanfields_still_needed--;
12384 Feld[x][y] = EL_SOKOBAN_OBJECT;
12386 if (Back[x][y] == Back[nextx][nexty])
12387 PlayLevelSoundAction(x, y, ACTION_PUSHING);
12388 else if (Back[x][y] != 0)
12389 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
12392 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
12395 if (local_player->sokobanfields_still_needed == 0 &&
12396 game.emulation == EMU_SOKOBAN)
12398 player->LevelSolved = player->GameOver = TRUE;
12399 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
12403 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
12405 InitMovingField(x, y, move_direction);
12406 GfxAction[x][y] = ACTION_PUSHING;
12408 if (mode == DF_SNAP)
12409 ContinueMoving(x, y);
12411 MovPos[x][y] = (dx != 0 ? dx : dy);
12413 Pushed[x][y] = TRUE;
12414 Pushed[nextx][nexty] = TRUE;
12416 if (game.engine_version < VERSION_IDENT(2,2,0,7))
12417 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12419 player->push_delay_value = -1; /* get new value later */
12421 #if USE_PUSH_BUGFIX
12422 /* now: check for element change _after_ element has been pushed! */
12424 if (game.use_change_when_pushing_bug)
12426 if (game.engine_version < VERSION_IDENT(3,1,0,0))
12429 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
12430 player->index_bit, dig_side);
12431 CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
12432 player->index_bit, dig_side);
12438 /* check for element change _after_ element has been pushed! */
12442 /* !!! TEST ONLY !!! */
12443 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
12444 player->index_bit, dig_side);
12445 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
12446 player->index_bit, dig_side);
12448 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
12449 player->index_bit, dig_side);
12450 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
12451 player->index_bit, dig_side);
12459 else if (IS_SWITCHABLE(element))
12461 if (PLAYER_SWITCHING(player, x, y))
12463 CheckTriggeredElementChangeByPlayer(x,y, element,
12464 CE_PLAYER_PRESSES_X,
12465 player->index_bit, dig_side);
12470 player->is_switching = TRUE;
12471 player->switch_x = x;
12472 player->switch_y = y;
12474 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
12476 if (element == EL_ROBOT_WHEEL)
12478 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
12482 DrawLevelField(x, y);
12484 else if (element == EL_SP_TERMINAL)
12488 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
12490 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
12492 else if (Feld[xx][yy] == EL_SP_TERMINAL)
12493 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
12496 else if (IS_BELT_SWITCH(element))
12498 ToggleBeltSwitch(x, y);
12500 else if (element == EL_SWITCHGATE_SWITCH_UP ||
12501 element == EL_SWITCHGATE_SWITCH_DOWN)
12503 ToggleSwitchgateSwitch(x, y);
12505 else if (element == EL_LIGHT_SWITCH ||
12506 element == EL_LIGHT_SWITCH_ACTIVE)
12508 ToggleLightSwitch(x, y);
12511 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
12512 SND_LIGHT_SWITCH_ACTIVATING :
12513 SND_LIGHT_SWITCH_DEACTIVATING);
12516 else if (element == EL_TIMEGATE_SWITCH)
12518 ActivateTimegateSwitch(x, y);
12520 else if (element == EL_BALLOON_SWITCH_LEFT ||
12521 element == EL_BALLOON_SWITCH_RIGHT ||
12522 element == EL_BALLOON_SWITCH_UP ||
12523 element == EL_BALLOON_SWITCH_DOWN ||
12524 element == EL_BALLOON_SWITCH_ANY)
12526 if (element == EL_BALLOON_SWITCH_ANY)
12527 game.balloon_dir = move_direction;
12529 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
12530 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
12531 element == EL_BALLOON_SWITCH_UP ? MV_UP :
12532 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
12535 else if (element == EL_LAMP)
12537 Feld[x][y] = EL_LAMP_ACTIVE;
12538 local_player->lights_still_needed--;
12540 ResetGfxAnimation(x, y);
12541 DrawLevelField(x, y);
12543 else if (element == EL_TIME_ORB_FULL)
12545 Feld[x][y] = EL_TIME_ORB_EMPTY;
12547 DrawGameValue_Time(TimeLeft);
12549 ResetGfxAnimation(x, y);
12550 DrawLevelField(x, y);
12553 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
12557 CheckTriggeredElementChangeByPlayer(x, y, element,
12559 player->index_bit, dig_side);
12561 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12562 player->index_bit, dig_side);
12568 if (!PLAYER_SWITCHING(player, x, y))
12570 player->is_switching = TRUE;
12571 player->switch_x = x;
12572 player->switch_y = y;
12575 /* !!! TEST ONLY !!! */
12576 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
12577 player->index_bit, dig_side);
12578 CheckTriggeredElementChangeByPlayer(x, y, element,
12580 player->index_bit, dig_side);
12582 CheckTriggeredElementChangeByPlayer(x, y, element,
12584 player->index_bit, dig_side);
12585 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
12586 player->index_bit, dig_side);
12591 /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
12592 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
12593 player->index_bit, dig_side);
12594 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12595 player->index_bit, dig_side);
12597 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12598 player->index_bit, dig_side);
12599 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
12600 player->index_bit, dig_side);
12604 return MF_NO_ACTION;
12607 #if USE_NEW_PUSH_DELAY
12608 player->push_delay = -1;
12610 player->push_delay = 0;
12613 #if USE_PENGUIN_COLLECT_BUGFIX
12614 if (is_player) /* function can also be called by EL_PENGUIN */
12617 if (Feld[x][y] != element) /* really digged/collected something */
12618 player->is_collecting = !player->is_digging;
12624 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
12626 int jx = player->jx, jy = player->jy;
12627 int x = jx + dx, y = jy + dy;
12628 int snap_direction = (dx == -1 ? MV_LEFT :
12629 dx == +1 ? MV_RIGHT :
12631 dy == +1 ? MV_DOWN : MV_NO_MOVING);
12634 if (player->MovPos != 0)
12637 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
12641 if (!player->active || !IN_LEV_FIELD(x, y))
12649 if (player->MovPos == 0)
12650 player->is_pushing = FALSE;
12652 player->is_snapping = FALSE;
12654 if (player->MovPos == 0)
12656 player->is_moving = FALSE;
12657 player->is_digging = FALSE;
12658 player->is_collecting = FALSE;
12664 if (player->is_snapping)
12667 player->MovDir = snap_direction;
12670 if (player->MovPos == 0)
12673 player->is_moving = FALSE;
12674 player->is_digging = FALSE;
12675 player->is_collecting = FALSE;
12678 player->is_dropping = FALSE;
12680 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
12683 player->is_snapping = TRUE;
12686 if (player->MovPos == 0)
12689 player->is_moving = FALSE;
12690 player->is_digging = FALSE;
12691 player->is_collecting = FALSE;
12695 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
12696 DrawLevelField(player->last_jx, player->last_jy);
12699 DrawLevelField(x, y);
12708 boolean DropElement(struct PlayerInfo *player)
12710 int old_element, new_element;
12711 int dropx = player->jx, dropy = player->jy;
12712 int drop_direction = player->MovDir;
12714 int drop_side = drop_direction;
12716 static int trigger_sides[4] =
12718 CH_SIDE_LEFT, /* dropping left */
12719 CH_SIDE_RIGHT, /* dropping right */
12720 CH_SIDE_TOP, /* dropping up */
12721 CH_SIDE_BOTTOM, /* dropping down */
12723 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
12725 int drop_element = (player->inventory_size > 0 ?
12726 player->inventory_element[player->inventory_size - 1] :
12727 player->inventory_infinite_element != EL_UNDEFINED ?
12728 player->inventory_infinite_element :
12729 player->dynabombs_left > 0 ?
12730 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
12733 #if USE_DROP_BUGFIX
12734 /* do not drop an element on top of another element; when holding drop key
12735 pressed without moving, dropped element must move away before the next
12736 element can be dropped (this is especially important if the next element
12737 is dynamite, which can be placed on background for historical reasons) */
12738 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
12742 if (IS_THROWABLE(drop_element))
12744 dropx += GET_DX_FROM_DIR(drop_direction);
12745 dropy += GET_DY_FROM_DIR(drop_direction);
12747 if (!IN_LEV_FIELD(dropx, dropy))
12751 old_element = Feld[dropx][dropy]; /* old element at dropping position */
12752 new_element = drop_element; /* default: no change when dropping */
12754 /* check if player is active, not moving and ready to drop */
12755 if (!player->active || player->MovPos || player->drop_delay > 0)
12758 /* check if player has anything that can be dropped */
12760 if (new_element == EL_UNDEFINED)
12763 if (player->inventory_size == 0 &&
12764 player->inventory_infinite_element == EL_UNDEFINED &&
12765 player->dynabombs_left == 0)
12769 /* check if anything can be dropped at the current position */
12770 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
12773 /* collected custom elements can only be dropped on empty fields */
12775 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
12778 if (player->inventory_size > 0 &&
12779 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
12780 && old_element != EL_EMPTY)
12784 if (old_element != EL_EMPTY)
12785 Back[dropx][dropy] = old_element; /* store old element on this field */
12787 ResetGfxAnimation(dropx, dropy);
12788 ResetRandomAnimationValue(dropx, dropy);
12790 if (player->inventory_size > 0 ||
12791 player->inventory_infinite_element != EL_UNDEFINED)
12793 if (player->inventory_size > 0)
12795 player->inventory_size--;
12798 new_element = player->inventory_element[player->inventory_size];
12801 DrawGameValue_Dynamite(local_player->inventory_size);
12803 if (new_element == EL_DYNAMITE)
12804 new_element = EL_DYNAMITE_ACTIVE;
12805 else if (new_element == EL_SP_DISK_RED)
12806 new_element = EL_SP_DISK_RED_ACTIVE;
12809 Feld[dropx][dropy] = new_element;
12811 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12812 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12813 el2img(Feld[dropx][dropy]), 0);
12815 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12818 /* needed if previous element just changed to "empty" in the last frame */
12819 Changed[dropx][dropy] = FALSE; /* allow another change */
12823 /* !!! TEST ONLY !!! */
12824 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12825 player->index_bit, drop_side);
12826 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12828 player->index_bit, drop_side);
12830 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12832 player->index_bit, drop_side);
12833 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12834 player->index_bit, drop_side);
12837 TestIfElementTouchesCustomElement(dropx, dropy);
12839 else /* player is dropping a dyna bomb */
12841 player->dynabombs_left--;
12844 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
12847 Feld[dropx][dropy] = new_element;
12849 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12850 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12851 el2img(Feld[dropx][dropy]), 0);
12853 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12860 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
12863 InitField_WithBug1(dropx, dropy, FALSE);
12865 InitField(dropx, dropy, FALSE);
12866 if (CAN_MOVE(Feld[dropx][dropy]))
12867 InitMovDir(dropx, dropy);
12871 new_element = Feld[dropx][dropy]; /* element might have changed */
12873 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
12874 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
12877 int move_stepsize = element_info[new_element].move_stepsize;
12879 int move_direction, nextx, nexty;
12881 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
12882 MovDir[dropx][dropy] = drop_direction;
12884 move_direction = MovDir[dropx][dropy];
12885 nextx = dropx + GET_DX_FROM_DIR(move_direction);
12886 nexty = dropy + GET_DY_FROM_DIR(move_direction);
12889 Changed[dropx][dropy] = FALSE; /* allow another change */
12890 CheckCollision[dropx][dropy] = 2;
12893 if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
12896 WasJustMoving[dropx][dropy] = 3;
12899 InitMovingField(dropx, dropy, move_direction);
12900 ContinueMoving(dropx, dropy);
12905 /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
12908 Changed[dropx][dropy] = FALSE; /* allow another change */
12911 TestIfElementHitsCustomElement(dropx, dropy, move_direction);
12913 CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
12914 CE_HITTING_SOMETHING, move_direction);
12922 player->drop_delay = 2 * TILEX / move_stepsize + 1;
12927 player->drop_delay = 8 + 8 + 8;
12931 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
12936 player->is_dropping = TRUE;
12938 #if USE_DROP_BUGFIX
12939 player->drop_x = dropx;
12940 player->drop_y = dropy;
12946 /* ------------------------------------------------------------------------- */
12947 /* game sound playing functions */
12948 /* ------------------------------------------------------------------------- */
12950 static int *loop_sound_frame = NULL;
12951 static int *loop_sound_volume = NULL;
12953 void InitPlayLevelSound()
12955 int num_sounds = getSoundListSize();
12957 checked_free(loop_sound_frame);
12958 checked_free(loop_sound_volume);
12960 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
12961 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
12964 static void PlayLevelSound(int x, int y, int nr)
12966 int sx = SCREENX(x), sy = SCREENY(y);
12967 int volume, stereo_position;
12968 int max_distance = 8;
12969 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
12971 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
12972 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
12975 if (!IN_LEV_FIELD(x, y) ||
12976 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
12977 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
12980 volume = SOUND_MAX_VOLUME;
12982 if (!IN_SCR_FIELD(sx, sy))
12984 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
12985 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
12987 volume -= volume * (dx > dy ? dx : dy) / max_distance;
12990 stereo_position = (SOUND_MAX_LEFT +
12991 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
12992 (SCR_FIELDX + 2 * max_distance));
12994 if (IS_LOOP_SOUND(nr))
12996 /* This assures that quieter loop sounds do not overwrite louder ones,
12997 while restarting sound volume comparison with each new game frame. */
12999 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
13002 loop_sound_volume[nr] = volume;
13003 loop_sound_frame[nr] = FrameCounter;
13006 PlaySoundExt(nr, volume, stereo_position, type);
13009 static void PlayLevelSoundNearest(int x, int y, int sound_action)
13011 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
13012 x > LEVELX(BX2) ? LEVELX(BX2) : x,
13013 y < LEVELY(BY1) ? LEVELY(BY1) :
13014 y > LEVELY(BY2) ? LEVELY(BY2) : y,
13018 static void PlayLevelSoundAction(int x, int y, int action)
13020 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
13023 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
13025 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13027 if (sound_effect != SND_UNDEFINED)
13028 PlayLevelSound(x, y, sound_effect);
13031 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
13034 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13036 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13037 PlayLevelSound(x, y, sound_effect);
13040 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
13042 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13044 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13045 PlayLevelSound(x, y, sound_effect);
13048 static void StopLevelSoundActionIfLoop(int x, int y, int action)
13050 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13052 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13053 StopSound(sound_effect);
13056 static void PlayLevelMusic()
13058 if (levelset.music[level_nr] != MUS_UNDEFINED)
13059 PlayMusic(levelset.music[level_nr]); /* from config file */
13061 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
13064 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
13066 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
13069 if (sample == SAMPLE_bug)
13070 printf("::: PlayLevelSound_EM: %d, %d: %d\n", x, y, sample);
13076 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
13080 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13084 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13088 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13092 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13096 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13100 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13103 case SAMPLE_android_clone:
13104 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13107 case SAMPLE_android_move:
13108 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13111 case SAMPLE_spring:
13112 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13116 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
13120 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
13123 case SAMPLE_eater_eat:
13124 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13128 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13131 case SAMPLE_collect:
13132 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13135 case SAMPLE_diamond:
13136 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13139 case SAMPLE_squash:
13140 /* !!! CHECK THIS !!! */
13142 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13144 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
13148 case SAMPLE_wonderfall:
13149 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
13153 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13157 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13161 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13165 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
13169 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13173 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
13176 case SAMPLE_wonder:
13177 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13181 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13184 case SAMPLE_exit_open:
13185 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
13188 case SAMPLE_exit_leave:
13189 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13192 case SAMPLE_dynamite:
13193 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13197 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13201 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13205 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13209 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
13213 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
13217 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
13221 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
13226 void RaiseScore(int value)
13228 local_player->score += value;
13230 DrawGameValue_Score(local_player->score);
13233 void RaiseScoreElement(int element)
13238 case EL_BD_DIAMOND:
13239 case EL_EMERALD_YELLOW:
13240 case EL_EMERALD_RED:
13241 case EL_EMERALD_PURPLE:
13242 case EL_SP_INFOTRON:
13243 RaiseScore(level.score[SC_EMERALD]);
13246 RaiseScore(level.score[SC_DIAMOND]);
13249 RaiseScore(level.score[SC_CRYSTAL]);
13252 RaiseScore(level.score[SC_PEARL]);
13255 case EL_BD_BUTTERFLY:
13256 case EL_SP_ELECTRON:
13257 RaiseScore(level.score[SC_BUG]);
13260 case EL_BD_FIREFLY:
13261 case EL_SP_SNIKSNAK:
13262 RaiseScore(level.score[SC_SPACESHIP]);
13265 case EL_DARK_YAMYAM:
13266 RaiseScore(level.score[SC_YAMYAM]);
13269 RaiseScore(level.score[SC_ROBOT]);
13272 RaiseScore(level.score[SC_PACMAN]);
13275 RaiseScore(level.score[SC_NUT]);
13278 case EL_SP_DISK_RED:
13279 case EL_DYNABOMB_INCREASE_NUMBER:
13280 case EL_DYNABOMB_INCREASE_SIZE:
13281 case EL_DYNABOMB_INCREASE_POWER:
13282 RaiseScore(level.score[SC_DYNAMITE]);
13284 case EL_SHIELD_NORMAL:
13285 case EL_SHIELD_DEADLY:
13286 RaiseScore(level.score[SC_SHIELD]);
13288 case EL_EXTRA_TIME:
13289 RaiseScore(level.score[SC_TIME_BONUS]);
13303 RaiseScore(level.score[SC_KEY]);
13306 RaiseScore(element_info[element].collect_score);
13311 void RequestQuitGame(boolean ask_if_really_quit)
13313 if (AllPlayersGone ||
13314 !ask_if_really_quit ||
13315 level_editor_test_game ||
13316 Request("Do you really want to quit the game ?",
13317 REQ_ASK | REQ_STAY_CLOSED))
13319 #if defined(NETWORK_AVALIABLE)
13320 if (options.network)
13321 SendToServer_StopPlaying();
13325 game_status = GAME_MODE_MAIN;
13333 if (tape.playing && tape.deactivate_display)
13334 TapeDeactivateDisplayOff(TRUE);
13337 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
13340 if (tape.playing && tape.deactivate_display)
13341 TapeDeactivateDisplayOn();
13348 /* ---------- new game button stuff ---------------------------------------- */
13350 /* graphic position values for game buttons */
13351 #define GAME_BUTTON_XSIZE 30
13352 #define GAME_BUTTON_YSIZE 30
13353 #define GAME_BUTTON_XPOS 5
13354 #define GAME_BUTTON_YPOS 215
13355 #define SOUND_BUTTON_XPOS 5
13356 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
13358 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
13359 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
13360 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
13361 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
13362 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
13363 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
13370 } gamebutton_info[NUM_GAME_BUTTONS] =
13373 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
13378 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
13379 GAME_CTRL_ID_PAUSE,
13383 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
13388 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
13389 SOUND_CTRL_ID_MUSIC,
13390 "background music on/off"
13393 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
13394 SOUND_CTRL_ID_LOOPS,
13395 "sound loops on/off"
13398 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
13399 SOUND_CTRL_ID_SIMPLE,
13400 "normal sounds on/off"
13404 void CreateGameButtons()
13408 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13410 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
13411 struct GadgetInfo *gi;
13414 unsigned long event_mask;
13415 int gd_xoffset, gd_yoffset;
13416 int gd_x1, gd_x2, gd_y1, gd_y2;
13419 gd_xoffset = gamebutton_info[i].x;
13420 gd_yoffset = gamebutton_info[i].y;
13421 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
13422 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
13424 if (id == GAME_CTRL_ID_STOP ||
13425 id == GAME_CTRL_ID_PAUSE ||
13426 id == GAME_CTRL_ID_PLAY)
13428 button_type = GD_TYPE_NORMAL_BUTTON;
13430 event_mask = GD_EVENT_RELEASED;
13431 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13432 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13436 button_type = GD_TYPE_CHECK_BUTTON;
13438 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
13439 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
13440 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
13441 event_mask = GD_EVENT_PRESSED;
13442 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
13443 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13446 gi = CreateGadget(GDI_CUSTOM_ID, id,
13447 GDI_INFO_TEXT, gamebutton_info[i].infotext,
13448 GDI_X, DX + gd_xoffset,
13449 GDI_Y, DY + gd_yoffset,
13450 GDI_WIDTH, GAME_BUTTON_XSIZE,
13451 GDI_HEIGHT, GAME_BUTTON_YSIZE,
13452 GDI_TYPE, button_type,
13453 GDI_STATE, GD_BUTTON_UNPRESSED,
13454 GDI_CHECKED, checked,
13455 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
13456 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
13457 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
13458 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
13459 GDI_EVENT_MASK, event_mask,
13460 GDI_CALLBACK_ACTION, HandleGameButtons,
13464 Error(ERR_EXIT, "cannot create gadget");
13466 game_gadget[id] = gi;
13470 void FreeGameButtons()
13474 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13475 FreeGadget(game_gadget[i]);
13478 static void MapGameButtons()
13482 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13483 MapGadget(game_gadget[i]);
13486 void UnmapGameButtons()
13490 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13491 UnmapGadget(game_gadget[i]);
13494 static void HandleGameButtons(struct GadgetInfo *gi)
13496 int id = gi->custom_id;
13498 if (game_status != GAME_MODE_PLAYING)
13503 case GAME_CTRL_ID_STOP:
13504 RequestQuitGame(TRUE);
13507 case GAME_CTRL_ID_PAUSE:
13508 if (options.network)
13510 #if defined(NETWORK_AVALIABLE)
13512 SendToServer_ContinuePlaying();
13514 SendToServer_PausePlaying();
13518 TapeTogglePause(TAPE_TOGGLE_MANUAL);
13521 case GAME_CTRL_ID_PLAY:
13524 #if defined(NETWORK_AVALIABLE)
13525 if (options.network)
13526 SendToServer_ContinuePlaying();
13530 tape.pausing = FALSE;
13531 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
13536 case SOUND_CTRL_ID_MUSIC:
13537 if (setup.sound_music)
13539 setup.sound_music = FALSE;
13542 else if (audio.music_available)
13544 setup.sound = setup.sound_music = TRUE;
13546 SetAudioMode(setup.sound);
13552 case SOUND_CTRL_ID_LOOPS:
13553 if (setup.sound_loops)
13554 setup.sound_loops = FALSE;
13555 else if (audio.loops_available)
13557 setup.sound = setup.sound_loops = TRUE;
13558 SetAudioMode(setup.sound);
13562 case SOUND_CTRL_ID_SIMPLE:
13563 if (setup.sound_simple)
13564 setup.sound_simple = FALSE;
13565 else if (audio.sound_available)
13567 setup.sound = setup.sound_simple = TRUE;
13568 SetAudioMode(setup.sound);