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 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
43 /* for MovePlayer() */
44 #define MF_NO_ACTION 0
48 /* for ScrollPlayer() */
50 #define SCROLL_GO_ON 1
53 #define EX_PHASE_START 0
54 #define EX_TYPE_NONE 0
55 #define EX_TYPE_NORMAL (1 << 0)
56 #define EX_TYPE_CENTER (1 << 1)
57 #define EX_TYPE_BORDER (1 << 2)
58 #define EX_TYPE_CROSS (1 << 3)
59 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
61 /* special positions in the game control window (relative to control window) */
64 #define XX_EMERALDS 29
65 #define YY_EMERALDS 54
66 #define XX_DYNAMITE 29
67 #define YY_DYNAMITE 89
76 /* special positions in the game control window (relative to main window) */
77 #define DX_LEVEL (DX + XX_LEVEL)
78 #define DY_LEVEL (DY + YY_LEVEL)
79 #define DX_EMERALDS (DX + XX_EMERALDS)
80 #define DY_EMERALDS (DY + YY_EMERALDS)
81 #define DX_DYNAMITE (DX + XX_DYNAMITE)
82 #define DY_DYNAMITE (DY + YY_DYNAMITE)
83 #define DX_KEYS (DX + XX_KEYS)
84 #define DY_KEYS (DY + YY_KEYS)
85 #define DX_SCORE (DX + XX_SCORE)
86 #define DY_SCORE (DY + YY_SCORE)
87 #define DX_TIME1 (DX + XX_TIME1)
88 #define DX_TIME2 (DX + XX_TIME2)
89 #define DY_TIME (DY + YY_TIME)
91 /* values for initial player move delay (initial delay counter value) */
92 #define INITIAL_MOVE_DELAY_OFF -1
93 #define INITIAL_MOVE_DELAY_ON 0
95 /* values for player movement speed (which is in fact a delay value) */
96 #define MOVE_DELAY_MIN_SPEED 32
97 #define MOVE_DELAY_NORMAL_SPEED 8
98 #define MOVE_DELAY_HIGH_SPEED 4
99 #define MOVE_DELAY_MAX_SPEED 1
102 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
103 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
105 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
106 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
108 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
109 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
111 /* values for other actions */
112 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
113 #define MOVE_STEPSIZE_MIN (1)
114 #define MOVE_STEPSIZE_MAX (TILEX)
116 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
117 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
119 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
121 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
122 RND(element_info[e].push_delay_random))
123 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
124 RND(element_info[e].drop_delay_random))
125 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
126 RND(element_info[e].move_delay_random))
127 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
128 (element_info[e].move_delay_random))
129 #define GET_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
130 RND(element_info[e].ce_value_random_initial))
131 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
132 RND((c)->delay_random * (c)->delay_frames))
134 #define GET_TARGET_ELEMENT(e, ch) \
135 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
136 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
138 #define CAN_GROW_INTO(e) \
139 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
141 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
151 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
152 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
153 (CAN_MOVE_INTO_ACID(e) && \
154 Feld[x][y] == EL_ACID) || \
157 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
158 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
160 (CAN_MOVE_INTO_ACID(e) && \
161 Feld[x][y] == EL_ACID) || \
162 (DONT_COLLIDE_WITH(e) && \
164 !PLAYER_ENEMY_PROTECTED(x, y))))
166 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
169 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
175 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
178 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
181 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
184 #define PIG_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
187 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
189 IS_FOOD_PENGUIN(Feld[x][y])))
190 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
191 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
193 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
196 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
199 #define GROUP_NR(e) ((e) - EL_GROUP_START)
200 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
201 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
202 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
204 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
205 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
207 #define CE_ENTER_FIELD_COND(e, x, y) \
208 (!IS_PLAYER(x, y) && \
209 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
211 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
212 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
214 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
215 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
217 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
218 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
219 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
220 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
222 /* game button identifiers */
223 #define GAME_CTRL_ID_STOP 0
224 #define GAME_CTRL_ID_PAUSE 1
225 #define GAME_CTRL_ID_PLAY 2
226 #define SOUND_CTRL_ID_MUSIC 3
227 #define SOUND_CTRL_ID_LOOPS 4
228 #define SOUND_CTRL_ID_SIMPLE 5
230 #define NUM_GAME_BUTTONS 6
233 /* forward declaration for internal use */
235 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
236 static void AdvanceFrameAndPlayerCounters(int);
238 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
239 static boolean MovePlayer(struct PlayerInfo *, int, int);
240 static void ScrollPlayer(struct PlayerInfo *, int);
241 static void ScrollScreen(struct PlayerInfo *, int);
243 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
245 static void InitBeltMovement(void);
246 static void CloseAllOpenTimegates(void);
247 static void CheckGravityMovement(struct PlayerInfo *);
248 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
249 static void KillPlayerUnlessEnemyProtected(int, int);
250 static void KillPlayerUnlessExplosionProtected(int, int);
252 static void TestIfPlayerTouchesCustomElement(int, int);
253 static void TestIfElementTouchesCustomElement(int, int);
254 static void TestIfElementHitsCustomElement(int, int, int);
256 static void TestIfElementSmashesCustomElement(int, int, int);
259 static void ChangeElement(int, int, int);
261 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
262 #define CheckTriggeredElementChange(x, y, e, ev) \
263 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
264 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
265 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
266 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
267 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
268 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
269 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
271 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
272 #define CheckElementChange(x, y, e, te, ev) \
273 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
274 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
275 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
276 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
277 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
279 static void PlayLevelSound(int, int, int);
280 static void PlayLevelSoundNearest(int, int, int);
281 static void PlayLevelSoundAction(int, int, int);
282 static void PlayLevelSoundElementAction(int, int, int, int);
283 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
284 static void PlayLevelSoundActionIfLoop(int, int, int);
285 static void StopLevelSoundActionIfLoop(int, int, int);
286 static void PlayLevelMusic();
288 static void MapGameButtons();
289 static void HandleGameButtons(struct GadgetInfo *);
291 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
294 /* ------------------------------------------------------------------------- */
295 /* definition of elements that automatically change to other elements after */
296 /* a specified time, eventually calling a function when changing */
297 /* ------------------------------------------------------------------------- */
299 /* forward declaration for changer functions */
300 static void InitBuggyBase(int x, int y);
301 static void WarnBuggyBase(int x, int y);
303 static void InitTrap(int x, int y);
304 static void ActivateTrap(int x, int y);
305 static void ChangeActiveTrap(int x, int y);
307 static void InitRobotWheel(int x, int y);
308 static void RunRobotWheel(int x, int y);
309 static void StopRobotWheel(int x, int y);
311 static void InitTimegateWheel(int x, int y);
312 static void RunTimegateWheel(int x, int y);
314 struct ChangingElementInfo
319 void (*pre_change_function)(int x, int y);
320 void (*change_function)(int x, int y);
321 void (*post_change_function)(int x, int y);
324 static struct ChangingElementInfo change_delay_list[] =
375 EL_SWITCHGATE_OPENING,
383 EL_SWITCHGATE_CLOSING,
384 EL_SWITCHGATE_CLOSED,
416 EL_ACID_SPLASH_RIGHT,
425 EL_SP_BUGGY_BASE_ACTIVATING,
432 EL_SP_BUGGY_BASE_ACTIVATING,
433 EL_SP_BUGGY_BASE_ACTIVE,
440 EL_SP_BUGGY_BASE_ACTIVE,
464 EL_ROBOT_WHEEL_ACTIVE,
472 EL_TIMEGATE_SWITCH_ACTIVE,
493 int push_delay_fixed, push_delay_random;
498 { EL_BALLOON, 0, 0 },
500 { EL_SOKOBAN_OBJECT, 2, 0 },
501 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
502 { EL_SATELLITE, 2, 0 },
503 { EL_SP_DISK_YELLOW, 2, 0 },
505 { EL_UNDEFINED, 0, 0 },
513 move_stepsize_list[] =
515 { EL_AMOEBA_DROP, 2 },
516 { EL_AMOEBA_DROPPING, 2 },
517 { EL_QUICKSAND_FILLING, 1 },
518 { EL_QUICKSAND_EMPTYING, 1 },
519 { EL_MAGIC_WALL_FILLING, 2 },
520 { EL_BD_MAGIC_WALL_FILLING, 2 },
521 { EL_MAGIC_WALL_EMPTYING, 2 },
522 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
532 collect_count_list[] =
535 { EL_BD_DIAMOND, 1 },
536 { EL_EMERALD_YELLOW, 1 },
537 { EL_EMERALD_RED, 1 },
538 { EL_EMERALD_PURPLE, 1 },
540 { EL_SP_INFOTRON, 1 },
552 access_direction_list[] =
554 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
555 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
556 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
557 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
558 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
559 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
560 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
561 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
562 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
563 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
564 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
566 { EL_SP_PORT_LEFT, MV_RIGHT },
567 { EL_SP_PORT_RIGHT, MV_LEFT },
568 { EL_SP_PORT_UP, MV_DOWN },
569 { EL_SP_PORT_DOWN, MV_UP },
570 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
571 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
572 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
573 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
574 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
575 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
576 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
577 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
578 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
579 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
580 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
581 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
582 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
583 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
584 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
586 { EL_UNDEFINED, MV_NONE }
589 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
591 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
592 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
593 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
594 IS_JUST_CHANGING(x, y))
596 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
599 void GetPlayerConfig()
601 if (!audio.sound_available)
602 setup.sound_simple = FALSE;
604 if (!audio.loops_available)
605 setup.sound_loops = FALSE;
607 if (!audio.music_available)
608 setup.sound_music = FALSE;
610 if (!video.fullscreen_available)
611 setup.fullscreen = FALSE;
613 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
615 SetAudioMode(setup.sound);
619 static int getBeltNrFromBeltElement(int element)
621 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
622 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
623 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
626 static int getBeltNrFromBeltActiveElement(int element)
628 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
629 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
630 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
633 static int getBeltNrFromBeltSwitchElement(int element)
635 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
636 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
637 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
640 static int getBeltDirNrFromBeltSwitchElement(int element)
642 static int belt_base_element[4] =
644 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
645 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
646 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
647 EL_CONVEYOR_BELT_4_SWITCH_LEFT
650 int belt_nr = getBeltNrFromBeltSwitchElement(element);
651 int belt_dir_nr = element - belt_base_element[belt_nr];
653 return (belt_dir_nr % 3);
656 static int getBeltDirFromBeltSwitchElement(int element)
658 static int belt_move_dir[3] =
665 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
667 return belt_move_dir[belt_dir_nr];
670 static void InitPlayerField(int x, int y, int element, boolean init_game)
672 if (element == EL_SP_MURPHY)
676 if (stored_player[0].present)
678 Feld[x][y] = EL_SP_MURPHY_CLONE;
684 stored_player[0].use_murphy = TRUE;
687 Feld[x][y] = EL_PLAYER_1;
693 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
694 int jx = player->jx, jy = player->jy;
696 player->present = TRUE;
698 player->block_last_field = (element == EL_SP_MURPHY ?
699 level.sp_block_last_field :
700 level.block_last_field);
702 /* ---------- initialize player's last field block delay --------------- */
704 /* always start with reliable default value (no adjustment needed) */
705 player->block_delay_adjustment = 0;
707 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
708 if (player->block_last_field && element == EL_SP_MURPHY)
709 player->block_delay_adjustment = 1;
711 /* special case 2: in game engines before 3.1.1, blocking was different */
712 if (game.use_block_last_field_bug)
713 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
715 if (!options.network || player->connected)
717 player->active = TRUE;
719 /* remove potentially duplicate players */
720 if (StorePlayer[jx][jy] == Feld[x][y])
721 StorePlayer[jx][jy] = 0;
723 StorePlayer[x][y] = Feld[x][y];
727 printf("Player %d activated.\n", player->element_nr);
728 printf("[Local player is %d and currently %s.]\n",
729 local_player->element_nr,
730 local_player->active ? "active" : "not active");
734 Feld[x][y] = EL_EMPTY;
736 player->jx = player->last_jx = x;
737 player->jy = player->last_jy = y;
741 static void InitField(int x, int y, boolean init_game)
743 int element = Feld[x][y];
752 InitPlayerField(x, y, element, init_game);
755 case EL_SOKOBAN_FIELD_PLAYER:
756 element = Feld[x][y] = EL_PLAYER_1;
757 InitField(x, y, init_game);
759 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
760 InitField(x, y, init_game);
763 case EL_SOKOBAN_FIELD_EMPTY:
764 local_player->sokobanfields_still_needed++;
768 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
769 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
770 else if (x > 0 && Feld[x-1][y] == EL_ACID)
771 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
772 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
773 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
774 else if (y > 0 && Feld[x][y-1] == EL_ACID)
775 Feld[x][y] = EL_ACID_POOL_BOTTOM;
776 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
777 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
785 case EL_SPACESHIP_RIGHT:
786 case EL_SPACESHIP_UP:
787 case EL_SPACESHIP_LEFT:
788 case EL_SPACESHIP_DOWN:
790 case EL_BD_BUTTERFLY_RIGHT:
791 case EL_BD_BUTTERFLY_UP:
792 case EL_BD_BUTTERFLY_LEFT:
793 case EL_BD_BUTTERFLY_DOWN:
794 case EL_BD_BUTTERFLY:
795 case EL_BD_FIREFLY_RIGHT:
796 case EL_BD_FIREFLY_UP:
797 case EL_BD_FIREFLY_LEFT:
798 case EL_BD_FIREFLY_DOWN:
800 case EL_PACMAN_RIGHT:
824 if (y == lev_fieldy - 1)
826 Feld[x][y] = EL_AMOEBA_GROWING;
827 Store[x][y] = EL_AMOEBA_WET;
831 case EL_DYNAMITE_ACTIVE:
832 case EL_SP_DISK_RED_ACTIVE:
833 case EL_DYNABOMB_PLAYER_1_ACTIVE:
834 case EL_DYNABOMB_PLAYER_2_ACTIVE:
835 case EL_DYNABOMB_PLAYER_3_ACTIVE:
836 case EL_DYNABOMB_PLAYER_4_ACTIVE:
841 local_player->lights_still_needed++;
845 local_player->friends_still_needed++;
850 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
853 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
854 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
855 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
856 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
857 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
858 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
859 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
860 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
861 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
862 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
863 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
864 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
867 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
868 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
869 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
871 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
873 game.belt_dir[belt_nr] = belt_dir;
874 game.belt_dir_nr[belt_nr] = belt_dir_nr;
876 else /* more than one switch -- set it like the first switch */
878 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
883 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
885 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
888 case EL_LIGHT_SWITCH_ACTIVE:
890 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
895 if (IS_CUSTOM_ELEMENT(element))
897 if (CAN_MOVE(element))
900 #if USE_NEW_CUSTOM_VALUE
901 if (!element_info[element].use_last_ce_value)
902 CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
906 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
909 else if (IS_GROUP_ELEMENT(element))
911 struct ElementGroupInfo *group = element_info[element].group;
912 int last_anim_random_frame = gfx.anim_random_frame;
915 if (group->choice_mode == ANIM_RANDOM)
916 gfx.anim_random_frame = RND(group->num_elements_resolved);
918 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
919 group->choice_mode, 0,
922 if (group->choice_mode == ANIM_RANDOM)
923 gfx.anim_random_frame = last_anim_random_frame;
927 Feld[x][y] = group->element_resolved[element_pos];
929 InitField(x, y, init_game);
936 #if USE_NEW_CUSTOM_VALUE
939 CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
941 CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
949 static inline void InitField_WithBug1(int x, int y, boolean init_game)
951 InitField(x, y, init_game);
953 /* not needed to call InitMovDir() -- already done by InitField()! */
954 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
955 CAN_MOVE(Feld[x][y]))
959 static inline void InitField_WithBug2(int x, int y, boolean init_game)
961 int old_element = Feld[x][y];
963 InitField(x, y, init_game);
965 /* not needed to call InitMovDir() -- already done by InitField()! */
966 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
967 CAN_MOVE(old_element) &&
968 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
971 /* this case is in fact a combination of not less than three bugs:
972 first, it calls InitMovDir() for elements that can move, although this is
973 already done by InitField(); then, it checks the element that was at this
974 field _before_ the call to InitField() (which can change it); lastly, it
975 was not called for "mole with direction" elements, which were treated as
976 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
980 inline void DrawGameValue_Emeralds(int value)
982 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
985 inline void DrawGameValue_Dynamite(int value)
987 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
990 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
994 /* currently only 4 of 8 possible keys are displayed */
995 for (i = 0; i < STD_NUM_KEYS; i++)
998 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
999 el2edimg(EL_KEY_1 + i));
1001 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1002 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
1003 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
1007 inline void DrawGameValue_Score(int value)
1009 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1012 inline void DrawGameValue_Time(int value)
1015 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1017 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1020 inline void DrawGameValue_Level(int value)
1023 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1026 /* misuse area for displaying emeralds to draw bigger level number */
1027 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1028 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1030 /* now copy it to the area for displaying level number */
1031 BlitBitmap(drawto, drawto,
1032 DX_EMERALDS, DY_EMERALDS + 1,
1033 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1034 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1035 DX_LEVEL - 1, DY_LEVEL + 1);
1037 /* restore the area for displaying emeralds */
1038 DrawGameValue_Emeralds(local_player->gems_still_needed);
1040 /* yes, this is all really ugly :-) */
1044 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1047 int key[MAX_NUM_KEYS];
1050 for (i = 0; i < MAX_NUM_KEYS; i++)
1051 key[i] = key_bits & (1 << i);
1053 DrawGameValue_Level(level_nr);
1055 DrawGameValue_Emeralds(emeralds);
1056 DrawGameValue_Dynamite(dynamite);
1057 DrawGameValue_Score(score);
1058 DrawGameValue_Time(time);
1060 DrawGameValue_Keys(key);
1063 void DrawGameDoorValues()
1067 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1069 DrawGameDoorValues_EM();
1074 DrawGameValue_Level(level_nr);
1076 DrawGameValue_Emeralds(local_player->gems_still_needed);
1077 DrawGameValue_Dynamite(local_player->inventory_size);
1078 DrawGameValue_Score(local_player->score);
1079 DrawGameValue_Time(TimeLeft);
1081 for (i = 0; i < MAX_PLAYERS; i++)
1082 DrawGameValue_Keys(stored_player[i].key);
1085 static void resolve_group_element(int group_element, int recursion_depth)
1087 static int group_nr;
1088 static struct ElementGroupInfo *group;
1089 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1092 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1094 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1095 group_element - EL_GROUP_START + 1);
1097 /* replace element which caused too deep recursion by question mark */
1098 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1103 if (recursion_depth == 0) /* initialization */
1105 group = element_info[group_element].group;
1106 group_nr = group_element - EL_GROUP_START;
1108 group->num_elements_resolved = 0;
1109 group->choice_pos = 0;
1112 for (i = 0; i < actual_group->num_elements; i++)
1114 int element = actual_group->element[i];
1116 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1119 if (IS_GROUP_ELEMENT(element))
1120 resolve_group_element(element, recursion_depth + 1);
1123 group->element_resolved[group->num_elements_resolved++] = element;
1124 element_info[element].in_group[group_nr] = TRUE;
1131 =============================================================================
1133 -----------------------------------------------------------------------------
1134 initialize game engine due to level / tape version number
1135 =============================================================================
1138 static void InitGameEngine()
1142 /* set game engine from tape file when re-playing, else from level file */
1143 game.engine_version = (tape.playing ? tape.engine_version :
1144 level.game_version);
1146 /* ---------------------------------------------------------------------- */
1147 /* set flags for bugs and changes according to active game engine version */
1148 /* ---------------------------------------------------------------------- */
1151 Summary of bugfix/change:
1152 Fixed handling for custom elements that change when pushed by the player.
1154 Fixed/changed in version:
1158 Before 3.1.0, custom elements that "change when pushing" changed directly
1159 after the player started pushing them (until then handled in "DigField()").
1160 Since 3.1.0, these custom elements are not changed until the "pushing"
1161 move of the element is finished (now handled in "ContinueMoving()").
1163 Affected levels/tapes:
1164 The first condition is generally needed for all levels/tapes before version
1165 3.1.0, which might use the old behaviour before it was changed; known tapes
1166 that are affected are some tapes from the level set "Walpurgis Gardens" by
1168 The second condition is an exception from the above case and is needed for
1169 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1170 above (including some development versions of 3.1.0), but before it was
1171 known that this change would break tapes like the above and was fixed in
1172 3.1.1, so that the changed behaviour was active although the engine version
1173 while recording maybe was before 3.1.0. There is at least one tape that is
1174 affected by this exception, which is the tape for the one-level set "Bug
1175 Machine" by Juergen Bonhagen.
1178 game.use_change_when_pushing_bug =
1179 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1181 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1182 tape.game_version < VERSION_IDENT(3,1,1,0)));
1185 Summary of bugfix/change:
1186 Fixed handling for blocking the field the player leaves when moving.
1188 Fixed/changed in version:
1192 Before 3.1.1, when "block last field when moving" was enabled, the field
1193 the player is leaving when moving was blocked for the time of the move,
1194 and was directly unblocked afterwards. This resulted in the last field
1195 being blocked for exactly one less than the number of frames of one player
1196 move. Additionally, even when blocking was disabled, the last field was
1197 blocked for exactly one frame.
1198 Since 3.1.1, due to changes in player movement handling, the last field
1199 is not blocked at all when blocking is disabled. When blocking is enabled,
1200 the last field is blocked for exactly the number of frames of one player
1201 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1202 last field is blocked for exactly one more than the number of frames of
1205 Affected levels/tapes:
1206 (!!! yet to be determined -- probably many !!!)
1209 game.use_block_last_field_bug =
1210 (game.engine_version < VERSION_IDENT(3,1,1,0));
1212 /* ---------------------------------------------------------------------- */
1214 /* dynamically adjust element properties according to game engine version */
1215 InitElementPropertiesEngine(game.engine_version);
1218 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1219 printf(" tape version == %06d [%s] [file: %06d]\n",
1220 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1222 printf(" => game.engine_version == %06d\n", game.engine_version);
1225 /* ---------- recursively resolve group elements ------------------------- */
1227 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1228 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1229 element_info[i].in_group[j] = FALSE;
1231 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1232 resolve_group_element(EL_GROUP_START + i, 0);
1234 /* ---------- initialize player's initial move delay --------------------- */
1236 /* dynamically adjust player properties according to level information */
1237 game.initial_move_delay_value =
1238 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1240 /* dynamically adjust player properties according to game engine version */
1241 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1242 game.initial_move_delay_value : 0);
1244 /* ---------- initialize player's initial push delay --------------------- */
1246 /* dynamically adjust player properties according to game engine version */
1247 game.initial_push_delay_value =
1248 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1250 /* ---------- initialize changing elements ------------------------------- */
1252 /* initialize changing elements information */
1253 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1255 struct ElementInfo *ei = &element_info[i];
1257 /* this pointer might have been changed in the level editor */
1258 ei->change = &ei->change_page[0];
1260 if (!IS_CUSTOM_ELEMENT(i))
1262 ei->change->target_element = EL_EMPTY_SPACE;
1263 ei->change->delay_fixed = 0;
1264 ei->change->delay_random = 0;
1265 ei->change->delay_frames = 1;
1268 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1270 ei->has_change_event[j] = FALSE;
1272 ei->event_page_nr[j] = 0;
1273 ei->event_page[j] = &ei->change_page[0];
1277 /* add changing elements from pre-defined list */
1278 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1280 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1281 struct ElementInfo *ei = &element_info[ch_delay->element];
1283 ei->change->target_element = ch_delay->target_element;
1284 ei->change->delay_fixed = ch_delay->change_delay;
1286 ei->change->pre_change_function = ch_delay->pre_change_function;
1287 ei->change->change_function = ch_delay->change_function;
1288 ei->change->post_change_function = ch_delay->post_change_function;
1290 ei->change->can_change = TRUE;
1291 ei->change->can_change_or_has_action = TRUE;
1293 ei->has_change_event[CE_DELAY] = TRUE;
1295 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1296 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1299 /* ---------- initialize internal run-time variables ------------- */
1301 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1303 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1305 for (j = 0; j < ei->num_change_pages; j++)
1307 ei->change_page[j].can_change_or_has_action =
1308 (ei->change_page[j].can_change |
1309 ei->change_page[j].has_action);
1313 /* add change events from custom element configuration */
1314 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1316 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1318 for (j = 0; j < ei->num_change_pages; j++)
1320 if (!ei->change_page[j].can_change_or_has_action)
1323 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1325 /* only add event page for the first page found with this event */
1326 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1328 ei->has_change_event[k] = TRUE;
1330 ei->event_page_nr[k] = j;
1331 ei->event_page[k] = &ei->change_page[j];
1337 /* ---------- initialize run-time trigger player and element ------------- */
1339 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1341 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1343 for (j = 0; j < ei->num_change_pages; j++)
1345 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1346 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1347 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
1348 ei->change_page[j].actual_trigger_ce_value = 0;
1352 /* ---------- initialize trigger events ---------------------------------- */
1354 /* initialize trigger events information */
1355 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1356 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1357 trigger_events[i][j] = FALSE;
1359 /* add trigger events from element change event properties */
1360 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1362 struct ElementInfo *ei = &element_info[i];
1364 for (j = 0; j < ei->num_change_pages; j++)
1366 if (!ei->change_page[j].can_change_or_has_action)
1369 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1371 int trigger_element = ei->change_page[j].trigger_element;
1373 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1375 if (ei->change_page[j].has_event[k])
1377 if (IS_GROUP_ELEMENT(trigger_element))
1379 struct ElementGroupInfo *group =
1380 element_info[trigger_element].group;
1382 for (l = 0; l < group->num_elements_resolved; l++)
1383 trigger_events[group->element_resolved[l]][k] = TRUE;
1386 trigger_events[trigger_element][k] = TRUE;
1393 /* ---------- initialize push delay -------------------------------------- */
1395 /* initialize push delay values to default */
1396 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1398 if (!IS_CUSTOM_ELEMENT(i))
1400 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1401 element_info[i].push_delay_random = game.default_push_delay_random;
1405 /* set push delay value for certain elements from pre-defined list */
1406 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1408 int e = push_delay_list[i].element;
1410 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1411 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1414 /* set push delay value for Supaplex elements for newer engine versions */
1415 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1417 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1419 if (IS_SP_ELEMENT(i))
1421 /* set SP push delay to just enough to push under a falling zonk */
1422 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1424 element_info[i].push_delay_fixed = delay;
1425 element_info[i].push_delay_random = 0;
1430 /* ---------- initialize move stepsize ----------------------------------- */
1432 /* initialize move stepsize values to default */
1433 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1434 if (!IS_CUSTOM_ELEMENT(i))
1435 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1437 /* set move stepsize value for certain elements from pre-defined list */
1438 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1440 int e = move_stepsize_list[i].element;
1442 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1445 /* ---------- initialize collect score ----------------------------------- */
1447 /* initialize collect score values for custom elements from initial value */
1448 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1449 if (IS_CUSTOM_ELEMENT(i))
1450 element_info[i].collect_score = element_info[i].collect_score_initial;
1452 /* ---------- initialize collect count ----------------------------------- */
1454 /* initialize collect count values for non-custom elements */
1455 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1456 if (!IS_CUSTOM_ELEMENT(i))
1457 element_info[i].collect_count_initial = 0;
1459 /* add collect count values for all elements from pre-defined list */
1460 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1461 element_info[collect_count_list[i].element].collect_count_initial =
1462 collect_count_list[i].count;
1464 /* ---------- initialize access direction -------------------------------- */
1466 /* initialize access direction values to default (access from every side) */
1467 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1468 if (!IS_CUSTOM_ELEMENT(i))
1469 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1471 /* set access direction value for certain elements from pre-defined list */
1472 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1473 element_info[access_direction_list[i].element].access_direction =
1474 access_direction_list[i].direction;
1477 int get_num_special_action(int element, int action_first, int action_last)
1479 int num_special_action = 0;
1482 for (i = action_first; i <= action_last; i++)
1484 boolean found = FALSE;
1486 for (j = 0; j < NUM_DIRECTIONS; j++)
1487 if (el_act_dir2img(element, i, j) !=
1488 el_act_dir2img(element, ACTION_DEFAULT, j))
1492 num_special_action++;
1497 return num_special_action;
1501 =============================================================================
1503 -----------------------------------------------------------------------------
1504 initialize and start new game
1505 =============================================================================
1510 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1511 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1512 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1517 /* don't play tapes over network */
1518 network_playing = (options.network && !tape.playing);
1520 for (i = 0; i < MAX_PLAYERS; i++)
1522 struct PlayerInfo *player = &stored_player[i];
1524 player->index_nr = i;
1525 player->index_bit = (1 << i);
1526 player->element_nr = EL_PLAYER_1 + i;
1528 player->present = FALSE;
1529 player->active = FALSE;
1532 player->effective_action = 0;
1533 player->programmed_action = 0;
1536 player->gems_still_needed = level.gems_needed;
1537 player->sokobanfields_still_needed = 0;
1538 player->lights_still_needed = 0;
1539 player->friends_still_needed = 0;
1541 for (j = 0; j < MAX_NUM_KEYS; j++)
1542 player->key[j] = FALSE;
1544 player->dynabomb_count = 0;
1545 player->dynabomb_size = 1;
1546 player->dynabombs_left = 0;
1547 player->dynabomb_xl = FALSE;
1549 player->MovDir = MV_NONE;
1552 player->GfxDir = MV_NONE;
1553 player->GfxAction = ACTION_DEFAULT;
1555 player->StepFrame = 0;
1557 player->use_murphy = FALSE;
1558 player->artwork_element = player->element_nr;
1560 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1561 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1563 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1565 player->actual_frame_counter = 0;
1567 player->step_counter = 0;
1569 player->last_move_dir = MV_NONE;
1571 player->is_waiting = FALSE;
1572 player->is_moving = FALSE;
1573 player->is_auto_moving = FALSE;
1574 player->is_digging = FALSE;
1575 player->is_snapping = FALSE;
1576 player->is_collecting = FALSE;
1577 player->is_pushing = FALSE;
1578 player->is_switching = FALSE;
1579 player->is_dropping = FALSE;
1581 player->is_bored = FALSE;
1582 player->is_sleeping = FALSE;
1584 player->cannot_move = FALSE;
1586 player->frame_counter_bored = -1;
1587 player->frame_counter_sleeping = -1;
1589 player->anim_delay_counter = 0;
1590 player->post_delay_counter = 0;
1592 player->action_waiting = ACTION_DEFAULT;
1593 player->last_action_waiting = ACTION_DEFAULT;
1594 player->special_action_bored = ACTION_DEFAULT;
1595 player->special_action_sleeping = ACTION_DEFAULT;
1597 /* set number of special actions for bored and sleeping animation */
1598 player->num_special_action_bored =
1599 get_num_special_action(player->artwork_element,
1600 ACTION_BORING_1, ACTION_BORING_LAST);
1601 player->num_special_action_sleeping =
1602 get_num_special_action(player->artwork_element,
1603 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
1605 player->switch_x = -1;
1606 player->switch_y = -1;
1608 player->drop_x = -1;
1609 player->drop_y = -1;
1611 player->show_envelope = 0;
1613 player->move_delay = game.initial_move_delay;
1614 player->move_delay_value = game.initial_move_delay_value;
1616 player->move_delay_value_next = -1;
1618 player->move_delay_reset_counter = 0;
1620 player->push_delay = -1; /* initialized when pushing starts */
1621 player->push_delay_value = game.initial_push_delay_value;
1623 player->drop_delay = 0;
1625 player->last_jx = player->last_jy = 0;
1626 player->jx = player->jy = 0;
1628 player->shield_normal_time_left = 0;
1629 player->shield_deadly_time_left = 0;
1631 player->inventory_infinite_element = EL_UNDEFINED;
1632 player->inventory_size = 0;
1634 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1635 SnapField(player, 0, 0);
1637 player->LevelSolved = FALSE;
1638 player->GameOver = FALSE;
1641 network_player_action_received = FALSE;
1643 #if defined(NETWORK_AVALIABLE)
1644 /* initial null action */
1645 if (network_playing)
1646 SendToServer_MovePlayer(MV_NONE);
1655 TimeLeft = level.time;
1658 ScreenMovDir = MV_NONE;
1662 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1664 AllPlayersGone = FALSE;
1666 game.yamyam_content_nr = 0;
1667 game.magic_wall_active = FALSE;
1668 game.magic_wall_time_left = 0;
1669 game.light_time_left = 0;
1670 game.timegate_time_left = 0;
1671 game.switchgate_pos = 0;
1672 game.wind_direction = level.wind_direction_initial;
1673 game.gravity = level.initial_gravity;
1674 game.explosions_delayed = TRUE;
1676 game.envelope_active = FALSE;
1678 for (i = 0; i < NUM_BELTS; i++)
1680 game.belt_dir[i] = MV_NONE;
1681 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1684 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1685 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1687 for (x = 0; x < lev_fieldx; x++)
1689 for (y = 0; y < lev_fieldy; y++)
1691 Feld[x][y] = level.field[x][y];
1692 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1693 ChangeDelay[x][y] = 0;
1694 ChangePage[x][y] = -1;
1695 #if USE_NEW_CUSTOM_VALUE
1696 CustomValue[x][y] = 0; /* initialized in InitField() */
1698 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1700 WasJustMoving[x][y] = 0;
1701 WasJustFalling[x][y] = 0;
1702 CheckCollision[x][y] = 0;
1704 Pushed[x][y] = FALSE;
1706 Changed[x][y] = FALSE;
1707 ChangeEvent[x][y] = -1;
1709 ExplodePhase[x][y] = 0;
1710 ExplodeDelay[x][y] = 0;
1711 ExplodeField[x][y] = EX_TYPE_NONE;
1713 RunnerVisit[x][y] = 0;
1714 PlayerVisit[x][y] = 0;
1717 GfxRandom[x][y] = INIT_GFX_RANDOM();
1718 GfxElement[x][y] = EL_UNDEFINED;
1719 GfxAction[x][y] = ACTION_DEFAULT;
1720 GfxDir[x][y] = MV_NONE;
1724 for (y = 0; y < lev_fieldy; y++)
1726 for (x = 0; x < lev_fieldx; x++)
1728 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1730 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1732 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1735 InitField(x, y, TRUE);
1741 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1742 emulate_sb ? EMU_SOKOBAN :
1743 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1745 #if USE_NEW_ALL_SLIPPERY
1746 /* initialize type of slippery elements */
1747 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1749 if (!IS_CUSTOM_ELEMENT(i))
1751 /* default: elements slip down either to the left or right randomly */
1752 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1754 /* SP style elements prefer to slip down on the left side */
1755 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1756 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1758 /* BD style elements prefer to slip down on the left side */
1759 if (game.emulation == EMU_BOULDERDASH)
1760 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1765 /* initialize explosion and ignition delay */
1766 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1768 if (!IS_CUSTOM_ELEMENT(i))
1771 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1772 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1773 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1774 int last_phase = (num_phase + 1) * delay;
1775 int half_phase = (num_phase / 2) * delay;
1777 element_info[i].explosion_delay = last_phase - 1;
1778 element_info[i].ignition_delay = half_phase;
1780 if (i == EL_BLACK_ORB)
1781 element_info[i].ignition_delay = 1;
1785 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1786 element_info[i].explosion_delay = 1;
1788 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1789 element_info[i].ignition_delay = 1;
1793 /* correct non-moving belts to start moving left */
1794 for (i = 0; i < NUM_BELTS; i++)
1795 if (game.belt_dir[i] == MV_NONE)
1796 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1798 /* check if any connected player was not found in playfield */
1799 for (i = 0; i < MAX_PLAYERS; i++)
1801 struct PlayerInfo *player = &stored_player[i];
1803 if (player->connected && !player->present)
1805 for (j = 0; j < MAX_PLAYERS; j++)
1807 struct PlayerInfo *some_player = &stored_player[j];
1808 int jx = some_player->jx, jy = some_player->jy;
1810 /* assign first free player found that is present in the playfield */
1811 if (some_player->present && !some_player->connected)
1813 player->present = TRUE;
1814 player->active = TRUE;
1816 some_player->present = FALSE;
1817 some_player->active = FALSE;
1820 player->element_nr = some_player->element_nr;
1823 player->artwork_element = some_player->artwork_element;
1825 player->block_last_field = some_player->block_last_field;
1826 player->block_delay_adjustment = some_player->block_delay_adjustment;
1828 StorePlayer[jx][jy] = player->element_nr;
1829 player->jx = player->last_jx = jx;
1830 player->jy = player->last_jy = jy;
1840 /* when playing a tape, eliminate all players which do not participate */
1842 for (i = 0; i < MAX_PLAYERS; i++)
1844 if (stored_player[i].active && !tape.player_participates[i])
1846 struct PlayerInfo *player = &stored_player[i];
1847 int jx = player->jx, jy = player->jy;
1849 player->active = FALSE;
1850 StorePlayer[jx][jy] = 0;
1851 Feld[jx][jy] = EL_EMPTY;
1855 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1857 /* when in single player mode, eliminate all but the first active player */
1859 for (i = 0; i < MAX_PLAYERS; i++)
1861 if (stored_player[i].active)
1863 for (j = i + 1; j < MAX_PLAYERS; j++)
1865 if (stored_player[j].active)
1867 struct PlayerInfo *player = &stored_player[j];
1868 int jx = player->jx, jy = player->jy;
1870 player->active = FALSE;
1871 player->present = FALSE;
1873 StorePlayer[jx][jy] = 0;
1874 Feld[jx][jy] = EL_EMPTY;
1881 /* when recording the game, store which players take part in the game */
1884 for (i = 0; i < MAX_PLAYERS; i++)
1885 if (stored_player[i].active)
1886 tape.player_participates[i] = TRUE;
1891 for (i = 0; i < MAX_PLAYERS; i++)
1893 struct PlayerInfo *player = &stored_player[i];
1895 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1900 if (local_player == player)
1901 printf("Player %d is local player.\n", i+1);
1905 if (BorderElement == EL_EMPTY)
1908 SBX_Right = lev_fieldx - SCR_FIELDX;
1910 SBY_Lower = lev_fieldy - SCR_FIELDY;
1915 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1917 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1920 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1921 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1923 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1924 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1926 /* if local player not found, look for custom element that might create
1927 the player (make some assumptions about the right custom element) */
1928 if (!local_player->present)
1930 int start_x = 0, start_y = 0;
1931 int found_rating = 0;
1932 int found_element = EL_UNDEFINED;
1933 int player_nr = local_player->index_nr;
1935 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1937 int element = Feld[x][y];
1942 if (level.use_start_element[player_nr] &&
1943 level.start_element[player_nr] == element &&
1950 found_element = element;
1953 if (!IS_CUSTOM_ELEMENT(element))
1956 if (CAN_CHANGE(element))
1958 for (i = 0; i < element_info[element].num_change_pages; i++)
1960 /* check for player created from custom element as single target */
1961 content = element_info[element].change_page[i].target_element;
1962 is_player = ELEM_IS_PLAYER(content);
1964 if (is_player && (found_rating < 3 || element < found_element))
1970 found_element = element;
1975 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1977 /* check for player created from custom element as explosion content */
1978 content = element_info[element].content.e[xx][yy];
1979 is_player = ELEM_IS_PLAYER(content);
1981 if (is_player && (found_rating < 2 || element < found_element))
1983 start_x = x + xx - 1;
1984 start_y = y + yy - 1;
1987 found_element = element;
1990 if (!CAN_CHANGE(element))
1993 for (i = 0; i < element_info[element].num_change_pages; i++)
1995 /* check for player created from custom element as extended target */
1997 element_info[element].change_page[i].target_content.e[xx][yy];
1999 is_player = ELEM_IS_PLAYER(content);
2001 if (is_player && (found_rating < 1 || element < found_element))
2003 start_x = x + xx - 1;
2004 start_y = y + yy - 1;
2007 found_element = element;
2013 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
2014 start_x > SBX_Right + MIDPOSX ? SBX_Right :
2017 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
2018 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
2023 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2024 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2025 local_player->jx - MIDPOSX);
2027 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2028 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2029 local_player->jy - MIDPOSY);
2032 if (!game.restart_level)
2033 CloseDoor(DOOR_CLOSE_1);
2035 /* !!! FIX THIS (START) !!! */
2036 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2038 InitGameEngine_EM();
2045 /* after drawing the level, correct some elements */
2046 if (game.timegate_time_left == 0)
2047 CloseAllOpenTimegates();
2049 if (setup.soft_scrolling)
2050 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2052 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2055 /* !!! FIX THIS (END) !!! */
2057 if (!game.restart_level)
2059 /* copy default game door content to main double buffer */
2060 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2061 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2064 DrawGameDoorValues();
2066 if (!game.restart_level)
2070 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2071 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2072 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2076 /* copy actual game door content to door double buffer for OpenDoor() */
2077 BlitBitmap(drawto, bitmap_db_door,
2078 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2080 OpenDoor(DOOR_OPEN_ALL);
2082 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2084 if (setup.sound_music)
2087 KeyboardAutoRepeatOffUnlessAutoplay();
2091 for (i = 0; i < MAX_PLAYERS; i++)
2092 printf("Player %d %sactive.\n",
2093 i + 1, (stored_player[i].active ? "" : "not "));
2097 game.restart_level = FALSE;
2100 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2102 /* this is used for non-R'n'D game engines to update certain engine values */
2104 /* needed to determine if sounds are played within the visible screen area */
2105 scroll_x = actual_scroll_x;
2106 scroll_y = actual_scroll_y;
2109 void InitMovDir(int x, int y)
2111 int i, element = Feld[x][y];
2112 static int xy[4][2] =
2119 static int direction[3][4] =
2121 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2122 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2123 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2132 Feld[x][y] = EL_BUG;
2133 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2136 case EL_SPACESHIP_RIGHT:
2137 case EL_SPACESHIP_UP:
2138 case EL_SPACESHIP_LEFT:
2139 case EL_SPACESHIP_DOWN:
2140 Feld[x][y] = EL_SPACESHIP;
2141 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2144 case EL_BD_BUTTERFLY_RIGHT:
2145 case EL_BD_BUTTERFLY_UP:
2146 case EL_BD_BUTTERFLY_LEFT:
2147 case EL_BD_BUTTERFLY_DOWN:
2148 Feld[x][y] = EL_BD_BUTTERFLY;
2149 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2152 case EL_BD_FIREFLY_RIGHT:
2153 case EL_BD_FIREFLY_UP:
2154 case EL_BD_FIREFLY_LEFT:
2155 case EL_BD_FIREFLY_DOWN:
2156 Feld[x][y] = EL_BD_FIREFLY;
2157 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2160 case EL_PACMAN_RIGHT:
2162 case EL_PACMAN_LEFT:
2163 case EL_PACMAN_DOWN:
2164 Feld[x][y] = EL_PACMAN;
2165 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2168 case EL_SP_SNIKSNAK:
2169 MovDir[x][y] = MV_UP;
2172 case EL_SP_ELECTRON:
2173 MovDir[x][y] = MV_LEFT;
2180 Feld[x][y] = EL_MOLE;
2181 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2185 if (IS_CUSTOM_ELEMENT(element))
2187 struct ElementInfo *ei = &element_info[element];
2188 int move_direction_initial = ei->move_direction_initial;
2189 int move_pattern = ei->move_pattern;
2191 if (move_direction_initial == MV_START_PREVIOUS)
2193 if (MovDir[x][y] != MV_NONE)
2196 move_direction_initial = MV_START_AUTOMATIC;
2199 if (move_direction_initial == MV_START_RANDOM)
2200 MovDir[x][y] = 1 << RND(4);
2201 else if (move_direction_initial & MV_ANY_DIRECTION)
2202 MovDir[x][y] = move_direction_initial;
2203 else if (move_pattern == MV_ALL_DIRECTIONS ||
2204 move_pattern == MV_TURNING_LEFT ||
2205 move_pattern == MV_TURNING_RIGHT ||
2206 move_pattern == MV_TURNING_LEFT_RIGHT ||
2207 move_pattern == MV_TURNING_RIGHT_LEFT ||
2208 move_pattern == MV_TURNING_RANDOM)
2209 MovDir[x][y] = 1 << RND(4);
2210 else if (move_pattern == MV_HORIZONTAL)
2211 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2212 else if (move_pattern == MV_VERTICAL)
2213 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2214 else if (move_pattern & MV_ANY_DIRECTION)
2215 MovDir[x][y] = element_info[element].move_pattern;
2216 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2217 move_pattern == MV_ALONG_RIGHT_SIDE)
2219 /* use random direction as default start direction */
2220 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2221 MovDir[x][y] = 1 << RND(4);
2223 for (i = 0; i < NUM_DIRECTIONS; i++)
2225 int x1 = x + xy[i][0];
2226 int y1 = y + xy[i][1];
2228 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2230 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2231 MovDir[x][y] = direction[0][i];
2233 MovDir[x][y] = direction[1][i];
2242 MovDir[x][y] = 1 << RND(4);
2244 if (element != EL_BUG &&
2245 element != EL_SPACESHIP &&
2246 element != EL_BD_BUTTERFLY &&
2247 element != EL_BD_FIREFLY)
2250 for (i = 0; i < NUM_DIRECTIONS; i++)
2252 int x1 = x + xy[i][0];
2253 int y1 = y + xy[i][1];
2255 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2257 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2259 MovDir[x][y] = direction[0][i];
2262 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2263 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2265 MovDir[x][y] = direction[1][i];
2274 GfxDir[x][y] = MovDir[x][y];
2277 void InitAmoebaNr(int x, int y)
2280 int group_nr = AmoebeNachbarNr(x, y);
2284 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2286 if (AmoebaCnt[i] == 0)
2294 AmoebaNr[x][y] = group_nr;
2295 AmoebaCnt[group_nr]++;
2296 AmoebaCnt2[group_nr]++;
2302 boolean raise_level = FALSE;
2304 if (local_player->MovPos)
2307 if (tape.auto_play) /* tape might already be stopped here */
2308 tape.auto_play_level_solved = TRUE;
2310 local_player->LevelSolved = FALSE;
2312 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2316 if (!tape.playing && setup.sound_loops)
2317 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2318 SND_CTRL_PLAY_LOOP);
2320 while (TimeLeft > 0)
2322 if (!tape.playing && !setup.sound_loops)
2323 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2325 if (TimeLeft > 100 && TimeLeft % 10 == 0)
2328 RaiseScore(level.score[SC_TIME_BONUS] * 10);
2333 RaiseScore(level.score[SC_TIME_BONUS]);
2336 DrawGameValue_Time(TimeLeft);
2344 if (!tape.playing && setup.sound_loops)
2345 StopSound(SND_GAME_LEVELTIME_BONUS);
2347 else if (level.time == 0) /* level without time limit */
2349 if (!tape.playing && setup.sound_loops)
2350 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2351 SND_CTRL_PLAY_LOOP);
2353 while (TimePlayed < 999)
2355 if (!tape.playing && !setup.sound_loops)
2356 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2358 if (TimePlayed < 900 && TimePlayed % 10 == 0)
2361 RaiseScore(level.score[SC_TIME_BONUS] * 10);
2366 RaiseScore(level.score[SC_TIME_BONUS]);
2369 DrawGameValue_Time(TimePlayed);
2377 if (!tape.playing && setup.sound_loops)
2378 StopSound(SND_GAME_LEVELTIME_BONUS);
2381 /* close exit door after last player */
2382 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2383 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2384 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2386 int element = Feld[ExitX][ExitY];
2388 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2389 EL_SP_EXIT_CLOSING);
2391 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2394 /* player disappears */
2395 if (ExitX >= 0 && ExitY >= 0)
2396 DrawLevelField(ExitX, ExitY);
2403 CloseDoor(DOOR_CLOSE_1);
2408 SaveTape(tape.level_nr); /* Ask to save tape */
2411 if (level_nr == leveldir_current->handicap_level)
2413 leveldir_current->handicap_level++;
2414 SaveLevelSetup_SeriesInfo();
2417 if (level_editor_test_game)
2418 local_player->score = -1; /* no highscore when playing from editor */
2419 else if (level_nr < leveldir_current->last_level)
2420 raise_level = TRUE; /* advance to next level */
2422 if ((hi_pos = NewHiScore()) >= 0)
2424 game_status = GAME_MODE_SCORES;
2425 DrawHallOfFame(hi_pos);
2434 game_status = GAME_MODE_MAIN;
2451 LoadScore(level_nr);
2453 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2454 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2457 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2459 if (local_player->score > highscore[k].Score)
2461 /* player has made it to the hall of fame */
2463 if (k < MAX_SCORE_ENTRIES - 1)
2465 int m = MAX_SCORE_ENTRIES - 1;
2468 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2469 if (!strcmp(setup.player_name, highscore[l].Name))
2471 if (m == k) /* player's new highscore overwrites his old one */
2475 for (l = m; l > k; l--)
2477 strcpy(highscore[l].Name, highscore[l - 1].Name);
2478 highscore[l].Score = highscore[l - 1].Score;
2485 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2486 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2487 highscore[k].Score = local_player->score;
2493 else if (!strncmp(setup.player_name, highscore[k].Name,
2494 MAX_PLAYER_NAME_LEN))
2495 break; /* player already there with a higher score */
2501 SaveScore(level_nr);
2506 inline static int getElementMoveStepsize(int x, int y)
2508 int element = Feld[x][y];
2509 int direction = MovDir[x][y];
2510 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2511 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2512 int horiz_move = (dx != 0);
2513 int sign = (horiz_move ? dx : dy);
2514 int step = sign * element_info[element].move_stepsize;
2516 /* special values for move stepsize for spring and things on conveyor belt */
2520 if (element == EL_SPRING)
2521 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2522 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2523 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2524 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2526 if (CAN_FALL(element) &&
2527 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2528 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2529 else if (element == EL_SPRING)
2530 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2537 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2539 if (player->GfxAction != action || player->GfxDir != dir)
2542 printf("Player frame reset! (%d => %d, %d => %d)\n",
2543 player->GfxAction, action, player->GfxDir, dir);
2546 player->GfxAction = action;
2547 player->GfxDir = dir;
2549 player->StepFrame = 0;
2553 static void ResetRandomAnimationValue(int x, int y)
2555 GfxRandom[x][y] = INIT_GFX_RANDOM();
2558 static void ResetGfxAnimation(int x, int y)
2561 GfxAction[x][y] = ACTION_DEFAULT;
2562 GfxDir[x][y] = MovDir[x][y];
2565 void InitMovingField(int x, int y, int direction)
2567 int element = Feld[x][y];
2568 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2569 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2573 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2574 ResetGfxAnimation(x, y);
2576 MovDir[x][y] = direction;
2577 GfxDir[x][y] = direction;
2578 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2579 ACTION_FALLING : ACTION_MOVING);
2581 /* this is needed for CEs with property "can move" / "not moving" */
2583 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2585 if (Feld[newx][newy] == EL_EMPTY)
2586 Feld[newx][newy] = EL_BLOCKED;
2588 MovDir[newx][newy] = MovDir[x][y];
2590 #if USE_NEW_CUSTOM_VALUE
2591 CustomValue[newx][newy] = CustomValue[x][y];
2594 GfxFrame[newx][newy] = GfxFrame[x][y];
2595 GfxRandom[newx][newy] = GfxRandom[x][y];
2596 GfxAction[newx][newy] = GfxAction[x][y];
2597 GfxDir[newx][newy] = GfxDir[x][y];
2601 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2603 int direction = MovDir[x][y];
2604 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2605 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2611 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2613 int oldx = x, oldy = y;
2614 int direction = MovDir[x][y];
2616 if (direction == MV_LEFT)
2618 else if (direction == MV_RIGHT)
2620 else if (direction == MV_UP)
2622 else if (direction == MV_DOWN)
2625 *comes_from_x = oldx;
2626 *comes_from_y = oldy;
2629 int MovingOrBlocked2Element(int x, int y)
2631 int element = Feld[x][y];
2633 if (element == EL_BLOCKED)
2637 Blocked2Moving(x, y, &oldx, &oldy);
2638 return Feld[oldx][oldy];
2644 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2646 /* like MovingOrBlocked2Element(), but if element is moving
2647 and (x,y) is the field the moving element is just leaving,
2648 return EL_BLOCKED instead of the element value */
2649 int element = Feld[x][y];
2651 if (IS_MOVING(x, y))
2653 if (element == EL_BLOCKED)
2657 Blocked2Moving(x, y, &oldx, &oldy);
2658 return Feld[oldx][oldy];
2667 static void RemoveField(int x, int y)
2669 Feld[x][y] = EL_EMPTY;
2675 #if USE_NEW_CUSTOM_VALUE
2676 CustomValue[x][y] = 0;
2680 ChangeDelay[x][y] = 0;
2681 ChangePage[x][y] = -1;
2682 Pushed[x][y] = FALSE;
2685 ExplodeField[x][y] = EX_TYPE_NONE;
2688 GfxElement[x][y] = EL_UNDEFINED;
2689 GfxAction[x][y] = ACTION_DEFAULT;
2690 GfxDir[x][y] = MV_NONE;
2693 void RemoveMovingField(int x, int y)
2695 int oldx = x, oldy = y, newx = x, newy = y;
2696 int element = Feld[x][y];
2697 int next_element = EL_UNDEFINED;
2699 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2702 if (IS_MOVING(x, y))
2704 Moving2Blocked(x, y, &newx, &newy);
2706 if (Feld[newx][newy] != EL_BLOCKED)
2708 /* element is moving, but target field is not free (blocked), but
2709 already occupied by something different (example: acid pool);
2710 in this case, only remove the moving field, but not the target */
2712 RemoveField(oldx, oldy);
2714 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2716 DrawLevelField(oldx, oldy);
2721 else if (element == EL_BLOCKED)
2723 Blocked2Moving(x, y, &oldx, &oldy);
2724 if (!IS_MOVING(oldx, oldy))
2728 if (element == EL_BLOCKED &&
2729 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2730 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2731 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2732 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2733 next_element = get_next_element(Feld[oldx][oldy]);
2735 RemoveField(oldx, oldy);
2736 RemoveField(newx, newy);
2738 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2740 if (next_element != EL_UNDEFINED)
2741 Feld[oldx][oldy] = next_element;
2743 DrawLevelField(oldx, oldy);
2744 DrawLevelField(newx, newy);
2747 void DrawDynamite(int x, int y)
2749 int sx = SCREENX(x), sy = SCREENY(y);
2750 int graphic = el2img(Feld[x][y]);
2753 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2756 if (IS_WALKABLE_INSIDE(Back[x][y]))
2760 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2761 else if (Store[x][y])
2762 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2764 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2766 if (Back[x][y] || Store[x][y])
2767 DrawGraphicThruMask(sx, sy, graphic, frame);
2769 DrawGraphic(sx, sy, graphic, frame);
2772 void CheckDynamite(int x, int y)
2774 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2778 if (MovDelay[x][y] != 0)
2781 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2787 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2792 void DrawRelocatePlayer(struct PlayerInfo *player)
2794 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2795 boolean no_delay = (tape.warp_forward);
2796 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2797 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2798 int jx = player->jx;
2799 int jy = player->jy;
2801 if (level.instant_relocation)
2803 int offset = (setup.scroll_delay ? 3 : 0);
2805 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2807 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2808 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2809 local_player->jx - MIDPOSX);
2811 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2812 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2813 local_player->jy - MIDPOSY);
2817 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2818 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2819 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2821 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2822 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2823 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2825 /* don't scroll over playfield boundaries */
2826 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2827 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2829 /* don't scroll over playfield boundaries */
2830 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2831 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2834 RedrawPlayfield(TRUE, 0,0,0,0);
2838 int scroll_xx = -999, scroll_yy = -999;
2840 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2842 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2845 int fx = FX, fy = FY;
2847 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2848 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2849 local_player->jx - MIDPOSX);
2851 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2852 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2853 local_player->jy - MIDPOSY);
2855 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2856 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2858 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2864 fx += dx * TILEX / 2;
2865 fy += dy * TILEY / 2;
2867 ScrollLevel(dx, dy);
2870 /* scroll in two steps of half tile size to make things smoother */
2871 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2873 Delay(wait_delay_value);
2875 /* scroll second step to align at full tile size */
2877 Delay(wait_delay_value);
2882 Delay(wait_delay_value);
2886 void RelocatePlayer(int jx, int jy, int el_player_raw)
2888 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
2889 int player_nr = GET_PLAYER_NR(el_player);
2890 struct PlayerInfo *player = &stored_player[player_nr];
2891 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2892 boolean no_delay = (tape.warp_forward);
2893 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2894 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2895 int old_jx = player->jx;
2896 int old_jy = player->jy;
2897 int old_element = Feld[old_jx][old_jy];
2898 int element = Feld[jx][jy];
2899 boolean player_relocated = (old_jx != jx || old_jy != jy);
2901 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2902 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2903 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2904 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2905 int leave_side_horiz = move_dir_horiz;
2906 int leave_side_vert = move_dir_vert;
2907 int enter_side = enter_side_horiz | enter_side_vert;
2908 int leave_side = leave_side_horiz | leave_side_vert;
2910 if (player->GameOver) /* do not reanimate dead player */
2913 if (!player_relocated) /* no need to relocate the player */
2916 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2918 RemoveField(jx, jy); /* temporarily remove newly placed player */
2919 DrawLevelField(jx, jy);
2922 if (player->present)
2924 while (player->MovPos)
2926 ScrollPlayer(player, SCROLL_GO_ON);
2927 ScrollScreen(NULL, SCROLL_GO_ON);
2929 AdvanceFrameAndPlayerCounters(player->index_nr);
2934 Delay(wait_delay_value);
2937 DrawPlayer(player); /* needed here only to cleanup last field */
2938 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2940 player->is_moving = FALSE;
2943 if (IS_CUSTOM_ELEMENT(old_element))
2944 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2946 player->index_bit, leave_side);
2948 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
2950 player->index_bit, leave_side);
2952 Feld[jx][jy] = el_player;
2953 InitPlayerField(jx, jy, el_player, TRUE);
2955 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2957 Feld[jx][jy] = element;
2958 InitField(jx, jy, FALSE);
2961 if (player == local_player) /* only visually relocate local player */
2962 DrawRelocatePlayer(player);
2964 TestIfPlayerTouchesBadThing(jx, jy);
2965 TestIfPlayerTouchesCustomElement(jx, jy);
2967 if (IS_CUSTOM_ELEMENT(element))
2968 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2969 player->index_bit, enter_side);
2971 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
2972 player->index_bit, enter_side);
2975 void Explode(int ex, int ey, int phase, int mode)
2981 /* !!! eliminate this variable !!! */
2982 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2984 if (game.explosions_delayed)
2986 ExplodeField[ex][ey] = mode;
2990 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2992 int center_element = Feld[ex][ey];
2995 /* --- This is only really needed (and now handled) in "Impact()". --- */
2996 /* do not explode moving elements that left the explode field in time */
2997 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2998 center_element == EL_EMPTY &&
2999 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3003 if (mode == EX_TYPE_NORMAL ||
3004 mode == EX_TYPE_CENTER ||
3005 mode == EX_TYPE_CROSS)
3006 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
3008 /* remove things displayed in background while burning dynamite */
3009 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3012 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3014 /* put moving element to center field (and let it explode there) */
3015 center_element = MovingOrBlocked2Element(ex, ey);
3016 RemoveMovingField(ex, ey);
3017 Feld[ex][ey] = center_element;
3020 last_phase = element_info[center_element].explosion_delay + 1;
3022 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3024 int xx = x - ex + 1;
3025 int yy = y - ey + 1;
3028 if (!IN_LEV_FIELD(x, y) ||
3029 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3030 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3033 element = Feld[x][y];
3035 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3037 element = MovingOrBlocked2Element(x, y);
3039 if (!IS_EXPLOSION_PROOF(element))
3040 RemoveMovingField(x, y);
3043 /* indestructible elements can only explode in center (but not flames) */
3044 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3045 mode == EX_TYPE_BORDER)) ||
3046 element == EL_FLAMES)
3049 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
3050 behaviour, for example when touching a yamyam that explodes to rocks
3051 with active deadly shield, a rock is created under the player !!! */
3052 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
3054 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3055 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3056 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3058 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3061 if (IS_ACTIVE_BOMB(element))
3063 /* re-activate things under the bomb like gate or penguin */
3064 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3071 /* save walkable background elements while explosion on same tile */
3072 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3073 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3074 Back[x][y] = element;
3076 /* ignite explodable elements reached by other explosion */
3077 if (element == EL_EXPLOSION)
3078 element = Store2[x][y];
3080 if (AmoebaNr[x][y] &&
3081 (element == EL_AMOEBA_FULL ||
3082 element == EL_BD_AMOEBA ||
3083 element == EL_AMOEBA_GROWING))
3085 AmoebaCnt[AmoebaNr[x][y]]--;
3086 AmoebaCnt2[AmoebaNr[x][y]]--;
3091 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3093 switch(StorePlayer[ex][ey])
3096 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3099 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3102 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3106 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3110 if (PLAYERINFO(ex, ey)->use_murphy)
3111 Store[x][y] = EL_EMPTY;
3113 else if (center_element == EL_MOLE)
3114 Store[x][y] = EL_EMERALD_RED;
3115 else if (center_element == EL_PENGUIN)
3116 Store[x][y] = EL_EMERALD_PURPLE;
3117 else if (center_element == EL_BUG)
3118 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3119 else if (center_element == EL_BD_BUTTERFLY)
3120 Store[x][y] = EL_BD_DIAMOND;
3121 else if (center_element == EL_SP_ELECTRON)
3122 Store[x][y] = EL_SP_INFOTRON;
3123 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3124 Store[x][y] = level.amoeba_content;
3125 else if (center_element == EL_YAMYAM)
3126 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3127 else if (IS_CUSTOM_ELEMENT(center_element) &&
3128 element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3129 Store[x][y] = element_info[center_element].content.e[xx][yy];
3130 else if (element == EL_WALL_EMERALD)
3131 Store[x][y] = EL_EMERALD;
3132 else if (element == EL_WALL_DIAMOND)
3133 Store[x][y] = EL_DIAMOND;
3134 else if (element == EL_WALL_BD_DIAMOND)
3135 Store[x][y] = EL_BD_DIAMOND;
3136 else if (element == EL_WALL_EMERALD_YELLOW)
3137 Store[x][y] = EL_EMERALD_YELLOW;
3138 else if (element == EL_WALL_EMERALD_RED)
3139 Store[x][y] = EL_EMERALD_RED;
3140 else if (element == EL_WALL_EMERALD_PURPLE)
3141 Store[x][y] = EL_EMERALD_PURPLE;
3142 else if (element == EL_WALL_PEARL)
3143 Store[x][y] = EL_PEARL;
3144 else if (element == EL_WALL_CRYSTAL)
3145 Store[x][y] = EL_CRYSTAL;
3146 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3147 Store[x][y] = element_info[element].content.e[1][1];
3149 Store[x][y] = EL_EMPTY;
3151 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3152 center_element == EL_AMOEBA_TO_DIAMOND)
3153 Store2[x][y] = element;
3155 Feld[x][y] = EL_EXPLOSION;
3156 GfxElement[x][y] = center_element;
3158 ExplodePhase[x][y] = 1;
3159 ExplodeDelay[x][y] = last_phase;
3164 if (center_element == EL_YAMYAM)
3165 game.yamyam_content_nr =
3166 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3178 GfxFrame[x][y] = 0; /* restart explosion animation */
3180 last_phase = ExplodeDelay[x][y];
3182 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3186 /* activate this even in non-DEBUG version until cause for crash in
3187 getGraphicAnimationFrame() (see below) is found and eliminated */
3192 if (GfxElement[x][y] == EL_UNDEFINED)
3195 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3196 printf("Explode(): This should never happen!\n");
3199 GfxElement[x][y] = EL_EMPTY;
3203 border_element = Store2[x][y];
3204 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3205 border_element = StorePlayer[x][y];
3207 if (phase == element_info[border_element].ignition_delay ||
3208 phase == last_phase)
3210 boolean border_explosion = FALSE;
3212 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3213 !PLAYER_EXPLOSION_PROTECTED(x, y))
3215 KillPlayerUnlessExplosionProtected(x, y);
3216 border_explosion = TRUE;
3218 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3220 Feld[x][y] = Store2[x][y];
3223 border_explosion = TRUE;
3225 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3227 AmoebeUmwandeln(x, y);
3229 border_explosion = TRUE;
3232 /* if an element just explodes due to another explosion (chain-reaction),
3233 do not immediately end the new explosion when it was the last frame of
3234 the explosion (as it would be done in the following "if"-statement!) */
3235 if (border_explosion && phase == last_phase)
3239 if (phase == last_phase)
3243 element = Feld[x][y] = Store[x][y];
3244 Store[x][y] = Store2[x][y] = 0;
3245 GfxElement[x][y] = EL_UNDEFINED;
3247 /* player can escape from explosions and might therefore be still alive */
3248 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3249 element <= EL_PLAYER_IS_EXPLODING_4)
3250 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3252 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3253 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3254 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3257 /* restore probably existing indestructible background element */
3258 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3259 element = Feld[x][y] = Back[x][y];
3262 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3263 GfxDir[x][y] = MV_NONE;
3264 ChangeDelay[x][y] = 0;
3265 ChangePage[x][y] = -1;
3267 #if USE_NEW_CUSTOM_VALUE
3268 CustomValue[x][y] = 0;
3271 InitField_WithBug2(x, y, FALSE);
3273 DrawLevelField(x, y);
3275 TestIfElementTouchesCustomElement(x, y);
3277 if (GFX_CRUMBLED(element))
3278 DrawLevelFieldCrumbledSandNeighbours(x, y);
3280 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3281 StorePlayer[x][y] = 0;
3283 if (ELEM_IS_PLAYER(element))
3284 RelocatePlayer(x, y, element);
3286 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3288 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3289 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3292 DrawLevelFieldCrumbledSand(x, y);
3294 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3296 DrawLevelElement(x, y, Back[x][y]);
3297 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3299 else if (IS_WALKABLE_UNDER(Back[x][y]))
3301 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3302 DrawLevelElementThruMask(x, y, Back[x][y]);
3304 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3305 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3309 void DynaExplode(int ex, int ey)
3312 int dynabomb_element = Feld[ex][ey];
3313 int dynabomb_size = 1;
3314 boolean dynabomb_xl = FALSE;
3315 struct PlayerInfo *player;
3316 static int xy[4][2] =
3324 if (IS_ACTIVE_BOMB(dynabomb_element))
3326 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3327 dynabomb_size = player->dynabomb_size;
3328 dynabomb_xl = player->dynabomb_xl;
3329 player->dynabombs_left++;
3332 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3334 for (i = 0; i < NUM_DIRECTIONS; i++)
3336 for (j = 1; j <= dynabomb_size; j++)
3338 int x = ex + j * xy[i][0];
3339 int y = ey + j * xy[i][1];
3342 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3345 element = Feld[x][y];
3347 /* do not restart explosions of fields with active bombs */
3348 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3351 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3353 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3354 !IS_DIGGABLE(element) && !dynabomb_xl)
3360 void Bang(int x, int y)
3362 int element = MovingOrBlocked2Element(x, y);
3364 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3366 struct PlayerInfo *player = PLAYERINFO(x, y);
3368 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
3369 player->element_nr);
3376 case EL_BD_BUTTERFLY:
3379 case EL_DARK_YAMYAM:
3383 RaiseScoreElement(element);
3384 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3386 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3387 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3388 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3389 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3390 case EL_DYNABOMB_INCREASE_NUMBER:
3391 case EL_DYNABOMB_INCREASE_SIZE:
3392 case EL_DYNABOMB_INCREASE_POWER:
3397 case EL_LAMP_ACTIVE:
3398 case EL_AMOEBA_TO_DIAMOND:
3399 if (IS_PLAYER(x, y))
3400 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3402 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3405 if (element_info[element].explosion_type == EXPLODES_CROSS)
3406 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3407 else if (element_info[element].explosion_type == EXPLODES_1X1)
3408 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3410 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3414 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
3417 void SplashAcid(int x, int y)
3419 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3420 (!IN_LEV_FIELD(x - 1, y - 2) ||
3421 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3422 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3424 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3425 (!IN_LEV_FIELD(x + 1, y - 2) ||
3426 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3427 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3429 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3432 static void InitBeltMovement()
3434 static int belt_base_element[4] =
3436 EL_CONVEYOR_BELT_1_LEFT,
3437 EL_CONVEYOR_BELT_2_LEFT,
3438 EL_CONVEYOR_BELT_3_LEFT,
3439 EL_CONVEYOR_BELT_4_LEFT
3441 static int belt_base_active_element[4] =
3443 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3444 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3445 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3446 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3451 /* set frame order for belt animation graphic according to belt direction */
3452 for (i = 0; i < NUM_BELTS; i++)
3456 for (j = 0; j < NUM_BELT_PARTS; j++)
3458 int element = belt_base_active_element[belt_nr] + j;
3459 int graphic = el2img(element);
3461 if (game.belt_dir[i] == MV_LEFT)
3462 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3464 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3468 for (y = 0; y < lev_fieldy; y++)
3470 for (x = 0; x < lev_fieldx; x++)
3472 int element = Feld[x][y];
3474 for (i = 0; i < NUM_BELTS; i++)
3476 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
3478 int e_belt_nr = getBeltNrFromBeltElement(element);
3481 if (e_belt_nr == belt_nr)
3483 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3485 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3493 static void ToggleBeltSwitch(int x, int y)
3495 static int belt_base_element[4] =
3497 EL_CONVEYOR_BELT_1_LEFT,
3498 EL_CONVEYOR_BELT_2_LEFT,
3499 EL_CONVEYOR_BELT_3_LEFT,
3500 EL_CONVEYOR_BELT_4_LEFT
3502 static int belt_base_active_element[4] =
3504 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3505 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3506 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3507 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3509 static int belt_base_switch_element[4] =
3511 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3512 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3513 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3514 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3516 static int belt_move_dir[4] =
3524 int element = Feld[x][y];
3525 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3526 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3527 int belt_dir = belt_move_dir[belt_dir_nr];
3530 if (!IS_BELT_SWITCH(element))
3533 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3534 game.belt_dir[belt_nr] = belt_dir;
3536 if (belt_dir_nr == 3)
3539 /* set frame order for belt animation graphic according to belt direction */
3540 for (i = 0; i < NUM_BELT_PARTS; i++)
3542 int element = belt_base_active_element[belt_nr] + i;
3543 int graphic = el2img(element);
3545 if (belt_dir == MV_LEFT)
3546 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3548 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3551 for (yy = 0; yy < lev_fieldy; yy++)
3553 for (xx = 0; xx < lev_fieldx; xx++)
3555 int element = Feld[xx][yy];
3557 if (IS_BELT_SWITCH(element))
3559 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3561 if (e_belt_nr == belt_nr)
3563 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3564 DrawLevelField(xx, yy);
3567 else if (IS_BELT(element) && belt_dir != MV_NONE)
3569 int e_belt_nr = getBeltNrFromBeltElement(element);
3571 if (e_belt_nr == belt_nr)
3573 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3575 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3576 DrawLevelField(xx, yy);
3579 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
3581 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3583 if (e_belt_nr == belt_nr)
3585 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3587 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3588 DrawLevelField(xx, yy);
3595 static void ToggleSwitchgateSwitch(int x, int y)
3599 game.switchgate_pos = !game.switchgate_pos;
3601 for (yy = 0; yy < lev_fieldy; yy++)
3603 for (xx = 0; xx < lev_fieldx; xx++)
3605 int element = Feld[xx][yy];
3607 if (element == EL_SWITCHGATE_SWITCH_UP ||
3608 element == EL_SWITCHGATE_SWITCH_DOWN)
3610 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3611 DrawLevelField(xx, yy);
3613 else if (element == EL_SWITCHGATE_OPEN ||
3614 element == EL_SWITCHGATE_OPENING)
3616 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3618 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3620 else if (element == EL_SWITCHGATE_CLOSED ||
3621 element == EL_SWITCHGATE_CLOSING)
3623 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3625 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3631 static int getInvisibleActiveFromInvisibleElement(int element)
3633 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3634 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3635 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3639 static int getInvisibleFromInvisibleActiveElement(int element)
3641 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3642 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3643 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3647 static void RedrawAllLightSwitchesAndInvisibleElements()
3651 for (y = 0; y < lev_fieldy; y++)
3653 for (x = 0; x < lev_fieldx; x++)
3655 int element = Feld[x][y];
3657 if (element == EL_LIGHT_SWITCH &&
3658 game.light_time_left > 0)
3660 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3661 DrawLevelField(x, y);
3663 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3664 game.light_time_left == 0)
3666 Feld[x][y] = EL_LIGHT_SWITCH;
3667 DrawLevelField(x, y);
3669 else if (element == EL_INVISIBLE_STEELWALL ||
3670 element == EL_INVISIBLE_WALL ||
3671 element == EL_INVISIBLE_SAND)
3673 if (game.light_time_left > 0)
3674 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3676 DrawLevelField(x, y);
3678 /* uncrumble neighbour fields, if needed */
3679 if (element == EL_INVISIBLE_SAND)
3680 DrawLevelFieldCrumbledSandNeighbours(x, y);
3682 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3683 element == EL_INVISIBLE_WALL_ACTIVE ||
3684 element == EL_INVISIBLE_SAND_ACTIVE)
3686 if (game.light_time_left == 0)
3687 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3689 DrawLevelField(x, y);
3691 /* re-crumble neighbour fields, if needed */
3692 if (element == EL_INVISIBLE_SAND)
3693 DrawLevelFieldCrumbledSandNeighbours(x, y);
3699 static void ToggleLightSwitch(int x, int y)
3701 int element = Feld[x][y];
3703 game.light_time_left =
3704 (element == EL_LIGHT_SWITCH ?
3705 level.time_light * FRAMES_PER_SECOND : 0);
3707 RedrawAllLightSwitchesAndInvisibleElements();
3710 static void ActivateTimegateSwitch(int x, int y)
3714 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3716 for (yy = 0; yy < lev_fieldy; yy++)
3718 for (xx = 0; xx < lev_fieldx; xx++)
3720 int element = Feld[xx][yy];
3722 if (element == EL_TIMEGATE_CLOSED ||
3723 element == EL_TIMEGATE_CLOSING)
3725 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3726 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3730 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3732 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3733 DrawLevelField(xx, yy);
3740 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3743 void Impact(int x, int y)
3745 boolean last_line = (y == lev_fieldy - 1);
3746 boolean object_hit = FALSE;
3747 boolean impact = (last_line || object_hit);
3748 int element = Feld[x][y];
3749 int smashed = EL_STEELWALL;
3751 if (!last_line) /* check if element below was hit */
3753 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3756 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3757 MovDir[x][y + 1] != MV_DOWN ||
3758 MovPos[x][y + 1] <= TILEY / 2));
3760 /* do not smash moving elements that left the smashed field in time */
3761 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3762 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3766 smashed = MovingOrBlocked2Element(x, y + 1);
3768 impact = (last_line || object_hit);
3771 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3773 SplashAcid(x, y + 1);
3777 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3778 /* only reset graphic animation if graphic really changes after impact */
3780 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3782 ResetGfxAnimation(x, y);
3783 DrawLevelField(x, y);
3786 if (impact && CAN_EXPLODE_IMPACT(element))
3791 else if (impact && element == EL_PEARL)
3793 ResetGfxAnimation(x, y);
3795 Feld[x][y] = EL_PEARL_BREAKING;
3796 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3799 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3801 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3806 if (impact && element == EL_AMOEBA_DROP)
3808 if (object_hit && IS_PLAYER(x, y + 1))
3809 KillPlayerUnlessEnemyProtected(x, y + 1);
3810 else if (object_hit && smashed == EL_PENGUIN)
3814 Feld[x][y] = EL_AMOEBA_GROWING;
3815 Store[x][y] = EL_AMOEBA_WET;
3817 ResetRandomAnimationValue(x, y);
3822 if (object_hit) /* check which object was hit */
3824 if (CAN_PASS_MAGIC_WALL(element) &&
3825 (smashed == EL_MAGIC_WALL ||
3826 smashed == EL_BD_MAGIC_WALL))
3829 int activated_magic_wall =
3830 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3831 EL_BD_MAGIC_WALL_ACTIVE);
3833 /* activate magic wall / mill */
3834 for (yy = 0; yy < lev_fieldy; yy++)
3835 for (xx = 0; xx < lev_fieldx; xx++)
3836 if (Feld[xx][yy] == smashed)
3837 Feld[xx][yy] = activated_magic_wall;
3839 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3840 game.magic_wall_active = TRUE;
3842 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3843 SND_MAGIC_WALL_ACTIVATING :
3844 SND_BD_MAGIC_WALL_ACTIVATING));
3847 if (IS_PLAYER(x, y + 1))
3849 if (CAN_SMASH_PLAYER(element))
3851 KillPlayerUnlessEnemyProtected(x, y + 1);
3855 else if (smashed == EL_PENGUIN)
3857 if (CAN_SMASH_PLAYER(element))
3863 else if (element == EL_BD_DIAMOND)
3865 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3871 else if (((element == EL_SP_INFOTRON ||
3872 element == EL_SP_ZONK) &&
3873 (smashed == EL_SP_SNIKSNAK ||
3874 smashed == EL_SP_ELECTRON ||
3875 smashed == EL_SP_DISK_ORANGE)) ||
3876 (element == EL_SP_INFOTRON &&
3877 smashed == EL_SP_DISK_YELLOW))
3882 else if (CAN_SMASH_EVERYTHING(element))
3884 if (IS_CLASSIC_ENEMY(smashed) ||
3885 CAN_EXPLODE_SMASHED(smashed))
3890 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3892 if (smashed == EL_LAMP ||
3893 smashed == EL_LAMP_ACTIVE)
3898 else if (smashed == EL_NUT)
3900 Feld[x][y + 1] = EL_NUT_BREAKING;
3901 PlayLevelSound(x, y, SND_NUT_BREAKING);
3902 RaiseScoreElement(EL_NUT);
3905 else if (smashed == EL_PEARL)
3907 ResetGfxAnimation(x, y);
3909 Feld[x][y + 1] = EL_PEARL_BREAKING;
3910 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3913 else if (smashed == EL_DIAMOND)
3915 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3916 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3919 else if (IS_BELT_SWITCH(smashed))
3921 ToggleBeltSwitch(x, y + 1);
3923 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3924 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3926 ToggleSwitchgateSwitch(x, y + 1);
3928 else if (smashed == EL_LIGHT_SWITCH ||
3929 smashed == EL_LIGHT_SWITCH_ACTIVE)
3931 ToggleLightSwitch(x, y + 1);
3936 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3939 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3941 CheckElementChangeBySide(x, y + 1, smashed, element,
3942 CE_SWITCHED, CH_SIDE_TOP);
3943 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
3949 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3954 /* play sound of magic wall / mill */
3956 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3957 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3959 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3960 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3961 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3962 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3967 /* play sound of object that hits the ground */
3968 if (last_line || object_hit)
3969 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3972 inline static void TurnRoundExt(int x, int y)
3984 { 0, 0 }, { 0, 0 }, { 0, 0 },
3989 int left, right, back;
3993 { MV_DOWN, MV_UP, MV_RIGHT },
3994 { MV_UP, MV_DOWN, MV_LEFT },
3996 { MV_LEFT, MV_RIGHT, MV_DOWN },
4000 { MV_RIGHT, MV_LEFT, MV_UP }
4003 int element = Feld[x][y];
4004 int move_pattern = element_info[element].move_pattern;
4006 int old_move_dir = MovDir[x][y];
4007 int left_dir = turn[old_move_dir].left;
4008 int right_dir = turn[old_move_dir].right;
4009 int back_dir = turn[old_move_dir].back;
4011 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4012 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4013 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4014 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4016 int left_x = x + left_dx, left_y = y + left_dy;
4017 int right_x = x + right_dx, right_y = y + right_dy;
4018 int move_x = x + move_dx, move_y = y + move_dy;
4022 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4024 TestIfBadThingTouchesOtherBadThing(x, y);
4026 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4027 MovDir[x][y] = right_dir;
4028 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4029 MovDir[x][y] = left_dir;
4031 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4033 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4036 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4038 TestIfBadThingTouchesOtherBadThing(x, y);
4040 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4041 MovDir[x][y] = left_dir;
4042 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4043 MovDir[x][y] = right_dir;
4045 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4047 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4050 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4052 TestIfBadThingTouchesOtherBadThing(x, y);
4054 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4055 MovDir[x][y] = left_dir;
4056 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4057 MovDir[x][y] = right_dir;
4059 if (MovDir[x][y] != old_move_dir)
4062 else if (element == EL_YAMYAM)
4064 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4065 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4067 if (can_turn_left && can_turn_right)
4068 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4069 else if (can_turn_left)
4070 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4071 else if (can_turn_right)
4072 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4074 MovDir[x][y] = back_dir;
4076 MovDelay[x][y] = 16 + 16 * RND(3);
4078 else if (element == EL_DARK_YAMYAM)
4080 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4082 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4085 if (can_turn_left && can_turn_right)
4086 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4087 else if (can_turn_left)
4088 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4089 else if (can_turn_right)
4090 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4092 MovDir[x][y] = back_dir;
4094 MovDelay[x][y] = 16 + 16 * RND(3);
4096 else if (element == EL_PACMAN)
4098 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4099 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4101 if (can_turn_left && can_turn_right)
4102 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4103 else if (can_turn_left)
4104 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4105 else if (can_turn_right)
4106 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4108 MovDir[x][y] = back_dir;
4110 MovDelay[x][y] = 6 + RND(40);
4112 else if (element == EL_PIG)
4114 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4115 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4116 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4117 boolean should_turn_left, should_turn_right, should_move_on;
4119 int rnd = RND(rnd_value);
4121 should_turn_left = (can_turn_left &&
4123 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4124 y + back_dy + left_dy)));
4125 should_turn_right = (can_turn_right &&
4127 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4128 y + back_dy + right_dy)));
4129 should_move_on = (can_move_on &&
4132 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4133 y + move_dy + left_dy) ||
4134 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4135 y + move_dy + right_dy)));
4137 if (should_turn_left || should_turn_right || should_move_on)
4139 if (should_turn_left && should_turn_right && should_move_on)
4140 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4141 rnd < 2 * rnd_value / 3 ? right_dir :
4143 else if (should_turn_left && should_turn_right)
4144 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4145 else if (should_turn_left && should_move_on)
4146 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4147 else if (should_turn_right && should_move_on)
4148 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4149 else if (should_turn_left)
4150 MovDir[x][y] = left_dir;
4151 else if (should_turn_right)
4152 MovDir[x][y] = right_dir;
4153 else if (should_move_on)
4154 MovDir[x][y] = old_move_dir;
4156 else if (can_move_on && rnd > rnd_value / 8)
4157 MovDir[x][y] = old_move_dir;
4158 else if (can_turn_left && can_turn_right)
4159 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4160 else if (can_turn_left && rnd > rnd_value / 8)
4161 MovDir[x][y] = left_dir;
4162 else if (can_turn_right && rnd > rnd_value/8)
4163 MovDir[x][y] = right_dir;
4165 MovDir[x][y] = back_dir;
4167 xx = x + move_xy[MovDir[x][y]].x;
4168 yy = y + move_xy[MovDir[x][y]].y;
4170 if (!IN_LEV_FIELD(xx, yy) ||
4171 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4172 MovDir[x][y] = old_move_dir;
4176 else if (element == EL_DRAGON)
4178 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4179 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4180 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4182 int rnd = RND(rnd_value);
4184 if (can_move_on && rnd > rnd_value / 8)
4185 MovDir[x][y] = old_move_dir;
4186 else if (can_turn_left && can_turn_right)
4187 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4188 else if (can_turn_left && rnd > rnd_value / 8)
4189 MovDir[x][y] = left_dir;
4190 else if (can_turn_right && rnd > rnd_value / 8)
4191 MovDir[x][y] = right_dir;
4193 MovDir[x][y] = back_dir;
4195 xx = x + move_xy[MovDir[x][y]].x;
4196 yy = y + move_xy[MovDir[x][y]].y;
4198 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4199 MovDir[x][y] = old_move_dir;
4203 else if (element == EL_MOLE)
4205 boolean can_move_on =
4206 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4207 IS_AMOEBOID(Feld[move_x][move_y]) ||
4208 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4211 boolean can_turn_left =
4212 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4213 IS_AMOEBOID(Feld[left_x][left_y])));
4215 boolean can_turn_right =
4216 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4217 IS_AMOEBOID(Feld[right_x][right_y])));
4219 if (can_turn_left && can_turn_right)
4220 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4221 else if (can_turn_left)
4222 MovDir[x][y] = left_dir;
4224 MovDir[x][y] = right_dir;
4227 if (MovDir[x][y] != old_move_dir)
4230 else if (element == EL_BALLOON)
4232 MovDir[x][y] = game.wind_direction;
4235 else if (element == EL_SPRING)
4237 if (MovDir[x][y] & MV_HORIZONTAL &&
4238 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4239 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4240 MovDir[x][y] = MV_NONE;
4244 else if (element == EL_ROBOT ||
4245 element == EL_SATELLITE ||
4246 element == EL_PENGUIN)
4248 int attr_x = -1, attr_y = -1;
4259 for (i = 0; i < MAX_PLAYERS; i++)
4261 struct PlayerInfo *player = &stored_player[i];
4262 int jx = player->jx, jy = player->jy;
4264 if (!player->active)
4268 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4276 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4277 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4278 game.engine_version < VERSION_IDENT(3,1,0,0)))
4284 if (element == EL_PENGUIN)
4287 static int xy[4][2] =
4295 for (i = 0; i < NUM_DIRECTIONS; i++)
4297 int ex = x + xy[i][0];
4298 int ey = y + xy[i][1];
4300 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4309 MovDir[x][y] = MV_NONE;
4311 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4312 else if (attr_x > x)
4313 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4315 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4316 else if (attr_y > y)
4317 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4319 if (element == EL_ROBOT)
4323 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4324 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4325 Moving2Blocked(x, y, &newx, &newy);
4327 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4328 MovDelay[x][y] = 8 + 8 * !RND(3);
4330 MovDelay[x][y] = 16;
4332 else if (element == EL_PENGUIN)
4338 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4340 boolean first_horiz = RND(2);
4341 int new_move_dir = MovDir[x][y];
4344 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4345 Moving2Blocked(x, y, &newx, &newy);
4347 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4351 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4352 Moving2Blocked(x, y, &newx, &newy);
4354 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4357 MovDir[x][y] = old_move_dir;
4361 else /* (element == EL_SATELLITE) */
4367 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4369 boolean first_horiz = RND(2);
4370 int new_move_dir = MovDir[x][y];
4373 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4374 Moving2Blocked(x, y, &newx, &newy);
4376 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4380 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4381 Moving2Blocked(x, y, &newx, &newy);
4383 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4386 MovDir[x][y] = old_move_dir;
4391 else if (move_pattern == MV_TURNING_LEFT ||
4392 move_pattern == MV_TURNING_RIGHT ||
4393 move_pattern == MV_TURNING_LEFT_RIGHT ||
4394 move_pattern == MV_TURNING_RIGHT_LEFT ||
4395 move_pattern == MV_TURNING_RANDOM ||
4396 move_pattern == MV_ALL_DIRECTIONS)
4398 boolean can_turn_left =
4399 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4400 boolean can_turn_right =
4401 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4403 if (element_info[element].move_stepsize == 0) /* "not moving" */
4406 if (move_pattern == MV_TURNING_LEFT)
4407 MovDir[x][y] = left_dir;
4408 else if (move_pattern == MV_TURNING_RIGHT)
4409 MovDir[x][y] = right_dir;
4410 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4411 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4412 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4413 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4414 else if (move_pattern == MV_TURNING_RANDOM)
4415 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4416 can_turn_right && !can_turn_left ? right_dir :
4417 RND(2) ? left_dir : right_dir);
4418 else if (can_turn_left && can_turn_right)
4419 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4420 else if (can_turn_left)
4421 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4422 else if (can_turn_right)
4423 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4425 MovDir[x][y] = back_dir;
4427 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4429 else if (move_pattern == MV_HORIZONTAL ||
4430 move_pattern == MV_VERTICAL)
4432 if (move_pattern & old_move_dir)
4433 MovDir[x][y] = back_dir;
4434 else if (move_pattern == MV_HORIZONTAL)
4435 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4436 else if (move_pattern == MV_VERTICAL)
4437 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4439 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4441 else if (move_pattern & MV_ANY_DIRECTION)
4443 MovDir[x][y] = move_pattern;
4444 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4446 else if (move_pattern & MV_WIND_DIRECTION)
4448 MovDir[x][y] = game.wind_direction;
4449 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4451 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4453 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4454 MovDir[x][y] = left_dir;
4455 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4456 MovDir[x][y] = right_dir;
4458 if (MovDir[x][y] != old_move_dir)
4459 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4461 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4463 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4464 MovDir[x][y] = right_dir;
4465 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4466 MovDir[x][y] = left_dir;
4468 if (MovDir[x][y] != old_move_dir)
4469 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4471 else if (move_pattern == MV_TOWARDS_PLAYER ||
4472 move_pattern == MV_AWAY_FROM_PLAYER)
4474 int attr_x = -1, attr_y = -1;
4476 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4487 for (i = 0; i < MAX_PLAYERS; i++)
4489 struct PlayerInfo *player = &stored_player[i];
4490 int jx = player->jx, jy = player->jy;
4492 if (!player->active)
4496 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4504 MovDir[x][y] = MV_NONE;
4506 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4507 else if (attr_x > x)
4508 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4510 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4511 else if (attr_y > y)
4512 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4514 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4516 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4518 boolean first_horiz = RND(2);
4519 int new_move_dir = MovDir[x][y];
4521 if (element_info[element].move_stepsize == 0) /* "not moving" */
4523 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4524 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4530 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4531 Moving2Blocked(x, y, &newx, &newy);
4533 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4537 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4538 Moving2Blocked(x, y, &newx, &newy);
4540 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4543 MovDir[x][y] = old_move_dir;
4546 else if (move_pattern == MV_WHEN_PUSHED ||
4547 move_pattern == MV_WHEN_DROPPED)
4549 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4550 MovDir[x][y] = MV_NONE;
4554 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4556 static int test_xy[7][2] =
4566 static int test_dir[7] =
4576 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4577 int move_preference = -1000000; /* start with very low preference */
4578 int new_move_dir = MV_NONE;
4579 int start_test = RND(4);
4582 for (i = 0; i < NUM_DIRECTIONS; i++)
4584 int move_dir = test_dir[start_test + i];
4585 int move_dir_preference;
4587 xx = x + test_xy[start_test + i][0];
4588 yy = y + test_xy[start_test + i][1];
4590 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4591 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4593 new_move_dir = move_dir;
4598 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4601 move_dir_preference = -1 * RunnerVisit[xx][yy];
4602 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4603 move_dir_preference = PlayerVisit[xx][yy];
4605 if (move_dir_preference > move_preference)
4607 /* prefer field that has not been visited for the longest time */
4608 move_preference = move_dir_preference;
4609 new_move_dir = move_dir;
4611 else if (move_dir_preference == move_preference &&
4612 move_dir == old_move_dir)
4614 /* prefer last direction when all directions are preferred equally */
4615 move_preference = move_dir_preference;
4616 new_move_dir = move_dir;
4620 MovDir[x][y] = new_move_dir;
4621 if (old_move_dir != new_move_dir)
4622 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4626 static void TurnRound(int x, int y)
4628 int direction = MovDir[x][y];
4632 GfxDir[x][y] = MovDir[x][y];
4634 if (direction != MovDir[x][y])
4638 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4641 static boolean JustBeingPushed(int x, int y)
4645 for (i = 0; i < MAX_PLAYERS; i++)
4647 struct PlayerInfo *player = &stored_player[i];
4649 if (player->active && player->is_pushing && player->MovPos)
4651 int next_jx = player->jx + (player->jx - player->last_jx);
4652 int next_jy = player->jy + (player->jy - player->last_jy);
4654 if (x == next_jx && y == next_jy)
4662 void StartMoving(int x, int y)
4664 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4665 int element = Feld[x][y];
4670 if (MovDelay[x][y] == 0)
4671 GfxAction[x][y] = ACTION_DEFAULT;
4673 if (CAN_FALL(element) && y < lev_fieldy - 1)
4675 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4676 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4677 if (JustBeingPushed(x, y))
4680 if (element == EL_QUICKSAND_FULL)
4682 if (IS_FREE(x, y + 1))
4684 InitMovingField(x, y, MV_DOWN);
4685 started_moving = TRUE;
4687 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4688 Store[x][y] = EL_ROCK;
4690 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4692 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4694 if (!MovDelay[x][y])
4695 MovDelay[x][y] = TILEY + 1;
4704 Feld[x][y] = EL_QUICKSAND_EMPTY;
4705 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4706 Store[x][y + 1] = Store[x][y];
4709 PlayLevelSoundAction(x, y, ACTION_FILLING);
4712 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4713 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4715 InitMovingField(x, y, MV_DOWN);
4716 started_moving = TRUE;
4718 Feld[x][y] = EL_QUICKSAND_FILLING;
4719 Store[x][y] = element;
4721 PlayLevelSoundAction(x, y, ACTION_FILLING);
4723 else if (element == EL_MAGIC_WALL_FULL)
4725 if (IS_FREE(x, y + 1))
4727 InitMovingField(x, y, MV_DOWN);
4728 started_moving = TRUE;
4730 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4731 Store[x][y] = EL_CHANGED(Store[x][y]);
4733 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4735 if (!MovDelay[x][y])
4736 MovDelay[x][y] = TILEY/4 + 1;
4745 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4746 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4747 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4751 else if (element == EL_BD_MAGIC_WALL_FULL)
4753 if (IS_FREE(x, y + 1))
4755 InitMovingField(x, y, MV_DOWN);
4756 started_moving = TRUE;
4758 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4759 Store[x][y] = EL_CHANGED2(Store[x][y]);
4761 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4763 if (!MovDelay[x][y])
4764 MovDelay[x][y] = TILEY/4 + 1;
4773 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4774 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4775 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4779 else if (CAN_PASS_MAGIC_WALL(element) &&
4780 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4781 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4783 InitMovingField(x, y, MV_DOWN);
4784 started_moving = TRUE;
4787 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4788 EL_BD_MAGIC_WALL_FILLING);
4789 Store[x][y] = element;
4791 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4793 SplashAcid(x, y + 1);
4795 InitMovingField(x, y, MV_DOWN);
4796 started_moving = TRUE;
4798 Store[x][y] = EL_ACID;
4800 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4801 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4803 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4804 CAN_FALL(element) && WasJustFalling[x][y] &&
4805 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4807 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4808 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4809 (Feld[x][y + 1] == EL_BLOCKED)))
4811 /* this is needed for a special case not covered by calling "Impact()"
4812 from "ContinueMoving()": if an element moves to a tile directly below
4813 another element which was just falling on that tile (which was empty
4814 in the previous frame), the falling element above would just stop
4815 instead of smashing the element below (in previous version, the above
4816 element was just checked for "moving" instead of "falling", resulting
4817 in incorrect smashes caused by horizontal movement of the above
4818 element; also, the case of the player being the element to smash was
4819 simply not covered here... :-/ ) */
4821 CheckCollision[x][y] = 0;
4825 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4827 if (MovDir[x][y] == MV_NONE)
4829 InitMovingField(x, y, MV_DOWN);
4830 started_moving = TRUE;
4833 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4835 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4836 MovDir[x][y] = MV_DOWN;
4838 InitMovingField(x, y, MV_DOWN);
4839 started_moving = TRUE;
4841 else if (element == EL_AMOEBA_DROP)
4843 Feld[x][y] = EL_AMOEBA_GROWING;
4844 Store[x][y] = EL_AMOEBA_WET;
4846 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4847 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4848 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4849 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4851 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4852 (IS_FREE(x - 1, y + 1) ||
4853 Feld[x - 1][y + 1] == EL_ACID));
4854 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4855 (IS_FREE(x + 1, y + 1) ||
4856 Feld[x + 1][y + 1] == EL_ACID));
4857 boolean can_fall_any = (can_fall_left || can_fall_right);
4858 boolean can_fall_both = (can_fall_left && can_fall_right);
4859 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4861 #if USE_NEW_ALL_SLIPPERY
4862 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4864 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4865 can_fall_right = FALSE;
4866 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4867 can_fall_left = FALSE;
4868 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4869 can_fall_right = FALSE;
4870 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4871 can_fall_left = FALSE;
4873 can_fall_any = (can_fall_left || can_fall_right);
4874 can_fall_both = FALSE;
4877 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4879 if (slippery_type == SLIPPERY_ONLY_LEFT)
4880 can_fall_right = FALSE;
4881 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4882 can_fall_left = FALSE;
4883 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4884 can_fall_right = FALSE;
4885 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4886 can_fall_left = FALSE;
4888 can_fall_any = (can_fall_left || can_fall_right);
4889 can_fall_both = (can_fall_left && can_fall_right);
4893 #if USE_NEW_ALL_SLIPPERY
4895 #if USE_NEW_SP_SLIPPERY
4896 /* !!! better use the same properties as for custom elements here !!! */
4897 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4898 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4900 can_fall_right = FALSE; /* slip down on left side */
4901 can_fall_both = FALSE;
4906 #if USE_NEW_ALL_SLIPPERY
4909 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4910 can_fall_right = FALSE; /* slip down on left side */
4912 can_fall_left = !(can_fall_right = RND(2));
4914 can_fall_both = FALSE;
4919 if (game.emulation == EMU_BOULDERDASH ||
4920 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4921 can_fall_right = FALSE; /* slip down on left side */
4923 can_fall_left = !(can_fall_right = RND(2));
4925 can_fall_both = FALSE;
4931 /* if not determined otherwise, prefer left side for slipping down */
4932 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4933 started_moving = TRUE;
4937 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4939 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4942 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4943 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4944 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4945 int belt_dir = game.belt_dir[belt_nr];
4947 if ((belt_dir == MV_LEFT && left_is_free) ||
4948 (belt_dir == MV_RIGHT && right_is_free))
4950 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4952 InitMovingField(x, y, belt_dir);
4953 started_moving = TRUE;
4955 Pushed[x][y] = TRUE;
4956 Pushed[nextx][y] = TRUE;
4958 GfxAction[x][y] = ACTION_DEFAULT;
4962 MovDir[x][y] = 0; /* if element was moving, stop it */
4967 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4969 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
4971 if (CAN_MOVE(element) && !started_moving)
4974 int move_pattern = element_info[element].move_pattern;
4979 if (MovDir[x][y] == MV_NONE)
4981 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4982 x, y, element, element_info[element].token_name);
4983 printf("StartMoving(): This should never happen!\n");
4988 Moving2Blocked(x, y, &newx, &newy);
4990 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4993 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4994 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4996 WasJustMoving[x][y] = 0;
4997 CheckCollision[x][y] = 0;
4999 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5001 if (Feld[x][y] != element) /* element has changed */
5005 if (!MovDelay[x][y]) /* start new movement phase */
5007 /* all objects that can change their move direction after each step
5008 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5010 if (element != EL_YAMYAM &&
5011 element != EL_DARK_YAMYAM &&
5012 element != EL_PACMAN &&
5013 !(move_pattern & MV_ANY_DIRECTION) &&
5014 move_pattern != MV_TURNING_LEFT &&
5015 move_pattern != MV_TURNING_RIGHT &&
5016 move_pattern != MV_TURNING_LEFT_RIGHT &&
5017 move_pattern != MV_TURNING_RIGHT_LEFT &&
5018 move_pattern != MV_TURNING_RANDOM)
5022 if (MovDelay[x][y] && (element == EL_BUG ||
5023 element == EL_SPACESHIP ||
5024 element == EL_SP_SNIKSNAK ||
5025 element == EL_SP_ELECTRON ||
5026 element == EL_MOLE))
5027 DrawLevelField(x, y);
5031 if (MovDelay[x][y]) /* wait some time before next movement */
5035 if (element == EL_ROBOT ||
5036 element == EL_YAMYAM ||
5037 element == EL_DARK_YAMYAM)
5039 DrawLevelElementAnimationIfNeeded(x, y, element);
5040 PlayLevelSoundAction(x, y, ACTION_WAITING);
5042 else if (element == EL_SP_ELECTRON)
5043 DrawLevelElementAnimationIfNeeded(x, y, element);
5044 else if (element == EL_DRAGON)
5047 int dir = MovDir[x][y];
5048 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5049 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5050 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5051 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5052 dir == MV_UP ? IMG_FLAMES_1_UP :
5053 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5054 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5056 GfxAction[x][y] = ACTION_ATTACKING;
5058 if (IS_PLAYER(x, y))
5059 DrawPlayerField(x, y);
5061 DrawLevelField(x, y);
5063 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5065 for (i = 1; i <= 3; i++)
5067 int xx = x + i * dx;
5068 int yy = y + i * dy;
5069 int sx = SCREENX(xx);
5070 int sy = SCREENY(yy);
5071 int flame_graphic = graphic + (i - 1);
5073 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5078 int flamed = MovingOrBlocked2Element(xx, yy);
5082 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5084 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5085 RemoveMovingField(xx, yy);
5087 RemoveField(xx, yy);
5089 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5092 RemoveMovingField(xx, yy);
5095 ChangeDelay[xx][yy] = 0;
5097 Feld[xx][yy] = EL_FLAMES;
5099 if (IN_SCR_FIELD(sx, sy))
5101 DrawLevelFieldCrumbledSand(xx, yy);
5102 DrawGraphic(sx, sy, flame_graphic, frame);
5107 if (Feld[xx][yy] == EL_FLAMES)
5108 Feld[xx][yy] = EL_EMPTY;
5109 DrawLevelField(xx, yy);
5114 if (MovDelay[x][y]) /* element still has to wait some time */
5116 PlayLevelSoundAction(x, y, ACTION_WAITING);
5122 /* now make next step */
5124 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5126 if (DONT_COLLIDE_WITH(element) &&
5127 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5128 !PLAYER_ENEMY_PROTECTED(newx, newy))
5130 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
5135 else if (CAN_MOVE_INTO_ACID(element) &&
5136 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5137 (MovDir[x][y] == MV_DOWN ||
5138 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5140 SplashAcid(newx, newy);
5141 Store[x][y] = EL_ACID;
5143 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5145 if (Feld[newx][newy] == EL_EXIT_OPEN)
5148 DrawLevelField(x, y);
5150 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5151 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5152 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5154 local_player->friends_still_needed--;
5155 if (!local_player->friends_still_needed &&
5156 !local_player->GameOver && AllPlayersGone)
5157 local_player->LevelSolved = local_player->GameOver = TRUE;
5161 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5163 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5164 DrawLevelField(newx, newy);
5166 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
5168 else if (!IS_FREE(newx, newy))
5170 GfxAction[x][y] = ACTION_WAITING;
5172 if (IS_PLAYER(x, y))
5173 DrawPlayerField(x, y);
5175 DrawLevelField(x, y);
5180 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5182 if (IS_FOOD_PIG(Feld[newx][newy]))
5184 if (IS_MOVING(newx, newy))
5185 RemoveMovingField(newx, newy);
5188 Feld[newx][newy] = EL_EMPTY;
5189 DrawLevelField(newx, newy);
5192 PlayLevelSound(x, y, SND_PIG_DIGGING);
5194 else if (!IS_FREE(newx, newy))
5196 if (IS_PLAYER(x, y))
5197 DrawPlayerField(x, y);
5199 DrawLevelField(x, y);
5204 else if (IS_CUSTOM_ELEMENT(element) &&
5205 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5207 int new_element = Feld[newx][newy];
5209 if (!IS_FREE(newx, newy))
5211 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5212 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5215 /* no element can dig solid indestructible elements */
5216 if (IS_INDESTRUCTIBLE(new_element) &&
5217 !IS_DIGGABLE(new_element) &&
5218 !IS_COLLECTIBLE(new_element))
5221 if (AmoebaNr[newx][newy] &&
5222 (new_element == EL_AMOEBA_FULL ||
5223 new_element == EL_BD_AMOEBA ||
5224 new_element == EL_AMOEBA_GROWING))
5226 AmoebaCnt[AmoebaNr[newx][newy]]--;
5227 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5230 if (IS_MOVING(newx, newy))
5231 RemoveMovingField(newx, newy);
5234 RemoveField(newx, newy);
5235 DrawLevelField(newx, newy);
5238 /* if digged element was about to explode, prevent the explosion */
5239 ExplodeField[newx][newy] = EX_TYPE_NONE;
5241 PlayLevelSoundAction(x, y, action);
5244 Store[newx][newy] = EL_EMPTY;
5245 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5247 int move_leave_element = element_info[element].move_leave_element;
5249 /* this makes it possible to leave the removed element again */
5250 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5251 new_element : move_leave_element);
5254 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5256 RunnerVisit[x][y] = FrameCounter;
5257 PlayerVisit[x][y] /= 8; /* expire player visit path */
5260 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5262 if (!IS_FREE(newx, newy))
5264 if (IS_PLAYER(x, y))
5265 DrawPlayerField(x, y);
5267 DrawLevelField(x, y);
5273 boolean wanna_flame = !RND(10);
5274 int dx = newx - x, dy = newy - y;
5275 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5276 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5277 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5278 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5279 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5280 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5283 IS_CLASSIC_ENEMY(element1) ||
5284 IS_CLASSIC_ENEMY(element2)) &&
5285 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5286 element1 != EL_FLAMES && element2 != EL_FLAMES)
5288 ResetGfxAnimation(x, y);
5289 GfxAction[x][y] = ACTION_ATTACKING;
5291 if (IS_PLAYER(x, y))
5292 DrawPlayerField(x, y);
5294 DrawLevelField(x, y);
5296 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5298 MovDelay[x][y] = 50;
5302 RemoveField(newx, newy);
5304 Feld[newx][newy] = EL_FLAMES;
5305 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5308 RemoveField(newx1, newy1);
5310 Feld[newx1][newy1] = EL_FLAMES;
5312 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5315 RemoveField(newx2, newy2);
5317 Feld[newx2][newy2] = EL_FLAMES;
5324 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5325 Feld[newx][newy] == EL_DIAMOND)
5327 if (IS_MOVING(newx, newy))
5328 RemoveMovingField(newx, newy);
5331 Feld[newx][newy] = EL_EMPTY;
5332 DrawLevelField(newx, newy);
5335 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5337 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5338 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5340 if (AmoebaNr[newx][newy])
5342 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5343 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5344 Feld[newx][newy] == EL_BD_AMOEBA)
5345 AmoebaCnt[AmoebaNr[newx][newy]]--;
5350 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5352 RemoveMovingField(newx, newy);
5355 if (IS_MOVING(newx, newy))
5357 RemoveMovingField(newx, newy);
5362 Feld[newx][newy] = EL_EMPTY;
5363 DrawLevelField(newx, newy);
5366 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5368 else if ((element == EL_PACMAN || element == EL_MOLE)
5369 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5371 if (AmoebaNr[newx][newy])
5373 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5374 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5375 Feld[newx][newy] == EL_BD_AMOEBA)
5376 AmoebaCnt[AmoebaNr[newx][newy]]--;
5379 if (element == EL_MOLE)
5381 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5382 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5384 ResetGfxAnimation(x, y);
5385 GfxAction[x][y] = ACTION_DIGGING;
5386 DrawLevelField(x, y);
5388 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5390 return; /* wait for shrinking amoeba */
5392 else /* element == EL_PACMAN */
5394 Feld[newx][newy] = EL_EMPTY;
5395 DrawLevelField(newx, newy);
5396 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5399 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5400 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5401 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5403 /* wait for shrinking amoeba to completely disappear */
5406 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5408 /* object was running against a wall */
5413 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5414 if (move_pattern & MV_ANY_DIRECTION &&
5415 move_pattern == MovDir[x][y])
5417 int blocking_element =
5418 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5420 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5423 element = Feld[x][y]; /* element might have changed */
5427 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5428 DrawLevelElementAnimation(x, y, element);
5430 if (DONT_TOUCH(element))
5431 TestIfBadThingTouchesPlayer(x, y);
5436 InitMovingField(x, y, MovDir[x][y]);
5438 PlayLevelSoundAction(x, y, ACTION_MOVING);
5442 ContinueMoving(x, y);
5445 void ContinueMoving(int x, int y)
5447 int element = Feld[x][y];
5448 int stored = Store[x][y];
5449 struct ElementInfo *ei = &element_info[element];
5450 int direction = MovDir[x][y];
5451 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5452 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5453 int newx = x + dx, newy = y + dy;
5454 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5455 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5456 boolean last_line = (newy == lev_fieldy - 1);
5458 MovPos[x][y] += getElementMoveStepsize(x, y);
5460 if (pushed_by_player) /* special case: moving object pushed by player */
5461 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5463 if (ABS(MovPos[x][y]) < TILEX)
5465 DrawLevelField(x, y);
5467 return; /* element is still moving */
5470 /* element reached destination field */
5472 Feld[x][y] = EL_EMPTY;
5473 Feld[newx][newy] = element;
5474 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5476 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5478 element = Feld[newx][newy] = EL_ACID;
5480 else if (element == EL_MOLE)
5482 Feld[x][y] = EL_SAND;
5484 DrawLevelFieldCrumbledSandNeighbours(x, y);
5486 else if (element == EL_QUICKSAND_FILLING)
5488 element = Feld[newx][newy] = get_next_element(element);
5489 Store[newx][newy] = Store[x][y];
5491 else if (element == EL_QUICKSAND_EMPTYING)
5493 Feld[x][y] = get_next_element(element);
5494 element = Feld[newx][newy] = Store[x][y];
5496 else if (element == EL_MAGIC_WALL_FILLING)
5498 element = Feld[newx][newy] = get_next_element(element);
5499 if (!game.magic_wall_active)
5500 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5501 Store[newx][newy] = Store[x][y];
5503 else if (element == EL_MAGIC_WALL_EMPTYING)
5505 Feld[x][y] = get_next_element(element);
5506 if (!game.magic_wall_active)
5507 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5508 element = Feld[newx][newy] = Store[x][y];
5510 #if USE_NEW_CUSTOM_VALUE
5511 InitField(newx, newy, FALSE);
5514 else if (element == EL_BD_MAGIC_WALL_FILLING)
5516 element = Feld[newx][newy] = get_next_element(element);
5517 if (!game.magic_wall_active)
5518 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5519 Store[newx][newy] = Store[x][y];
5521 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5523 Feld[x][y] = get_next_element(element);
5524 if (!game.magic_wall_active)
5525 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5526 element = Feld[newx][newy] = Store[x][y];
5528 #if USE_NEW_CUSTOM_VALUE
5529 InitField(newx, newy, FALSE);
5532 else if (element == EL_AMOEBA_DROPPING)
5534 Feld[x][y] = get_next_element(element);
5535 element = Feld[newx][newy] = Store[x][y];
5537 else if (element == EL_SOKOBAN_OBJECT)
5540 Feld[x][y] = Back[x][y];
5542 if (Back[newx][newy])
5543 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5545 Back[x][y] = Back[newx][newy] = 0;
5548 Store[x][y] = EL_EMPTY;
5553 MovDelay[newx][newy] = 0;
5555 if (CAN_CHANGE(element))
5557 /* copy element change control values to new field */
5558 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5559 ChangePage[newx][newy] = ChangePage[x][y];
5560 Changed[newx][newy] = Changed[x][y];
5561 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5563 #if USE_NEW_CUSTOM_VALUE
5564 CustomValue[newx][newy] = CustomValue[x][y];
5568 ChangeDelay[x][y] = 0;
5569 ChangePage[x][y] = -1;
5570 Changed[x][y] = FALSE;
5571 ChangeEvent[x][y] = -1;
5573 #if USE_NEW_CUSTOM_VALUE
5574 CustomValue[x][y] = 0;
5577 /* copy animation control values to new field */
5578 GfxFrame[newx][newy] = GfxFrame[x][y];
5579 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5580 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5581 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5583 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5585 /* some elements can leave other elements behind after moving */
5586 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5587 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5588 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5590 int move_leave_element = ei->move_leave_element;
5592 /* this makes it possible to leave the removed element again */
5593 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5594 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5595 move_leave_element = stored;
5597 Feld[x][y] = move_leave_element;
5599 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5600 MovDir[x][y] = direction;
5602 InitField(x, y, FALSE);
5604 if (GFX_CRUMBLED(Feld[x][y]))
5605 DrawLevelFieldCrumbledSandNeighbours(x, y);
5607 if (ELEM_IS_PLAYER(move_leave_element))
5608 RelocatePlayer(x, y, move_leave_element);
5611 /* do this after checking for left-behind element */
5612 ResetGfxAnimation(x, y); /* reset animation values for old field */
5614 if (!CAN_MOVE(element) ||
5615 (CAN_FALL(element) && direction == MV_DOWN &&
5616 (element == EL_SPRING ||
5617 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5618 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5619 GfxDir[x][y] = MovDir[newx][newy] = 0;
5621 DrawLevelField(x, y);
5622 DrawLevelField(newx, newy);
5624 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5626 /* prevent pushed element from moving on in pushed direction */
5627 if (pushed_by_player && CAN_MOVE(element) &&
5628 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5629 !(element_info[element].move_pattern & direction))
5630 TurnRound(newx, newy);
5632 /* prevent elements on conveyor belt from moving on in last direction */
5633 if (pushed_by_conveyor && CAN_FALL(element) &&
5634 direction & MV_HORIZONTAL)
5635 MovDir[newx][newy] = 0;
5637 if (!pushed_by_player)
5639 int nextx = newx + dx, nexty = newy + dy;
5640 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5642 WasJustMoving[newx][newy] = 3;
5644 if (CAN_FALL(element) && direction == MV_DOWN)
5645 WasJustFalling[newx][newy] = 3;
5647 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5648 CheckCollision[newx][newy] = 2;
5651 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5653 TestIfBadThingTouchesPlayer(newx, newy);
5654 TestIfBadThingTouchesFriend(newx, newy);
5656 if (!IS_CUSTOM_ELEMENT(element))
5657 TestIfBadThingTouchesOtherBadThing(newx, newy);
5659 else if (element == EL_PENGUIN)
5660 TestIfFriendTouchesBadThing(newx, newy);
5662 /* give the player one last chance (one more frame) to move away */
5663 if (CAN_FALL(element) && direction == MV_DOWN &&
5664 (last_line || (!IS_FREE(x, newy + 1) &&
5665 (!IS_PLAYER(x, newy + 1) ||
5666 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5669 if (pushed_by_player && !game.use_change_when_pushing_bug)
5671 int push_side = MV_DIR_OPPOSITE(direction);
5672 struct PlayerInfo *player = PLAYERINFO(x, y);
5674 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5675 player->index_bit, push_side);
5676 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
5677 player->index_bit, push_side);
5680 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
5682 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5684 TestIfElementHitsCustomElement(newx, newy, direction);
5685 TestIfPlayerTouchesCustomElement(newx, newy);
5686 TestIfElementTouchesCustomElement(newx, newy);
5689 int AmoebeNachbarNr(int ax, int ay)
5692 int element = Feld[ax][ay];
5694 static int xy[4][2] =
5702 for (i = 0; i < NUM_DIRECTIONS; i++)
5704 int x = ax + xy[i][0];
5705 int y = ay + xy[i][1];
5707 if (!IN_LEV_FIELD(x, y))
5710 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5711 group_nr = AmoebaNr[x][y];
5717 void AmoebenVereinigen(int ax, int ay)
5719 int i, x, y, xx, yy;
5720 int new_group_nr = AmoebaNr[ax][ay];
5721 static int xy[4][2] =
5729 if (new_group_nr == 0)
5732 for (i = 0; i < NUM_DIRECTIONS; i++)
5737 if (!IN_LEV_FIELD(x, y))
5740 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5741 Feld[x][y] == EL_BD_AMOEBA ||
5742 Feld[x][y] == EL_AMOEBA_DEAD) &&
5743 AmoebaNr[x][y] != new_group_nr)
5745 int old_group_nr = AmoebaNr[x][y];
5747 if (old_group_nr == 0)
5750 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5751 AmoebaCnt[old_group_nr] = 0;
5752 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5753 AmoebaCnt2[old_group_nr] = 0;
5755 for (yy = 0; yy < lev_fieldy; yy++)
5757 for (xx = 0; xx < lev_fieldx; xx++)
5759 if (AmoebaNr[xx][yy] == old_group_nr)
5760 AmoebaNr[xx][yy] = new_group_nr;
5767 void AmoebeUmwandeln(int ax, int ay)
5771 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5773 int group_nr = AmoebaNr[ax][ay];
5778 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5779 printf("AmoebeUmwandeln(): This should never happen!\n");
5784 for (y = 0; y < lev_fieldy; y++)
5786 for (x = 0; x < lev_fieldx; x++)
5788 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5791 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5795 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5796 SND_AMOEBA_TURNING_TO_GEM :
5797 SND_AMOEBA_TURNING_TO_ROCK));
5802 static int xy[4][2] =
5810 for (i = 0; i < NUM_DIRECTIONS; i++)
5815 if (!IN_LEV_FIELD(x, y))
5818 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5820 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5821 SND_AMOEBA_TURNING_TO_GEM :
5822 SND_AMOEBA_TURNING_TO_ROCK));
5829 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5832 int group_nr = AmoebaNr[ax][ay];
5833 boolean done = FALSE;
5838 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5839 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5844 for (y = 0; y < lev_fieldy; y++)
5846 for (x = 0; x < lev_fieldx; x++)
5848 if (AmoebaNr[x][y] == group_nr &&
5849 (Feld[x][y] == EL_AMOEBA_DEAD ||
5850 Feld[x][y] == EL_BD_AMOEBA ||
5851 Feld[x][y] == EL_AMOEBA_GROWING))
5854 Feld[x][y] = new_element;
5855 InitField(x, y, FALSE);
5856 DrawLevelField(x, y);
5863 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5864 SND_BD_AMOEBA_TURNING_TO_ROCK :
5865 SND_BD_AMOEBA_TURNING_TO_GEM));
5868 void AmoebeWaechst(int x, int y)
5870 static unsigned long sound_delay = 0;
5871 static unsigned long sound_delay_value = 0;
5873 if (!MovDelay[x][y]) /* start new growing cycle */
5877 if (DelayReached(&sound_delay, sound_delay_value))
5879 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5880 sound_delay_value = 30;
5884 if (MovDelay[x][y]) /* wait some time before growing bigger */
5887 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5889 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5890 6 - MovDelay[x][y]);
5892 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5895 if (!MovDelay[x][y])
5897 Feld[x][y] = Store[x][y];
5899 DrawLevelField(x, y);
5904 void AmoebaDisappearing(int x, int y)
5906 static unsigned long sound_delay = 0;
5907 static unsigned long sound_delay_value = 0;
5909 if (!MovDelay[x][y]) /* start new shrinking cycle */
5913 if (DelayReached(&sound_delay, sound_delay_value))
5914 sound_delay_value = 30;
5917 if (MovDelay[x][y]) /* wait some time before shrinking */
5920 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5922 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5923 6 - MovDelay[x][y]);
5925 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5928 if (!MovDelay[x][y])
5930 Feld[x][y] = EL_EMPTY;
5931 DrawLevelField(x, y);
5933 /* don't let mole enter this field in this cycle;
5934 (give priority to objects falling to this field from above) */
5940 void AmoebeAbleger(int ax, int ay)
5943 int element = Feld[ax][ay];
5944 int graphic = el2img(element);
5945 int newax = ax, neway = ay;
5946 static int xy[4][2] =
5954 if (!level.amoeba_speed)
5956 Feld[ax][ay] = EL_AMOEBA_DEAD;
5957 DrawLevelField(ax, ay);
5961 if (IS_ANIMATED(graphic))
5962 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5964 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5965 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5967 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5970 if (MovDelay[ax][ay])
5974 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5977 int x = ax + xy[start][0];
5978 int y = ay + xy[start][1];
5980 if (!IN_LEV_FIELD(x, y))
5983 if (IS_FREE(x, y) ||
5984 CAN_GROW_INTO(Feld[x][y]) ||
5985 Feld[x][y] == EL_QUICKSAND_EMPTY)
5991 if (newax == ax && neway == ay)
5994 else /* normal or "filled" (BD style) amoeba */
5997 boolean waiting_for_player = FALSE;
5999 for (i = 0; i < NUM_DIRECTIONS; i++)
6001 int j = (start + i) % 4;
6002 int x = ax + xy[j][0];
6003 int y = ay + xy[j][1];
6005 if (!IN_LEV_FIELD(x, y))
6008 if (IS_FREE(x, y) ||
6009 CAN_GROW_INTO(Feld[x][y]) ||
6010 Feld[x][y] == EL_QUICKSAND_EMPTY)
6016 else if (IS_PLAYER(x, y))
6017 waiting_for_player = TRUE;
6020 if (newax == ax && neway == ay) /* amoeba cannot grow */
6022 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
6024 Feld[ax][ay] = EL_AMOEBA_DEAD;
6025 DrawLevelField(ax, ay);
6026 AmoebaCnt[AmoebaNr[ax][ay]]--;
6028 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6030 if (element == EL_AMOEBA_FULL)
6031 AmoebeUmwandeln(ax, ay);
6032 else if (element == EL_BD_AMOEBA)
6033 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6038 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6040 /* amoeba gets larger by growing in some direction */
6042 int new_group_nr = AmoebaNr[ax][ay];
6045 if (new_group_nr == 0)
6047 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6048 printf("AmoebeAbleger(): This should never happen!\n");
6053 AmoebaNr[newax][neway] = new_group_nr;
6054 AmoebaCnt[new_group_nr]++;
6055 AmoebaCnt2[new_group_nr]++;
6057 /* if amoeba touches other amoeba(s) after growing, unify them */
6058 AmoebenVereinigen(newax, neway);
6060 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6062 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6068 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6069 (neway == lev_fieldy - 1 && newax != ax))
6071 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6072 Store[newax][neway] = element;
6074 else if (neway == ay)
6076 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6078 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6082 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6083 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6084 Store[ax][ay] = EL_AMOEBA_DROP;
6085 ContinueMoving(ax, ay);
6089 DrawLevelField(newax, neway);
6092 void Life(int ax, int ay)
6096 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6099 int element = Feld[ax][ay];
6100 int graphic = el2img(element);
6101 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
6103 boolean changed = FALSE;
6105 if (IS_ANIMATED(graphic))
6106 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6111 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6112 MovDelay[ax][ay] = life_time;
6114 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6117 if (MovDelay[ax][ay])
6121 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6123 int xx = ax+x1, yy = ay+y1;
6126 if (!IN_LEV_FIELD(xx, yy))
6129 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6131 int x = xx+x2, y = yy+y2;
6133 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6136 if (((Feld[x][y] == element ||
6137 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6139 (IS_FREE(x, y) && Stop[x][y]))
6143 if (xx == ax && yy == ay) /* field in the middle */
6145 if (nachbarn < life_parameter[0] ||
6146 nachbarn > life_parameter[1])
6148 Feld[xx][yy] = EL_EMPTY;
6150 DrawLevelField(xx, yy);
6151 Stop[xx][yy] = TRUE;
6155 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6156 { /* free border field */
6157 if (nachbarn >= life_parameter[2] &&
6158 nachbarn <= life_parameter[3])
6160 Feld[xx][yy] = element;
6161 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6163 DrawLevelField(xx, yy);
6164 Stop[xx][yy] = TRUE;
6171 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6172 SND_GAME_OF_LIFE_GROWING);
6175 static void InitRobotWheel(int x, int y)
6177 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6180 static void RunRobotWheel(int x, int y)
6182 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6185 static void StopRobotWheel(int x, int y)
6187 if (ZX == x && ZY == y)
6191 static void InitTimegateWheel(int x, int y)
6193 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6196 static void RunTimegateWheel(int x, int y)
6198 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6201 void CheckExit(int x, int y)
6203 if (local_player->gems_still_needed > 0 ||
6204 local_player->sokobanfields_still_needed > 0 ||
6205 local_player->lights_still_needed > 0)
6207 int element = Feld[x][y];
6208 int graphic = el2img(element);
6210 if (IS_ANIMATED(graphic))
6211 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6216 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6219 Feld[x][y] = EL_EXIT_OPENING;
6221 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6224 void CheckExitSP(int x, int y)
6226 if (local_player->gems_still_needed > 0)
6228 int element = Feld[x][y];
6229 int graphic = el2img(element);
6231 if (IS_ANIMATED(graphic))
6232 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6237 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6240 Feld[x][y] = EL_SP_EXIT_OPENING;
6242 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6245 static void CloseAllOpenTimegates()
6249 for (y = 0; y < lev_fieldy; y++)
6251 for (x = 0; x < lev_fieldx; x++)
6253 int element = Feld[x][y];
6255 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6257 Feld[x][y] = EL_TIMEGATE_CLOSING;
6259 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6265 void EdelsteinFunkeln(int x, int y)
6267 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6270 if (Feld[x][y] == EL_BD_DIAMOND)
6273 if (MovDelay[x][y] == 0) /* next animation frame */
6274 MovDelay[x][y] = 11 * !SimpleRND(500);
6276 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6280 if (setup.direct_draw && MovDelay[x][y])
6281 SetDrawtoField(DRAW_BUFFERED);
6283 DrawLevelElementAnimation(x, y, Feld[x][y]);
6285 if (MovDelay[x][y] != 0)
6287 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6288 10 - MovDelay[x][y]);
6290 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6292 if (setup.direct_draw)
6296 dest_x = FX + SCREENX(x) * TILEX;
6297 dest_y = FY + SCREENY(y) * TILEY;
6299 BlitBitmap(drawto_field, window,
6300 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6301 SetDrawtoField(DRAW_DIRECT);
6307 void MauerWaechst(int x, int y)
6311 if (!MovDelay[x][y]) /* next animation frame */
6312 MovDelay[x][y] = 3 * delay;
6314 if (MovDelay[x][y]) /* wait some time before next frame */
6318 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6320 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6321 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6323 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6326 if (!MovDelay[x][y])
6328 if (MovDir[x][y] == MV_LEFT)
6330 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6331 DrawLevelField(x - 1, y);
6333 else if (MovDir[x][y] == MV_RIGHT)
6335 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6336 DrawLevelField(x + 1, y);
6338 else if (MovDir[x][y] == MV_UP)
6340 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6341 DrawLevelField(x, y - 1);
6345 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6346 DrawLevelField(x, y + 1);
6349 Feld[x][y] = Store[x][y];
6351 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
6352 DrawLevelField(x, y);
6357 void MauerAbleger(int ax, int ay)
6359 int element = Feld[ax][ay];
6360 int graphic = el2img(element);
6361 boolean oben_frei = FALSE, unten_frei = FALSE;
6362 boolean links_frei = FALSE, rechts_frei = FALSE;
6363 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6364 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6365 boolean new_wall = FALSE;
6367 if (IS_ANIMATED(graphic))
6368 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6370 if (!MovDelay[ax][ay]) /* start building new wall */
6371 MovDelay[ax][ay] = 6;
6373 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6376 if (MovDelay[ax][ay])
6380 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6382 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6384 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6386 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6389 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6390 element == EL_EXPANDABLE_WALL_ANY)
6394 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6395 Store[ax][ay-1] = element;
6396 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6397 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6398 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6399 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6404 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6405 Store[ax][ay+1] = element;
6406 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6407 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6408 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6409 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6414 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6415 element == EL_EXPANDABLE_WALL_ANY ||
6416 element == EL_EXPANDABLE_WALL)
6420 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6421 Store[ax-1][ay] = element;
6422 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6423 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6424 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6425 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6431 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6432 Store[ax+1][ay] = element;
6433 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6434 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6435 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6436 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6441 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6442 DrawLevelField(ax, ay);
6444 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6446 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6447 unten_massiv = TRUE;
6448 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6449 links_massiv = TRUE;
6450 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6451 rechts_massiv = TRUE;
6453 if (((oben_massiv && unten_massiv) ||
6454 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6455 element == EL_EXPANDABLE_WALL) &&
6456 ((links_massiv && rechts_massiv) ||
6457 element == EL_EXPANDABLE_WALL_VERTICAL))
6458 Feld[ax][ay] = EL_WALL;
6461 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6464 void CheckForDragon(int x, int y)
6467 boolean dragon_found = FALSE;
6468 static int xy[4][2] =
6476 for (i = 0; i < NUM_DIRECTIONS; i++)
6478 for (j = 0; j < 4; j++)
6480 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6482 if (IN_LEV_FIELD(xx, yy) &&
6483 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6485 if (Feld[xx][yy] == EL_DRAGON)
6486 dragon_found = TRUE;
6495 for (i = 0; i < NUM_DIRECTIONS; i++)
6497 for (j = 0; j < 3; j++)
6499 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6501 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6503 Feld[xx][yy] = EL_EMPTY;
6504 DrawLevelField(xx, yy);
6513 static void InitBuggyBase(int x, int y)
6515 int element = Feld[x][y];
6516 int activating_delay = FRAMES_PER_SECOND / 4;
6519 (element == EL_SP_BUGGY_BASE ?
6520 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6521 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6523 element == EL_SP_BUGGY_BASE_ACTIVE ?
6524 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6527 static void WarnBuggyBase(int x, int y)
6530 static int xy[4][2] =
6538 for (i = 0; i < NUM_DIRECTIONS; i++)
6540 int xx = x + xy[i][0], yy = y + xy[i][1];
6542 if (IS_PLAYER(xx, yy))
6544 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6551 static void InitTrap(int x, int y)
6553 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6556 static void ActivateTrap(int x, int y)
6558 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6561 static void ChangeActiveTrap(int x, int y)
6563 int graphic = IMG_TRAP_ACTIVE;
6565 /* if new animation frame was drawn, correct crumbled sand border */
6566 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6567 DrawLevelFieldCrumbledSand(x, y);
6570 static int getSpecialActionElement(int element, int number, int base_element)
6572 return (element != EL_EMPTY ? element :
6573 number != -1 ? base_element + number - 1 :
6577 static int getModifiedActionNumber(int value_old, int operator, int operand,
6578 int value_min, int value_max)
6580 int value_new = (operator == CA_MODE_SET ? operand :
6581 operator == CA_MODE_ADD ? value_old + operand :
6582 operator == CA_MODE_SUBTRACT ? value_old - operand :
6583 operator == CA_MODE_MULTIPLY ? value_old * operand :
6584 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6585 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
6588 return (value_new < value_min ? value_min :
6589 value_new > value_max ? value_max :
6593 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6595 struct ElementInfo *ei = &element_info[element];
6596 struct ElementChangeInfo *change = &ei->change_page[page];
6597 int action_type = change->action_type;
6598 int action_mode = change->action_mode;
6599 int action_arg = change->action_arg;
6602 if (!change->has_action)
6605 /* ---------- determine action paramater values -------------------------- */
6607 int level_time_value =
6608 (level.time > 0 ? TimeLeft :
6611 int action_arg_element =
6612 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6613 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6614 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6617 int action_arg_direction =
6618 (action_arg >= CA_ARG_DIRECTION_LEFT &&
6619 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
6620 action_arg == CA_ARG_DIRECTION_TRIGGER ?
6621 change->actual_trigger_side :
6622 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
6623 MV_DIR_OPPOSITE(change->actual_trigger_side) :
6626 int action_arg_number_min =
6627 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6630 int action_arg_number_max =
6631 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6632 action_type == CA_SET_LEVEL_GEMS ? 999 :
6633 action_type == CA_SET_LEVEL_TIME ? 9999 :
6634 action_type == CA_SET_LEVEL_SCORE ? 99999 :
6635 action_type == CA_SET_CE_SCORE ? 9999 :
6636 action_type == CA_SET_CE_VALUE ? 9999 :
6639 int action_arg_number_reset =
6640 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6641 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
6642 action_type == CA_SET_LEVEL_TIME ? level.time :
6643 action_type == CA_SET_LEVEL_SCORE ? 0 :
6644 action_type == CA_SET_CE_SCORE ? 0 :
6646 action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
6648 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
6652 int action_arg_number =
6653 (action_arg <= CA_ARG_MAX ? action_arg :
6654 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
6655 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
6656 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
6657 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6658 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6659 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6660 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6661 #if USE_NEW_CUSTOM_VALUE
6662 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
6664 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
6666 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6667 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
6668 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
6669 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
6670 action_arg == CA_ARG_ELEMENT_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
6671 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_ce_value :
6674 int action_arg_number_old =
6675 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
6676 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
6677 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
6678 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6679 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
6682 int action_arg_number_new =
6683 getModifiedActionNumber(action_arg_number_old,
6684 action_mode, action_arg_number,
6685 action_arg_number_min, action_arg_number_max);
6687 int trigger_player_bits =
6688 (change->actual_trigger_player >= EL_PLAYER_1 &&
6689 change->actual_trigger_player <= EL_PLAYER_4 ?
6690 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6693 int action_arg_player_bits =
6694 (action_arg >= CA_ARG_PLAYER_1 &&
6695 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6696 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
6699 /* ---------- execute action -------------------------------------------- */
6708 /* ---------- level actions ------------------------------------------- */
6710 case CA_RESTART_LEVEL:
6712 game.restart_level = TRUE;
6717 case CA_SHOW_ENVELOPE:
6719 int element = getSpecialActionElement(action_arg_element,
6720 action_arg_number, EL_ENVELOPE_1);
6722 if (IS_ENVELOPE(element))
6723 local_player->show_envelope = element;
6728 case CA_SET_LEVEL_TIME:
6730 if (level.time > 0) /* only modify limited time value */
6732 TimeLeft = action_arg_number_new;
6734 DrawGameValue_Time(TimeLeft);
6736 if (!TimeLeft && setup.time_limit)
6737 for (i = 0; i < MAX_PLAYERS; i++)
6738 KillPlayer(&stored_player[i]);
6744 case CA_SET_LEVEL_SCORE:
6746 local_player->score = action_arg_number_new;
6748 DrawGameValue_Score(local_player->score);
6753 case CA_SET_LEVEL_GEMS:
6755 local_player->gems_still_needed = action_arg_number_new;
6757 DrawGameValue_Emeralds(local_player->gems_still_needed);
6762 case CA_SET_LEVEL_GRAVITY:
6764 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
6765 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
6766 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
6771 case CA_SET_LEVEL_WIND:
6773 game.wind_direction = action_arg_direction;
6778 /* ---------- player actions ------------------------------------------ */
6780 case CA_MOVE_PLAYER:
6782 /* automatically move to the next field in specified direction */
6783 for (i = 0; i < MAX_PLAYERS; i++)
6784 if (trigger_player_bits & (1 << i))
6785 stored_player[i].programmed_action = action_arg_direction;
6790 case CA_EXIT_PLAYER:
6792 for (i = 0; i < MAX_PLAYERS; i++)
6793 if (action_arg_player_bits & (1 << i))
6794 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6799 case CA_KILL_PLAYER:
6801 for (i = 0; i < MAX_PLAYERS; i++)
6802 if (action_arg_player_bits & (1 << i))
6803 KillPlayer(&stored_player[i]);
6808 case CA_SET_PLAYER_KEYS:
6810 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
6811 int element = getSpecialActionElement(action_arg_element,
6812 action_arg_number, EL_KEY_1);
6814 if (IS_KEY(element))
6816 for (i = 0; i < MAX_PLAYERS; i++)
6818 if (trigger_player_bits & (1 << i))
6820 stored_player[i].key[KEY_NR(element)] = key_state;
6822 DrawGameValue_Keys(stored_player[i].key);
6824 redraw_mask |= REDRAW_DOOR_1;
6832 case CA_SET_PLAYER_SPEED:
6834 for (i = 0; i < MAX_PLAYERS; i++)
6836 if (trigger_player_bits & (1 << i))
6838 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6840 if (action_arg == CA_ARG_SPEED_SLOWER ||
6841 action_arg == CA_ARG_SPEED_FASTER)
6843 action_arg_number = 2;
6844 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
6849 getModifiedActionNumber(move_stepsize,
6852 action_arg_number_min,
6853 action_arg_number_max);
6855 /* make sure that value is power of 2 */
6856 move_stepsize = (1 << log_2(move_stepsize));
6858 /* do no immediately change -- the player might just be moving */
6859 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6861 stored_player[i].cannot_move =
6862 (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
6869 case CA_SET_PLAYER_SHIELD:
6871 for (i = 0; i < MAX_PLAYERS; i++)
6873 if (trigger_player_bits & (1 << i))
6875 if (action_arg == CA_ARG_SHIELD_OFF)
6877 stored_player[i].shield_normal_time_left = 0;
6878 stored_player[i].shield_deadly_time_left = 0;
6880 else if (action_arg == CA_ARG_SHIELD_NORMAL)
6882 stored_player[i].shield_normal_time_left = 999999;
6884 else if (action_arg == CA_ARG_SHIELD_DEADLY)
6886 stored_player[i].shield_normal_time_left = 999999;
6887 stored_player[i].shield_deadly_time_left = 999999;
6895 case CA_SET_PLAYER_ARTWORK:
6897 for (i = 0; i < MAX_PLAYERS; i++)
6899 if (trigger_player_bits & (1 << i))
6901 int artwork_element = action_arg_element;
6903 if (action_arg == CA_ARG_ELEMENT_RESET)
6904 artwork_element = stored_player[i].element_nr;
6906 stored_player[i].artwork_element = artwork_element;
6908 SetPlayerWaiting(&stored_player[i], FALSE);
6910 /* set number of special actions for bored and sleeping animation */
6911 stored_player[i].num_special_action_bored =
6912 get_num_special_action(artwork_element,
6913 ACTION_BORING_1, ACTION_BORING_LAST);
6914 stored_player[i].num_special_action_sleeping =
6915 get_num_special_action(artwork_element,
6916 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
6923 /* ---------- CE actions ---------------------------------------------- */
6925 case CA_SET_CE_SCORE:
6927 ei->collect_score = action_arg_number_new;
6932 case CA_SET_CE_VALUE:
6934 #if USE_NEW_CUSTOM_VALUE
6935 int last_custom_value = CustomValue[x][y];
6937 CustomValue[x][y] = action_arg_number_new;
6940 printf("::: Count == %d\n", CustomValue[x][y]);
6943 if (CustomValue[x][y] == 0 && last_custom_value > 0)
6946 printf("::: CE_VALUE_GETS_ZERO\n");
6949 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
6950 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
6962 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6963 int x, int y, int target_element)
6965 int previous_move_direction = MovDir[x][y];
6966 #if USE_NEW_CUSTOM_VALUE
6967 int last_ce_value = CustomValue[x][y];
6969 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6970 IS_WALKABLE(Feld[x][y]));
6972 /* check if element under player changes from accessible to unaccessible
6973 (needed for special case of dropping element which then changes) */
6974 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6975 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6983 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6984 RemoveMovingField(x, y);
6988 Feld[x][y] = target_element;
6990 ResetGfxAnimation(x, y);
6991 ResetRandomAnimationValue(x, y);
6993 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6994 MovDir[x][y] = previous_move_direction;
6996 #if USE_NEW_CUSTOM_VALUE
6997 if (element_info[Feld[x][y]].use_last_ce_value)
6998 CustomValue[x][y] = last_ce_value;
7001 InitField_WithBug1(x, y, FALSE);
7003 DrawLevelField(x, y);
7005 if (GFX_CRUMBLED(Feld[x][y]))
7006 DrawLevelFieldCrumbledSandNeighbours(x, y);
7009 /* "Changed[][]" not set yet to allow "entered by player" change one time */
7010 if (ELEM_IS_PLAYER(target_element))
7011 RelocatePlayer(x, y, target_element);
7014 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
7016 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7019 TestIfBadThingTouchesPlayer(x, y);
7020 TestIfPlayerTouchesCustomElement(x, y);
7021 TestIfElementTouchesCustomElement(x, y);
7024 static boolean ChangeElementNow(int x, int y, int element, int page)
7026 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7028 int old_element = Feld[x][y];
7030 /* always use default change event to prevent running into a loop */
7031 if (ChangeEvent[x][y] == -1)
7032 ChangeEvent[x][y] = CE_DELAY;
7034 if (ChangeEvent[x][y] == CE_DELAY)
7036 /* reset actual trigger element, trigger player and action element */
7037 change->actual_trigger_element = EL_EMPTY;
7038 change->actual_trigger_player = EL_PLAYER_1;
7039 change->actual_trigger_side = CH_SIDE_NONE;
7040 change->actual_trigger_ce_value = 0;
7044 /* do not change any elements that have already changed in this frame */
7048 /* do not change already changed elements with same change event */
7049 if (Changed[x][y] & ChangeEvent[x][y])
7054 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
7056 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7059 if (change->explode)
7066 if (change->use_target_content)
7068 boolean complete_replace = TRUE;
7069 boolean can_replace[3][3];
7072 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7075 boolean is_walkable;
7076 boolean is_diggable;
7077 boolean is_collectible;
7078 boolean is_removable;
7079 boolean is_destructible;
7080 int ex = x + xx - 1;
7081 int ey = y + yy - 1;
7082 int content_element = change->target_content.e[xx][yy];
7085 can_replace[xx][yy] = TRUE;
7087 if (ex == x && ey == y) /* do not check changing element itself */
7090 if (content_element == EL_EMPTY_SPACE)
7092 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7097 if (!IN_LEV_FIELD(ex, ey))
7099 can_replace[xx][yy] = FALSE;
7100 complete_replace = FALSE;
7107 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7108 e = MovingOrBlocked2Element(ex, ey);
7110 is_empty = (IS_FREE(ex, ey) ||
7111 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7113 is_walkable = (is_empty || IS_WALKABLE(e));
7114 is_diggable = (is_empty || IS_DIGGABLE(e));
7115 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7116 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7117 is_removable = (is_diggable || is_collectible);
7119 can_replace[xx][yy] =
7120 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7121 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7122 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7123 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7124 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7125 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7126 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7128 if (!can_replace[xx][yy])
7129 complete_replace = FALSE;
7132 if (!change->only_if_complete || complete_replace)
7134 boolean something_has_changed = FALSE;
7136 if (change->only_if_complete && change->use_random_replace &&
7137 RND(100) < change->random_percentage)
7140 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7142 int ex = x + xx - 1;
7143 int ey = y + yy - 1;
7144 int content_element;
7146 if (can_replace[xx][yy] && (!change->use_random_replace ||
7147 RND(100) < change->random_percentage))
7149 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7150 RemoveMovingField(ex, ey);
7152 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7154 content_element = change->target_content.e[xx][yy];
7155 target_element = GET_TARGET_ELEMENT(content_element, change);
7157 ChangeElementNowExt(change, ex, ey, target_element);
7159 something_has_changed = TRUE;
7161 /* for symmetry reasons, freeze newly created border elements */
7162 if (ex != x || ey != y)
7163 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7167 if (something_has_changed)
7169 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7170 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7176 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7178 ChangeElementNowExt(change, x, y, target_element);
7180 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7181 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7184 /* this uses direct change before indirect change */
7185 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
7190 #if USE_NEW_DELAYED_ACTION
7192 static void ChangeElement(int x, int y, int page)
7194 int element = MovingOrBlocked2Element(x, y);
7195 struct ElementInfo *ei = &element_info[element];
7196 struct ElementChangeInfo *change = &ei->change_page[page];
7199 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
7200 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
7203 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7204 x, y, element, element_info[element].token_name);
7205 printf("ChangeElement(): This should never happen!\n");
7210 /* this can happen with classic bombs on walkable, changing elements */
7211 if (!CAN_CHANGE_OR_HAS_ACTION(element))
7214 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7215 ChangeDelay[x][y] = 0;
7221 if (ChangeDelay[x][y] == 0) /* initialize element change */
7223 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7225 if (change->can_change)
7227 ResetGfxAnimation(x, y);
7228 ResetRandomAnimationValue(x, y);
7230 if (change->pre_change_function)
7231 change->pre_change_function(x, y);
7235 ChangeDelay[x][y]--;
7237 if (ChangeDelay[x][y] != 0) /* continue element change */
7239 if (change->can_change)
7241 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7243 if (IS_ANIMATED(graphic))
7244 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7246 if (change->change_function)
7247 change->change_function(x, y);
7250 else /* finish element change */
7252 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7254 page = ChangePage[x][y];
7255 ChangePage[x][y] = -1;
7257 change = &ei->change_page[page];
7260 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7262 ChangeDelay[x][y] = 1; /* try change after next move step */
7263 ChangePage[x][y] = page; /* remember page to use for change */
7268 if (change->can_change)
7270 if (ChangeElementNow(x, y, element, page))
7272 if (change->post_change_function)
7273 change->post_change_function(x, y);
7277 if (change->has_action)
7278 ExecuteCustomElementAction(x, y, element, page);
7284 static void ChangeElement(int x, int y, int page)
7286 int element = MovingOrBlocked2Element(x, y);
7287 struct ElementInfo *ei = &element_info[element];
7288 struct ElementChangeInfo *change = &ei->change_page[page];
7291 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7294 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7295 x, y, element, element_info[element].token_name);
7296 printf("ChangeElement(): This should never happen!\n");
7301 /* this can happen with classic bombs on walkable, changing elements */
7302 if (!CAN_CHANGE(element))
7305 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7306 ChangeDelay[x][y] = 0;
7312 if (ChangeDelay[x][y] == 0) /* initialize element change */
7314 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7316 ResetGfxAnimation(x, y);
7317 ResetRandomAnimationValue(x, y);
7319 if (change->pre_change_function)
7320 change->pre_change_function(x, y);
7323 ChangeDelay[x][y]--;
7325 if (ChangeDelay[x][y] != 0) /* continue element change */
7327 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7329 if (IS_ANIMATED(graphic))
7330 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7332 if (change->change_function)
7333 change->change_function(x, y);
7335 else /* finish element change */
7337 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7339 page = ChangePage[x][y];
7340 ChangePage[x][y] = -1;
7342 change = &ei->change_page[page];
7345 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7347 ChangeDelay[x][y] = 1; /* try change after next move step */
7348 ChangePage[x][y] = page; /* remember page to use for change */
7353 if (ChangeElementNow(x, y, element, page))
7355 if (change->post_change_function)
7356 change->post_change_function(x, y);
7363 static boolean CheckTriggeredElementChangeExt(int x, int y,
7364 int trigger_element,
7370 boolean change_done_any = FALSE;
7371 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7374 if (!(trigger_events[trigger_element][trigger_event]))
7377 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7379 int element = EL_CUSTOM_START + i;
7380 boolean change_done = FALSE;
7383 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7384 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7387 for (p = 0; p < element_info[element].num_change_pages; p++)
7389 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7391 if (change->can_change_or_has_action &&
7392 change->has_event[trigger_event] &&
7393 change->trigger_side & trigger_side &&
7394 change->trigger_player & trigger_player &&
7395 change->trigger_page & trigger_page_bits &&
7396 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7398 change->actual_trigger_element = trigger_element;
7399 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7400 change->actual_trigger_side = trigger_side;
7401 change->actual_trigger_ce_value = CustomValue[x][y];
7403 if ((change->can_change && !change_done) || change->has_action)
7407 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7409 if (Feld[x][y] == element)
7411 if (change->can_change && !change_done)
7413 ChangeDelay[x][y] = 1;
7414 ChangeEvent[x][y] = trigger_event;
7415 ChangeElement(x, y, p);
7417 #if USE_NEW_DELAYED_ACTION
7418 else if (change->has_action)
7420 ExecuteCustomElementAction(x, y, element, p);
7421 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7424 if (change->has_action)
7426 ExecuteCustomElementAction(x, y, element, p);
7427 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7433 if (change->can_change)
7436 change_done_any = TRUE;
7443 return change_done_any;
7446 static boolean CheckElementChangeExt(int x, int y,
7448 int trigger_element,
7453 boolean change_done = FALSE;
7456 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7457 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7460 if (Feld[x][y] == EL_BLOCKED)
7462 Blocked2Moving(x, y, &x, &y);
7463 element = Feld[x][y];
7466 if (Feld[x][y] != element) /* check if element has already changed */
7469 for (p = 0; p < element_info[element].num_change_pages; p++)
7471 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7473 boolean check_trigger_element =
7474 (trigger_event == CE_TOUCHING_X ||
7475 trigger_event == CE_HITTING_X ||
7476 trigger_event == CE_HIT_BY_X);
7478 if (change->can_change_or_has_action &&
7479 change->has_event[trigger_event] &&
7480 change->trigger_side & trigger_side &&
7481 change->trigger_player & trigger_player &&
7482 (!check_trigger_element ||
7483 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7485 change->actual_trigger_element = trigger_element;
7486 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7487 change->actual_trigger_side = trigger_side;
7488 change->actual_trigger_ce_value = CustomValue[x][y];
7490 if (change->can_change && !change_done)
7492 ChangeDelay[x][y] = 1;
7493 ChangeEvent[x][y] = trigger_event;
7494 ChangeElement(x, y, p);
7498 #if USE_NEW_DELAYED_ACTION
7499 else if (change->has_action)
7501 ExecuteCustomElementAction(x, y, element, p);
7502 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7505 if (change->has_action)
7507 ExecuteCustomElementAction(x, y, element, p);
7508 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7517 static void PlayPlayerSound(struct PlayerInfo *player)
7519 int jx = player->jx, jy = player->jy;
7520 int sound_element = player->artwork_element;
7521 int last_action = player->last_action_waiting;
7522 int action = player->action_waiting;
7524 if (player->is_waiting)
7526 if (action != last_action)
7527 PlayLevelSoundElementAction(jx, jy, sound_element, action);
7529 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
7533 if (action != last_action)
7534 StopSound(element_info[sound_element].sound[last_action]);
7536 if (last_action == ACTION_SLEEPING)
7537 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
7541 static void PlayAllPlayersSound()
7545 for (i = 0; i < MAX_PLAYERS; i++)
7546 if (stored_player[i].active)
7547 PlayPlayerSound(&stored_player[i]);
7550 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7552 boolean last_waiting = player->is_waiting;
7553 int move_dir = player->MovDir;
7555 player->last_action_waiting = player->action_waiting;
7559 if (!last_waiting) /* not waiting -> waiting */
7561 player->is_waiting = TRUE;
7563 player->frame_counter_bored =
7565 game.player_boring_delay_fixed +
7566 SimpleRND(game.player_boring_delay_random);
7567 player->frame_counter_sleeping =
7569 game.player_sleeping_delay_fixed +
7570 SimpleRND(game.player_sleeping_delay_random);
7572 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7575 if (game.player_sleeping_delay_fixed +
7576 game.player_sleeping_delay_random > 0 &&
7577 player->anim_delay_counter == 0 &&
7578 player->post_delay_counter == 0 &&
7579 FrameCounter >= player->frame_counter_sleeping)
7580 player->is_sleeping = TRUE;
7581 else if (game.player_boring_delay_fixed +
7582 game.player_boring_delay_random > 0 &&
7583 FrameCounter >= player->frame_counter_bored)
7584 player->is_bored = TRUE;
7586 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7587 player->is_bored ? ACTION_BORING :
7590 if (player->is_sleeping)
7592 if (player->num_special_action_sleeping > 0)
7594 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7596 int last_special_action = player->special_action_sleeping;
7597 int num_special_action = player->num_special_action_sleeping;
7598 int special_action =
7599 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7600 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7601 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7602 last_special_action + 1 : ACTION_SLEEPING);
7603 int special_graphic =
7604 el_act_dir2img(player->artwork_element, special_action, move_dir);
7606 player->anim_delay_counter =
7607 graphic_info[special_graphic].anim_delay_fixed +
7608 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7609 player->post_delay_counter =
7610 graphic_info[special_graphic].post_delay_fixed +
7611 SimpleRND(graphic_info[special_graphic].post_delay_random);
7613 player->special_action_sleeping = special_action;
7616 if (player->anim_delay_counter > 0)
7618 player->action_waiting = player->special_action_sleeping;
7619 player->anim_delay_counter--;
7621 else if (player->post_delay_counter > 0)
7623 player->post_delay_counter--;
7627 else if (player->is_bored)
7629 if (player->num_special_action_bored > 0)
7631 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7633 int special_action =
7634 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7635 int special_graphic =
7636 el_act_dir2img(player->artwork_element, special_action, move_dir);
7638 player->anim_delay_counter =
7639 graphic_info[special_graphic].anim_delay_fixed +
7640 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7641 player->post_delay_counter =
7642 graphic_info[special_graphic].post_delay_fixed +
7643 SimpleRND(graphic_info[special_graphic].post_delay_random);
7645 player->special_action_bored = special_action;
7648 if (player->anim_delay_counter > 0)
7650 player->action_waiting = player->special_action_bored;
7651 player->anim_delay_counter--;
7653 else if (player->post_delay_counter > 0)
7655 player->post_delay_counter--;
7660 else if (last_waiting) /* waiting -> not waiting */
7662 player->is_waiting = FALSE;
7663 player->is_bored = FALSE;
7664 player->is_sleeping = FALSE;
7666 player->frame_counter_bored = -1;
7667 player->frame_counter_sleeping = -1;
7669 player->anim_delay_counter = 0;
7670 player->post_delay_counter = 0;
7672 player->action_waiting = ACTION_DEFAULT;
7674 player->special_action_bored = ACTION_DEFAULT;
7675 player->special_action_sleeping = ACTION_DEFAULT;
7679 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7681 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7682 int left = player_action & JOY_LEFT;
7683 int right = player_action & JOY_RIGHT;
7684 int up = player_action & JOY_UP;
7685 int down = player_action & JOY_DOWN;
7686 int button1 = player_action & JOY_BUTTON_1;
7687 int button2 = player_action & JOY_BUTTON_2;
7688 int dx = (left ? -1 : right ? 1 : 0);
7689 int dy = (up ? -1 : down ? 1 : 0);
7691 if (!player->active || tape.pausing)
7697 snapped = SnapField(player, dx, dy);
7701 dropped = DropElement(player);
7703 moved = MovePlayer(player, dx, dy);
7706 if (tape.single_step && tape.recording && !tape.pausing)
7708 if (button1 || (dropped && !moved))
7710 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7711 SnapField(player, 0, 0); /* stop snapping */
7715 SetPlayerWaiting(player, FALSE);
7717 return player_action;
7721 /* no actions for this player (no input at player's configured device) */
7723 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7724 SnapField(player, 0, 0);
7725 CheckGravityMovementWhenNotMoving(player);
7727 if (player->MovPos == 0)
7728 SetPlayerWaiting(player, TRUE);
7730 if (player->MovPos == 0) /* needed for tape.playing */
7731 player->is_moving = FALSE;
7733 player->is_dropping = FALSE;
7739 void AdvanceFrameAndPlayerCounters(int player_nr)
7743 /* advance frame counters (global frame counter and time frame counter) */
7747 /* advance player counters (counters for move delay, move animation etc.) */
7748 for (i = 0; i < MAX_PLAYERS; i++)
7750 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7751 int move_delay_value = stored_player[i].move_delay_value;
7752 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7754 if (!advance_player_counters) /* not all players may be affected */
7757 #if USE_NEW_PLAYER_ANIM
7758 if (move_frames == 0) /* less than one move per game frame */
7760 int stepsize = TILEX / move_delay_value;
7761 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7762 int count = (stored_player[i].is_moving ?
7763 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7765 if (count % delay == 0)
7770 stored_player[i].Frame += move_frames;
7772 if (stored_player[i].MovPos != 0)
7773 stored_player[i].StepFrame += move_frames;
7775 if (stored_player[i].move_delay > 0)
7776 stored_player[i].move_delay--;
7778 /* due to bugs in previous versions, counter must count up, not down */
7779 if (stored_player[i].push_delay != -1)
7780 stored_player[i].push_delay++;
7782 if (stored_player[i].drop_delay > 0)
7783 stored_player[i].drop_delay--;
7789 static unsigned long game_frame_delay = 0;
7790 unsigned long game_frame_delay_value;
7791 int magic_wall_x = 0, magic_wall_y = 0;
7792 int i, x, y, element, graphic;
7793 byte *recorded_player_action;
7794 byte summarized_player_action = 0;
7795 byte tape_action[MAX_PLAYERS];
7797 if (game_status != GAME_MODE_PLAYING)
7800 game_frame_delay_value =
7801 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7803 if (tape.playing && tape.warp_forward && !tape.pausing)
7804 game_frame_delay_value = 0;
7806 /* ---------- main game synchronization point ---------- */
7808 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7810 if (network_playing && !network_player_action_received)
7812 /* try to get network player actions in time */
7814 #if defined(NETWORK_AVALIABLE)
7815 /* last chance to get network player actions without main loop delay */
7819 /* game was quit by network peer */
7820 if (game_status != GAME_MODE_PLAYING)
7823 if (!network_player_action_received)
7824 return; /* failed to get network player actions in time */
7830 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7833 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7834 if (recorded_player_action == NULL && tape.pausing)
7838 for (i = 0; i < MAX_PLAYERS; i++)
7840 summarized_player_action |= stored_player[i].action;
7842 if (!network_playing)
7843 stored_player[i].effective_action = stored_player[i].action;
7846 #if defined(NETWORK_AVALIABLE)
7847 if (network_playing)
7848 SendToServer_MovePlayer(summarized_player_action);
7851 if (!options.network && !setup.team_mode)
7852 local_player->effective_action = summarized_player_action;
7854 if (recorded_player_action != NULL)
7855 for (i = 0; i < MAX_PLAYERS; i++)
7856 stored_player[i].effective_action = recorded_player_action[i];
7858 for (i = 0; i < MAX_PLAYERS; i++)
7860 tape_action[i] = stored_player[i].effective_action;
7862 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7863 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7866 /* only save actions from input devices, but not programmed actions */
7868 TapeRecordAction(tape_action);
7870 for (i = 0; i < MAX_PLAYERS; i++)
7872 int actual_player_action = stored_player[i].effective_action;
7875 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7876 - rnd_equinox_tetrachloride 048
7877 - rnd_equinox_tetrachloride_ii 096
7878 - rnd_emanuel_schmieg 002
7879 - doctor_sloan_ww 001, 020
7881 if (stored_player[i].MovPos == 0)
7882 CheckGravityMovement(&stored_player[i]);
7885 /* overwrite programmed action with tape action */
7886 if (stored_player[i].programmed_action)
7887 actual_player_action = stored_player[i].programmed_action;
7890 PlayerActions(&stored_player[i], actual_player_action);
7892 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7894 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7895 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7898 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7901 network_player_action_received = FALSE;
7903 ScrollScreen(NULL, SCROLL_GO_ON);
7905 /* for backwards compatibility, the following code emulates a fixed bug that
7906 occured when pushing elements (causing elements that just made their last
7907 pushing step to already (if possible) make their first falling step in the
7908 same game frame, which is bad); this code is also needed to use the famous
7909 "spring push bug" which is used in older levels and might be wanted to be
7910 used also in newer levels, but in this case the buggy pushing code is only
7911 affecting the "spring" element and no other elements */
7913 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7915 for (i = 0; i < MAX_PLAYERS; i++)
7917 struct PlayerInfo *player = &stored_player[i];
7921 if (player->active && player->is_pushing && player->is_moving &&
7923 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7924 Feld[x][y] == EL_SPRING))
7926 ContinueMoving(x, y);
7928 /* continue moving after pushing (this is actually a bug) */
7929 if (!IS_MOVING(x, y))
7937 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7939 Changed[x][y] = FALSE;
7940 ChangeEvent[x][y] = -1;
7942 /* this must be handled before main playfield loop */
7943 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7946 if (MovDelay[x][y] <= 0)
7950 #if USE_NEW_SNAP_DELAY
7951 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
7954 if (MovDelay[x][y] <= 0)
7957 DrawLevelField(x, y);
7959 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7965 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7967 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7968 printf("GameActions(): This should never happen!\n");
7970 ChangePage[x][y] = -1;
7975 if (WasJustMoving[x][y] > 0)
7976 WasJustMoving[x][y]--;
7977 if (WasJustFalling[x][y] > 0)
7978 WasJustFalling[x][y]--;
7979 if (CheckCollision[x][y] > 0)
7980 CheckCollision[x][y]--;
7984 /* reset finished pushing action (not done in ContinueMoving() to allow
7985 continous pushing animation for elements with zero push delay) */
7986 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7988 ResetGfxAnimation(x, y);
7989 DrawLevelField(x, y);
7993 if (IS_BLOCKED(x, y))
7997 Blocked2Moving(x, y, &oldx, &oldy);
7998 if (!IS_MOVING(oldx, oldy))
8000 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8001 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8002 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8003 printf("GameActions(): This should never happen!\n");
8009 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8011 element = Feld[x][y];
8012 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8014 if (graphic_info[graphic].anim_global_sync)
8015 GfxFrame[x][y] = FrameCounter;
8017 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8018 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8019 ResetRandomAnimationValue(x, y);
8021 SetRandomAnimationValue(x, y);
8023 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8025 if (IS_INACTIVE(element))
8027 if (IS_ANIMATED(graphic))
8028 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8033 /* this may take place after moving, so 'element' may have changed */
8034 if (IS_CHANGING(x, y) &&
8035 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8037 int page = element_info[element].event_page_nr[CE_DELAY];
8039 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
8043 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
8047 ChangeElement(x, y, page);
8049 if (CAN_CHANGE(element))
8050 ChangeElement(x, y, page);
8052 if (HAS_ACTION(element))
8053 ExecuteCustomElementAction(x, y, element, page);
8058 element = Feld[x][y];
8059 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8062 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8066 element = Feld[x][y];
8067 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8069 if (IS_ANIMATED(graphic) &&
8072 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8074 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8075 EdelsteinFunkeln(x, y);
8077 else if ((element == EL_ACID ||
8078 element == EL_EXIT_OPEN ||
8079 element == EL_SP_EXIT_OPEN ||
8080 element == EL_SP_TERMINAL ||
8081 element == EL_SP_TERMINAL_ACTIVE ||
8082 element == EL_EXTRA_TIME ||
8083 element == EL_SHIELD_NORMAL ||
8084 element == EL_SHIELD_DEADLY) &&
8085 IS_ANIMATED(graphic))
8086 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8087 else if (IS_MOVING(x, y))
8088 ContinueMoving(x, y);
8089 else if (IS_ACTIVE_BOMB(element))
8090 CheckDynamite(x, y);
8091 else if (element == EL_AMOEBA_GROWING)
8092 AmoebeWaechst(x, y);
8093 else if (element == EL_AMOEBA_SHRINKING)
8094 AmoebaDisappearing(x, y);
8096 #if !USE_NEW_AMOEBA_CODE
8097 else if (IS_AMOEBALIVE(element))
8098 AmoebeAbleger(x, y);
8101 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8103 else if (element == EL_EXIT_CLOSED)
8105 else if (element == EL_SP_EXIT_CLOSED)
8107 else if (element == EL_EXPANDABLE_WALL_GROWING)
8109 else if (element == EL_EXPANDABLE_WALL ||
8110 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8111 element == EL_EXPANDABLE_WALL_VERTICAL ||
8112 element == EL_EXPANDABLE_WALL_ANY)
8114 else if (element == EL_FLAMES)
8115 CheckForDragon(x, y);
8116 else if (element == EL_EXPLOSION)
8117 ; /* drawing of correct explosion animation is handled separately */
8118 else if (element == EL_ELEMENT_SNAPPING)
8121 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
8123 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8126 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8127 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8129 if (IS_BELT_ACTIVE(element))
8130 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8132 if (game.magic_wall_active)
8134 int jx = local_player->jx, jy = local_player->jy;
8136 /* play the element sound at the position nearest to the player */
8137 if ((element == EL_MAGIC_WALL_FULL ||
8138 element == EL_MAGIC_WALL_ACTIVE ||
8139 element == EL_MAGIC_WALL_EMPTYING ||
8140 element == EL_BD_MAGIC_WALL_FULL ||
8141 element == EL_BD_MAGIC_WALL_ACTIVE ||
8142 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8143 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8151 #if USE_NEW_AMOEBA_CODE
8152 /* new experimental amoeba growth stuff */
8153 if (!(FrameCounter % 8))
8155 static unsigned long random = 1684108901;
8157 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8159 x = RND(lev_fieldx);
8160 y = RND(lev_fieldy);
8161 element = Feld[x][y];
8163 if (!IS_PLAYER(x,y) &&
8164 (element == EL_EMPTY ||
8165 CAN_GROW_INTO(element) ||
8166 element == EL_QUICKSAND_EMPTY ||
8167 element == EL_ACID_SPLASH_LEFT ||
8168 element == EL_ACID_SPLASH_RIGHT))
8170 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8171 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8172 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8173 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8174 Feld[x][y] = EL_AMOEBA_DROP;
8177 random = random * 129 + 1;
8183 if (game.explosions_delayed)
8186 game.explosions_delayed = FALSE;
8188 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8190 element = Feld[x][y];
8192 if (ExplodeField[x][y])
8193 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8194 else if (element == EL_EXPLOSION)
8195 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8197 ExplodeField[x][y] = EX_TYPE_NONE;
8200 game.explosions_delayed = TRUE;
8203 if (game.magic_wall_active)
8205 if (!(game.magic_wall_time_left % 4))
8207 int element = Feld[magic_wall_x][magic_wall_y];
8209 if (element == EL_BD_MAGIC_WALL_FULL ||
8210 element == EL_BD_MAGIC_WALL_ACTIVE ||
8211 element == EL_BD_MAGIC_WALL_EMPTYING)
8212 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8214 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8217 if (game.magic_wall_time_left > 0)
8219 game.magic_wall_time_left--;
8220 if (!game.magic_wall_time_left)
8222 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8224 element = Feld[x][y];
8226 if (element == EL_MAGIC_WALL_ACTIVE ||
8227 element == EL_MAGIC_WALL_FULL)
8229 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8230 DrawLevelField(x, y);
8232 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8233 element == EL_BD_MAGIC_WALL_FULL)
8235 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8236 DrawLevelField(x, y);
8240 game.magic_wall_active = FALSE;
8245 if (game.light_time_left > 0)
8247 game.light_time_left--;
8249 if (game.light_time_left == 0)
8250 RedrawAllLightSwitchesAndInvisibleElements();
8253 if (game.timegate_time_left > 0)
8255 game.timegate_time_left--;
8257 if (game.timegate_time_left == 0)
8258 CloseAllOpenTimegates();
8261 for (i = 0; i < MAX_PLAYERS; i++)
8263 struct PlayerInfo *player = &stored_player[i];
8265 if (SHIELD_ON(player))
8267 if (player->shield_deadly_time_left)
8268 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8269 else if (player->shield_normal_time_left)
8270 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8274 if (TimeFrames >= FRAMES_PER_SECOND)
8279 for (i = 0; i < MAX_PLAYERS; i++)
8281 struct PlayerInfo *player = &stored_player[i];
8283 if (SHIELD_ON(player))
8285 player->shield_normal_time_left--;
8287 if (player->shield_deadly_time_left > 0)
8288 player->shield_deadly_time_left--;
8292 if (!level.use_step_counter)
8300 if (TimeLeft <= 10 && setup.time_limit)
8301 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8303 DrawGameValue_Time(TimeLeft);
8305 if (!TimeLeft && setup.time_limit)
8306 for (i = 0; i < MAX_PLAYERS; i++)
8307 KillPlayer(&stored_player[i]);
8309 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8310 DrawGameValue_Time(TimePlayed);
8313 if (tape.recording || tape.playing)
8314 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8318 PlayAllPlayersSound();
8320 if (options.debug) /* calculate frames per second */
8322 static unsigned long fps_counter = 0;
8323 static int fps_frames = 0;
8324 unsigned long fps_delay_ms = Counter() - fps_counter;
8328 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8330 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8333 fps_counter = Counter();
8336 redraw_mask |= REDRAW_FPS;
8339 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8341 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8343 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8345 local_player->show_envelope = 0;
8348 /* use random number generator in every frame to make it less predictable */
8349 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8353 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8355 int min_x = x, min_y = y, max_x = x, max_y = y;
8358 for (i = 0; i < MAX_PLAYERS; i++)
8360 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8362 if (!stored_player[i].active || &stored_player[i] == player)
8365 min_x = MIN(min_x, jx);
8366 min_y = MIN(min_y, jy);
8367 max_x = MAX(max_x, jx);
8368 max_y = MAX(max_y, jy);
8371 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8374 static boolean AllPlayersInVisibleScreen()
8378 for (i = 0; i < MAX_PLAYERS; i++)
8380 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8382 if (!stored_player[i].active)
8385 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8392 void ScrollLevel(int dx, int dy)
8394 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8397 BlitBitmap(drawto_field, drawto_field,
8398 FX + TILEX * (dx == -1) - softscroll_offset,
8399 FY + TILEY * (dy == -1) - softscroll_offset,
8400 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8401 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8402 FX + TILEX * (dx == 1) - softscroll_offset,
8403 FY + TILEY * (dy == 1) - softscroll_offset);
8407 x = (dx == 1 ? BX1 : BX2);
8408 for (y = BY1; y <= BY2; y++)
8409 DrawScreenField(x, y);
8414 y = (dy == 1 ? BY1 : BY2);
8415 for (x = BX1; x <= BX2; x++)
8416 DrawScreenField(x, y);
8419 redraw_mask |= REDRAW_FIELD;
8422 static boolean canFallDown(struct PlayerInfo *player)
8424 int jx = player->jx, jy = player->jy;
8426 return (IN_LEV_FIELD(jx, jy + 1) &&
8427 (IS_FREE(jx, jy + 1) ||
8428 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8429 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8430 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8433 static boolean canPassField(int x, int y, int move_dir)
8435 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8436 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8437 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8440 int element = Feld[x][y];
8442 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8443 !CAN_MOVE(element) &&
8444 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8445 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8446 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8449 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8451 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8452 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8453 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8457 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8458 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8459 (IS_DIGGABLE(Feld[newx][newy]) ||
8460 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8461 canPassField(newx, newy, move_dir)));
8464 static void CheckGravityMovement(struct PlayerInfo *player)
8466 if (game.gravity && !player->programmed_action)
8468 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8469 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8470 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8471 int jx = player->jx, jy = player->jy;
8472 boolean player_is_moving_to_valid_field =
8473 (!player_is_snapping &&
8474 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8475 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8476 boolean player_can_fall_down = canFallDown(player);
8478 if (player_can_fall_down &&
8479 !player_is_moving_to_valid_field)
8480 player->programmed_action = MV_DOWN;
8484 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8486 return CheckGravityMovement(player);
8488 if (game.gravity && !player->programmed_action)
8490 int jx = player->jx, jy = player->jy;
8491 boolean field_under_player_is_free =
8492 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8493 boolean player_is_standing_on_valid_field =
8494 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8495 (IS_WALKABLE(Feld[jx][jy]) &&
8496 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8498 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8499 player->programmed_action = MV_DOWN;
8505 -----------------------------------------------------------------------------
8506 dx, dy: direction (non-diagonal) to try to move the player to
8507 real_dx, real_dy: direction as read from input device (can be diagonal)
8510 boolean MovePlayerOneStep(struct PlayerInfo *player,
8511 int dx, int dy, int real_dx, int real_dy)
8513 int jx = player->jx, jy = player->jy;
8514 int new_jx = jx + dx, new_jy = jy + dy;
8518 if (!player->active || (!dx && !dy))
8519 return MF_NO_ACTION;
8521 player->MovDir = (dx < 0 ? MV_LEFT :
8524 dy > 0 ? MV_DOWN : MV_NONE);
8526 if (!IN_LEV_FIELD(new_jx, new_jy))
8527 return MF_NO_ACTION;
8529 if (player->cannot_move)
8531 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8532 SnapField(player, 0, 0);
8534 return MF_NO_ACTION;
8537 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8538 return MF_NO_ACTION;
8540 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8542 if (DONT_RUN_INTO(element))
8544 if (element == EL_ACID && dx == 0 && dy == 1)
8546 SplashAcid(new_jx, new_jy);
8547 Feld[jx][jy] = EL_PLAYER_1;
8548 InitMovingField(jx, jy, MV_DOWN);
8549 Store[jx][jy] = EL_ACID;
8550 ContinueMoving(jx, jy);
8554 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
8559 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8560 if (can_move != MF_MOVING)
8563 /* check if DigField() has caused relocation of the player */
8564 if (player->jx != jx || player->jy != jy)
8565 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8567 StorePlayer[jx][jy] = 0;
8568 player->last_jx = jx;
8569 player->last_jy = jy;
8570 player->jx = new_jx;
8571 player->jy = new_jy;
8572 StorePlayer[new_jx][new_jy] = player->element_nr;
8574 if (player->move_delay_value_next != -1)
8576 player->move_delay_value = player->move_delay_value_next;
8577 player->move_delay_value_next = -1;
8581 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8583 player->step_counter++;
8585 PlayerVisit[jx][jy] = FrameCounter;
8587 ScrollPlayer(player, SCROLL_INIT);
8592 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8594 int jx = player->jx, jy = player->jy;
8595 int old_jx = jx, old_jy = jy;
8596 int moved = MF_NO_ACTION;
8598 if (!player->active)
8603 if (player->MovPos == 0)
8605 player->is_moving = FALSE;
8606 player->is_digging = FALSE;
8607 player->is_collecting = FALSE;
8608 player->is_snapping = FALSE;
8609 player->is_pushing = FALSE;
8615 if (player->move_delay > 0)
8618 player->move_delay = -1; /* set to "uninitialized" value */
8620 /* store if player is automatically moved to next field */
8621 player->is_auto_moving = (player->programmed_action != MV_NONE);
8623 /* remove the last programmed player action */
8624 player->programmed_action = 0;
8628 /* should only happen if pre-1.2 tape recordings are played */
8629 /* this is only for backward compatibility */
8631 int original_move_delay_value = player->move_delay_value;
8634 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8638 /* scroll remaining steps with finest movement resolution */
8639 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8641 while (player->MovPos)
8643 ScrollPlayer(player, SCROLL_GO_ON);
8644 ScrollScreen(NULL, SCROLL_GO_ON);
8646 AdvanceFrameAndPlayerCounters(player->index_nr);
8652 player->move_delay_value = original_move_delay_value;
8655 if (player->last_move_dir & MV_HORIZONTAL)
8657 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8658 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8662 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8663 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8669 if (moved & MF_MOVING && !ScreenMovPos &&
8670 (player == local_player || !options.network))
8672 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8673 int offset = (setup.scroll_delay ? 3 : 0);
8675 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8677 /* actual player has left the screen -- scroll in that direction */
8678 if (jx != old_jx) /* player has moved horizontally */
8679 scroll_x += (jx - old_jx);
8680 else /* player has moved vertically */
8681 scroll_y += (jy - old_jy);
8685 if (jx != old_jx) /* player has moved horizontally */
8687 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8688 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8689 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8691 /* don't scroll over playfield boundaries */
8692 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8693 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8695 /* don't scroll more than one field at a time */
8696 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8698 /* don't scroll against the player's moving direction */
8699 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8700 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8701 scroll_x = old_scroll_x;
8703 else /* player has moved vertically */
8705 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8706 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8707 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8709 /* don't scroll over playfield boundaries */
8710 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8711 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8713 /* don't scroll more than one field at a time */
8714 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8716 /* don't scroll against the player's moving direction */
8717 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8718 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8719 scroll_y = old_scroll_y;
8723 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8725 if (!options.network && !AllPlayersInVisibleScreen())
8727 scroll_x = old_scroll_x;
8728 scroll_y = old_scroll_y;
8732 ScrollScreen(player, SCROLL_INIT);
8733 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8738 player->StepFrame = 0;
8740 if (moved & MF_MOVING)
8742 if (old_jx != jx && old_jy == jy)
8743 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8744 else if (old_jx == jx && old_jy != jy)
8745 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8747 DrawLevelField(jx, jy); /* for "crumbled sand" */
8749 player->last_move_dir = player->MovDir;
8750 player->is_moving = TRUE;
8751 player->is_snapping = FALSE;
8752 player->is_switching = FALSE;
8753 player->is_dropping = FALSE;
8757 CheckGravityMovementWhenNotMoving(player);
8759 player->is_moving = FALSE;
8761 /* at this point, the player is allowed to move, but cannot move right now
8762 (e.g. because of something blocking the way) -- ensure that the player
8763 is also allowed to move in the next frame (in old versions before 3.1.1,
8764 the player was forced to wait again for eight frames before next try) */
8766 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8767 player->move_delay = 0; /* allow direct movement in the next frame */
8770 if (player->move_delay == -1) /* not yet initialized by DigField() */
8771 player->move_delay = player->move_delay_value;
8773 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8775 TestIfPlayerTouchesBadThing(jx, jy);
8776 TestIfPlayerTouchesCustomElement(jx, jy);
8779 if (!player->active)
8780 RemovePlayer(player);
8785 void ScrollPlayer(struct PlayerInfo *player, int mode)
8787 int jx = player->jx, jy = player->jy;
8788 int last_jx = player->last_jx, last_jy = player->last_jy;
8789 int move_stepsize = TILEX / player->move_delay_value;
8791 #if USE_NEW_PLAYER_SPEED
8792 if (!player->active)
8795 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8798 if (!player->active || player->MovPos == 0)
8802 if (mode == SCROLL_INIT)
8804 player->actual_frame_counter = FrameCounter;
8805 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8807 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8808 Feld[last_jx][last_jy] == EL_EMPTY)
8810 int last_field_block_delay = 0; /* start with no blocking at all */
8811 int block_delay_adjustment = player->block_delay_adjustment;
8813 /* if player blocks last field, add delay for exactly one move */
8814 if (player->block_last_field)
8816 last_field_block_delay += player->move_delay_value;
8818 /* when blocking enabled, prevent moving up despite gravity */
8819 if (game.gravity && player->MovDir == MV_UP)
8820 block_delay_adjustment = -1;
8823 /* add block delay adjustment (also possible when not blocking) */
8824 last_field_block_delay += block_delay_adjustment;
8826 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8827 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8830 #if USE_NEW_PLAYER_SPEED
8831 if (player->MovPos != 0) /* player has not yet reached destination */
8837 else if (!FrameReached(&player->actual_frame_counter, 1))
8841 printf("::: player->MovPos: %d -> %d\n",
8843 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8846 #if USE_NEW_PLAYER_SPEED
8847 if (player->MovPos != 0)
8849 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8850 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8852 /* before DrawPlayer() to draw correct player graphic for this case */
8853 if (player->MovPos == 0)
8854 CheckGravityMovement(player);
8857 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8858 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8860 /* before DrawPlayer() to draw correct player graphic for this case */
8861 if (player->MovPos == 0)
8862 CheckGravityMovement(player);
8865 if (player->MovPos == 0) /* player reached destination field */
8868 printf("::: player reached destination field\n");
8871 if (player->move_delay_reset_counter > 0)
8873 player->move_delay_reset_counter--;
8875 if (player->move_delay_reset_counter == 0)
8877 /* continue with normal speed after quickly moving through gate */
8878 HALVE_PLAYER_SPEED(player);
8880 /* be able to make the next move without delay */
8881 player->move_delay = 0;
8885 player->last_jx = jx;
8886 player->last_jy = jy;
8888 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8889 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8890 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8892 DrawPlayer(player); /* needed here only to cleanup last field */
8893 RemovePlayer(player);
8895 if (local_player->friends_still_needed == 0 ||
8896 IS_SP_ELEMENT(Feld[jx][jy]))
8897 player->LevelSolved = player->GameOver = TRUE;
8900 /* this breaks one level: "machine", level 000 */
8902 int move_direction = player->MovDir;
8903 int enter_side = MV_DIR_OPPOSITE(move_direction);
8904 int leave_side = move_direction;
8905 int old_jx = last_jx;
8906 int old_jy = last_jy;
8907 int old_element = Feld[old_jx][old_jy];
8908 int new_element = Feld[jx][jy];
8910 if (IS_CUSTOM_ELEMENT(old_element))
8911 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8913 player->index_bit, leave_side);
8915 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
8917 player->index_bit, leave_side);
8919 if (IS_CUSTOM_ELEMENT(new_element))
8920 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8921 player->index_bit, enter_side);
8923 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
8925 player->index_bit, enter_side);
8927 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
8928 CE_MOVE_OF_X, move_direction);
8931 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8933 TestIfPlayerTouchesBadThing(jx, jy);
8934 TestIfPlayerTouchesCustomElement(jx, jy);
8936 /* needed because pushed element has not yet reached its destination,
8937 so it would trigger a change event at its previous field location */
8938 if (!player->is_pushing)
8939 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8941 if (!player->active)
8942 RemovePlayer(player);
8945 if (level.use_step_counter)
8955 if (TimeLeft <= 10 && setup.time_limit)
8956 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8958 DrawGameValue_Time(TimeLeft);
8960 if (!TimeLeft && setup.time_limit)
8961 for (i = 0; i < MAX_PLAYERS; i++)
8962 KillPlayer(&stored_player[i]);
8964 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8965 DrawGameValue_Time(TimePlayed);
8968 if (tape.single_step && tape.recording && !tape.pausing &&
8969 !player->programmed_action)
8970 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8974 void ScrollScreen(struct PlayerInfo *player, int mode)
8976 static unsigned long screen_frame_counter = 0;
8978 if (mode == SCROLL_INIT)
8980 /* set scrolling step size according to actual player's moving speed */
8981 ScrollStepSize = TILEX / player->move_delay_value;
8983 screen_frame_counter = FrameCounter;
8984 ScreenMovDir = player->MovDir;
8985 ScreenMovPos = player->MovPos;
8986 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8989 else if (!FrameReached(&screen_frame_counter, 1))
8994 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8995 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8996 redraw_mask |= REDRAW_FIELD;
8999 ScreenMovDir = MV_NONE;
9002 void TestIfPlayerTouchesCustomElement(int x, int y)
9004 static int xy[4][2] =
9011 static int trigger_sides[4][2] =
9013 /* center side border side */
9014 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9015 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9016 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9017 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9019 static int touch_dir[4] =
9026 int center_element = Feld[x][y]; /* should always be non-moving! */
9029 for (i = 0; i < NUM_DIRECTIONS; i++)
9031 int xx = x + xy[i][0];
9032 int yy = y + xy[i][1];
9033 int center_side = trigger_sides[i][0];
9034 int border_side = trigger_sides[i][1];
9037 if (!IN_LEV_FIELD(xx, yy))
9040 if (IS_PLAYER(x, y))
9042 struct PlayerInfo *player = PLAYERINFO(x, y);
9044 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9045 border_element = Feld[xx][yy]; /* may be moving! */
9046 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9047 border_element = Feld[xx][yy];
9048 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9049 border_element = MovingOrBlocked2Element(xx, yy);
9051 continue; /* center and border element do not touch */
9053 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9054 player->index_bit, border_side);
9055 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9056 CE_PLAYER_TOUCHES_X,
9057 player->index_bit, border_side);
9059 else if (IS_PLAYER(xx, yy))
9061 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9063 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9065 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9066 continue; /* center and border element do not touch */
9069 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9070 player->index_bit, center_side);
9071 CheckTriggeredElementChangeByPlayer(x, y, center_element,
9072 CE_PLAYER_TOUCHES_X,
9073 player->index_bit, center_side);
9079 void TestIfElementTouchesCustomElement(int x, int y)
9081 static int xy[4][2] =
9088 static int trigger_sides[4][2] =
9090 /* center side border side */
9091 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9092 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9093 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9094 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9096 static int touch_dir[4] =
9103 boolean change_center_element = FALSE;
9104 int center_element = Feld[x][y]; /* should always be non-moving! */
9107 for (i = 0; i < NUM_DIRECTIONS; i++)
9109 int xx = x + xy[i][0];
9110 int yy = y + xy[i][1];
9111 int center_side = trigger_sides[i][0];
9112 int border_side = trigger_sides[i][1];
9115 if (!IN_LEV_FIELD(xx, yy))
9118 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9119 border_element = Feld[xx][yy]; /* may be moving! */
9120 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9121 border_element = Feld[xx][yy];
9122 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9123 border_element = MovingOrBlocked2Element(xx, yy);
9125 continue; /* center and border element do not touch */
9127 /* check for change of center element (but change it only once) */
9128 if (!change_center_element)
9129 change_center_element =
9130 CheckElementChangeBySide(x, y, center_element, border_element,
9131 CE_TOUCHING_X, border_side);
9133 /* check for change of border element */
9134 CheckElementChangeBySide(xx, yy, border_element, center_element,
9135 CE_TOUCHING_X, center_side);
9139 void TestIfElementHitsCustomElement(int x, int y, int direction)
9141 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9142 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9143 int hitx = x + dx, hity = y + dy;
9144 int hitting_element = Feld[x][y];
9145 int touched_element;
9147 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9150 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9151 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9153 if (IN_LEV_FIELD(hitx, hity))
9155 int opposite_direction = MV_DIR_OPPOSITE(direction);
9156 int hitting_side = direction;
9157 int touched_side = opposite_direction;
9158 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9159 MovDir[hitx][hity] != direction ||
9160 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9166 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9167 CE_HITTING_X, touched_side);
9169 CheckElementChangeBySide(hitx, hity, touched_element,
9170 hitting_element, CE_HIT_BY_X, hitting_side);
9172 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9173 CE_HIT_BY_SOMETHING, opposite_direction);
9177 /* "hitting something" is also true when hitting the playfield border */
9178 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9179 CE_HITTING_SOMETHING, direction);
9183 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9185 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9186 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9187 int hitx = x + dx, hity = y + dy;
9188 int hitting_element = Feld[x][y];
9189 int touched_element;
9191 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9192 !IS_FREE(hitx, hity) &&
9193 (!IS_MOVING(hitx, hity) ||
9194 MovDir[hitx][hity] != direction ||
9195 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9198 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9202 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9206 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9207 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9209 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9210 EP_CAN_SMASH_EVERYTHING, direction);
9212 if (IN_LEV_FIELD(hitx, hity))
9214 int opposite_direction = MV_DIR_OPPOSITE(direction);
9215 int hitting_side = direction;
9216 int touched_side = opposite_direction;
9218 int touched_element = MovingOrBlocked2Element(hitx, hity);
9221 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9222 MovDir[hitx][hity] != direction ||
9223 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9232 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9233 CE_SMASHED_BY_SOMETHING, opposite_direction);
9235 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9236 CE_OTHER_IS_SMASHING, touched_side);
9238 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9239 CE_OTHER_GETS_SMASHED, hitting_side);
9245 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9247 int i, kill_x = -1, kill_y = -1;
9248 int bad_element = -1;
9249 static int test_xy[4][2] =
9256 static int test_dir[4] =
9264 for (i = 0; i < NUM_DIRECTIONS; i++)
9266 int test_x, test_y, test_move_dir, test_element;
9268 test_x = good_x + test_xy[i][0];
9269 test_y = good_y + test_xy[i][1];
9271 if (!IN_LEV_FIELD(test_x, test_y))
9275 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
9277 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9279 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9280 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9282 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9283 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9287 bad_element = test_element;
9293 if (kill_x != -1 || kill_y != -1)
9295 if (IS_PLAYER(good_x, good_y))
9297 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9299 if (player->shield_deadly_time_left > 0 &&
9300 !IS_INDESTRUCTIBLE(bad_element))
9301 Bang(kill_x, kill_y);
9302 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9306 Bang(good_x, good_y);
9310 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9312 int i, kill_x = -1, kill_y = -1;
9313 int bad_element = Feld[bad_x][bad_y];
9314 static int test_xy[4][2] =
9321 static int touch_dir[4] =
9328 static int test_dir[4] =
9336 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9339 for (i = 0; i < NUM_DIRECTIONS; i++)
9341 int test_x, test_y, test_move_dir, test_element;
9343 test_x = bad_x + test_xy[i][0];
9344 test_y = bad_y + test_xy[i][1];
9345 if (!IN_LEV_FIELD(test_x, test_y))
9349 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
9351 test_element = Feld[test_x][test_y];
9353 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9354 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9356 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9357 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9359 /* good thing is player or penguin that does not move away */
9360 if (IS_PLAYER(test_x, test_y))
9362 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9364 if (bad_element == EL_ROBOT && player->is_moving)
9365 continue; /* robot does not kill player if he is moving */
9367 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9369 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9370 continue; /* center and border element do not touch */
9377 else if (test_element == EL_PENGUIN)
9386 if (kill_x != -1 || kill_y != -1)
9388 if (IS_PLAYER(kill_x, kill_y))
9390 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9392 if (player->shield_deadly_time_left > 0 &&
9393 !IS_INDESTRUCTIBLE(bad_element))
9395 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9399 Bang(kill_x, kill_y);
9403 void TestIfPlayerTouchesBadThing(int x, int y)
9405 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
9408 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
9410 TestIfGoodThingHitsBadThing(x, y, move_dir);
9413 void TestIfBadThingTouchesPlayer(int x, int y)
9415 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
9418 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
9420 TestIfBadThingHitsGoodThing(x, y, move_dir);
9423 void TestIfFriendTouchesBadThing(int x, int y)
9425 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
9428 void TestIfBadThingTouchesFriend(int x, int y)
9430 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
9433 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9435 int i, kill_x = bad_x, kill_y = bad_y;
9436 static int xy[4][2] =
9444 for (i = 0; i < NUM_DIRECTIONS; i++)
9448 x = bad_x + xy[i][0];
9449 y = bad_y + xy[i][1];
9450 if (!IN_LEV_FIELD(x, y))
9453 element = Feld[x][y];
9454 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9455 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9463 if (kill_x != bad_x || kill_y != bad_y)
9467 void KillPlayer(struct PlayerInfo *player)
9469 int jx = player->jx, jy = player->jy;
9471 if (!player->active)
9474 /* remove accessible field at the player's position */
9475 Feld[jx][jy] = EL_EMPTY;
9477 /* deactivate shield (else Bang()/Explode() would not work right) */
9478 player->shield_normal_time_left = 0;
9479 player->shield_deadly_time_left = 0;
9485 static void KillPlayerUnlessEnemyProtected(int x, int y)
9487 if (!PLAYER_ENEMY_PROTECTED(x, y))
9488 KillPlayer(PLAYERINFO(x, y));
9491 static void KillPlayerUnlessExplosionProtected(int x, int y)
9493 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9494 KillPlayer(PLAYERINFO(x, y));
9497 void BuryPlayer(struct PlayerInfo *player)
9499 int jx = player->jx, jy = player->jy;
9501 if (!player->active)
9504 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
9505 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9507 player->GameOver = TRUE;
9508 RemovePlayer(player);
9511 void RemovePlayer(struct PlayerInfo *player)
9513 int jx = player->jx, jy = player->jy;
9514 int i, found = FALSE;
9516 player->present = FALSE;
9517 player->active = FALSE;
9519 if (!ExplodeField[jx][jy])
9520 StorePlayer[jx][jy] = 0;
9522 if (player->is_moving)
9523 DrawLevelField(player->last_jx, player->last_jy);
9525 for (i = 0; i < MAX_PLAYERS; i++)
9526 if (stored_player[i].active)
9530 AllPlayersGone = TRUE;
9536 #if USE_NEW_SNAP_DELAY
9537 static void setFieldForSnapping(int x, int y, int element, int direction)
9539 struct ElementInfo *ei = &element_info[element];
9540 int direction_bit = MV_DIR_BIT(direction);
9541 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
9542 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
9543 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
9545 Feld[x][y] = EL_ELEMENT_SNAPPING;
9546 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
9548 ResetGfxAnimation(x, y);
9550 GfxElement[x][y] = element;
9551 GfxAction[x][y] = action;
9552 GfxDir[x][y] = direction;
9553 GfxFrame[x][y] = -1;
9558 =============================================================================
9559 checkDiagonalPushing()
9560 -----------------------------------------------------------------------------
9561 check if diagonal input device direction results in pushing of object
9562 (by checking if the alternative direction is walkable, diggable, ...)
9563 =============================================================================
9566 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9567 int x, int y, int real_dx, int real_dy)
9569 int jx, jy, dx, dy, xx, yy;
9571 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9574 /* diagonal direction: check alternative direction */
9579 xx = jx + (dx == 0 ? real_dx : 0);
9580 yy = jy + (dy == 0 ? real_dy : 0);
9582 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9586 =============================================================================
9588 -----------------------------------------------------------------------------
9589 x, y: field next to player (non-diagonal) to try to dig to
9590 real_dx, real_dy: direction as read from input device (can be diagonal)
9591 =============================================================================
9594 int DigField(struct PlayerInfo *player,
9595 int oldx, int oldy, int x, int y,
9596 int real_dx, int real_dy, int mode)
9598 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9599 boolean player_was_pushing = player->is_pushing;
9600 int jx = oldx, jy = oldy;
9601 int dx = x - jx, dy = y - jy;
9602 int nextx = x + dx, nexty = y + dy;
9603 int move_direction = (dx == -1 ? MV_LEFT :
9604 dx == +1 ? MV_RIGHT :
9606 dy == +1 ? MV_DOWN : MV_NONE);
9607 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9608 int dig_side = MV_DIR_OPPOSITE(move_direction);
9609 int old_element = Feld[jx][jy];
9613 if (is_player) /* function can also be called by EL_PENGUIN */
9615 if (player->MovPos == 0)
9617 player->is_digging = FALSE;
9618 player->is_collecting = FALSE;
9621 if (player->MovPos == 0) /* last pushing move finished */
9622 player->is_pushing = FALSE;
9624 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9626 player->is_switching = FALSE;
9627 player->push_delay = -1;
9629 return MF_NO_ACTION;
9633 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9634 return MF_NO_ACTION;
9636 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9637 old_element = Back[jx][jy];
9639 /* in case of element dropped at player position, check background */
9640 else if (Back[jx][jy] != EL_EMPTY &&
9641 game.engine_version >= VERSION_IDENT(2,2,0,0))
9642 old_element = Back[jx][jy];
9644 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9645 return MF_NO_ACTION; /* field has no opening in this direction */
9647 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9648 return MF_NO_ACTION; /* field has no opening in this direction */
9650 element = Feld[x][y];
9651 #if USE_NEW_CUSTOM_VALUE
9654 collect_count = element_info[element].collect_count_initial;
9656 collect_count = CustomValue[x][y];
9660 collect_count = element_info[element].collect_count_initial;
9664 if (element != EL_BLOCKED &&
9665 CustomValue[x][y] != element_info[element].collect_count_initial)
9666 printf("::: %d: %d != %d\n",
9669 element_info[element].collect_count_initial);
9672 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9673 return MF_NO_ACTION;
9675 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9676 game.engine_version >= VERSION_IDENT(2,2,0,0))
9678 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
9679 player->index_bit, dig_side);
9680 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
9681 player->index_bit, dig_side);
9683 if (Feld[x][y] != element) /* field changed by snapping */
9686 return MF_NO_ACTION;
9689 if (game.gravity && is_player && !player->is_auto_moving &&
9690 canFallDown(player) && move_direction != MV_DOWN &&
9691 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9692 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9694 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9696 int sound_element = SND_ELEMENT(element);
9697 int sound_action = ACTION_WALKING;
9699 if (IS_RND_GATE(element))
9701 if (!player->key[RND_GATE_NR(element)])
9702 return MF_NO_ACTION;
9704 else if (IS_RND_GATE_GRAY(element))
9706 if (!player->key[RND_GATE_GRAY_NR(element)])
9707 return MF_NO_ACTION;
9709 else if (element == EL_EXIT_OPEN ||
9710 element == EL_SP_EXIT_OPEN ||
9711 element == EL_SP_EXIT_OPENING)
9713 sound_action = ACTION_PASSING; /* player is passing exit */
9715 else if (element == EL_EMPTY)
9717 sound_action = ACTION_MOVING; /* nothing to walk on */
9720 /* play sound from background or player, whatever is available */
9721 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9722 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9724 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
9726 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9728 if (!ACCESS_FROM(element, opposite_direction))
9729 return MF_NO_ACTION; /* field not accessible from this direction */
9731 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9732 return MF_NO_ACTION;
9734 if (IS_EM_GATE(element))
9736 if (!player->key[EM_GATE_NR(element)])
9737 return MF_NO_ACTION;
9739 else if (IS_EM_GATE_GRAY(element))
9741 if (!player->key[EM_GATE_GRAY_NR(element)])
9742 return MF_NO_ACTION;
9744 else if (IS_SP_PORT(element))
9746 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9747 element == EL_SP_GRAVITY_PORT_RIGHT ||
9748 element == EL_SP_GRAVITY_PORT_UP ||
9749 element == EL_SP_GRAVITY_PORT_DOWN)
9750 game.gravity = !game.gravity;
9751 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9752 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9753 element == EL_SP_GRAVITY_ON_PORT_UP ||
9754 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9755 game.gravity = TRUE;
9756 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9757 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9758 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9759 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9760 game.gravity = FALSE;
9763 /* automatically move to the next field with double speed */
9764 player->programmed_action = move_direction;
9766 if (player->move_delay_reset_counter == 0)
9768 player->move_delay_reset_counter = 2; /* two double speed steps */
9770 DOUBLE_PLAYER_SPEED(player);
9773 PlayLevelSoundAction(x, y, ACTION_PASSING);
9775 else if (IS_DIGGABLE(element))
9779 if (mode != DF_SNAP)
9781 GfxElement[x][y] = GFX_ELEMENT(element);
9782 player->is_digging = TRUE;
9785 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9787 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
9788 player->index_bit, dig_side);
9790 if (mode == DF_SNAP)
9792 #if USE_NEW_SNAP_DELAY
9793 if (level.block_snap_field)
9794 setFieldForSnapping(x, y, element, move_direction);
9796 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9798 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9801 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
9802 player->index_bit, dig_side);
9805 else if (IS_COLLECTIBLE(element))
9809 if (is_player && mode != DF_SNAP)
9811 GfxElement[x][y] = element;
9812 player->is_collecting = TRUE;
9815 if (element == EL_SPEED_PILL)
9817 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9819 else if (element == EL_EXTRA_TIME && level.time > 0)
9821 TimeLeft += level.extra_time;
9822 DrawGameValue_Time(TimeLeft);
9824 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9826 player->shield_normal_time_left += level.shield_normal_time;
9827 if (element == EL_SHIELD_DEADLY)
9828 player->shield_deadly_time_left += level.shield_deadly_time;
9830 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9832 if (player->inventory_size < MAX_INVENTORY_SIZE)
9833 player->inventory_element[player->inventory_size++] = element;
9835 DrawGameValue_Dynamite(local_player->inventory_size);
9837 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9839 player->dynabomb_count++;
9840 player->dynabombs_left++;
9842 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9844 player->dynabomb_size++;
9846 else if (element == EL_DYNABOMB_INCREASE_POWER)
9848 player->dynabomb_xl = TRUE;
9850 else if (IS_KEY(element))
9852 player->key[KEY_NR(element)] = TRUE;
9854 DrawGameValue_Keys(player->key);
9856 redraw_mask |= REDRAW_DOOR_1;
9858 else if (IS_ENVELOPE(element))
9860 player->show_envelope = element;
9862 else if (IS_DROPPABLE(element) ||
9863 IS_THROWABLE(element)) /* can be collected and dropped */
9867 if (collect_count == 0)
9868 player->inventory_infinite_element = element;
9870 for (i = 0; i < collect_count; i++)
9871 if (player->inventory_size < MAX_INVENTORY_SIZE)
9872 player->inventory_element[player->inventory_size++] = element;
9874 DrawGameValue_Dynamite(local_player->inventory_size);
9876 else if (collect_count > 0)
9878 local_player->gems_still_needed -= collect_count;
9879 if (local_player->gems_still_needed < 0)
9880 local_player->gems_still_needed = 0;
9882 DrawGameValue_Emeralds(local_player->gems_still_needed);
9885 RaiseScoreElement(element);
9886 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9889 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
9890 player->index_bit, dig_side);
9892 if (mode == DF_SNAP)
9894 #if USE_NEW_SNAP_DELAY
9895 if (level.block_snap_field)
9896 setFieldForSnapping(x, y, element, move_direction);
9898 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9900 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9903 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
9904 player->index_bit, dig_side);
9907 else if (IS_PUSHABLE(element))
9909 if (mode == DF_SNAP && element != EL_BD_ROCK)
9910 return MF_NO_ACTION;
9912 if (CAN_FALL(element) && dy)
9913 return MF_NO_ACTION;
9915 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9916 !(element == EL_SPRING && level.use_spring_bug))
9917 return MF_NO_ACTION;
9919 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9920 ((move_direction & MV_VERTICAL &&
9921 ((element_info[element].move_pattern & MV_LEFT &&
9922 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9923 (element_info[element].move_pattern & MV_RIGHT &&
9924 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9925 (move_direction & MV_HORIZONTAL &&
9926 ((element_info[element].move_pattern & MV_UP &&
9927 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9928 (element_info[element].move_pattern & MV_DOWN &&
9929 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9930 return MF_NO_ACTION;
9932 /* do not push elements already moving away faster than player */
9933 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9934 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9935 return MF_NO_ACTION;
9937 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9939 if (player->push_delay_value == -1 || !player_was_pushing)
9940 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9942 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9944 if (player->push_delay_value == -1)
9945 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9947 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9949 if (!player->is_pushing)
9950 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9953 player->is_pushing = TRUE;
9955 if (!(IN_LEV_FIELD(nextx, nexty) &&
9956 (IS_FREE(nextx, nexty) ||
9957 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9958 IS_SB_ELEMENT(element)))))
9959 return MF_NO_ACTION;
9961 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9962 return MF_NO_ACTION;
9964 if (player->push_delay == -1) /* new pushing; restart delay */
9965 player->push_delay = 0;
9967 if (player->push_delay < player->push_delay_value &&
9968 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9969 element != EL_SPRING && element != EL_BALLOON)
9971 /* make sure that there is no move delay before next try to push */
9972 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9973 player->move_delay = 0;
9975 return MF_NO_ACTION;
9978 if (IS_SB_ELEMENT(element))
9980 if (element == EL_SOKOBAN_FIELD_FULL)
9982 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9983 local_player->sokobanfields_still_needed++;
9986 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9988 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9989 local_player->sokobanfields_still_needed--;
9992 Feld[x][y] = EL_SOKOBAN_OBJECT;
9994 if (Back[x][y] == Back[nextx][nexty])
9995 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9996 else if (Back[x][y] != 0)
9997 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10000 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10003 if (local_player->sokobanfields_still_needed == 0 &&
10004 game.emulation == EMU_SOKOBAN)
10006 player->LevelSolved = player->GameOver = TRUE;
10007 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10011 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10013 InitMovingField(x, y, move_direction);
10014 GfxAction[x][y] = ACTION_PUSHING;
10016 if (mode == DF_SNAP)
10017 ContinueMoving(x, y);
10019 MovPos[x][y] = (dx != 0 ? dx : dy);
10021 Pushed[x][y] = TRUE;
10022 Pushed[nextx][nexty] = TRUE;
10024 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10025 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10027 player->push_delay_value = -1; /* get new value later */
10029 /* check for element change _after_ element has been pushed */
10030 if (game.use_change_when_pushing_bug)
10032 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10033 player->index_bit, dig_side);
10034 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
10035 player->index_bit, dig_side);
10038 else if (IS_SWITCHABLE(element))
10040 if (PLAYER_SWITCHING(player, x, y))
10042 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
10043 player->index_bit, dig_side);
10048 player->is_switching = TRUE;
10049 player->switch_x = x;
10050 player->switch_y = y;
10052 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10054 if (element == EL_ROBOT_WHEEL)
10056 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10060 DrawLevelField(x, y);
10062 else if (element == EL_SP_TERMINAL)
10066 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10068 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10070 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10071 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10074 else if (IS_BELT_SWITCH(element))
10076 ToggleBeltSwitch(x, y);
10078 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10079 element == EL_SWITCHGATE_SWITCH_DOWN)
10081 ToggleSwitchgateSwitch(x, y);
10083 else if (element == EL_LIGHT_SWITCH ||
10084 element == EL_LIGHT_SWITCH_ACTIVE)
10086 ToggleLightSwitch(x, y);
10088 else if (element == EL_TIMEGATE_SWITCH)
10090 ActivateTimegateSwitch(x, y);
10092 else if (element == EL_BALLOON_SWITCH_LEFT ||
10093 element == EL_BALLOON_SWITCH_RIGHT ||
10094 element == EL_BALLOON_SWITCH_UP ||
10095 element == EL_BALLOON_SWITCH_DOWN ||
10096 element == EL_BALLOON_SWITCH_NONE ||
10097 element == EL_BALLOON_SWITCH_ANY)
10099 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10100 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10101 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10102 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10103 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
10106 else if (element == EL_LAMP)
10108 Feld[x][y] = EL_LAMP_ACTIVE;
10109 local_player->lights_still_needed--;
10111 ResetGfxAnimation(x, y);
10112 DrawLevelField(x, y);
10114 else if (element == EL_TIME_ORB_FULL)
10116 Feld[x][y] = EL_TIME_ORB_EMPTY;
10118 if (level.time > 0 || level.use_time_orb_bug)
10120 TimeLeft += level.time_orb_time;
10121 DrawGameValue_Time(TimeLeft);
10124 ResetGfxAnimation(x, y);
10125 DrawLevelField(x, y);
10128 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
10129 player->index_bit, dig_side);
10131 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
10132 player->index_bit, dig_side);
10134 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
10135 player->index_bit, dig_side);
10141 if (!PLAYER_SWITCHING(player, x, y))
10143 player->is_switching = TRUE;
10144 player->switch_x = x;
10145 player->switch_y = y;
10147 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
10148 player->index_bit, dig_side);
10149 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
10150 player->index_bit, dig_side);
10152 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
10153 player->index_bit, dig_side);
10154 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
10155 player->index_bit, dig_side);
10158 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10159 player->index_bit, dig_side);
10160 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
10161 player->index_bit, dig_side);
10163 return MF_NO_ACTION;
10166 player->push_delay = -1;
10168 if (is_player) /* function can also be called by EL_PENGUIN */
10170 if (Feld[x][y] != element) /* really digged/collected something */
10171 player->is_collecting = !player->is_digging;
10177 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10179 int jx = player->jx, jy = player->jy;
10180 int x = jx + dx, y = jy + dy;
10181 int snap_direction = (dx == -1 ? MV_LEFT :
10182 dx == +1 ? MV_RIGHT :
10184 dy == +1 ? MV_DOWN : MV_NONE);
10186 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
10189 if (!player->active || !IN_LEV_FIELD(x, y))
10197 if (player->MovPos == 0)
10198 player->is_pushing = FALSE;
10200 player->is_snapping = FALSE;
10202 if (player->MovPos == 0)
10204 player->is_moving = FALSE;
10205 player->is_digging = FALSE;
10206 player->is_collecting = FALSE;
10212 if (player->is_snapping)
10215 player->MovDir = snap_direction;
10217 if (player->MovPos == 0)
10219 player->is_moving = FALSE;
10220 player->is_digging = FALSE;
10221 player->is_collecting = FALSE;
10224 player->is_dropping = FALSE;
10226 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10229 player->is_snapping = TRUE;
10231 if (player->MovPos == 0)
10233 player->is_moving = FALSE;
10234 player->is_digging = FALSE;
10235 player->is_collecting = FALSE;
10238 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
10239 DrawLevelField(player->last_jx, player->last_jy);
10241 DrawLevelField(x, y);
10246 boolean DropElement(struct PlayerInfo *player)
10248 int old_element, new_element;
10249 int dropx = player->jx, dropy = player->jy;
10250 int drop_direction = player->MovDir;
10251 int drop_side = drop_direction;
10252 int drop_element = (player->inventory_size > 0 ?
10253 player->inventory_element[player->inventory_size - 1] :
10254 player->inventory_infinite_element != EL_UNDEFINED ?
10255 player->inventory_infinite_element :
10256 player->dynabombs_left > 0 ?
10257 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10260 /* do not drop an element on top of another element; when holding drop key
10261 pressed without moving, dropped element must move away before the next
10262 element can be dropped (this is especially important if the next element
10263 is dynamite, which can be placed on background for historical reasons) */
10264 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
10267 if (IS_THROWABLE(drop_element))
10269 dropx += GET_DX_FROM_DIR(drop_direction);
10270 dropy += GET_DY_FROM_DIR(drop_direction);
10272 if (!IN_LEV_FIELD(dropx, dropy))
10276 old_element = Feld[dropx][dropy]; /* old element at dropping position */
10277 new_element = drop_element; /* default: no change when dropping */
10279 /* check if player is active, not moving and ready to drop */
10280 if (!player->active || player->MovPos || player->drop_delay > 0)
10283 /* check if player has anything that can be dropped */
10284 if (new_element == EL_UNDEFINED)
10287 /* check if anything can be dropped at the current position */
10288 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10291 /* collected custom elements can only be dropped on empty fields */
10292 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10295 if (old_element != EL_EMPTY)
10296 Back[dropx][dropy] = old_element; /* store old element on this field */
10298 ResetGfxAnimation(dropx, dropy);
10299 ResetRandomAnimationValue(dropx, dropy);
10301 if (player->inventory_size > 0 ||
10302 player->inventory_infinite_element != EL_UNDEFINED)
10304 if (player->inventory_size > 0)
10306 player->inventory_size--;
10308 DrawGameValue_Dynamite(local_player->inventory_size);
10310 if (new_element == EL_DYNAMITE)
10311 new_element = EL_DYNAMITE_ACTIVE;
10312 else if (new_element == EL_SP_DISK_RED)
10313 new_element = EL_SP_DISK_RED_ACTIVE;
10316 Feld[dropx][dropy] = new_element;
10318 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10319 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10320 el2img(Feld[dropx][dropy]), 0);
10322 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10324 /* needed if previous element just changed to "empty" in the last frame */
10325 Changed[dropx][dropy] = FALSE; /* allow another change */
10327 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
10328 player->index_bit, drop_side);
10329 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
10331 player->index_bit, drop_side);
10333 TestIfElementTouchesCustomElement(dropx, dropy);
10335 else /* player is dropping a dyna bomb */
10337 player->dynabombs_left--;
10339 Feld[dropx][dropy] = new_element;
10341 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10342 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10343 el2img(Feld[dropx][dropy]), 0);
10345 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10348 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10349 InitField_WithBug1(dropx, dropy, FALSE);
10351 new_element = Feld[dropx][dropy]; /* element might have changed */
10353 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10354 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10356 int move_direction, nextx, nexty;
10358 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10359 MovDir[dropx][dropy] = drop_direction;
10361 move_direction = MovDir[dropx][dropy];
10362 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10363 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10365 Changed[dropx][dropy] = FALSE; /* allow another change */
10366 CheckCollision[dropx][dropy] = 2;
10369 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10370 player->is_dropping = TRUE;
10372 player->drop_x = dropx;
10373 player->drop_y = dropy;
10378 /* ------------------------------------------------------------------------- */
10379 /* game sound playing functions */
10380 /* ------------------------------------------------------------------------- */
10382 static int *loop_sound_frame = NULL;
10383 static int *loop_sound_volume = NULL;
10385 void InitPlayLevelSound()
10387 int num_sounds = getSoundListSize();
10389 checked_free(loop_sound_frame);
10390 checked_free(loop_sound_volume);
10392 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10393 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10396 static void PlayLevelSound(int x, int y, int nr)
10398 int sx = SCREENX(x), sy = SCREENY(y);
10399 int volume, stereo_position;
10400 int max_distance = 8;
10401 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10403 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10404 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10407 if (!IN_LEV_FIELD(x, y) ||
10408 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10409 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10412 volume = SOUND_MAX_VOLUME;
10414 if (!IN_SCR_FIELD(sx, sy))
10416 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10417 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10419 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10422 stereo_position = (SOUND_MAX_LEFT +
10423 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10424 (SCR_FIELDX + 2 * max_distance));
10426 if (IS_LOOP_SOUND(nr))
10428 /* This assures that quieter loop sounds do not overwrite louder ones,
10429 while restarting sound volume comparison with each new game frame. */
10431 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10434 loop_sound_volume[nr] = volume;
10435 loop_sound_frame[nr] = FrameCounter;
10438 PlaySoundExt(nr, volume, stereo_position, type);
10441 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10443 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10444 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10445 y < LEVELY(BY1) ? LEVELY(BY1) :
10446 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10450 static void PlayLevelSoundAction(int x, int y, int action)
10452 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10455 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10457 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10459 if (sound_effect != SND_UNDEFINED)
10460 PlayLevelSound(x, y, sound_effect);
10463 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10466 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10468 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10469 PlayLevelSound(x, y, sound_effect);
10472 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10474 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10476 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10477 PlayLevelSound(x, y, sound_effect);
10480 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10482 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10484 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10485 StopSound(sound_effect);
10488 static void PlayLevelMusic()
10490 if (levelset.music[level_nr] != MUS_UNDEFINED)
10491 PlayMusic(levelset.music[level_nr]); /* from config file */
10493 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10496 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10498 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10503 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10507 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10511 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10515 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10519 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10523 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10527 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10530 case SAMPLE_android_clone:
10531 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10534 case SAMPLE_android_move:
10535 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10538 case SAMPLE_spring:
10539 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10543 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10547 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10550 case SAMPLE_eater_eat:
10551 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10555 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10558 case SAMPLE_collect:
10559 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10562 case SAMPLE_diamond:
10563 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10566 case SAMPLE_squash:
10567 /* !!! CHECK THIS !!! */
10569 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10571 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10575 case SAMPLE_wonderfall:
10576 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10580 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10584 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10588 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10592 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10596 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10600 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10603 case SAMPLE_wonder:
10604 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10608 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10611 case SAMPLE_exit_open:
10612 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10615 case SAMPLE_exit_leave:
10616 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10619 case SAMPLE_dynamite:
10620 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10624 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10628 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10632 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10636 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10640 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10644 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10648 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10653 void RaiseScore(int value)
10655 local_player->score += value;
10657 DrawGameValue_Score(local_player->score);
10660 void RaiseScoreElement(int element)
10665 case EL_BD_DIAMOND:
10666 case EL_EMERALD_YELLOW:
10667 case EL_EMERALD_RED:
10668 case EL_EMERALD_PURPLE:
10669 case EL_SP_INFOTRON:
10670 RaiseScore(level.score[SC_EMERALD]);
10673 RaiseScore(level.score[SC_DIAMOND]);
10676 RaiseScore(level.score[SC_CRYSTAL]);
10679 RaiseScore(level.score[SC_PEARL]);
10682 case EL_BD_BUTTERFLY:
10683 case EL_SP_ELECTRON:
10684 RaiseScore(level.score[SC_BUG]);
10687 case EL_BD_FIREFLY:
10688 case EL_SP_SNIKSNAK:
10689 RaiseScore(level.score[SC_SPACESHIP]);
10692 case EL_DARK_YAMYAM:
10693 RaiseScore(level.score[SC_YAMYAM]);
10696 RaiseScore(level.score[SC_ROBOT]);
10699 RaiseScore(level.score[SC_PACMAN]);
10702 RaiseScore(level.score[SC_NUT]);
10705 case EL_SP_DISK_RED:
10706 case EL_DYNABOMB_INCREASE_NUMBER:
10707 case EL_DYNABOMB_INCREASE_SIZE:
10708 case EL_DYNABOMB_INCREASE_POWER:
10709 RaiseScore(level.score[SC_DYNAMITE]);
10711 case EL_SHIELD_NORMAL:
10712 case EL_SHIELD_DEADLY:
10713 RaiseScore(level.score[SC_SHIELD]);
10715 case EL_EXTRA_TIME:
10716 RaiseScore(level.extra_time_score);
10730 RaiseScore(level.score[SC_KEY]);
10733 RaiseScore(element_info[element].collect_score);
10738 void RequestQuitGame(boolean ask_if_really_quit)
10740 if (AllPlayersGone ||
10741 !ask_if_really_quit ||
10742 level_editor_test_game ||
10743 Request("Do you really want to quit the game ?",
10744 REQ_ASK | REQ_STAY_CLOSED))
10746 #if defined(NETWORK_AVALIABLE)
10747 if (options.network)
10748 SendToServer_StopPlaying();
10752 game_status = GAME_MODE_MAIN;
10758 if (tape.playing && tape.deactivate_display)
10759 TapeDeactivateDisplayOff(TRUE);
10761 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10763 if (tape.playing && tape.deactivate_display)
10764 TapeDeactivateDisplayOn();
10769 /* ---------- new game button stuff ---------------------------------------- */
10771 /* graphic position values for game buttons */
10772 #define GAME_BUTTON_XSIZE 30
10773 #define GAME_BUTTON_YSIZE 30
10774 #define GAME_BUTTON_XPOS 5
10775 #define GAME_BUTTON_YPOS 215
10776 #define SOUND_BUTTON_XPOS 5
10777 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10779 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10780 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10781 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10782 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10783 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10784 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10791 } gamebutton_info[NUM_GAME_BUTTONS] =
10794 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10799 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10800 GAME_CTRL_ID_PAUSE,
10804 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10809 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10810 SOUND_CTRL_ID_MUSIC,
10811 "background music on/off"
10814 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10815 SOUND_CTRL_ID_LOOPS,
10816 "sound loops on/off"
10819 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10820 SOUND_CTRL_ID_SIMPLE,
10821 "normal sounds on/off"
10825 void CreateGameButtons()
10829 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10831 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10832 struct GadgetInfo *gi;
10835 unsigned long event_mask;
10836 int gd_xoffset, gd_yoffset;
10837 int gd_x1, gd_x2, gd_y1, gd_y2;
10840 gd_xoffset = gamebutton_info[i].x;
10841 gd_yoffset = gamebutton_info[i].y;
10842 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10843 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10845 if (id == GAME_CTRL_ID_STOP ||
10846 id == GAME_CTRL_ID_PAUSE ||
10847 id == GAME_CTRL_ID_PLAY)
10849 button_type = GD_TYPE_NORMAL_BUTTON;
10851 event_mask = GD_EVENT_RELEASED;
10852 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10853 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10857 button_type = GD_TYPE_CHECK_BUTTON;
10859 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10860 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10861 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10862 event_mask = GD_EVENT_PRESSED;
10863 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10864 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10867 gi = CreateGadget(GDI_CUSTOM_ID, id,
10868 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10869 GDI_X, DX + gd_xoffset,
10870 GDI_Y, DY + gd_yoffset,
10871 GDI_WIDTH, GAME_BUTTON_XSIZE,
10872 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10873 GDI_TYPE, button_type,
10874 GDI_STATE, GD_BUTTON_UNPRESSED,
10875 GDI_CHECKED, checked,
10876 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10877 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10878 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10879 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10880 GDI_EVENT_MASK, event_mask,
10881 GDI_CALLBACK_ACTION, HandleGameButtons,
10885 Error(ERR_EXIT, "cannot create gadget");
10887 game_gadget[id] = gi;
10891 void FreeGameButtons()
10895 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10896 FreeGadget(game_gadget[i]);
10899 static void MapGameButtons()
10903 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10904 MapGadget(game_gadget[i]);
10907 void UnmapGameButtons()
10911 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10912 UnmapGadget(game_gadget[i]);
10915 static void HandleGameButtons(struct GadgetInfo *gi)
10917 int id = gi->custom_id;
10919 if (game_status != GAME_MODE_PLAYING)
10924 case GAME_CTRL_ID_STOP:
10925 RequestQuitGame(TRUE);
10928 case GAME_CTRL_ID_PAUSE:
10929 if (options.network)
10931 #if defined(NETWORK_AVALIABLE)
10933 SendToServer_ContinuePlaying();
10935 SendToServer_PausePlaying();
10939 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10942 case GAME_CTRL_ID_PLAY:
10945 #if defined(NETWORK_AVALIABLE)
10946 if (options.network)
10947 SendToServer_ContinuePlaying();
10951 tape.pausing = FALSE;
10952 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10957 case SOUND_CTRL_ID_MUSIC:
10958 if (setup.sound_music)
10960 setup.sound_music = FALSE;
10963 else if (audio.music_available)
10965 setup.sound = setup.sound_music = TRUE;
10967 SetAudioMode(setup.sound);
10973 case SOUND_CTRL_ID_LOOPS:
10974 if (setup.sound_loops)
10975 setup.sound_loops = FALSE;
10976 else if (audio.loops_available)
10978 setup.sound = setup.sound_loops = TRUE;
10979 SetAudioMode(setup.sound);
10983 case SOUND_CTRL_ID_SIMPLE:
10984 if (setup.sound_simple)
10985 setup.sound_simple = FALSE;
10986 else if (audio.sound_available)
10988 setup.sound = setup.sound_simple = TRUE;
10989 SetAudioMode(setup.sound);