1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define GET_TARGET_ELEMENT(e, ch) \
107 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
108 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
110 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
111 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
114 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
115 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 (CAN_MOVE_INTO_ACID(e) && \
117 Feld[x][y] == EL_ACID) || \
120 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 (CAN_MOVE_INTO_ACID(e) && \
123 Feld[x][y] == EL_ACID) || \
126 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
127 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
129 (CAN_MOVE_INTO_ACID(e) && \
130 Feld[x][y] == EL_ACID) || \
131 (DONT_COLLIDE_WITH(e) && \
133 !PLAYER_ENEMY_PROTECTED(x, y))))
136 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
139 (DONT_COLLIDE_WITH(e) && \
141 !PLAYER_ENEMY_PROTECTED(x, y))))
144 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
145 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
148 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
149 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
151 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
152 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
156 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
159 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
160 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
164 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
165 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
167 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
168 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
170 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
171 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
173 #define PIG_CAN_ENTER_FIELD(e, x, y) \
174 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
176 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
177 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
178 IS_FOOD_PENGUIN(Feld[x][y])))
179 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
180 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
182 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
183 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
185 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
186 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
190 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
191 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
192 (CAN_MOVE_INTO_ACID(e) && \
193 Feld[x][y] == EL_ACID) || \
194 Feld[x][y] == EL_DIAMOND))
196 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
197 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
198 (CAN_MOVE_INTO_ACID(e) && \
199 Feld[x][y] == EL_ACID) || \
200 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
202 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
203 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
204 (CAN_MOVE_INTO_ACID(e) && \
205 Feld[x][y] == EL_ACID) || \
206 IS_AMOEBOID(Feld[x][y])))
208 #define PIG_CAN_ENTER_FIELD(e, x, y) \
209 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
210 (CAN_MOVE_INTO_ACID(e) && \
211 Feld[x][y] == EL_ACID) || \
212 IS_FOOD_PIG(Feld[x][y])))
214 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
215 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
216 (CAN_MOVE_INTO_ACID(e) && \
217 Feld[x][y] == EL_ACID) || \
218 IS_FOOD_PENGUIN(Feld[x][y]) || \
219 Feld[x][y] == EL_EXIT_OPEN))
221 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
223 (CAN_MOVE_INTO_ACID(e) && \
224 Feld[x][y] == EL_ACID)))
226 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
227 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
228 (CAN_MOVE_INTO_ACID(e) && \
229 Feld[x][y] == EL_ACID) || \
232 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
233 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
234 (CAN_MOVE_INTO_ACID(e) && \
235 Feld[x][y] == EL_ACID)))
239 #define GROUP_NR(e) ((e) - EL_GROUP_START)
240 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
241 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
242 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
244 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
245 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
248 #define CE_ENTER_FIELD_COND(e, x, y) \
249 (!IS_PLAYER(x, y) && \
250 (Feld[x][y] == EL_ACID || \
251 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
253 #define CE_ENTER_FIELD_COND(e, x, y) \
254 (!IS_PLAYER(x, y) && \
255 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
258 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
259 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
261 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
262 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
264 /* game button identifiers */
265 #define GAME_CTRL_ID_STOP 0
266 #define GAME_CTRL_ID_PAUSE 1
267 #define GAME_CTRL_ID_PLAY 2
268 #define SOUND_CTRL_ID_MUSIC 3
269 #define SOUND_CTRL_ID_LOOPS 4
270 #define SOUND_CTRL_ID_SIMPLE 5
272 #define NUM_GAME_BUTTONS 6
275 /* forward declaration for internal use */
277 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
278 static boolean MovePlayer(struct PlayerInfo *, int, int);
279 static void ScrollPlayer(struct PlayerInfo *, int);
280 static void ScrollScreen(struct PlayerInfo *, int);
282 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
284 static void InitBeltMovement(void);
285 static void CloseAllOpenTimegates(void);
286 static void CheckGravityMovement(struct PlayerInfo *);
287 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
288 static void KillHeroUnlessEnemyProtected(int, int);
289 static void KillHeroUnlessExplosionProtected(int, int);
291 static void TestIfPlayerTouchesCustomElement(int, int);
292 static void TestIfElementTouchesCustomElement(int, int);
293 static void TestIfElementHitsCustomElement(int, int, int);
295 static void TestIfElementSmashesCustomElement(int, int, int);
298 static void ChangeElement(int, int, int);
300 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
301 #define CheckTriggeredElementChange(x, y, e, ev) \
302 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
304 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
305 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
306 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
307 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
308 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
309 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
312 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
313 #define CheckElementChange(x, y, e, te, ev) \
314 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
315 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
316 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
317 #define CheckElementChangeSide(x, y, e, te, ev, s) \
318 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
319 #define CheckElementChangePage(x, y, e, te, ev, p) \
320 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
322 static void PlayLevelSound(int, int, int);
323 static void PlayLevelSoundNearest(int, int, int);
324 static void PlayLevelSoundAction(int, int, int);
325 static void PlayLevelSoundElementAction(int, int, int, int);
326 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
327 static void PlayLevelSoundActionIfLoop(int, int, int);
328 static void StopLevelSoundActionIfLoop(int, int, int);
329 static void PlayLevelMusic();
331 static void MapGameButtons();
332 static void HandleGameButtons(struct GadgetInfo *);
334 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
337 /* ------------------------------------------------------------------------- */
338 /* definition of elements that automatically change to other elements after */
339 /* a specified time, eventually calling a function when changing */
340 /* ------------------------------------------------------------------------- */
342 /* forward declaration for changer functions */
343 static void InitBuggyBase(int x, int y);
344 static void WarnBuggyBase(int x, int y);
346 static void InitTrap(int x, int y);
347 static void ActivateTrap(int x, int y);
348 static void ChangeActiveTrap(int x, int y);
350 static void InitRobotWheel(int x, int y);
351 static void RunRobotWheel(int x, int y);
352 static void StopRobotWheel(int x, int y);
354 static void InitTimegateWheel(int x, int y);
355 static void RunTimegateWheel(int x, int y);
357 struct ChangingElementInfo
362 void (*pre_change_function)(int x, int y);
363 void (*change_function)(int x, int y);
364 void (*post_change_function)(int x, int y);
367 static struct ChangingElementInfo change_delay_list[] =
418 EL_SWITCHGATE_OPENING,
426 EL_SWITCHGATE_CLOSING,
427 EL_SWITCHGATE_CLOSED,
459 EL_ACID_SPLASH_RIGHT,
468 EL_SP_BUGGY_BASE_ACTIVATING,
475 EL_SP_BUGGY_BASE_ACTIVATING,
476 EL_SP_BUGGY_BASE_ACTIVE,
483 EL_SP_BUGGY_BASE_ACTIVE,
507 EL_ROBOT_WHEEL_ACTIVE,
515 EL_TIMEGATE_SWITCH_ACTIVE,
536 int push_delay_fixed, push_delay_random;
541 { EL_BALLOON, 0, 0 },
543 { EL_SOKOBAN_OBJECT, 2, 0 },
544 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
545 { EL_SATELLITE, 2, 0 },
546 { EL_SP_DISK_YELLOW, 2, 0 },
548 { EL_UNDEFINED, 0, 0 },
556 move_stepsize_list[] =
558 { EL_AMOEBA_DROP, 2 },
559 { EL_AMOEBA_DROPPING, 2 },
560 { EL_QUICKSAND_FILLING, 1 },
561 { EL_QUICKSAND_EMPTYING, 1 },
562 { EL_MAGIC_WALL_FILLING, 2 },
563 { EL_BD_MAGIC_WALL_FILLING, 2 },
564 { EL_MAGIC_WALL_EMPTYING, 2 },
565 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
575 collect_count_list[] =
578 { EL_BD_DIAMOND, 1 },
579 { EL_EMERALD_YELLOW, 1 },
580 { EL_EMERALD_RED, 1 },
581 { EL_EMERALD_PURPLE, 1 },
583 { EL_SP_INFOTRON, 1 },
597 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
598 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
599 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
600 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
601 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
602 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
603 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
604 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
605 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
606 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
607 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
612 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
614 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
615 CH_EVENT_BIT(CE_DELAY))
616 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
617 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
618 IS_JUST_CHANGING(x, y))
620 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
623 void GetPlayerConfig()
625 if (!audio.sound_available)
626 setup.sound_simple = FALSE;
628 if (!audio.loops_available)
629 setup.sound_loops = FALSE;
631 if (!audio.music_available)
632 setup.sound_music = FALSE;
634 if (!video.fullscreen_available)
635 setup.fullscreen = FALSE;
637 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
639 SetAudioMode(setup.sound);
643 static int getBeltNrFromBeltElement(int element)
645 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
646 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
647 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
650 static int getBeltNrFromBeltActiveElement(int element)
652 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
653 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
654 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
657 static int getBeltNrFromBeltSwitchElement(int element)
659 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
660 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
661 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
664 static int getBeltDirNrFromBeltSwitchElement(int element)
666 static int belt_base_element[4] =
668 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
669 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
670 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
671 EL_CONVEYOR_BELT_4_SWITCH_LEFT
674 int belt_nr = getBeltNrFromBeltSwitchElement(element);
675 int belt_dir_nr = element - belt_base_element[belt_nr];
677 return (belt_dir_nr % 3);
680 static int getBeltDirFromBeltSwitchElement(int element)
682 static int belt_move_dir[3] =
689 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
691 return belt_move_dir[belt_dir_nr];
694 static void InitPlayerField(int x, int y, int element, boolean init_game)
696 if (element == EL_SP_MURPHY)
700 if (stored_player[0].present)
702 Feld[x][y] = EL_SP_MURPHY_CLONE;
708 stored_player[0].use_murphy_graphic = TRUE;
711 Feld[x][y] = EL_PLAYER_1;
717 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
718 int jx = player->jx, jy = player->jy;
720 player->present = TRUE;
722 player->block_last_field = (element == EL_SP_MURPHY ?
723 level.sp_block_last_field :
724 level.block_last_field);
726 if (!options.network || player->connected)
728 player->active = TRUE;
730 /* remove potentially duplicate players */
731 if (StorePlayer[jx][jy] == Feld[x][y])
732 StorePlayer[jx][jy] = 0;
734 StorePlayer[x][y] = Feld[x][y];
738 printf("Player %d activated.\n", player->element_nr);
739 printf("[Local player is %d and currently %s.]\n",
740 local_player->element_nr,
741 local_player->active ? "active" : "not active");
745 Feld[x][y] = EL_EMPTY;
746 player->jx = player->last_jx = x;
747 player->jy = player->last_jy = y;
751 static void InitField(int x, int y, boolean init_game)
753 int element = Feld[x][y];
762 InitPlayerField(x, y, element, init_game);
765 case EL_SOKOBAN_FIELD_PLAYER:
766 element = Feld[x][y] = EL_PLAYER_1;
767 InitField(x, y, init_game);
769 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
770 InitField(x, y, init_game);
773 case EL_SOKOBAN_FIELD_EMPTY:
774 local_player->sokobanfields_still_needed++;
778 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
779 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
780 else if (x > 0 && Feld[x-1][y] == EL_ACID)
781 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
782 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
783 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
784 else if (y > 0 && Feld[x][y-1] == EL_ACID)
785 Feld[x][y] = EL_ACID_POOL_BOTTOM;
786 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
787 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
795 case EL_SPACESHIP_RIGHT:
796 case EL_SPACESHIP_UP:
797 case EL_SPACESHIP_LEFT:
798 case EL_SPACESHIP_DOWN:
800 case EL_BD_BUTTERFLY_RIGHT:
801 case EL_BD_BUTTERFLY_UP:
802 case EL_BD_BUTTERFLY_LEFT:
803 case EL_BD_BUTTERFLY_DOWN:
804 case EL_BD_BUTTERFLY:
805 case EL_BD_FIREFLY_RIGHT:
806 case EL_BD_FIREFLY_UP:
807 case EL_BD_FIREFLY_LEFT:
808 case EL_BD_FIREFLY_DOWN:
810 case EL_PACMAN_RIGHT:
834 if (y == lev_fieldy - 1)
836 Feld[x][y] = EL_AMOEBA_GROWING;
837 Store[x][y] = EL_AMOEBA_WET;
841 case EL_DYNAMITE_ACTIVE:
842 case EL_SP_DISK_RED_ACTIVE:
843 case EL_DYNABOMB_PLAYER_1_ACTIVE:
844 case EL_DYNABOMB_PLAYER_2_ACTIVE:
845 case EL_DYNABOMB_PLAYER_3_ACTIVE:
846 case EL_DYNABOMB_PLAYER_4_ACTIVE:
851 local_player->lights_still_needed++;
855 local_player->friends_still_needed++;
860 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
865 Feld[x][y] = EL_EMPTY;
870 case EL_EM_KEY_1_FILE:
871 Feld[x][y] = EL_EM_KEY_1;
873 case EL_EM_KEY_2_FILE:
874 Feld[x][y] = EL_EM_KEY_2;
876 case EL_EM_KEY_3_FILE:
877 Feld[x][y] = EL_EM_KEY_3;
879 case EL_EM_KEY_4_FILE:
880 Feld[x][y] = EL_EM_KEY_4;
884 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
885 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
886 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
887 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
888 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
889 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
890 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
891 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
892 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
893 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
894 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
895 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
898 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
899 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
900 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
902 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
904 game.belt_dir[belt_nr] = belt_dir;
905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
907 else /* more than one switch -- set it like the first switch */
909 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
914 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
916 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
919 case EL_LIGHT_SWITCH_ACTIVE:
921 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
925 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
927 else if (IS_GROUP_ELEMENT(element))
929 struct ElementGroupInfo *group = element_info[element].group;
930 int last_anim_random_frame = gfx.anim_random_frame;
933 if (group->choice_mode == ANIM_RANDOM)
934 gfx.anim_random_frame = RND(group->num_elements_resolved);
936 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
937 group->choice_mode, 0,
940 if (group->choice_mode == ANIM_RANDOM)
941 gfx.anim_random_frame = last_anim_random_frame;
945 Feld[x][y] = group->element_resolved[element_pos];
947 InitField(x, y, init_game);
953 static inline void InitField_WithBug1(int x, int y, boolean init_game)
955 InitField(x, y, init_game);
957 /* not needed to call InitMovDir() -- already done by InitField()! */
958 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
959 CAN_MOVE(Feld[x][y]))
963 static inline void InitField_WithBug2(int x, int y, boolean init_game)
965 int old_element = Feld[x][y];
967 InitField(x, y, init_game);
969 /* not needed to call InitMovDir() -- already done by InitField()! */
970 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
971 CAN_MOVE(old_element) &&
972 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
975 /* this case is in fact a combination of not less than three bugs:
976 first, it calls InitMovDir() for elements that can move, although this is
977 already done by InitField(); then, it checks the element that was at this
978 field _before_ the call to InitField() (which can change it)
983 inline void DrawGameValue_Emeralds(int value)
985 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
988 inline void DrawGameValue_Dynamite(int value)
990 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
993 inline void DrawGameValue_Keys(struct PlayerInfo *player)
997 for (i = 0; i < MAX_KEYS; i++)
999 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1000 el2edimg(EL_KEY_1 + i));
1003 inline void DrawGameValue_Score(int value)
1005 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1008 inline void DrawGameValue_Time(int value)
1011 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1013 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1016 inline void DrawGameValue_Level(int value)
1019 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1022 /* misuse area for displaying emeralds to draw bigger level number */
1023 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1024 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1026 /* now copy it to the area for displaying level number */
1027 BlitBitmap(drawto, drawto,
1028 DX_EMERALDS, DY_EMERALDS + 1,
1029 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1030 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1031 DX_LEVEL - 1, DY_LEVEL + 1);
1033 /* restore the area for displaying emeralds */
1034 DrawGameValue_Emeralds(local_player->gems_still_needed);
1036 /* yes, this is all really ugly :-) */
1040 void DrawGameDoorValues()
1044 DrawGameValue_Level(level_nr);
1046 for (i = 0; i < MAX_PLAYERS; i++)
1047 DrawGameValue_Keys(&stored_player[i]);
1049 DrawGameValue_Emeralds(local_player->gems_still_needed);
1050 DrawGameValue_Dynamite(local_player->inventory_size);
1051 DrawGameValue_Score(local_player->score);
1052 DrawGameValue_Time(TimeLeft);
1055 static void resolve_group_element(int group_element, int recursion_depth)
1057 static int group_nr;
1058 static struct ElementGroupInfo *group;
1059 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1062 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1064 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1065 group_element - EL_GROUP_START + 1);
1067 /* replace element which caused too deep recursion by question mark */
1068 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1073 if (recursion_depth == 0) /* initialization */
1075 group = element_info[group_element].group;
1076 group_nr = group_element - EL_GROUP_START;
1078 group->num_elements_resolved = 0;
1079 group->choice_pos = 0;
1082 for (i = 0; i < actual_group->num_elements; i++)
1084 int element = actual_group->element[i];
1086 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1089 if (IS_GROUP_ELEMENT(element))
1090 resolve_group_element(element, recursion_depth + 1);
1093 group->element_resolved[group->num_elements_resolved++] = element;
1094 element_info[element].in_group[group_nr] = TRUE;
1099 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1101 printf("::: group %d: %d resolved elements\n",
1102 group_element - EL_GROUP_START, group->num_elements_resolved);
1103 for (i = 0; i < group->num_elements_resolved; i++)
1104 printf("::: - %d ['%s']\n", group->element_resolved[i],
1105 element_info[group->element_resolved[i]].token_name);
1112 =============================================================================
1114 -----------------------------------------------------------------------------
1115 initialize game engine due to level / tape version number
1116 =============================================================================
1119 static void InitGameEngine()
1123 /* set game engine from tape file when re-playing, else from level file */
1124 game.engine_version = (tape.playing ? tape.engine_version :
1125 level.game_version);
1127 /* dynamically adjust element properties according to game engine version */
1128 InitElementPropertiesEngine(game.engine_version);
1131 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1132 printf(" tape version == %06d [%s] [file: %06d]\n",
1133 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1135 printf(" => game.engine_version == %06d\n", game.engine_version);
1138 /* ---------- recursively resolve group elements ------------------------- */
1140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1141 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1142 element_info[i].in_group[j] = FALSE;
1144 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1145 resolve_group_element(EL_GROUP_START + i, 0);
1147 /* ---------- initialize player's initial move delay --------------------- */
1149 /* dynamically adjust player properties according to game engine version */
1150 game.initial_move_delay =
1151 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1152 INITIAL_MOVE_DELAY_OFF);
1154 /* dynamically adjust player properties according to level information */
1155 game.initial_move_delay_value =
1156 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1158 /* ---------- initialize player's initial push delay --------------------- */
1160 /* dynamically adjust player properties according to game engine version */
1161 game.initial_push_delay_value =
1162 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1164 /* ---------- initialize changing elements ------------------------------- */
1166 /* initialize changing elements information */
1167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1169 struct ElementInfo *ei = &element_info[i];
1171 /* this pointer might have been changed in the level editor */
1172 ei->change = &ei->change_page[0];
1174 if (!IS_CUSTOM_ELEMENT(i))
1176 ei->change->target_element = EL_EMPTY_SPACE;
1177 ei->change->delay_fixed = 0;
1178 ei->change->delay_random = 0;
1179 ei->change->delay_frames = 1;
1182 ei->change_events = CE_BITMASK_DEFAULT;
1183 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1185 ei->event_page_nr[j] = 0;
1186 ei->event_page[j] = &ei->change_page[0];
1190 /* add changing elements from pre-defined list */
1191 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1193 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1194 struct ElementInfo *ei = &element_info[ch_delay->element];
1196 ei->change->target_element = ch_delay->target_element;
1197 ei->change->delay_fixed = ch_delay->change_delay;
1199 ei->change->pre_change_function = ch_delay->pre_change_function;
1200 ei->change->change_function = ch_delay->change_function;
1201 ei->change->post_change_function = ch_delay->post_change_function;
1203 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1207 /* add change events from custom element configuration */
1208 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1210 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1212 for (j = 0; j < ei->num_change_pages; j++)
1214 if (!ei->change_page[j].can_change)
1217 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1219 /* only add event page for the first page found with this event */
1220 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1221 !(ei->change_events & CH_EVENT_BIT(k)))
1223 ei->change_events |= CH_EVENT_BIT(k);
1224 ei->event_page_nr[k] = j;
1225 ei->event_page[k] = &ei->change_page[j];
1233 /* add change events from custom element configuration */
1234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1236 int element = EL_CUSTOM_START + i;
1238 /* only add custom elements that change after fixed/random frame delay */
1239 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1240 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1244 /* ---------- initialize run-time trigger player and element ------------- */
1246 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1248 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1250 for (j = 0; j < ei->num_change_pages; j++)
1252 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1253 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1257 /* ---------- initialize trigger events ---------------------------------- */
1259 /* initialize trigger events information */
1260 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1261 trigger_events[i] = EP_BITMASK_DEFAULT;
1264 /* add trigger events from element change event properties */
1265 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1267 struct ElementInfo *ei = &element_info[i];
1269 for (j = 0; j < ei->num_change_pages; j++)
1271 if (!ei->change_page[j].can_change)
1274 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1276 int trigger_element = ei->change_page[j].trigger_element;
1278 if (IS_GROUP_ELEMENT(trigger_element))
1280 struct ElementGroupInfo *group = element_info[trigger_element].group;
1282 for (k = 0; k < group->num_elements_resolved; k++)
1283 trigger_events[group->element_resolved[k]]
1284 |= ei->change_page[j].events;
1287 trigger_events[trigger_element] |= ei->change_page[j].events;
1292 /* add trigger events from element change event properties */
1293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1294 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1295 trigger_events[element_info[i].change->trigger_element] |=
1296 element_info[i].change->events;
1299 /* ---------- initialize push delay -------------------------------------- */
1301 /* initialize push delay values to default */
1302 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1304 if (!IS_CUSTOM_ELEMENT(i))
1306 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1307 element_info[i].push_delay_random = game.default_push_delay_random;
1311 /* set push delay value for certain elements from pre-defined list */
1312 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1314 int e = push_delay_list[i].element;
1316 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1317 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1320 /* set push delay value for Supaplex elements for newer engine versions */
1321 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1323 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1325 if (IS_SP_ELEMENT(i))
1327 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1328 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1333 /* ---------- initialize move stepsize ----------------------------------- */
1335 /* initialize move stepsize values to default */
1336 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1337 if (!IS_CUSTOM_ELEMENT(i))
1338 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1340 /* set move stepsize value for certain elements from pre-defined list */
1341 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1343 int e = move_stepsize_list[i].element;
1345 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1348 /* ---------- initialize move dig/leave ---------------------------------- */
1350 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1352 element_info[i].can_leave_element = FALSE;
1353 element_info[i].can_leave_element_last = FALSE;
1356 /* ---------- initialize gem count --------------------------------------- */
1358 /* initialize gem count values for each element */
1359 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1360 if (!IS_CUSTOM_ELEMENT(i))
1361 element_info[i].collect_count = 0;
1363 /* add gem count values for all elements from pre-defined list */
1364 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1365 element_info[collect_count_list[i].element].collect_count =
1366 collect_count_list[i].count;
1368 /* ---------- initialize access direction -------------------------------- */
1370 /* initialize access direction values to default */
1371 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1372 if (!IS_CUSTOM_ELEMENT(i))
1373 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1375 /* set access direction value for certain elements from pre-defined list */
1376 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1377 element_info[tube_access[i].element].access_direction =
1378 tube_access[i].direction;
1383 =============================================================================
1385 -----------------------------------------------------------------------------
1386 initialize and start new game
1387 =============================================================================
1392 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1393 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1394 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1401 #if USE_NEW_AMOEBA_CODE
1402 printf("Using new amoeba code.\n");
1404 printf("Using old amoeba code.\n");
1409 /* don't play tapes over network */
1410 network_playing = (options.network && !tape.playing);
1412 for (i = 0; i < MAX_PLAYERS; i++)
1414 struct PlayerInfo *player = &stored_player[i];
1416 player->index_nr = i;
1417 player->index_bit = (1 << i);
1418 player->element_nr = EL_PLAYER_1 + i;
1420 player->present = FALSE;
1421 player->active = FALSE;
1424 player->effective_action = 0;
1425 player->programmed_action = 0;
1428 player->gems_still_needed = level.gems_needed;
1429 player->sokobanfields_still_needed = 0;
1430 player->lights_still_needed = 0;
1431 player->friends_still_needed = 0;
1433 for (j = 0; j < MAX_KEYS; j++)
1434 player->key[j] = FALSE;
1436 player->dynabomb_count = 0;
1437 player->dynabomb_size = 1;
1438 player->dynabombs_left = 0;
1439 player->dynabomb_xl = FALSE;
1441 player->MovDir = MV_NO_MOVING;
1444 player->GfxDir = MV_NO_MOVING;
1445 player->GfxAction = ACTION_DEFAULT;
1447 player->StepFrame = 0;
1449 player->use_murphy_graphic = FALSE;
1451 player->block_last_field = FALSE;
1452 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1454 player->actual_frame_counter = 0;
1456 player->step_counter = 0;
1458 player->last_move_dir = MV_NO_MOVING;
1460 player->is_waiting = FALSE;
1461 player->is_moving = FALSE;
1462 player->is_digging = FALSE;
1463 player->is_snapping = FALSE;
1464 player->is_collecting = FALSE;
1465 player->is_pushing = FALSE;
1466 player->is_switching = FALSE;
1467 player->is_dropping = FALSE;
1469 player->is_bored = FALSE;
1470 player->is_sleeping = FALSE;
1472 player->frame_counter_bored = -1;
1473 player->frame_counter_sleeping = -1;
1475 player->anim_delay_counter = 0;
1476 player->post_delay_counter = 0;
1478 player->action_waiting = ACTION_DEFAULT;
1479 player->last_action_waiting = ACTION_DEFAULT;
1480 player->special_action_bored = ACTION_DEFAULT;
1481 player->special_action_sleeping = ACTION_DEFAULT;
1483 player->num_special_action_bored = 0;
1484 player->num_special_action_sleeping = 0;
1486 /* determine number of special actions for bored and sleeping animation */
1487 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1489 boolean found = FALSE;
1491 for (k = 0; k < NUM_DIRECTIONS; k++)
1492 if (el_act_dir2img(player->element_nr, j, k) !=
1493 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1497 player->num_special_action_bored++;
1501 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1503 boolean found = FALSE;
1505 for (k = 0; k < NUM_DIRECTIONS; k++)
1506 if (el_act_dir2img(player->element_nr, j, k) !=
1507 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1511 player->num_special_action_sleeping++;
1516 player->switch_x = -1;
1517 player->switch_y = -1;
1519 player->show_envelope = 0;
1521 player->move_delay = game.initial_move_delay;
1522 player->move_delay_value = game.initial_move_delay_value;
1524 player->move_delay_reset_counter = 0;
1526 player->push_delay = 0;
1527 player->push_delay_value = game.initial_push_delay_value;
1529 player->drop_delay = 0;
1531 player->last_jx = player->last_jy = 0;
1532 player->jx = player->jy = 0;
1534 player->shield_normal_time_left = 0;
1535 player->shield_deadly_time_left = 0;
1537 player->inventory_infinite_element = EL_UNDEFINED;
1538 player->inventory_size = 0;
1540 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1541 SnapField(player, 0, 0);
1543 player->LevelSolved = FALSE;
1544 player->GameOver = FALSE;
1547 network_player_action_received = FALSE;
1549 #if defined(PLATFORM_UNIX)
1550 /* initial null action */
1551 if (network_playing)
1552 SendToServer_MovePlayer(MV_NO_MOVING);
1560 TimeLeft = level.time;
1563 ScreenMovDir = MV_NO_MOVING;
1567 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1569 AllPlayersGone = FALSE;
1571 game.yamyam_content_nr = 0;
1572 game.magic_wall_active = FALSE;
1573 game.magic_wall_time_left = 0;
1574 game.light_time_left = 0;
1575 game.timegate_time_left = 0;
1576 game.switchgate_pos = 0;
1577 game.balloon_dir = MV_NO_MOVING;
1578 game.gravity = level.initial_gravity;
1579 game.explosions_delayed = TRUE;
1581 game.envelope_active = FALSE;
1583 for (i = 0; i < NUM_BELTS; i++)
1585 game.belt_dir[i] = MV_NO_MOVING;
1586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1592 for (x = 0; x < lev_fieldx; x++)
1594 for (y = 0; y < lev_fieldy; y++)
1596 Feld[x][y] = level.field[x][y];
1597 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1598 ChangeDelay[x][y] = 0;
1599 ChangePage[x][y] = -1;
1600 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1602 WasJustMoving[x][y] = 0;
1603 WasJustFalling[x][y] = 0;
1605 Pushed[x][y] = FALSE;
1607 Changed[x][y] = CE_BITMASK_DEFAULT;
1608 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1610 ExplodePhase[x][y] = 0;
1611 ExplodeDelay[x][y] = 0;
1612 ExplodeField[x][y] = EX_NO_EXPLOSION;
1614 RunnerVisit[x][y] = 0;
1615 PlayerVisit[x][y] = 0;
1618 GfxRandom[x][y] = INIT_GFX_RANDOM();
1619 GfxElement[x][y] = EL_UNDEFINED;
1620 GfxAction[x][y] = ACTION_DEFAULT;
1621 GfxDir[x][y] = MV_NO_MOVING;
1625 for (y = 0; y < lev_fieldy; y++)
1627 for (x = 0; x < lev_fieldx; x++)
1629 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1631 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1633 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1636 InitField(x, y, TRUE);
1642 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1643 emulate_sb ? EMU_SOKOBAN :
1644 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1646 /* initialize explosion and ignition delay */
1647 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1649 if (!IS_CUSTOM_ELEMENT(i))
1652 int delay = ((IS_SP_ELEMENT(i) &&
1653 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1654 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1655 int last_phase = (num_phase + 1) * delay;
1656 int half_phase = (num_phase / 2) * delay;
1658 element_info[i].explosion_delay = last_phase - 1;
1659 element_info[i].ignition_delay = half_phase;
1662 if (i == EL_BLACK_ORB)
1663 element_info[i].ignition_delay = 0;
1665 if (i == EL_BLACK_ORB)
1666 element_info[i].ignition_delay = 1;
1671 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1672 element_info[i].explosion_delay = 1;
1674 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1675 element_info[i].ignition_delay = 1;
1679 /* correct non-moving belts to start moving left */
1680 for (i = 0; i < NUM_BELTS; i++)
1681 if (game.belt_dir[i] == MV_NO_MOVING)
1682 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1684 /* check if any connected player was not found in playfield */
1685 for (i = 0; i < MAX_PLAYERS; i++)
1687 struct PlayerInfo *player = &stored_player[i];
1689 if (player->connected && !player->present)
1691 for (j = 0; j < MAX_PLAYERS; j++)
1693 struct PlayerInfo *some_player = &stored_player[j];
1694 int jx = some_player->jx, jy = some_player->jy;
1696 /* assign first free player found that is present in the playfield */
1697 if (some_player->present && !some_player->connected)
1699 player->present = TRUE;
1700 player->active = TRUE;
1702 some_player->present = FALSE;
1703 some_player->active = FALSE;
1706 player->element_nr = some_player->element_nr;
1709 StorePlayer[jx][jy] = player->element_nr;
1710 player->jx = player->last_jx = jx;
1711 player->jy = player->last_jy = jy;
1721 /* when playing a tape, eliminate all players which do not participate */
1723 for (i = 0; i < MAX_PLAYERS; i++)
1725 if (stored_player[i].active && !tape.player_participates[i])
1727 struct PlayerInfo *player = &stored_player[i];
1728 int jx = player->jx, jy = player->jy;
1730 player->active = FALSE;
1731 StorePlayer[jx][jy] = 0;
1732 Feld[jx][jy] = EL_EMPTY;
1736 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1738 /* when in single player mode, eliminate all but the first active player */
1740 for (i = 0; i < MAX_PLAYERS; i++)
1742 if (stored_player[i].active)
1744 for (j = i + 1; j < MAX_PLAYERS; j++)
1746 if (stored_player[j].active)
1748 struct PlayerInfo *player = &stored_player[j];
1749 int jx = player->jx, jy = player->jy;
1751 player->active = FALSE;
1752 player->present = FALSE;
1754 StorePlayer[jx][jy] = 0;
1755 Feld[jx][jy] = EL_EMPTY;
1762 /* when recording the game, store which players take part in the game */
1765 for (i = 0; i < MAX_PLAYERS; i++)
1766 if (stored_player[i].active)
1767 tape.player_participates[i] = TRUE;
1772 for (i = 0; i < MAX_PLAYERS; i++)
1774 struct PlayerInfo *player = &stored_player[i];
1776 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1781 if (local_player == player)
1782 printf("Player %d is local player.\n", i+1);
1786 if (BorderElement == EL_EMPTY)
1789 SBX_Right = lev_fieldx - SCR_FIELDX;
1791 SBY_Lower = lev_fieldy - SCR_FIELDY;
1796 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1798 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1801 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1802 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1804 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1805 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1807 /* if local player not found, look for custom element that might create
1808 the player (make some assumptions about the right custom element) */
1809 if (!local_player->present)
1811 int start_x = 0, start_y = 0;
1812 int found_rating = 0;
1813 int found_element = EL_UNDEFINED;
1815 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1817 int element = Feld[x][y];
1822 if (!IS_CUSTOM_ELEMENT(element))
1825 if (CAN_CHANGE(element))
1827 for (i = 0; i < element_info[element].num_change_pages; i++)
1829 content = element_info[element].change_page[i].target_element;
1830 is_player = ELEM_IS_PLAYER(content);
1832 if (is_player && (found_rating < 3 || element < found_element))
1838 found_element = element;
1843 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1845 content = element_info[element].content[xx][yy];
1846 is_player = ELEM_IS_PLAYER(content);
1848 if (is_player && (found_rating < 2 || element < found_element))
1850 start_x = x + xx - 1;
1851 start_y = y + yy - 1;
1854 found_element = element;
1857 if (!CAN_CHANGE(element))
1860 for (i = 0; i < element_info[element].num_change_pages; i++)
1862 content = element_info[element].change_page[i].content[xx][yy];
1863 is_player = ELEM_IS_PLAYER(content);
1865 if (is_player && (found_rating < 1 || element < found_element))
1867 start_x = x + xx - 1;
1868 start_y = y + yy - 1;
1871 found_element = element;
1877 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1878 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1881 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1882 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1888 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1889 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1890 local_player->jx - MIDPOSX);
1892 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1893 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1894 local_player->jy - MIDPOSY);
1896 scroll_x = SBX_Left;
1897 scroll_y = SBY_Upper;
1898 if (local_player->jx >= SBX_Left + MIDPOSX)
1899 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1900 local_player->jx - MIDPOSX :
1902 if (local_player->jy >= SBY_Upper + MIDPOSY)
1903 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1904 local_player->jy - MIDPOSY :
1909 CloseDoor(DOOR_CLOSE_1);
1914 /* after drawing the level, correct some elements */
1915 if (game.timegate_time_left == 0)
1916 CloseAllOpenTimegates();
1918 if (setup.soft_scrolling)
1919 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1921 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1924 /* copy default game door content to main double buffer */
1925 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1926 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1928 DrawGameDoorValues();
1932 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1933 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1934 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1938 /* copy actual game door content to door double buffer for OpenDoor() */
1939 BlitBitmap(drawto, bitmap_db_door,
1940 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1942 OpenDoor(DOOR_OPEN_ALL);
1944 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1946 if (setup.sound_music)
1949 KeyboardAutoRepeatOffUnlessAutoplay();
1953 for (i = 0; i < MAX_PLAYERS; i++)
1954 printf("Player %d %sactive.\n",
1955 i + 1, (stored_player[i].active ? "" : "not "));
1959 printf("::: starting game [%d]\n", FrameCounter);
1963 void InitMovDir(int x, int y)
1965 int i, element = Feld[x][y];
1966 static int xy[4][2] =
1973 static int direction[3][4] =
1975 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1976 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1977 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1986 Feld[x][y] = EL_BUG;
1987 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1990 case EL_SPACESHIP_RIGHT:
1991 case EL_SPACESHIP_UP:
1992 case EL_SPACESHIP_LEFT:
1993 case EL_SPACESHIP_DOWN:
1994 Feld[x][y] = EL_SPACESHIP;
1995 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1998 case EL_BD_BUTTERFLY_RIGHT:
1999 case EL_BD_BUTTERFLY_UP:
2000 case EL_BD_BUTTERFLY_LEFT:
2001 case EL_BD_BUTTERFLY_DOWN:
2002 Feld[x][y] = EL_BD_BUTTERFLY;
2003 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2006 case EL_BD_FIREFLY_RIGHT:
2007 case EL_BD_FIREFLY_UP:
2008 case EL_BD_FIREFLY_LEFT:
2009 case EL_BD_FIREFLY_DOWN:
2010 Feld[x][y] = EL_BD_FIREFLY;
2011 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2014 case EL_PACMAN_RIGHT:
2016 case EL_PACMAN_LEFT:
2017 case EL_PACMAN_DOWN:
2018 Feld[x][y] = EL_PACMAN;
2019 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2022 case EL_SP_SNIKSNAK:
2023 MovDir[x][y] = MV_UP;
2026 case EL_SP_ELECTRON:
2027 MovDir[x][y] = MV_LEFT;
2034 Feld[x][y] = EL_MOLE;
2035 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2039 if (IS_CUSTOM_ELEMENT(element))
2041 struct ElementInfo *ei = &element_info[element];
2042 int move_direction_initial = ei->move_direction_initial;
2043 int move_pattern = ei->move_pattern;
2045 if (move_direction_initial == MV_START_PREVIOUS)
2047 if (MovDir[x][y] != MV_NO_MOVING)
2050 move_direction_initial = MV_START_AUTOMATIC;
2053 if (move_direction_initial == MV_START_RANDOM)
2054 MovDir[x][y] = 1 << RND(4);
2055 else if (move_direction_initial & MV_ANY_DIRECTION)
2056 MovDir[x][y] = move_direction_initial;
2057 else if (move_pattern == MV_ALL_DIRECTIONS ||
2058 move_pattern == MV_TURNING_LEFT ||
2059 move_pattern == MV_TURNING_RIGHT ||
2060 move_pattern == MV_TURNING_LEFT_RIGHT ||
2061 move_pattern == MV_TURNING_RIGHT_LEFT ||
2062 move_pattern == MV_TURNING_RANDOM)
2063 MovDir[x][y] = 1 << RND(4);
2064 else if (move_pattern == MV_HORIZONTAL)
2065 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2066 else if (move_pattern == MV_VERTICAL)
2067 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2068 else if (move_pattern & MV_ANY_DIRECTION)
2069 MovDir[x][y] = element_info[element].move_pattern;
2070 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2071 move_pattern == MV_ALONG_RIGHT_SIDE)
2073 for (i = 0; i < NUM_DIRECTIONS; i++)
2075 int x1 = x + xy[i][0];
2076 int y1 = y + xy[i][1];
2078 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2080 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2081 MovDir[x][y] = direction[0][i];
2083 MovDir[x][y] = direction[1][i];
2092 MovDir[x][y] = 1 << RND(4);
2094 if (element != EL_BUG &&
2095 element != EL_SPACESHIP &&
2096 element != EL_BD_BUTTERFLY &&
2097 element != EL_BD_FIREFLY)
2100 for (i = 0; i < NUM_DIRECTIONS; i++)
2102 int x1 = x + xy[i][0];
2103 int y1 = y + xy[i][1];
2105 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2107 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2109 MovDir[x][y] = direction[0][i];
2112 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2113 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2115 MovDir[x][y] = direction[1][i];
2124 GfxDir[x][y] = MovDir[x][y];
2127 void InitAmoebaNr(int x, int y)
2130 int group_nr = AmoebeNachbarNr(x, y);
2134 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2136 if (AmoebaCnt[i] == 0)
2144 AmoebaNr[x][y] = group_nr;
2145 AmoebaCnt[group_nr]++;
2146 AmoebaCnt2[group_nr]++;
2152 boolean raise_level = FALSE;
2154 if (local_player->MovPos)
2158 if (tape.auto_play) /* tape might already be stopped here */
2159 tape.auto_play_level_solved = TRUE;
2161 if (tape.playing && tape.auto_play)
2162 tape.auto_play_level_solved = TRUE;
2165 local_player->LevelSolved = FALSE;
2167 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2171 if (!tape.playing && setup.sound_loops)
2172 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2173 SND_CTRL_PLAY_LOOP);
2175 while (TimeLeft > 0)
2177 if (!tape.playing && !setup.sound_loops)
2178 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2179 if (TimeLeft > 0 && !(TimeLeft % 10))
2180 RaiseScore(level.score[SC_TIME_BONUS]);
2181 if (TimeLeft > 100 && !(TimeLeft % 10))
2186 DrawGameValue_Time(TimeLeft);
2194 if (!tape.playing && setup.sound_loops)
2195 StopSound(SND_GAME_LEVELTIME_BONUS);
2197 else if (level.time == 0) /* level without time limit */
2199 if (!tape.playing && setup.sound_loops)
2200 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2201 SND_CTRL_PLAY_LOOP);
2203 while (TimePlayed < 999)
2205 if (!tape.playing && !setup.sound_loops)
2206 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2207 if (TimePlayed < 999 && !(TimePlayed % 10))
2208 RaiseScore(level.score[SC_TIME_BONUS]);
2209 if (TimePlayed < 900 && !(TimePlayed % 10))
2214 DrawGameValue_Time(TimePlayed);
2222 if (!tape.playing && setup.sound_loops)
2223 StopSound(SND_GAME_LEVELTIME_BONUS);
2226 /* close exit door after last player */
2227 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2228 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2230 int element = Feld[ExitX][ExitY];
2232 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2233 EL_SP_EXIT_CLOSING);
2235 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2238 /* Hero disappears */
2239 DrawLevelField(ExitX, ExitY);
2245 CloseDoor(DOOR_CLOSE_1);
2250 SaveTape(tape.level_nr); /* Ask to save tape */
2253 if (level_nr == leveldir_current->handicap_level)
2255 leveldir_current->handicap_level++;
2256 SaveLevelSetup_SeriesInfo();
2259 if (level_editor_test_game)
2260 local_player->score = -1; /* no highscore when playing from editor */
2261 else if (level_nr < leveldir_current->last_level)
2262 raise_level = TRUE; /* advance to next level */
2264 if ((hi_pos = NewHiScore()) >= 0)
2266 game_status = GAME_MODE_SCORES;
2267 DrawHallOfFame(hi_pos);
2276 game_status = GAME_MODE_MAIN;
2293 LoadScore(level_nr);
2295 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2296 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2299 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2301 if (local_player->score > highscore[k].Score)
2303 /* player has made it to the hall of fame */
2305 if (k < MAX_SCORE_ENTRIES - 1)
2307 int m = MAX_SCORE_ENTRIES - 1;
2310 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2311 if (!strcmp(setup.player_name, highscore[l].Name))
2313 if (m == k) /* player's new highscore overwrites his old one */
2317 for (l = m; l > k; l--)
2319 strcpy(highscore[l].Name, highscore[l - 1].Name);
2320 highscore[l].Score = highscore[l - 1].Score;
2327 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2328 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2329 highscore[k].Score = local_player->score;
2335 else if (!strncmp(setup.player_name, highscore[k].Name,
2336 MAX_PLAYER_NAME_LEN))
2337 break; /* player already there with a higher score */
2343 SaveScore(level_nr);
2348 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2350 if (player->GfxAction != action || player->GfxDir != dir)
2353 printf("Player frame reset! (%d => %d, %d => %d)\n",
2354 player->GfxAction, action, player->GfxDir, dir);
2357 player->GfxAction = action;
2358 player->GfxDir = dir;
2360 player->StepFrame = 0;
2364 static void ResetRandomAnimationValue(int x, int y)
2366 GfxRandom[x][y] = INIT_GFX_RANDOM();
2369 static void ResetGfxAnimation(int x, int y)
2372 GfxAction[x][y] = ACTION_DEFAULT;
2373 GfxDir[x][y] = MovDir[x][y];
2376 void InitMovingField(int x, int y, int direction)
2378 int element = Feld[x][y];
2379 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2380 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2384 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2385 ResetGfxAnimation(x, y);
2387 MovDir[newx][newy] = MovDir[x][y] = direction;
2388 GfxDir[x][y] = direction;
2390 if (Feld[newx][newy] == EL_EMPTY)
2391 Feld[newx][newy] = EL_BLOCKED;
2393 if (direction == MV_DOWN && CAN_FALL(element))
2394 GfxAction[x][y] = ACTION_FALLING;
2396 GfxAction[x][y] = ACTION_MOVING;
2398 GfxFrame[newx][newy] = GfxFrame[x][y];
2399 GfxRandom[newx][newy] = GfxRandom[x][y];
2400 GfxAction[newx][newy] = GfxAction[x][y];
2401 GfxDir[newx][newy] = GfxDir[x][y];
2404 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2406 int direction = MovDir[x][y];
2407 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2408 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2414 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2416 int oldx = x, oldy = y;
2417 int direction = MovDir[x][y];
2419 if (direction == MV_LEFT)
2421 else if (direction == MV_RIGHT)
2423 else if (direction == MV_UP)
2425 else if (direction == MV_DOWN)
2428 *comes_from_x = oldx;
2429 *comes_from_y = oldy;
2432 int MovingOrBlocked2Element(int x, int y)
2434 int element = Feld[x][y];
2436 if (element == EL_BLOCKED)
2440 Blocked2Moving(x, y, &oldx, &oldy);
2441 return Feld[oldx][oldy];
2447 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2449 /* like MovingOrBlocked2Element(), but if element is moving
2450 and (x,y) is the field the moving element is just leaving,
2451 return EL_BLOCKED instead of the element value */
2452 int element = Feld[x][y];
2454 if (IS_MOVING(x, y))
2456 if (element == EL_BLOCKED)
2460 Blocked2Moving(x, y, &oldx, &oldy);
2461 return Feld[oldx][oldy];
2470 static void RemoveField(int x, int y)
2472 Feld[x][y] = EL_EMPTY;
2479 ChangeDelay[x][y] = 0;
2480 ChangePage[x][y] = -1;
2481 Pushed[x][y] = FALSE;
2483 GfxElement[x][y] = EL_UNDEFINED;
2484 GfxAction[x][y] = ACTION_DEFAULT;
2485 GfxDir[x][y] = MV_NO_MOVING;
2488 void RemoveMovingField(int x, int y)
2490 int oldx = x, oldy = y, newx = x, newy = y;
2491 int element = Feld[x][y];
2492 int next_element = EL_UNDEFINED;
2494 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2497 if (IS_MOVING(x, y))
2499 Moving2Blocked(x, y, &newx, &newy);
2501 if (Feld[newx][newy] != EL_BLOCKED)
2504 if (Feld[newx][newy] != EL_BLOCKED)
2506 /* element is moving, but target field is not free (blocked), but
2507 already occupied by something different (example: acid pool);
2508 in this case, only remove the moving field, but not the target */
2510 RemoveField(oldx, oldy);
2512 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2514 DrawLevelField(oldx, oldy);
2520 else if (element == EL_BLOCKED)
2522 Blocked2Moving(x, y, &oldx, &oldy);
2523 if (!IS_MOVING(oldx, oldy))
2527 if (element == EL_BLOCKED &&
2528 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2529 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2530 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2531 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2532 next_element = get_next_element(Feld[oldx][oldy]);
2534 RemoveField(oldx, oldy);
2535 RemoveField(newx, newy);
2537 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2539 if (next_element != EL_UNDEFINED)
2540 Feld[oldx][oldy] = next_element;
2542 DrawLevelField(oldx, oldy);
2543 DrawLevelField(newx, newy);
2546 void DrawDynamite(int x, int y)
2548 int sx = SCREENX(x), sy = SCREENY(y);
2549 int graphic = el2img(Feld[x][y]);
2552 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2555 if (IS_WALKABLE_INSIDE(Back[x][y]))
2559 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2560 else if (Store[x][y])
2561 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2563 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2566 if (Back[x][y] || Store[x][y])
2567 DrawGraphicThruMask(sx, sy, graphic, frame);
2569 DrawGraphic(sx, sy, graphic, frame);
2571 if (game.emulation == EMU_SUPAPLEX)
2572 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2573 else if (Store[x][y])
2574 DrawGraphicThruMask(sx, sy, graphic, frame);
2576 DrawGraphic(sx, sy, graphic, frame);
2580 void CheckDynamite(int x, int y)
2582 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2586 if (MovDelay[x][y] != 0)
2589 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2596 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2598 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2599 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2600 StopSound(SND_DYNAMITE_ACTIVE);
2602 StopSound(SND_DYNABOMB_ACTIVE);
2608 void RelocatePlayer(int x, int y, int element_raw)
2610 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2611 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2612 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2613 boolean no_delay = (tape.index_search);
2614 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2615 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2620 if (player->GameOver) /* do not reanimate dead player */
2624 RemoveField(x, y); /* temporarily remove newly placed player */
2625 DrawLevelField(x, y);
2628 if (player->present)
2630 while (player->MovPos)
2632 ScrollPlayer(player, SCROLL_GO_ON);
2633 ScrollScreen(NULL, SCROLL_GO_ON);
2639 Delay(wait_delay_value);
2642 DrawPlayer(player); /* needed here only to cleanup last field */
2643 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2645 player->is_moving = FALSE;
2649 old_jx = player->jx;
2650 old_jy = player->jy;
2653 Feld[x][y] = element;
2654 InitPlayerField(x, y, element, TRUE);
2657 if (player == local_player)
2661 scroll_x += (local_player->jx - old_jx);
2662 scroll_y += (local_player->jy - old_jy);
2664 /* don't scroll over playfield boundaries */
2665 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2666 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2668 /* don't scroll over playfield boundaries */
2669 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2670 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2673 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2674 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2675 local_player->jx - MIDPOSX);
2677 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2678 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2679 local_player->jy - MIDPOSY);
2682 RedrawPlayfield(TRUE, 0,0,0,0);
2691 if (player == local_player)
2693 int scroll_xx = -999, scroll_yy = -999;
2695 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2698 int fx = FX, fy = FY;
2700 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2701 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2702 local_player->jx - MIDPOSX);
2704 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2705 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2706 local_player->jy - MIDPOSY);
2708 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2709 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2714 fx += dx * TILEX / 2;
2715 fy += dy * TILEY / 2;
2717 ScrollLevel(dx, dy);
2720 /* scroll in two steps of half tile size to make things smoother */
2721 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2723 Delay(wait_delay_value);
2725 /* scroll second step to align at full tile size */
2727 Delay(wait_delay_value);
2733 void Explode(int ex, int ey, int phase, int mode)
2740 /* !!! eliminate this variable !!! */
2741 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2746 int last_phase = num_phase * delay;
2747 int half_phase = (num_phase / 2) * delay;
2748 int first_phase_after_start = EX_PHASE_START + 1;
2752 if (game.explosions_delayed)
2754 ExplodeField[ex][ey] = mode;
2758 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2760 int center_element = Feld[ex][ey];
2763 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2767 /* --- This is only really needed (and now handled) in "Impact()". --- */
2768 /* do not explode moving elements that left the explode field in time */
2769 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2770 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2774 if (mode == EX_NORMAL || mode == EX_CENTER)
2775 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2777 /* remove things displayed in background while burning dynamite */
2778 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2781 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2783 /* put moving element to center field (and let it explode there) */
2784 center_element = MovingOrBlocked2Element(ex, ey);
2785 RemoveMovingField(ex, ey);
2786 Feld[ex][ey] = center_element;
2792 last_phase = element_info[center_element].explosion_delay + 1;
2794 last_phase = element_info[center_element].explosion_delay;
2798 printf("::: %d -> %d\n", center_element, last_phase);
2802 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2804 int xx = x - ex + 1;
2805 int yy = y - ey + 1;
2809 if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
2812 if (!IN_LEV_FIELD(x, y) ||
2813 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2814 (x != ex || y != ey)))
2818 element = Feld[x][y];
2820 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2822 element = MovingOrBlocked2Element(x, y);
2824 if (!IS_EXPLOSION_PROOF(element))
2825 RemoveMovingField(x, y);
2831 if (IS_EXPLOSION_PROOF(element))
2834 /* indestructible elements can only explode in center (but not flames) */
2835 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2836 element == EL_FLAMES)
2841 if ((IS_INDESTRUCTIBLE(element) &&
2842 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2843 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2844 element == EL_FLAMES)
2848 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2850 if (IS_ACTIVE_BOMB(element))
2852 /* re-activate things under the bomb like gate or penguin */
2853 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2860 /* save walkable background elements while explosion on same tile */
2862 if (IS_INDESTRUCTIBLE(element))
2863 Back[x][y] = element;
2865 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2866 Back[x][y] = element;
2869 /* ignite explodable elements reached by other explosion */
2870 if (element == EL_EXPLOSION)
2871 element = Store2[x][y];
2874 if (AmoebaNr[x][y] &&
2875 (element == EL_AMOEBA_FULL ||
2876 element == EL_BD_AMOEBA ||
2877 element == EL_AMOEBA_GROWING))
2879 AmoebaCnt[AmoebaNr[x][y]]--;
2880 AmoebaCnt2[AmoebaNr[x][y]]--;
2886 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2888 switch(StorePlayer[ex][ey])
2891 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2894 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2897 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2901 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2906 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
2907 Store[x][y] = EL_EMPTY;
2909 if (game.emulation == EMU_SUPAPLEX)
2910 Store[x][y] = EL_EMPTY;
2913 else if (center_element == EL_MOLE)
2914 Store[x][y] = EL_EMERALD_RED;
2915 else if (center_element == EL_PENGUIN)
2916 Store[x][y] = EL_EMERALD_PURPLE;
2917 else if (center_element == EL_BUG)
2918 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2919 else if (center_element == EL_BD_BUTTERFLY)
2920 Store[x][y] = EL_BD_DIAMOND;
2921 else if (center_element == EL_SP_ELECTRON)
2922 Store[x][y] = EL_SP_INFOTRON;
2923 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2924 Store[x][y] = level.amoeba_content;
2925 else if (center_element == EL_YAMYAM)
2926 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2927 else if (IS_CUSTOM_ELEMENT(center_element) &&
2928 element_info[center_element].content[xx][yy] != EL_EMPTY)
2929 Store[x][y] = element_info[center_element].content[xx][yy];
2930 else if (element == EL_WALL_EMERALD)
2931 Store[x][y] = EL_EMERALD;
2932 else if (element == EL_WALL_DIAMOND)
2933 Store[x][y] = EL_DIAMOND;
2934 else if (element == EL_WALL_BD_DIAMOND)
2935 Store[x][y] = EL_BD_DIAMOND;
2936 else if (element == EL_WALL_EMERALD_YELLOW)
2937 Store[x][y] = EL_EMERALD_YELLOW;
2938 else if (element == EL_WALL_EMERALD_RED)
2939 Store[x][y] = EL_EMERALD_RED;
2940 else if (element == EL_WALL_EMERALD_PURPLE)
2941 Store[x][y] = EL_EMERALD_PURPLE;
2942 else if (element == EL_WALL_PEARL)
2943 Store[x][y] = EL_PEARL;
2944 else if (element == EL_WALL_CRYSTAL)
2945 Store[x][y] = EL_CRYSTAL;
2946 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2947 Store[x][y] = element_info[element].content[1][1];
2949 Store[x][y] = EL_EMPTY;
2951 if (x != ex || y != ey ||
2952 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2953 Store2[x][y] = element;
2956 if (AmoebaNr[x][y] &&
2957 (element == EL_AMOEBA_FULL ||
2958 element == EL_BD_AMOEBA ||
2959 element == EL_AMOEBA_GROWING))
2961 AmoebaCnt[AmoebaNr[x][y]]--;
2962 AmoebaCnt2[AmoebaNr[x][y]]--;
2968 MovDir[x][y] = MovPos[x][y] = 0;
2969 GfxDir[x][y] = MovDir[x][y];
2974 Feld[x][y] = EL_EXPLOSION;
2976 GfxElement[x][y] = center_element;
2978 GfxElement[x][y] = EL_UNDEFINED;
2981 ExplodePhase[x][y] = 1;
2983 ExplodeDelay[x][y] = last_phase;
2988 GfxFrame[x][y] = 0; /* animation does not start until next frame */
2990 GfxFrame[x][y] = -1; /* animation does not start until next frame */
2997 if (center_element == EL_YAMYAM)
2998 game.yamyam_content_nr =
2999 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3012 GfxFrame[x][y] = 0; /* restart explosion animation */
3016 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3020 last_phase = ExplodeDelay[x][y];
3023 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3027 /* activate this even in non-DEBUG version until cause for crash in
3028 getGraphicAnimationFrame() (see below) is found and eliminated */
3032 if (GfxElement[x][y] == EL_UNDEFINED)
3035 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3036 printf("Explode(): This should never happen!\n");
3039 GfxElement[x][y] = EL_EMPTY;
3045 border_element = Store2[x][y];
3046 if (IS_PLAYER(x, y))
3047 border_element = StorePlayer[x][y];
3050 printf("::: phase == %d\n", phase);
3053 if (phase == element_info[border_element].ignition_delay ||
3054 phase == last_phase)
3056 boolean border_explosion = FALSE;
3059 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3061 if (IS_PLAYER(x, y))
3064 KillHeroUnlessExplosionProtected(x, y);
3065 border_explosion = TRUE;
3068 if (phase == last_phase)
3069 printf("::: IS_PLAYER\n");
3072 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3074 Feld[x][y] = Store2[x][y];
3077 border_explosion = TRUE;
3080 if (phase == last_phase)
3081 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3084 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3086 AmoebeUmwandeln(x, y);
3088 border_explosion = TRUE;
3091 if (phase == last_phase)
3092 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3093 element_info[border_element].explosion_delay,
3094 element_info[border_element].ignition_delay,
3100 /* if an element just explodes due to another explosion (chain-reaction),
3101 do not immediately end the new explosion when it was the last frame of
3102 the explosion (as it would be done in the following "if"-statement!) */
3103 if (border_explosion && phase == last_phase)
3110 if (phase == first_phase_after_start)
3112 int element = Store2[x][y];
3114 if (element == EL_BLACK_ORB)
3116 Feld[x][y] = Store2[x][y];
3121 else if (phase == half_phase)
3123 int element = Store2[x][y];
3125 if (IS_PLAYER(x, y))
3126 KillHeroUnlessExplosionProtected(x, y);
3127 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3129 Feld[x][y] = Store2[x][y];
3133 else if (element == EL_AMOEBA_TO_DIAMOND)
3134 AmoebeUmwandeln(x, y);
3138 if (phase == last_phase)
3143 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3146 element = Feld[x][y] = Store[x][y];
3147 Store[x][y] = Store2[x][y] = 0;
3148 GfxElement[x][y] = EL_UNDEFINED;
3150 /* player can escape from explosions and might therefore be still alive */
3151 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3152 element <= EL_PLAYER_IS_EXPLODING_4)
3153 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3155 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3156 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3157 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3160 /* restore probably existing indestructible background element */
3161 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3162 element = Feld[x][y] = Back[x][y];
3165 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3166 GfxDir[x][y] = MV_NO_MOVING;
3167 ChangeDelay[x][y] = 0;
3168 ChangePage[x][y] = -1;
3171 InitField_WithBug2(x, y, FALSE);
3173 InitField(x, y, FALSE);
3175 /* !!! not needed !!! */
3177 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3178 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3181 if (CAN_MOVE(element))
3186 DrawLevelField(x, y);
3188 TestIfElementTouchesCustomElement(x, y);
3190 if (GFX_CRUMBLED(element))
3191 DrawLevelFieldCrumbledSandNeighbours(x, y);
3193 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3194 StorePlayer[x][y] = 0;
3196 if (ELEM_IS_PLAYER(element))
3197 RelocatePlayer(x, y, element);
3200 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3202 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3206 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3208 int stored = Store[x][y];
3209 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3210 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3214 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3216 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3220 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3224 printf("::: %d / %d [%d - %d]\n",
3225 GfxFrame[x][y], phase - delay, phase, delay);
3229 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3230 element_info[GfxElement[x][y]].token_name,
3235 DrawLevelFieldCrumbledSand(x, y);
3237 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3239 DrawLevelElement(x, y, Back[x][y]);
3240 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3242 else if (IS_WALKABLE_UNDER(Back[x][y]))
3244 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3245 DrawLevelElementThruMask(x, y, Back[x][y]);
3247 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3248 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3252 void DynaExplode(int ex, int ey)
3255 int dynabomb_element = Feld[ex][ey];
3256 int dynabomb_size = 1;
3257 boolean dynabomb_xl = FALSE;
3258 struct PlayerInfo *player;
3259 static int xy[4][2] =
3267 if (IS_ACTIVE_BOMB(dynabomb_element))
3269 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3270 dynabomb_size = player->dynabomb_size;
3271 dynabomb_xl = player->dynabomb_xl;
3272 player->dynabombs_left++;
3275 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3277 for (i = 0; i < NUM_DIRECTIONS; i++)
3279 for (j = 1; j <= dynabomb_size; j++)
3281 int x = ex + j * xy[i][0];
3282 int y = ey + j * xy[i][1];
3285 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3288 element = Feld[x][y];
3290 /* do not restart explosions of fields with active bombs */
3291 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3294 Explode(x, y, EX_PHASE_START, EX_BORDER);
3296 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3297 if (element != EL_EMPTY &&
3298 element != EL_SAND &&
3299 element != EL_EXPLOSION &&
3306 void Bang(int x, int y)
3309 int element = MovingOrBlocked2Element(x, y);
3311 int element = Feld[x][y];
3315 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3317 if (IS_PLAYER(x, y))
3320 struct PlayerInfo *player = PLAYERINFO(x, y);
3322 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3323 player->element_nr);
3328 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3330 if (game.emulation == EMU_SUPAPLEX)
3331 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3333 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3338 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3346 case EL_BD_BUTTERFLY:
3349 case EL_DARK_YAMYAM:
3353 RaiseScoreElement(element);
3354 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3356 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3357 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3358 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3359 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3360 case EL_DYNABOMB_INCREASE_NUMBER:
3361 case EL_DYNABOMB_INCREASE_SIZE:
3362 case EL_DYNABOMB_INCREASE_POWER:
3367 case EL_LAMP_ACTIVE:
3369 case EL_AMOEBA_TO_DIAMOND:
3371 if (IS_PLAYER(x, y))
3372 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3374 Explode(x, y, EX_PHASE_START, EX_CENTER);
3377 if (CAN_EXPLODE_DYNA(element))
3379 else if (CAN_EXPLODE_1X1(element))
3380 Explode(x, y, EX_PHASE_START, EX_CENTER);
3382 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3386 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3389 void SplashAcid(int x, int y)
3392 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3393 (!IN_LEV_FIELD(x - 1, y - 2) ||
3394 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3395 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3397 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3398 (!IN_LEV_FIELD(x + 1, y - 2) ||
3399 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3400 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3402 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3404 /* input: position of element entering acid (obsolete) */
3406 int element = Feld[x][y];
3408 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3411 if (element != EL_ACID_SPLASH_LEFT &&
3412 element != EL_ACID_SPLASH_RIGHT)
3414 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3416 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3417 (!IN_LEV_FIELD(x - 1, y - 1) ||
3418 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3419 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3421 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3422 (!IN_LEV_FIELD(x + 1, y - 1) ||
3423 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3424 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3429 static void InitBeltMovement()
3431 static int belt_base_element[4] =
3433 EL_CONVEYOR_BELT_1_LEFT,
3434 EL_CONVEYOR_BELT_2_LEFT,
3435 EL_CONVEYOR_BELT_3_LEFT,
3436 EL_CONVEYOR_BELT_4_LEFT
3438 static int belt_base_active_element[4] =
3440 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3441 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3442 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3443 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3448 /* set frame order for belt animation graphic according to belt direction */
3449 for (i = 0; i < NUM_BELTS; i++)
3453 for (j = 0; j < NUM_BELT_PARTS; j++)
3455 int element = belt_base_active_element[belt_nr] + j;
3456 int graphic = el2img(element);
3458 if (game.belt_dir[i] == MV_LEFT)
3459 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3461 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3465 for (y = 0; y < lev_fieldy; y++)
3467 for (x = 0; x < lev_fieldx; x++)
3469 int element = Feld[x][y];
3471 for (i = 0; i < NUM_BELTS; i++)
3473 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3475 int e_belt_nr = getBeltNrFromBeltElement(element);
3478 if (e_belt_nr == belt_nr)
3480 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3482 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3490 static void ToggleBeltSwitch(int x, int y)
3492 static int belt_base_element[4] =
3494 EL_CONVEYOR_BELT_1_LEFT,
3495 EL_CONVEYOR_BELT_2_LEFT,
3496 EL_CONVEYOR_BELT_3_LEFT,
3497 EL_CONVEYOR_BELT_4_LEFT
3499 static int belt_base_active_element[4] =
3501 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3502 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3503 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3504 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3506 static int belt_base_switch_element[4] =
3508 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3509 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3510 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3511 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3513 static int belt_move_dir[4] =
3521 int element = Feld[x][y];
3522 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3523 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3524 int belt_dir = belt_move_dir[belt_dir_nr];
3527 if (!IS_BELT_SWITCH(element))
3530 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3531 game.belt_dir[belt_nr] = belt_dir;
3533 if (belt_dir_nr == 3)
3536 /* set frame order for belt animation graphic according to belt direction */
3537 for (i = 0; i < NUM_BELT_PARTS; i++)
3539 int element = belt_base_active_element[belt_nr] + i;
3540 int graphic = el2img(element);
3542 if (belt_dir == MV_LEFT)
3543 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3545 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3548 for (yy = 0; yy < lev_fieldy; yy++)
3550 for (xx = 0; xx < lev_fieldx; xx++)
3552 int element = Feld[xx][yy];
3554 if (IS_BELT_SWITCH(element))
3556 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3558 if (e_belt_nr == belt_nr)
3560 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3561 DrawLevelField(xx, yy);
3564 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3566 int e_belt_nr = getBeltNrFromBeltElement(element);
3568 if (e_belt_nr == belt_nr)
3570 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3572 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3573 DrawLevelField(xx, yy);
3576 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3578 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3580 if (e_belt_nr == belt_nr)
3582 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3584 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3585 DrawLevelField(xx, yy);
3592 static void ToggleSwitchgateSwitch(int x, int y)
3596 game.switchgate_pos = !game.switchgate_pos;
3598 for (yy = 0; yy < lev_fieldy; yy++)
3600 for (xx = 0; xx < lev_fieldx; xx++)
3602 int element = Feld[xx][yy];
3604 if (element == EL_SWITCHGATE_SWITCH_UP ||
3605 element == EL_SWITCHGATE_SWITCH_DOWN)
3607 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3608 DrawLevelField(xx, yy);
3610 else if (element == EL_SWITCHGATE_OPEN ||
3611 element == EL_SWITCHGATE_OPENING)
3613 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3615 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3617 PlayLevelSound(xx, yy, SND_SWITCHGATE_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);
3627 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3634 static int getInvisibleActiveFromInvisibleElement(int element)
3636 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3637 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3638 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3642 static int getInvisibleFromInvisibleActiveElement(int element)
3644 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3645 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3646 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3650 static void RedrawAllLightSwitchesAndInvisibleElements()
3654 for (y = 0; y < lev_fieldy; y++)
3656 for (x = 0; x < lev_fieldx; x++)
3658 int element = Feld[x][y];
3660 if (element == EL_LIGHT_SWITCH &&
3661 game.light_time_left > 0)
3663 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3664 DrawLevelField(x, y);
3666 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3667 game.light_time_left == 0)
3669 Feld[x][y] = EL_LIGHT_SWITCH;
3670 DrawLevelField(x, y);
3672 else if (element == EL_INVISIBLE_STEELWALL ||
3673 element == EL_INVISIBLE_WALL ||
3674 element == EL_INVISIBLE_SAND)
3676 if (game.light_time_left > 0)
3677 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3679 DrawLevelField(x, y);
3681 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3682 element == EL_INVISIBLE_WALL_ACTIVE ||
3683 element == EL_INVISIBLE_SAND_ACTIVE)
3685 if (game.light_time_left == 0)
3686 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3688 DrawLevelField(x, y);
3694 static void ToggleLightSwitch(int x, int y)
3696 int element = Feld[x][y];
3698 game.light_time_left =
3699 (element == EL_LIGHT_SWITCH ?
3700 level.time_light * FRAMES_PER_SECOND : 0);
3702 RedrawAllLightSwitchesAndInvisibleElements();
3705 static void ActivateTimegateSwitch(int x, int y)
3709 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3711 for (yy = 0; yy < lev_fieldy; yy++)
3713 for (xx = 0; xx < lev_fieldx; xx++)
3715 int element = Feld[xx][yy];
3717 if (element == EL_TIMEGATE_CLOSED ||
3718 element == EL_TIMEGATE_CLOSING)
3720 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3721 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3725 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3727 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3728 DrawLevelField(xx, yy);
3735 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3738 inline static int getElementMoveStepsize(int x, int y)
3740 int element = Feld[x][y];
3741 int direction = MovDir[x][y];
3742 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3743 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3744 int horiz_move = (dx != 0);
3745 int sign = (horiz_move ? dx : dy);
3746 int step = sign * element_info[element].move_stepsize;
3748 /* special values for move stepsize for spring and things on conveyor belt */
3752 if (element == EL_SPRING)
3753 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3754 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3755 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3756 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3758 if (CAN_FALL(element) &&
3759 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3760 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3761 else if (element == EL_SPRING)
3762 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3769 void Impact(int x, int y)
3771 boolean lastline = (y == lev_fieldy-1);
3772 boolean object_hit = FALSE;
3773 boolean impact = (lastline || object_hit);
3774 int element = Feld[x][y];
3775 int smashed = EL_STEELWALL;
3777 if (!lastline) /* check if element below was hit */
3779 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3782 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3783 MovDir[x][y + 1] != MV_DOWN ||
3784 MovPos[x][y + 1] <= TILEY / 2));
3787 object_hit = !IS_FREE(x, y + 1);
3790 /* do not smash moving elements that left the smashed field in time */
3791 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3792 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3796 smashed = MovingOrBlocked2Element(x, y + 1);
3798 impact = (lastline || object_hit);
3801 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3803 SplashAcid(x, y + 1);
3807 /* only reset graphic animation if graphic really changes after impact */
3809 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3811 ResetGfxAnimation(x, y);
3812 DrawLevelField(x, y);
3815 if (impact && CAN_EXPLODE_IMPACT(element))
3820 else if (impact && element == EL_PEARL)
3822 Feld[x][y] = EL_PEARL_BREAKING;
3823 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3826 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3828 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3833 if (impact && element == EL_AMOEBA_DROP)
3835 if (object_hit && IS_PLAYER(x, y + 1))
3836 KillHeroUnlessEnemyProtected(x, y + 1);
3837 else if (object_hit && smashed == EL_PENGUIN)
3841 Feld[x][y] = EL_AMOEBA_GROWING;
3842 Store[x][y] = EL_AMOEBA_WET;
3844 ResetRandomAnimationValue(x, y);
3849 if (object_hit) /* check which object was hit */
3851 if (CAN_PASS_MAGIC_WALL(element) &&
3852 (smashed == EL_MAGIC_WALL ||
3853 smashed == EL_BD_MAGIC_WALL))
3856 int activated_magic_wall =
3857 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3858 EL_BD_MAGIC_WALL_ACTIVE);
3860 /* activate magic wall / mill */
3861 for (yy = 0; yy < lev_fieldy; yy++)
3862 for (xx = 0; xx < lev_fieldx; xx++)
3863 if (Feld[xx][yy] == smashed)
3864 Feld[xx][yy] = activated_magic_wall;
3866 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3867 game.magic_wall_active = TRUE;
3869 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3870 SND_MAGIC_WALL_ACTIVATING :
3871 SND_BD_MAGIC_WALL_ACTIVATING));
3874 if (IS_PLAYER(x, y + 1))
3876 if (CAN_SMASH_PLAYER(element))
3878 KillHeroUnlessEnemyProtected(x, y + 1);
3882 else if (smashed == EL_PENGUIN)
3884 if (CAN_SMASH_PLAYER(element))
3890 else if (element == EL_BD_DIAMOND)
3892 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3898 else if (((element == EL_SP_INFOTRON ||
3899 element == EL_SP_ZONK) &&
3900 (smashed == EL_SP_SNIKSNAK ||
3901 smashed == EL_SP_ELECTRON ||
3902 smashed == EL_SP_DISK_ORANGE)) ||
3903 (element == EL_SP_INFOTRON &&
3904 smashed == EL_SP_DISK_YELLOW))
3910 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3916 else if (CAN_SMASH_EVERYTHING(element))
3918 if (IS_CLASSIC_ENEMY(smashed) ||
3919 CAN_EXPLODE_SMASHED(smashed))
3924 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3926 if (smashed == EL_LAMP ||
3927 smashed == EL_LAMP_ACTIVE)
3932 else if (smashed == EL_NUT)
3934 Feld[x][y + 1] = EL_NUT_BREAKING;
3935 PlayLevelSound(x, y, SND_NUT_BREAKING);
3936 RaiseScoreElement(EL_NUT);
3939 else if (smashed == EL_PEARL)
3941 Feld[x][y + 1] = EL_PEARL_BREAKING;
3942 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3945 else if (smashed == EL_DIAMOND)
3947 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3948 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3951 else if (IS_BELT_SWITCH(smashed))
3953 ToggleBeltSwitch(x, y + 1);
3955 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3956 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3958 ToggleSwitchgateSwitch(x, y + 1);
3960 else if (smashed == EL_LIGHT_SWITCH ||
3961 smashed == EL_LIGHT_SWITCH_ACTIVE)
3963 ToggleLightSwitch(x, y + 1);
3968 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3971 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3973 CheckTriggeredElementChangeSide(x, y + 1, smashed,
3974 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
3975 CheckElementChangeSide(x, y + 1, smashed, element,
3976 CE_SWITCHED, CH_SIDE_TOP);
3981 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3986 /* play sound of magic wall / mill */
3988 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3989 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3991 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3992 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3993 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3994 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3999 /* play sound of object that hits the ground */
4000 if (lastline || object_hit)
4001 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4004 inline static void TurnRoundExt(int x, int y)
4016 { 0, 0 }, { 0, 0 }, { 0, 0 },
4021 int left, right, back;
4025 { MV_DOWN, MV_UP, MV_RIGHT },
4026 { MV_UP, MV_DOWN, MV_LEFT },
4028 { MV_LEFT, MV_RIGHT, MV_DOWN },
4032 { MV_RIGHT, MV_LEFT, MV_UP }
4035 int element = Feld[x][y];
4036 int move_pattern = element_info[element].move_pattern;
4038 int old_move_dir = MovDir[x][y];
4039 int left_dir = turn[old_move_dir].left;
4040 int right_dir = turn[old_move_dir].right;
4041 int back_dir = turn[old_move_dir].back;
4043 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4044 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4045 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4046 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4048 int left_x = x + left_dx, left_y = y + left_dy;
4049 int right_x = x + right_dx, right_y = y + right_dy;
4050 int move_x = x + move_dx, move_y = y + move_dy;
4054 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4056 TestIfBadThingTouchesOtherBadThing(x, y);
4058 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4059 MovDir[x][y] = right_dir;
4060 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4061 MovDir[x][y] = left_dir;
4063 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4065 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4069 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4070 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4072 TestIfBadThingTouchesOtherBadThing(x, y);
4074 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4075 MovDir[x][y] = left_dir;
4076 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4077 MovDir[x][y] = right_dir;
4079 if ((element == EL_SPACESHIP ||
4080 element == EL_SP_SNIKSNAK ||
4081 element == EL_SP_ELECTRON)
4082 && MovDir[x][y] != old_move_dir)
4084 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4088 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4090 TestIfBadThingTouchesOtherBadThing(x, y);
4092 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4093 MovDir[x][y] = left_dir;
4094 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4095 MovDir[x][y] = right_dir;
4097 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4099 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4102 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4104 TestIfBadThingTouchesOtherBadThing(x, y);
4106 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4107 MovDir[x][y] = left_dir;
4108 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4109 MovDir[x][y] = right_dir;
4111 if (MovDir[x][y] != old_move_dir)
4115 else if (element == EL_YAMYAM)
4117 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4118 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4120 if (can_turn_left && can_turn_right)
4121 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4122 else if (can_turn_left)
4123 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4124 else if (can_turn_right)
4125 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4127 MovDir[x][y] = back_dir;
4129 MovDelay[x][y] = 16 + 16 * RND(3);
4131 else if (element == EL_DARK_YAMYAM)
4133 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4135 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4138 if (can_turn_left && can_turn_right)
4139 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4140 else if (can_turn_left)
4141 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4142 else if (can_turn_right)
4143 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4145 MovDir[x][y] = back_dir;
4147 MovDelay[x][y] = 16 + 16 * RND(3);
4149 else if (element == EL_PACMAN)
4151 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4152 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4154 if (can_turn_left && can_turn_right)
4155 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4156 else if (can_turn_left)
4157 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4158 else if (can_turn_right)
4159 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4161 MovDir[x][y] = back_dir;
4163 MovDelay[x][y] = 6 + RND(40);
4165 else if (element == EL_PIG)
4167 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4168 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4169 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4170 boolean should_turn_left, should_turn_right, should_move_on;
4172 int rnd = RND(rnd_value);
4174 should_turn_left = (can_turn_left &&
4176 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4177 y + back_dy + left_dy)));
4178 should_turn_right = (can_turn_right &&
4180 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4181 y + back_dy + right_dy)));
4182 should_move_on = (can_move_on &&
4185 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4186 y + move_dy + left_dy) ||
4187 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4188 y + move_dy + right_dy)));
4190 if (should_turn_left || should_turn_right || should_move_on)
4192 if (should_turn_left && should_turn_right && should_move_on)
4193 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4194 rnd < 2 * rnd_value / 3 ? right_dir :
4196 else if (should_turn_left && should_turn_right)
4197 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4198 else if (should_turn_left && should_move_on)
4199 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4200 else if (should_turn_right && should_move_on)
4201 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4202 else if (should_turn_left)
4203 MovDir[x][y] = left_dir;
4204 else if (should_turn_right)
4205 MovDir[x][y] = right_dir;
4206 else if (should_move_on)
4207 MovDir[x][y] = old_move_dir;
4209 else if (can_move_on && rnd > rnd_value / 8)
4210 MovDir[x][y] = old_move_dir;
4211 else if (can_turn_left && can_turn_right)
4212 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4213 else if (can_turn_left && rnd > rnd_value / 8)
4214 MovDir[x][y] = left_dir;
4215 else if (can_turn_right && rnd > rnd_value/8)
4216 MovDir[x][y] = right_dir;
4218 MovDir[x][y] = back_dir;
4220 xx = x + move_xy[MovDir[x][y]].x;
4221 yy = y + move_xy[MovDir[x][y]].y;
4223 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4224 MovDir[x][y] = old_move_dir;
4228 else if (element == EL_DRAGON)
4230 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4231 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4232 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4234 int rnd = RND(rnd_value);
4237 if (FrameCounter < 1 && x == 0 && y == 29)
4238 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4241 if (can_move_on && rnd > rnd_value / 8)
4242 MovDir[x][y] = old_move_dir;
4243 else if (can_turn_left && can_turn_right)
4244 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4245 else if (can_turn_left && rnd > rnd_value / 8)
4246 MovDir[x][y] = left_dir;
4247 else if (can_turn_right && rnd > rnd_value / 8)
4248 MovDir[x][y] = right_dir;
4250 MovDir[x][y] = back_dir;
4252 xx = x + move_xy[MovDir[x][y]].x;
4253 yy = y + move_xy[MovDir[x][y]].y;
4256 if (FrameCounter < 1 && x == 0 && y == 29)
4257 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4258 xx, yy, Feld[xx][yy],
4263 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4264 MovDir[x][y] = old_move_dir;
4266 if (!IS_FREE(xx, yy))
4267 MovDir[x][y] = old_move_dir;
4271 if (FrameCounter < 1 && x == 0 && y == 29)
4272 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4277 else if (element == EL_MOLE)
4279 boolean can_move_on =
4280 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4281 IS_AMOEBOID(Feld[move_x][move_y]) ||
4282 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4285 boolean can_turn_left =
4286 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4287 IS_AMOEBOID(Feld[left_x][left_y])));
4289 boolean can_turn_right =
4290 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4291 IS_AMOEBOID(Feld[right_x][right_y])));
4293 if (can_turn_left && can_turn_right)
4294 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4295 else if (can_turn_left)
4296 MovDir[x][y] = left_dir;
4298 MovDir[x][y] = right_dir;
4301 if (MovDir[x][y] != old_move_dir)
4304 else if (element == EL_BALLOON)
4306 MovDir[x][y] = game.balloon_dir;
4309 else if (element == EL_SPRING)
4312 if (MovDir[x][y] & MV_HORIZONTAL &&
4313 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4314 MovDir[x][y] = MV_NO_MOVING;
4316 if (MovDir[x][y] & MV_HORIZONTAL &&
4317 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4318 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4319 MovDir[x][y] = MV_NO_MOVING;
4324 else if (element == EL_ROBOT ||
4325 element == EL_SATELLITE ||
4326 element == EL_PENGUIN)
4328 int attr_x = -1, attr_y = -1;
4339 for (i = 0; i < MAX_PLAYERS; i++)
4341 struct PlayerInfo *player = &stored_player[i];
4342 int jx = player->jx, jy = player->jy;
4344 if (!player->active)
4348 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4356 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4362 if (element == EL_PENGUIN)
4365 static int xy[4][2] =
4373 for (i = 0; i < NUM_DIRECTIONS; i++)
4375 int ex = x + xy[i][0];
4376 int ey = y + xy[i][1];
4378 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4387 MovDir[x][y] = MV_NO_MOVING;
4389 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4390 else if (attr_x > x)
4391 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4393 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4394 else if (attr_y > y)
4395 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4397 if (element == EL_ROBOT)
4401 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4402 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4403 Moving2Blocked(x, y, &newx, &newy);
4405 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4406 MovDelay[x][y] = 8 + 8 * !RND(3);
4408 MovDelay[x][y] = 16;
4410 else if (element == EL_PENGUIN)
4416 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4418 boolean first_horiz = RND(2);
4419 int new_move_dir = MovDir[x][y];
4422 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4423 Moving2Blocked(x, y, &newx, &newy);
4425 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4429 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4430 Moving2Blocked(x, y, &newx, &newy);
4432 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4435 MovDir[x][y] = old_move_dir;
4439 else /* (element == EL_SATELLITE) */
4445 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4447 boolean first_horiz = RND(2);
4448 int new_move_dir = MovDir[x][y];
4451 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4452 Moving2Blocked(x, y, &newx, &newy);
4454 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4458 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4459 Moving2Blocked(x, y, &newx, &newy);
4461 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4464 MovDir[x][y] = old_move_dir;
4469 else if (move_pattern == MV_TURNING_LEFT ||
4470 move_pattern == MV_TURNING_RIGHT ||
4471 move_pattern == MV_TURNING_LEFT_RIGHT ||
4472 move_pattern == MV_TURNING_RIGHT_LEFT ||
4473 move_pattern == MV_TURNING_RANDOM ||
4474 move_pattern == MV_ALL_DIRECTIONS)
4476 boolean can_turn_left =
4477 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4478 boolean can_turn_right =
4479 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4481 if (move_pattern == MV_TURNING_LEFT)
4482 MovDir[x][y] = left_dir;
4483 else if (move_pattern == MV_TURNING_RIGHT)
4484 MovDir[x][y] = right_dir;
4485 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4486 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4487 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4488 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4489 else if (move_pattern == MV_TURNING_RANDOM)
4490 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4491 can_turn_right && !can_turn_left ? right_dir :
4492 RND(2) ? left_dir : right_dir);
4493 else if (can_turn_left && can_turn_right)
4494 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4495 else if (can_turn_left)
4496 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4497 else if (can_turn_right)
4498 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4500 MovDir[x][y] = back_dir;
4502 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4504 else if (move_pattern == MV_HORIZONTAL ||
4505 move_pattern == MV_VERTICAL)
4507 if (move_pattern & old_move_dir)
4508 MovDir[x][y] = back_dir;
4509 else if (move_pattern == MV_HORIZONTAL)
4510 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4511 else if (move_pattern == MV_VERTICAL)
4512 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4514 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4516 else if (move_pattern & MV_ANY_DIRECTION)
4518 MovDir[x][y] = move_pattern;
4519 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4521 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4523 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4524 MovDir[x][y] = left_dir;
4525 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4526 MovDir[x][y] = right_dir;
4528 if (MovDir[x][y] != old_move_dir)
4529 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4531 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4533 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4534 MovDir[x][y] = right_dir;
4535 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4536 MovDir[x][y] = left_dir;
4538 if (MovDir[x][y] != old_move_dir)
4539 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4541 else if (move_pattern == MV_TOWARDS_PLAYER ||
4542 move_pattern == MV_AWAY_FROM_PLAYER)
4544 int attr_x = -1, attr_y = -1;
4546 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4557 for (i = 0; i < MAX_PLAYERS; i++)
4559 struct PlayerInfo *player = &stored_player[i];
4560 int jx = player->jx, jy = player->jy;
4562 if (!player->active)
4566 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4574 MovDir[x][y] = MV_NO_MOVING;
4576 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4577 else if (attr_x > x)
4578 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4580 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4581 else if (attr_y > y)
4582 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4584 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4586 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4588 boolean first_horiz = RND(2);
4589 int new_move_dir = MovDir[x][y];
4592 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4593 Moving2Blocked(x, y, &newx, &newy);
4595 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4599 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4600 Moving2Blocked(x, y, &newx, &newy);
4602 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4605 MovDir[x][y] = old_move_dir;
4608 else if (move_pattern == MV_WHEN_PUSHED ||
4609 move_pattern == MV_WHEN_DROPPED)
4611 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4612 MovDir[x][y] = MV_NO_MOVING;
4616 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4618 static int test_xy[7][2] =
4628 static int test_dir[7] =
4638 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4639 int move_preference = -1000000; /* start with very low preference */
4640 int new_move_dir = MV_NO_MOVING;
4641 int start_test = RND(4);
4644 for (i = 0; i < NUM_DIRECTIONS; i++)
4646 int move_dir = test_dir[start_test + i];
4647 int move_dir_preference;
4649 xx = x + test_xy[start_test + i][0];
4650 yy = y + test_xy[start_test + i][1];
4652 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4653 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4655 new_move_dir = move_dir;
4660 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4663 move_dir_preference = -1 * RunnerVisit[xx][yy];
4664 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4665 move_dir_preference = PlayerVisit[xx][yy];
4667 if (move_dir_preference > move_preference)
4669 /* prefer field that has not been visited for the longest time */
4670 move_preference = move_dir_preference;
4671 new_move_dir = move_dir;
4673 else if (move_dir_preference == move_preference &&
4674 move_dir == old_move_dir)
4676 /* prefer last direction when all directions are preferred equally */
4677 move_preference = move_dir_preference;
4678 new_move_dir = move_dir;
4682 MovDir[x][y] = new_move_dir;
4683 if (old_move_dir != new_move_dir)
4688 static void TurnRound(int x, int y)
4690 int direction = MovDir[x][y];
4693 GfxDir[x][y] = MovDir[x][y];
4699 GfxDir[x][y] = MovDir[x][y];
4702 if (direction != MovDir[x][y])
4707 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4710 GfxAction[x][y] = ACTION_WAITING;
4714 static boolean JustBeingPushed(int x, int y)
4718 for (i = 0; i < MAX_PLAYERS; i++)
4720 struct PlayerInfo *player = &stored_player[i];
4722 if (player->active && player->is_pushing && player->MovPos)
4724 int next_jx = player->jx + (player->jx - player->last_jx);
4725 int next_jy = player->jy + (player->jy - player->last_jy);
4727 if (x == next_jx && y == next_jy)
4735 void StartMoving(int x, int y)
4738 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4740 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4741 int element = Feld[x][y];
4747 if (MovDelay[x][y] == 0)
4748 GfxAction[x][y] = ACTION_DEFAULT;
4750 /* !!! this should be handled more generic (not only for mole) !!! */
4751 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4752 GfxAction[x][y] = ACTION_DEFAULT;
4755 if (CAN_FALL(element) && y < lev_fieldy - 1)
4757 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4758 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4759 if (JustBeingPushed(x, y))
4762 if (element == EL_QUICKSAND_FULL)
4764 if (IS_FREE(x, y + 1))
4766 InitMovingField(x, y, MV_DOWN);
4767 started_moving = TRUE;
4769 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4770 Store[x][y] = EL_ROCK;
4772 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4774 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4777 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4779 if (!MovDelay[x][y])
4780 MovDelay[x][y] = TILEY + 1;
4789 Feld[x][y] = EL_QUICKSAND_EMPTY;
4790 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4791 Store[x][y + 1] = Store[x][y];
4794 PlayLevelSoundAction(x, y, ACTION_FILLING);
4796 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4800 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4801 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4803 InitMovingField(x, y, MV_DOWN);
4804 started_moving = TRUE;
4806 Feld[x][y] = EL_QUICKSAND_FILLING;
4807 Store[x][y] = element;
4809 PlayLevelSoundAction(x, y, ACTION_FILLING);
4811 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4814 else if (element == EL_MAGIC_WALL_FULL)
4816 if (IS_FREE(x, y + 1))
4818 InitMovingField(x, y, MV_DOWN);
4819 started_moving = TRUE;
4821 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4822 Store[x][y] = EL_CHANGED(Store[x][y]);
4824 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4826 if (!MovDelay[x][y])
4827 MovDelay[x][y] = TILEY/4 + 1;
4836 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4837 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4838 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4842 else if (element == EL_BD_MAGIC_WALL_FULL)
4844 if (IS_FREE(x, y + 1))
4846 InitMovingField(x, y, MV_DOWN);
4847 started_moving = TRUE;
4849 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4850 Store[x][y] = EL_CHANGED2(Store[x][y]);
4852 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4854 if (!MovDelay[x][y])
4855 MovDelay[x][y] = TILEY/4 + 1;
4864 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4865 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4866 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4870 else if (CAN_PASS_MAGIC_WALL(element) &&
4871 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4872 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4874 InitMovingField(x, y, MV_DOWN);
4875 started_moving = TRUE;
4878 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4879 EL_BD_MAGIC_WALL_FILLING);
4880 Store[x][y] = element;
4883 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4885 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4888 SplashAcid(x, y + 1);
4890 InitMovingField(x, y, MV_DOWN);
4891 started_moving = TRUE;
4893 Store[x][y] = EL_ACID;
4895 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4896 GfxAction[x][y + 1] = ACTION_ACTIVE;
4900 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4901 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4902 (Feld[x][y + 1] == EL_BLOCKED)) ||
4903 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4904 CAN_SMASH(element) && WasJustFalling[x][y] &&
4905 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4909 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4910 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4911 WasJustMoving[x][y] && !Pushed[x][y + 1])
4913 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4914 WasJustMoving[x][y])
4919 /* this is needed for a special case not covered by calling "Impact()"
4920 from "ContinueMoving()": if an element moves to a tile directly below
4921 another element which was just falling on that tile (which was empty
4922 in the previous frame), the falling element above would just stop
4923 instead of smashing the element below (in previous version, the above
4924 element was just checked for "moving" instead of "falling", resulting
4925 in incorrect smashes caused by horizontal movement of the above
4926 element; also, the case of the player being the element to smash was
4927 simply not covered here... :-/ ) */
4930 WasJustMoving[x][y] = 0;
4931 WasJustFalling[x][y] = 0;
4936 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4938 if (MovDir[x][y] == MV_NO_MOVING)
4940 InitMovingField(x, y, MV_DOWN);
4941 started_moving = TRUE;
4944 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4946 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4947 MovDir[x][y] = MV_DOWN;
4949 InitMovingField(x, y, MV_DOWN);
4950 started_moving = TRUE;
4952 else if (element == EL_AMOEBA_DROP)
4954 Feld[x][y] = EL_AMOEBA_GROWING;
4955 Store[x][y] = EL_AMOEBA_WET;
4957 /* Store[x][y + 1] must be zero, because:
4958 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4961 #if OLD_GAME_BEHAVIOUR
4962 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4964 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4965 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4966 element != EL_DX_SUPABOMB)
4969 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4970 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4971 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4972 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4975 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4976 (IS_FREE(x - 1, y + 1) ||
4977 Feld[x - 1][y + 1] == EL_ACID));
4978 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4979 (IS_FREE(x + 1, y + 1) ||
4980 Feld[x + 1][y + 1] == EL_ACID));
4981 boolean can_fall_any = (can_fall_left || can_fall_right);
4982 boolean can_fall_both = (can_fall_left && can_fall_right);
4984 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4986 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4988 if (slippery_type == SLIPPERY_ONLY_LEFT)
4989 can_fall_right = FALSE;
4990 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4991 can_fall_left = FALSE;
4992 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4993 can_fall_right = FALSE;
4994 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4995 can_fall_left = FALSE;
4997 can_fall_any = (can_fall_left || can_fall_right);
4998 can_fall_both = (can_fall_left && can_fall_right);
5003 if (can_fall_both &&
5004 (game.emulation != EMU_BOULDERDASH &&
5005 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5006 can_fall_left = !(can_fall_right = RND(2));
5008 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5009 started_moving = TRUE;
5013 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5015 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5018 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5019 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5020 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5021 int belt_dir = game.belt_dir[belt_nr];
5023 if ((belt_dir == MV_LEFT && left_is_free) ||
5024 (belt_dir == MV_RIGHT && right_is_free))
5027 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5030 InitMovingField(x, y, belt_dir);
5031 started_moving = TRUE;
5034 Pushed[x][y] = TRUE;
5035 Pushed[nextx][y] = TRUE;
5038 GfxAction[x][y] = ACTION_DEFAULT;
5042 MovDir[x][y] = 0; /* if element was moving, stop it */
5047 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5048 if (CAN_MOVE(element) && !started_moving)
5050 int move_pattern = element_info[element].move_pattern;
5053 Moving2Blocked(x, y, &newx, &newy);
5056 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5059 if ((element == EL_SATELLITE ||
5060 element == EL_BALLOON ||
5061 element == EL_SPRING)
5062 && JustBeingPushed(x, y))
5067 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5068 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5069 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5072 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5073 element, element_info[element].token_name,
5074 WasJustMoving[x][y],
5075 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5076 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5077 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5078 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5082 WasJustMoving[x][y] = 0;
5085 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5088 if (Feld[x][y] != element) /* element has changed */
5090 element = Feld[x][y];
5091 move_pattern = element_info[element].move_pattern;
5093 if (!CAN_MOVE(element))
5097 if (Feld[x][y] != element) /* element has changed */
5105 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5106 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5108 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5110 Moving2Blocked(x, y, &newx, &newy);
5111 if (Feld[newx][newy] == EL_BLOCKED)
5112 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5118 if (FrameCounter < 1 && x == 0 && y == 29)
5119 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5122 if (!MovDelay[x][y]) /* start new movement phase */
5124 /* all objects that can change their move direction after each step
5125 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5127 if (element != EL_YAMYAM &&
5128 element != EL_DARK_YAMYAM &&
5129 element != EL_PACMAN &&
5130 !(move_pattern & MV_ANY_DIRECTION) &&
5131 move_pattern != MV_TURNING_LEFT &&
5132 move_pattern != MV_TURNING_RIGHT &&
5133 move_pattern != MV_TURNING_LEFT_RIGHT &&
5134 move_pattern != MV_TURNING_RIGHT_LEFT &&
5135 move_pattern != MV_TURNING_RANDOM)
5140 if (FrameCounter < 1 && x == 0 && y == 29)
5141 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5144 if (MovDelay[x][y] && (element == EL_BUG ||
5145 element == EL_SPACESHIP ||
5146 element == EL_SP_SNIKSNAK ||
5147 element == EL_SP_ELECTRON ||
5148 element == EL_MOLE))
5149 DrawLevelField(x, y);
5153 if (MovDelay[x][y]) /* wait some time before next movement */
5158 if (element == EL_YAMYAM)
5161 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5162 DrawLevelElementAnimation(x, y, element);
5166 if (MovDelay[x][y]) /* element still has to wait some time */
5169 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5170 ResetGfxAnimation(x, y);
5174 if (GfxAction[x][y] != ACTION_WAITING)
5175 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5177 GfxAction[x][y] = ACTION_WAITING;
5181 if (element == EL_ROBOT ||
5183 element == EL_PACMAN ||
5185 element == EL_YAMYAM ||
5186 element == EL_DARK_YAMYAM)
5189 DrawLevelElementAnimation(x, y, element);
5191 DrawLevelElementAnimationIfNeeded(x, y, element);
5193 PlayLevelSoundAction(x, y, ACTION_WAITING);
5195 else if (element == EL_SP_ELECTRON)
5196 DrawLevelElementAnimationIfNeeded(x, y, element);
5197 else if (element == EL_DRAGON)
5200 int dir = MovDir[x][y];
5201 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5202 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5203 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5204 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5205 dir == MV_UP ? IMG_FLAMES_1_UP :
5206 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5207 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5210 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5213 GfxAction[x][y] = ACTION_ATTACKING;
5215 if (IS_PLAYER(x, y))
5216 DrawPlayerField(x, y);
5218 DrawLevelField(x, y);
5220 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5222 for (i = 1; i <= 3; i++)
5224 int xx = x + i * dx;
5225 int yy = y + i * dy;
5226 int sx = SCREENX(xx);
5227 int sy = SCREENY(yy);
5228 int flame_graphic = graphic + (i - 1);
5230 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5235 int flamed = MovingOrBlocked2Element(xx, yy);
5237 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5240 RemoveMovingField(xx, yy);
5242 Feld[xx][yy] = EL_FLAMES;
5243 if (IN_SCR_FIELD(sx, sy))
5245 DrawLevelFieldCrumbledSand(xx, yy);
5246 DrawGraphic(sx, sy, flame_graphic, frame);
5251 if (Feld[xx][yy] == EL_FLAMES)
5252 Feld[xx][yy] = EL_EMPTY;
5253 DrawLevelField(xx, yy);
5258 if (MovDelay[x][y]) /* element still has to wait some time */
5260 PlayLevelSoundAction(x, y, ACTION_WAITING);
5266 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5267 for all other elements GfxAction will be set by InitMovingField() */
5268 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5269 GfxAction[x][y] = ACTION_MOVING;
5273 /* now make next step */
5275 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5277 if (DONT_COLLIDE_WITH(element) &&
5278 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5279 !PLAYER_ENEMY_PROTECTED(newx, newy))
5282 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5286 /* player killed by element which is deadly when colliding with */
5288 KillHero(PLAYERINFO(newx, newy));
5295 else if (CAN_MOVE_INTO_ACID(element) &&
5296 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5297 (MovDir[x][y] == MV_DOWN ||
5298 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5300 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5301 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5305 else if ((element == EL_PENGUIN ||
5306 element == EL_ROBOT ||
5307 element == EL_SATELLITE ||
5308 element == EL_BALLOON ||
5309 IS_CUSTOM_ELEMENT(element)) &&
5310 IN_LEV_FIELD(newx, newy) &&
5311 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5314 SplashAcid(newx, newy);
5315 Store[x][y] = EL_ACID;
5317 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5319 if (Feld[newx][newy] == EL_EXIT_OPEN)
5323 DrawLevelField(x, y);
5325 Feld[x][y] = EL_EMPTY;
5326 DrawLevelField(x, y);
5329 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5330 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5331 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5333 local_player->friends_still_needed--;
5334 if (!local_player->friends_still_needed &&
5335 !local_player->GameOver && AllPlayersGone)
5336 local_player->LevelSolved = local_player->GameOver = TRUE;
5340 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5342 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5343 DrawLevelField(newx, newy);
5345 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5347 else if (!IS_FREE(newx, newy))
5349 GfxAction[x][y] = ACTION_WAITING;
5351 if (IS_PLAYER(x, y))
5352 DrawPlayerField(x, y);
5354 DrawLevelField(x, y);
5359 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5361 if (IS_FOOD_PIG(Feld[newx][newy]))
5363 if (IS_MOVING(newx, newy))
5364 RemoveMovingField(newx, newy);
5367 Feld[newx][newy] = EL_EMPTY;
5368 DrawLevelField(newx, newy);
5371 PlayLevelSound(x, y, SND_PIG_DIGGING);
5373 else if (!IS_FREE(newx, newy))
5375 if (IS_PLAYER(x, y))
5376 DrawPlayerField(x, y);
5378 DrawLevelField(x, y);
5387 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5390 else if (IS_CUSTOM_ELEMENT(element) &&
5391 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5395 !IS_FREE(newx, newy)
5400 int new_element = Feld[newx][newy];
5403 printf("::: '%s' digs '%s' [%d]\n",
5404 element_info[element].token_name,
5405 element_info[Feld[newx][newy]].token_name,
5406 StorePlayer[newx][newy]);
5409 if (!IS_FREE(newx, newy))
5411 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5412 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5415 /* no element can dig solid indestructible elements */
5416 if (IS_INDESTRUCTIBLE(new_element) &&
5417 !IS_DIGGABLE(new_element) &&
5418 !IS_COLLECTIBLE(new_element))
5421 if (AmoebaNr[newx][newy] &&
5422 (new_element == EL_AMOEBA_FULL ||
5423 new_element == EL_BD_AMOEBA ||
5424 new_element == EL_AMOEBA_GROWING))
5426 AmoebaCnt[AmoebaNr[newx][newy]]--;
5427 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5430 if (IS_MOVING(newx, newy))
5431 RemoveMovingField(newx, newy);
5434 RemoveField(newx, newy);
5435 DrawLevelField(newx, newy);
5438 PlayLevelSoundAction(x, y, action);
5441 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5442 element_info[element].can_leave_element = TRUE;
5444 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5446 RunnerVisit[x][y] = FrameCounter;
5447 PlayerVisit[x][y] /= 8; /* expire player visit path */
5453 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5455 if (!IS_FREE(newx, newy))
5457 if (IS_PLAYER(x, y))
5458 DrawPlayerField(x, y);
5460 DrawLevelField(x, y);
5466 boolean wanna_flame = !RND(10);
5467 int dx = newx - x, dy = newy - y;
5468 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5469 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5470 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5471 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5472 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5473 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5476 IS_CLASSIC_ENEMY(element1) ||
5477 IS_CLASSIC_ENEMY(element2)) &&
5478 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5479 element1 != EL_FLAMES && element2 != EL_FLAMES)
5482 ResetGfxAnimation(x, y);
5483 GfxAction[x][y] = ACTION_ATTACKING;
5486 if (IS_PLAYER(x, y))
5487 DrawPlayerField(x, y);
5489 DrawLevelField(x, y);
5491 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5493 MovDelay[x][y] = 50;
5495 Feld[newx][newy] = EL_FLAMES;
5496 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5497 Feld[newx1][newy1] = EL_FLAMES;
5498 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5499 Feld[newx2][newy2] = EL_FLAMES;
5505 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5506 Feld[newx][newy] == EL_DIAMOND)
5508 if (IS_MOVING(newx, newy))
5509 RemoveMovingField(newx, newy);
5512 Feld[newx][newy] = EL_EMPTY;
5513 DrawLevelField(newx, newy);
5516 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5518 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5519 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5521 if (AmoebaNr[newx][newy])
5523 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5524 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5525 Feld[newx][newy] == EL_BD_AMOEBA)
5526 AmoebaCnt[AmoebaNr[newx][newy]]--;
5531 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5533 if (IS_MOVING(newx, newy))
5536 RemoveMovingField(newx, newy);
5540 Feld[newx][newy] = EL_EMPTY;
5541 DrawLevelField(newx, newy);
5544 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5546 else if ((element == EL_PACMAN || element == EL_MOLE)
5547 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5549 if (AmoebaNr[newx][newy])
5551 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5552 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5553 Feld[newx][newy] == EL_BD_AMOEBA)
5554 AmoebaCnt[AmoebaNr[newx][newy]]--;
5557 if (element == EL_MOLE)
5559 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5560 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5562 ResetGfxAnimation(x, y);
5563 GfxAction[x][y] = ACTION_DIGGING;
5564 DrawLevelField(x, y);
5566 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5568 return; /* wait for shrinking amoeba */
5570 else /* element == EL_PACMAN */
5572 Feld[newx][newy] = EL_EMPTY;
5573 DrawLevelField(newx, newy);
5574 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5577 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5578 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5579 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5581 /* wait for shrinking amoeba to completely disappear */
5584 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5586 /* object was running against a wall */
5591 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5592 DrawLevelElementAnimation(x, y, element);
5594 if (element == EL_BUG ||
5595 element == EL_SPACESHIP ||
5596 element == EL_SP_SNIKSNAK)
5597 DrawLevelField(x, y);
5598 else if (element == EL_MOLE)
5599 DrawLevelField(x, y);
5600 else if (element == EL_BD_BUTTERFLY ||
5601 element == EL_BD_FIREFLY)
5602 DrawLevelElementAnimationIfNeeded(x, y, element);
5603 else if (element == EL_SATELLITE)
5604 DrawLevelElementAnimationIfNeeded(x, y, element);
5605 else if (element == EL_SP_ELECTRON)
5606 DrawLevelElementAnimationIfNeeded(x, y, element);
5609 if (DONT_TOUCH(element))
5610 TestIfBadThingTouchesHero(x, y);
5613 PlayLevelSoundAction(x, y, ACTION_WAITING);
5619 InitMovingField(x, y, MovDir[x][y]);
5621 PlayLevelSoundAction(x, y, ACTION_MOVING);
5625 ContinueMoving(x, y);
5628 void ContinueMoving(int x, int y)
5630 int element = Feld[x][y];
5631 struct ElementInfo *ei = &element_info[element];
5632 int direction = MovDir[x][y];
5633 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5634 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5635 int newx = x + dx, newy = y + dy;
5637 int nextx = newx + dx, nexty = newy + dy;
5640 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5641 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5643 boolean pushed_by_player = Pushed[x][y];
5646 MovPos[x][y] += getElementMoveStepsize(x, y);
5649 if (pushed_by_player && IS_PLAYER(x, y))
5651 /* special case: moving object pushed by player */
5652 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5655 if (pushed_by_player) /* special case: moving object pushed by player */
5656 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5659 if (ABS(MovPos[x][y]) < TILEX)
5661 DrawLevelField(x, y);
5663 return; /* element is still moving */
5666 /* element reached destination field */
5668 Feld[x][y] = EL_EMPTY;
5669 Feld[newx][newy] = element;
5670 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5672 if (element == EL_MOLE)
5674 Feld[x][y] = EL_SAND;
5676 DrawLevelFieldCrumbledSandNeighbours(x, y);
5678 else if (element == EL_QUICKSAND_FILLING)
5680 element = Feld[newx][newy] = get_next_element(element);
5681 Store[newx][newy] = Store[x][y];
5683 else if (element == EL_QUICKSAND_EMPTYING)
5685 Feld[x][y] = get_next_element(element);
5686 element = Feld[newx][newy] = Store[x][y];
5688 else if (element == EL_MAGIC_WALL_FILLING)
5690 element = Feld[newx][newy] = get_next_element(element);
5691 if (!game.magic_wall_active)
5692 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5693 Store[newx][newy] = Store[x][y];
5695 else if (element == EL_MAGIC_WALL_EMPTYING)
5697 Feld[x][y] = get_next_element(element);
5698 if (!game.magic_wall_active)
5699 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5700 element = Feld[newx][newy] = Store[x][y];
5702 else if (element == EL_BD_MAGIC_WALL_FILLING)
5704 element = Feld[newx][newy] = get_next_element(element);
5705 if (!game.magic_wall_active)
5706 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5707 Store[newx][newy] = Store[x][y];
5709 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5711 Feld[x][y] = get_next_element(element);
5712 if (!game.magic_wall_active)
5713 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5714 element = Feld[newx][newy] = Store[x][y];
5716 else if (element == EL_AMOEBA_DROPPING)
5718 Feld[x][y] = get_next_element(element);
5719 element = Feld[newx][newy] = Store[x][y];
5721 else if (element == EL_SOKOBAN_OBJECT)
5724 Feld[x][y] = Back[x][y];
5726 if (Back[newx][newy])
5727 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5729 Back[x][y] = Back[newx][newy] = 0;
5731 else if (Store[x][y] == EL_ACID)
5733 element = Feld[newx][newy] = EL_ACID;
5737 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5738 MovDelay[newx][newy] = 0;
5740 /* copy element change control values to new field */
5741 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5742 ChangePage[newx][newy] = ChangePage[x][y];
5743 Changed[newx][newy] = Changed[x][y];
5744 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5746 ChangeDelay[x][y] = 0;
5747 ChangePage[x][y] = -1;
5748 Changed[x][y] = CE_BITMASK_DEFAULT;
5749 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5751 /* copy animation control values to new field */
5752 GfxFrame[newx][newy] = GfxFrame[x][y];
5753 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5754 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5755 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5757 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5759 ResetGfxAnimation(x, y); /* reset animation values for old field */
5762 /* some elements can leave other elements behind after moving */
5763 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5764 ei->move_leave_element != EL_EMPTY &&
5765 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5766 ei->can_leave_element_last))
5768 Feld[x][y] = ei->move_leave_element;
5769 InitField(x, y, FALSE);
5771 if (GFX_CRUMBLED(Feld[x][y]))
5772 DrawLevelFieldCrumbledSandNeighbours(x, y);
5775 ei->can_leave_element_last = ei->can_leave_element;
5776 ei->can_leave_element = FALSE;
5780 /* 2.1.1 (does not work correctly for spring) */
5781 if (!CAN_MOVE(element))
5782 MovDir[newx][newy] = 0;
5786 /* (does not work for falling objects that slide horizontally) */
5787 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5788 MovDir[newx][newy] = 0;
5791 if (!CAN_MOVE(element) ||
5792 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5793 MovDir[newx][newy] = 0;
5796 if (!CAN_MOVE(element) ||
5797 (CAN_FALL(element) && direction == MV_DOWN))
5798 GfxDir[x][y] = MovDir[newx][newy] = 0;
5803 DrawLevelField(x, y);
5804 DrawLevelField(newx, newy);
5806 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5808 /* prevent pushed element from moving on in pushed direction */
5809 if (pushed_by_player && CAN_MOVE(element) &&
5810 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5811 !(element_info[element].move_pattern & direction))
5812 TurnRound(newx, newy);
5815 /* prevent elements on conveyor belt from moving on in last direction */
5816 if (pushed_by_conveyor && CAN_FALL(element) &&
5817 direction & MV_HORIZONTAL)
5818 MovDir[newx][newy] = 0;
5821 if (!pushed_by_player)
5823 WasJustMoving[newx][newy] = 3;
5825 if (CAN_FALL(element) && direction == MV_DOWN)
5826 WasJustFalling[newx][newy] = 3;
5829 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5831 TestIfBadThingTouchesHero(newx, newy);
5832 TestIfBadThingTouchesFriend(newx, newy);
5834 if (!IS_CUSTOM_ELEMENT(element))
5835 TestIfBadThingTouchesOtherBadThing(newx, newy);
5837 else if (element == EL_PENGUIN)
5838 TestIfFriendTouchesBadThing(newx, newy);
5840 if (CAN_FALL(element) && direction == MV_DOWN &&
5841 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5845 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5849 if (ChangePage[newx][newy] != -1) /* delayed change */
5850 ChangeElement(newx, newy, ChangePage[newx][newy]);
5855 TestIfElementHitsCustomElement(newx, newy, direction);
5859 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5861 int hitting_element = Feld[newx][newy];
5863 /* !!! fix side (direction) orientation here and elsewhere !!! */
5864 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
5868 if (IN_LEV_FIELD(nextx, nexty))
5870 int opposite_direction = MV_DIR_OPPOSITE(direction);
5871 int hitting_side = direction;
5872 int touched_side = opposite_direction;
5873 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5874 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5875 MovDir[nextx][nexty] != direction ||
5876 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5882 CheckElementChangeSide(nextx, nexty, touched_element,
5883 CE_HIT_BY_SOMETHING, opposite_direction);
5885 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5886 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5888 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5890 struct ElementChangeInfo *change =
5891 &element_info[hitting_element].change_page[i];
5893 if (change->can_change &&
5894 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5895 change->trigger_side & touched_side &&
5896 change->trigger_element == touched_element)
5898 CheckElementChangePage(newx, newy, hitting_element,
5899 touched_element, CE_OTHER_IS_HITTING, i);
5905 if (IS_CUSTOM_ELEMENT(touched_element) &&
5906 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5908 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5910 struct ElementChangeInfo *change =
5911 &element_info[touched_element].change_page[i];
5913 if (change->can_change &&
5914 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5915 change->trigger_side & hitting_side &&
5916 change->trigger_element == hitting_element)
5918 CheckElementChangePage(nextx, nexty, touched_element,
5919 hitting_element, CE_OTHER_GETS_HIT, i);
5930 TestIfPlayerTouchesCustomElement(newx, newy);
5931 TestIfElementTouchesCustomElement(newx, newy);
5934 int AmoebeNachbarNr(int ax, int ay)
5937 int element = Feld[ax][ay];
5939 static int xy[4][2] =
5947 for (i = 0; i < NUM_DIRECTIONS; i++)
5949 int x = ax + xy[i][0];
5950 int y = ay + xy[i][1];
5952 if (!IN_LEV_FIELD(x, y))
5955 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5956 group_nr = AmoebaNr[x][y];
5962 void AmoebenVereinigen(int ax, int ay)
5964 int i, x, y, xx, yy;
5965 int new_group_nr = AmoebaNr[ax][ay];
5966 static int xy[4][2] =
5974 if (new_group_nr == 0)
5977 for (i = 0; i < NUM_DIRECTIONS; i++)
5982 if (!IN_LEV_FIELD(x, y))
5985 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5986 Feld[x][y] == EL_BD_AMOEBA ||
5987 Feld[x][y] == EL_AMOEBA_DEAD) &&
5988 AmoebaNr[x][y] != new_group_nr)
5990 int old_group_nr = AmoebaNr[x][y];
5992 if (old_group_nr == 0)
5995 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5996 AmoebaCnt[old_group_nr] = 0;
5997 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5998 AmoebaCnt2[old_group_nr] = 0;
6000 for (yy = 0; yy < lev_fieldy; yy++)
6002 for (xx = 0; xx < lev_fieldx; xx++)
6004 if (AmoebaNr[xx][yy] == old_group_nr)
6005 AmoebaNr[xx][yy] = new_group_nr;
6012 void AmoebeUmwandeln(int ax, int ay)
6016 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6018 int group_nr = AmoebaNr[ax][ay];
6023 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6024 printf("AmoebeUmwandeln(): This should never happen!\n");
6029 for (y = 0; y < lev_fieldy; y++)
6031 for (x = 0; x < lev_fieldx; x++)
6033 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6036 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6040 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6041 SND_AMOEBA_TURNING_TO_GEM :
6042 SND_AMOEBA_TURNING_TO_ROCK));
6047 static int xy[4][2] =
6055 for (i = 0; i < NUM_DIRECTIONS; i++)
6060 if (!IN_LEV_FIELD(x, y))
6063 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6065 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6066 SND_AMOEBA_TURNING_TO_GEM :
6067 SND_AMOEBA_TURNING_TO_ROCK));
6074 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6077 int group_nr = AmoebaNr[ax][ay];
6078 boolean done = FALSE;
6083 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6084 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6089 for (y = 0; y < lev_fieldy; y++)
6091 for (x = 0; x < lev_fieldx; x++)
6093 if (AmoebaNr[x][y] == group_nr &&
6094 (Feld[x][y] == EL_AMOEBA_DEAD ||
6095 Feld[x][y] == EL_BD_AMOEBA ||
6096 Feld[x][y] == EL_AMOEBA_GROWING))
6099 Feld[x][y] = new_element;
6100 InitField(x, y, FALSE);
6101 DrawLevelField(x, y);
6108 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6109 SND_BD_AMOEBA_TURNING_TO_ROCK :
6110 SND_BD_AMOEBA_TURNING_TO_GEM));
6113 void AmoebeWaechst(int x, int y)
6115 static unsigned long sound_delay = 0;
6116 static unsigned long sound_delay_value = 0;
6118 if (!MovDelay[x][y]) /* start new growing cycle */
6122 if (DelayReached(&sound_delay, sound_delay_value))
6125 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6127 if (Store[x][y] == EL_BD_AMOEBA)
6128 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6130 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6132 sound_delay_value = 30;
6136 if (MovDelay[x][y]) /* wait some time before growing bigger */
6139 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6141 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6142 6 - MovDelay[x][y]);
6144 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6147 if (!MovDelay[x][y])
6149 Feld[x][y] = Store[x][y];
6151 DrawLevelField(x, y);
6156 void AmoebaDisappearing(int x, int y)
6158 static unsigned long sound_delay = 0;
6159 static unsigned long sound_delay_value = 0;
6161 if (!MovDelay[x][y]) /* start new shrinking cycle */
6165 if (DelayReached(&sound_delay, sound_delay_value))
6166 sound_delay_value = 30;
6169 if (MovDelay[x][y]) /* wait some time before shrinking */
6172 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6174 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6175 6 - MovDelay[x][y]);
6177 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6180 if (!MovDelay[x][y])
6182 Feld[x][y] = EL_EMPTY;
6183 DrawLevelField(x, y);
6185 /* don't let mole enter this field in this cycle;
6186 (give priority to objects falling to this field from above) */
6192 void AmoebeAbleger(int ax, int ay)
6195 int element = Feld[ax][ay];
6196 int graphic = el2img(element);
6197 int newax = ax, neway = ay;
6198 static int xy[4][2] =
6206 if (!level.amoeba_speed)
6208 Feld[ax][ay] = EL_AMOEBA_DEAD;
6209 DrawLevelField(ax, ay);
6213 if (IS_ANIMATED(graphic))
6214 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6216 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6217 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6219 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6222 if (MovDelay[ax][ay])
6226 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6229 int x = ax + xy[start][0];
6230 int y = ay + xy[start][1];
6232 if (!IN_LEV_FIELD(x, y))
6235 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6236 if (IS_FREE(x, y) ||
6237 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6243 if (newax == ax && neway == ay)
6246 else /* normal or "filled" (BD style) amoeba */
6249 boolean waiting_for_player = FALSE;
6251 for (i = 0; i < NUM_DIRECTIONS; i++)
6253 int j = (start + i) % 4;
6254 int x = ax + xy[j][0];
6255 int y = ay + xy[j][1];
6257 if (!IN_LEV_FIELD(x, y))
6260 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6261 if (IS_FREE(x, y) ||
6262 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6268 else if (IS_PLAYER(x, y))
6269 waiting_for_player = TRUE;
6272 if (newax == ax && neway == ay) /* amoeba cannot grow */
6274 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6276 Feld[ax][ay] = EL_AMOEBA_DEAD;
6277 DrawLevelField(ax, ay);
6278 AmoebaCnt[AmoebaNr[ax][ay]]--;
6280 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6282 if (element == EL_AMOEBA_FULL)
6283 AmoebeUmwandeln(ax, ay);
6284 else if (element == EL_BD_AMOEBA)
6285 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6290 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6292 /* amoeba gets larger by growing in some direction */
6294 int new_group_nr = AmoebaNr[ax][ay];
6297 if (new_group_nr == 0)
6299 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6300 printf("AmoebeAbleger(): This should never happen!\n");
6305 AmoebaNr[newax][neway] = new_group_nr;
6306 AmoebaCnt[new_group_nr]++;
6307 AmoebaCnt2[new_group_nr]++;
6309 /* if amoeba touches other amoeba(s) after growing, unify them */
6310 AmoebenVereinigen(newax, neway);
6312 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6314 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6320 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6321 (neway == lev_fieldy - 1 && newax != ax))
6323 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6324 Store[newax][neway] = element;
6326 else if (neway == ay)
6328 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6330 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6332 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6337 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6338 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6339 Store[ax][ay] = EL_AMOEBA_DROP;
6340 ContinueMoving(ax, ay);
6344 DrawLevelField(newax, neway);
6347 void Life(int ax, int ay)
6350 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6352 int element = Feld[ax][ay];
6353 int graphic = el2img(element);
6354 boolean changed = FALSE;
6356 if (IS_ANIMATED(graphic))
6357 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6362 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6363 MovDelay[ax][ay] = life_time;
6365 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6368 if (MovDelay[ax][ay])
6372 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6374 int xx = ax+x1, yy = ay+y1;
6377 if (!IN_LEV_FIELD(xx, yy))
6380 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6382 int x = xx+x2, y = yy+y2;
6384 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6387 if (((Feld[x][y] == element ||
6388 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6390 (IS_FREE(x, y) && Stop[x][y]))
6394 if (xx == ax && yy == ay) /* field in the middle */
6396 if (nachbarn < life[0] || nachbarn > life[1])
6398 Feld[xx][yy] = EL_EMPTY;
6400 DrawLevelField(xx, yy);
6401 Stop[xx][yy] = TRUE;
6405 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6406 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6407 { /* free border field */
6408 if (nachbarn >= life[2] && nachbarn <= life[3])
6410 Feld[xx][yy] = element;
6411 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6413 DrawLevelField(xx, yy);
6414 Stop[xx][yy] = TRUE;
6421 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6422 SND_GAME_OF_LIFE_GROWING);
6425 static void InitRobotWheel(int x, int y)
6427 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6430 static void RunRobotWheel(int x, int y)
6432 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6435 static void StopRobotWheel(int x, int y)
6437 if (ZX == x && ZY == y)
6441 static void InitTimegateWheel(int x, int y)
6443 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6446 static void RunTimegateWheel(int x, int y)
6448 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6451 void CheckExit(int x, int y)
6453 if (local_player->gems_still_needed > 0 ||
6454 local_player->sokobanfields_still_needed > 0 ||
6455 local_player->lights_still_needed > 0)
6457 int element = Feld[x][y];
6458 int graphic = el2img(element);
6460 if (IS_ANIMATED(graphic))
6461 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6466 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6469 Feld[x][y] = EL_EXIT_OPENING;
6471 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6474 void CheckExitSP(int x, int y)
6476 if (local_player->gems_still_needed > 0)
6478 int element = Feld[x][y];
6479 int graphic = el2img(element);
6481 if (IS_ANIMATED(graphic))
6482 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6487 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6490 Feld[x][y] = EL_SP_EXIT_OPENING;
6492 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6495 static void CloseAllOpenTimegates()
6499 for (y = 0; y < lev_fieldy; y++)
6501 for (x = 0; x < lev_fieldx; x++)
6503 int element = Feld[x][y];
6505 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6507 Feld[x][y] = EL_TIMEGATE_CLOSING;
6509 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6511 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6518 void EdelsteinFunkeln(int x, int y)
6520 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6523 if (Feld[x][y] == EL_BD_DIAMOND)
6526 if (MovDelay[x][y] == 0) /* next animation frame */
6527 MovDelay[x][y] = 11 * !SimpleRND(500);
6529 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6533 if (setup.direct_draw && MovDelay[x][y])
6534 SetDrawtoField(DRAW_BUFFERED);
6536 DrawLevelElementAnimation(x, y, Feld[x][y]);
6538 if (MovDelay[x][y] != 0)
6540 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6541 10 - MovDelay[x][y]);
6543 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6545 if (setup.direct_draw)
6549 dest_x = FX + SCREENX(x) * TILEX;
6550 dest_y = FY + SCREENY(y) * TILEY;
6552 BlitBitmap(drawto_field, window,
6553 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6554 SetDrawtoField(DRAW_DIRECT);
6560 void MauerWaechst(int x, int y)
6564 if (!MovDelay[x][y]) /* next animation frame */
6565 MovDelay[x][y] = 3 * delay;
6567 if (MovDelay[x][y]) /* wait some time before next frame */
6571 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6573 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6574 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6576 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6579 if (!MovDelay[x][y])
6581 if (MovDir[x][y] == MV_LEFT)
6583 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6584 DrawLevelField(x - 1, y);
6586 else if (MovDir[x][y] == MV_RIGHT)
6588 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6589 DrawLevelField(x + 1, y);
6591 else if (MovDir[x][y] == MV_UP)
6593 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6594 DrawLevelField(x, y - 1);
6598 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6599 DrawLevelField(x, y + 1);
6602 Feld[x][y] = Store[x][y];
6604 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6605 DrawLevelField(x, y);
6610 void MauerAbleger(int ax, int ay)
6612 int element = Feld[ax][ay];
6613 int graphic = el2img(element);
6614 boolean oben_frei = FALSE, unten_frei = FALSE;
6615 boolean links_frei = FALSE, rechts_frei = FALSE;
6616 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6617 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6618 boolean new_wall = FALSE;
6620 if (IS_ANIMATED(graphic))
6621 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6623 if (!MovDelay[ax][ay]) /* start building new wall */
6624 MovDelay[ax][ay] = 6;
6626 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6629 if (MovDelay[ax][ay])
6633 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6635 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6637 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6639 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6642 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6643 element == EL_EXPANDABLE_WALL_ANY)
6647 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6648 Store[ax][ay-1] = element;
6649 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6650 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6651 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6652 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6657 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6658 Store[ax][ay+1] = element;
6659 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6660 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6661 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6662 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6667 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6668 element == EL_EXPANDABLE_WALL_ANY ||
6669 element == EL_EXPANDABLE_WALL)
6673 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6674 Store[ax-1][ay] = element;
6675 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6676 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6677 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6678 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6684 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6685 Store[ax+1][ay] = element;
6686 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6687 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6688 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6689 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6694 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6695 DrawLevelField(ax, ay);
6697 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6699 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6700 unten_massiv = TRUE;
6701 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6702 links_massiv = TRUE;
6703 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6704 rechts_massiv = TRUE;
6706 if (((oben_massiv && unten_massiv) ||
6707 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6708 element == EL_EXPANDABLE_WALL) &&
6709 ((links_massiv && rechts_massiv) ||
6710 element == EL_EXPANDABLE_WALL_VERTICAL))
6711 Feld[ax][ay] = EL_WALL;
6715 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6717 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6721 void CheckForDragon(int x, int y)
6724 boolean dragon_found = FALSE;
6725 static int xy[4][2] =
6733 for (i = 0; i < NUM_DIRECTIONS; i++)
6735 for (j = 0; j < 4; j++)
6737 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6739 if (IN_LEV_FIELD(xx, yy) &&
6740 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6742 if (Feld[xx][yy] == EL_DRAGON)
6743 dragon_found = TRUE;
6752 for (i = 0; i < NUM_DIRECTIONS; i++)
6754 for (j = 0; j < 3; j++)
6756 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6758 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6760 Feld[xx][yy] = EL_EMPTY;
6761 DrawLevelField(xx, yy);
6770 static void InitBuggyBase(int x, int y)
6772 int element = Feld[x][y];
6773 int activating_delay = FRAMES_PER_SECOND / 4;
6776 (element == EL_SP_BUGGY_BASE ?
6777 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6778 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6780 element == EL_SP_BUGGY_BASE_ACTIVE ?
6781 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6784 static void WarnBuggyBase(int x, int y)
6787 static int xy[4][2] =
6795 for (i = 0; i < NUM_DIRECTIONS; i++)
6797 int xx = x + xy[i][0], yy = y + xy[i][1];
6799 if (IS_PLAYER(xx, yy))
6801 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6808 static void InitTrap(int x, int y)
6810 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6813 static void ActivateTrap(int x, int y)
6815 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6818 static void ChangeActiveTrap(int x, int y)
6820 int graphic = IMG_TRAP_ACTIVE;
6822 /* if new animation frame was drawn, correct crumbled sand border */
6823 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6824 DrawLevelFieldCrumbledSand(x, y);
6827 static void ChangeElementNowExt(int x, int y, int target_element)
6829 int previous_move_direction = MovDir[x][y];
6831 /* check if element under player changes from accessible to unaccessible
6832 (needed for special case of dropping element which then changes) */
6833 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6834 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6841 Feld[x][y] = target_element;
6843 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6845 ResetGfxAnimation(x, y);
6846 ResetRandomAnimationValue(x, y);
6848 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6849 MovDir[x][y] = previous_move_direction;
6852 InitField_WithBug1(x, y, FALSE);
6854 InitField(x, y, FALSE);
6855 if (CAN_MOVE(Feld[x][y]))
6859 DrawLevelField(x, y);
6861 if (GFX_CRUMBLED(Feld[x][y]))
6862 DrawLevelFieldCrumbledSandNeighbours(x, y);
6864 TestIfBadThingTouchesHero(x, y);
6865 TestIfPlayerTouchesCustomElement(x, y);
6866 TestIfElementTouchesCustomElement(x, y);
6868 if (ELEM_IS_PLAYER(target_element))
6869 RelocatePlayer(x, y, target_element);
6872 static boolean ChangeElementNow(int x, int y, int element, int page)
6874 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6877 /* always use default change event to prevent running into a loop */
6878 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6879 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6881 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
6883 /* reset actual trigger element and player */
6884 change->actual_trigger_element = EL_EMPTY;
6885 change->actual_trigger_player = EL_PLAYER_1;
6888 /* do not change already changed elements with same change event */
6890 if (Changed[x][y] & ChangeEvent[x][y])
6897 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6899 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
6901 if (change->explode)
6908 if (change->use_content)
6910 boolean complete_change = TRUE;
6911 boolean can_change[3][3];
6914 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6916 boolean half_destructible;
6917 int ex = x + xx - 1;
6918 int ey = y + yy - 1;
6921 can_change[xx][yy] = TRUE;
6923 if (ex == x && ey == y) /* do not check changing element itself */
6926 if (change->content[xx][yy] == EL_EMPTY_SPACE)
6928 can_change[xx][yy] = FALSE; /* do not change empty borders */
6933 if (!IN_LEV_FIELD(ex, ey))
6935 can_change[xx][yy] = FALSE;
6936 complete_change = FALSE;
6943 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6944 e = MovingOrBlocked2Element(ex, ey);
6946 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6948 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
6949 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
6950 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
6952 can_change[xx][yy] = FALSE;
6953 complete_change = FALSE;
6957 if (!change->only_complete || complete_change)
6959 boolean something_has_changed = FALSE;
6961 if (change->only_complete && change->use_random_change &&
6962 RND(100) < change->random)
6965 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6967 int ex = x + xx - 1;
6968 int ey = y + yy - 1;
6970 if (can_change[xx][yy] && (!change->use_random_change ||
6971 RND(100) < change->random))
6973 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6974 RemoveMovingField(ex, ey);
6976 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6978 target_element = GET_TARGET_ELEMENT(change->content[xx][yy], change);
6980 ChangeElementNowExt(ex, ey, target_element);
6982 something_has_changed = TRUE;
6984 /* for symmetry reasons, freeze newly created border elements */
6985 if (ex != x || ey != y)
6986 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6990 if (something_has_changed)
6991 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6996 target_element = GET_TARGET_ELEMENT(change->target_element, change);
6998 ChangeElementNowExt(x, y, target_element);
7000 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7006 static void ChangeElement(int x, int y, int page)
7008 int element = MovingOrBlocked2Element(x, y);
7009 struct ElementInfo *ei = &element_info[element];
7010 struct ElementChangeInfo *change = &ei->change_page[page];
7014 if (!CAN_CHANGE(element))
7017 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7018 x, y, element, element_info[element].token_name);
7019 printf("ChangeElement(): This should never happen!\n");
7025 if (ChangeDelay[x][y] == 0) /* initialize element change */
7027 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7028 RND(change->delay_random * change->delay_frames)) + 1;
7030 ResetGfxAnimation(x, y);
7031 ResetRandomAnimationValue(x, y);
7033 if (change->pre_change_function)
7034 change->pre_change_function(x, y);
7037 ChangeDelay[x][y]--;
7039 if (ChangeDelay[x][y] != 0) /* continue element change */
7041 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7043 if (IS_ANIMATED(graphic))
7044 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7046 if (change->change_function)
7047 change->change_function(x, y);
7049 else /* finish element change */
7051 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7053 page = ChangePage[x][y];
7054 ChangePage[x][y] = -1;
7056 change = &ei->change_page[page];
7060 if (IS_MOVING(x, y) && !change->explode)
7062 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7065 ChangeDelay[x][y] = 1; /* try change after next move step */
7066 ChangePage[x][y] = page; /* remember page to use for change */
7071 if (ChangeElementNow(x, y, element, page))
7073 if (change->post_change_function)
7074 change->post_change_function(x, y);
7079 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7080 int trigger_element,
7087 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7089 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7092 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7094 int element = EL_CUSTOM_START + i;
7096 boolean change_element = FALSE;
7099 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7102 for (j = 0; j < element_info[element].num_change_pages; j++)
7104 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7106 if (change->can_change &&
7107 change->events & CH_EVENT_BIT(trigger_event) &&
7108 change->trigger_side & trigger_side &&
7109 change->trigger_player & trigger_player &&
7110 change->trigger_page & trigger_page_bits &&
7111 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7114 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7115 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7116 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7119 change_element = TRUE;
7122 change->actual_trigger_element = trigger_element;
7123 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7129 if (!change_element)
7132 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7135 if (x == lx && y == ly) /* do not change trigger element itself */
7139 if (Feld[x][y] == element)
7141 ChangeDelay[x][y] = 1;
7142 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7143 ChangeElement(x, y, page);
7151 static boolean CheckElementChangeExt(int x, int y,
7153 int trigger_element,
7159 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7162 if (Feld[x][y] == EL_BLOCKED)
7164 Blocked2Moving(x, y, &x, &y);
7165 element = Feld[x][y];
7169 if (trigger_page < 0)
7171 boolean change_element = FALSE;
7174 for (i = 0; i < element_info[element].num_change_pages; i++)
7176 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7178 if (change->can_change &&
7179 change->events & CH_EVENT_BIT(trigger_event) &&
7180 change->trigger_side & trigger_side &&
7181 change->trigger_player & trigger_player)
7183 change_element = TRUE;
7186 change->actual_trigger_element = trigger_element;
7187 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7193 if (!change_element)
7198 struct ElementInfo *ei = &element_info[element];
7199 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7201 change->actual_trigger_element = trigger_element;
7202 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7207 /* !!! this check misses pages with same event, but different side !!! */
7209 if (trigger_page < 0)
7210 trigger_page = element_info[element].event_page_nr[trigger_event];
7212 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7216 ChangeDelay[x][y] = 1;
7217 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7218 ChangeElement(x, y, trigger_page);
7223 static void PlayPlayerSound(struct PlayerInfo *player)
7225 int jx = player->jx, jy = player->jy;
7226 int element = player->element_nr;
7227 int last_action = player->last_action_waiting;
7228 int action = player->action_waiting;
7230 if (player->is_waiting)
7232 if (action != last_action)
7233 PlayLevelSoundElementAction(jx, jy, element, action);
7235 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7239 if (action != last_action)
7240 StopSound(element_info[element].sound[last_action]);
7242 if (last_action == ACTION_SLEEPING)
7243 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7247 static void PlayAllPlayersSound()
7251 for (i = 0; i < MAX_PLAYERS; i++)
7252 if (stored_player[i].active)
7253 PlayPlayerSound(&stored_player[i]);
7256 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7258 boolean last_waiting = player->is_waiting;
7259 int move_dir = player->MovDir;
7261 player->last_action_waiting = player->action_waiting;
7265 if (!last_waiting) /* not waiting -> waiting */
7267 player->is_waiting = TRUE;
7269 player->frame_counter_bored =
7271 game.player_boring_delay_fixed +
7272 SimpleRND(game.player_boring_delay_random);
7273 player->frame_counter_sleeping =
7275 game.player_sleeping_delay_fixed +
7276 SimpleRND(game.player_sleeping_delay_random);
7278 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7281 if (game.player_sleeping_delay_fixed +
7282 game.player_sleeping_delay_random > 0 &&
7283 player->anim_delay_counter == 0 &&
7284 player->post_delay_counter == 0 &&
7285 FrameCounter >= player->frame_counter_sleeping)
7286 player->is_sleeping = TRUE;
7287 else if (game.player_boring_delay_fixed +
7288 game.player_boring_delay_random > 0 &&
7289 FrameCounter >= player->frame_counter_bored)
7290 player->is_bored = TRUE;
7292 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7293 player->is_bored ? ACTION_BORING :
7296 if (player->is_sleeping)
7298 if (player->num_special_action_sleeping > 0)
7300 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7302 int last_special_action = player->special_action_sleeping;
7303 int num_special_action = player->num_special_action_sleeping;
7304 int special_action =
7305 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7306 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7307 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7308 last_special_action + 1 : ACTION_SLEEPING);
7309 int special_graphic =
7310 el_act_dir2img(player->element_nr, special_action, move_dir);
7312 player->anim_delay_counter =
7313 graphic_info[special_graphic].anim_delay_fixed +
7314 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7315 player->post_delay_counter =
7316 graphic_info[special_graphic].post_delay_fixed +
7317 SimpleRND(graphic_info[special_graphic].post_delay_random);
7319 player->special_action_sleeping = special_action;
7322 if (player->anim_delay_counter > 0)
7324 player->action_waiting = player->special_action_sleeping;
7325 player->anim_delay_counter--;
7327 else if (player->post_delay_counter > 0)
7329 player->post_delay_counter--;
7333 else if (player->is_bored)
7335 if (player->num_special_action_bored > 0)
7337 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7339 int special_action =
7340 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7341 int special_graphic =
7342 el_act_dir2img(player->element_nr, special_action, move_dir);
7344 player->anim_delay_counter =
7345 graphic_info[special_graphic].anim_delay_fixed +
7346 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7347 player->post_delay_counter =
7348 graphic_info[special_graphic].post_delay_fixed +
7349 SimpleRND(graphic_info[special_graphic].post_delay_random);
7351 player->special_action_bored = special_action;
7354 if (player->anim_delay_counter > 0)
7356 player->action_waiting = player->special_action_bored;
7357 player->anim_delay_counter--;
7359 else if (player->post_delay_counter > 0)
7361 player->post_delay_counter--;
7366 else if (last_waiting) /* waiting -> not waiting */
7368 player->is_waiting = FALSE;
7369 player->is_bored = FALSE;
7370 player->is_sleeping = FALSE;
7372 player->frame_counter_bored = -1;
7373 player->frame_counter_sleeping = -1;
7375 player->anim_delay_counter = 0;
7376 player->post_delay_counter = 0;
7378 player->action_waiting = ACTION_DEFAULT;
7380 player->special_action_bored = ACTION_DEFAULT;
7381 player->special_action_sleeping = ACTION_DEFAULT;
7386 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7389 static byte stored_player_action[MAX_PLAYERS];
7390 static int num_stored_actions = 0;
7392 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7393 int left = player_action & JOY_LEFT;
7394 int right = player_action & JOY_RIGHT;
7395 int up = player_action & JOY_UP;
7396 int down = player_action & JOY_DOWN;
7397 int button1 = player_action & JOY_BUTTON_1;
7398 int button2 = player_action & JOY_BUTTON_2;
7399 int dx = (left ? -1 : right ? 1 : 0);
7400 int dy = (up ? -1 : down ? 1 : 0);
7403 stored_player_action[player->index_nr] = 0;
7404 num_stored_actions++;
7408 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7411 if (!player->active || tape.pausing)
7415 printf("::: [%d %d %d %d] [%d %d]\n",
7416 left, right, up, down, button1, button2);
7422 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7427 if (player->MovPos == 0)
7428 CheckGravityMovement(player);
7431 snapped = SnapField(player, dx, dy);
7435 dropped = DropElement(player);
7437 moved = MovePlayer(player, dx, dy);
7440 if (tape.single_step && tape.recording && !tape.pausing)
7442 if (button1 || (dropped && !moved))
7444 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7445 SnapField(player, 0, 0); /* stop snapping */
7449 SetPlayerWaiting(player, FALSE);
7452 return player_action;
7454 stored_player_action[player->index_nr] = player_action;
7460 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7463 /* no actions for this player (no input at player's configured device) */
7465 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7466 SnapField(player, 0, 0);
7467 CheckGravityMovementWhenNotMoving(player);
7469 if (player->MovPos == 0)
7470 SetPlayerWaiting(player, TRUE);
7472 if (player->MovPos == 0) /* needed for tape.playing */
7473 player->is_moving = FALSE;
7475 player->is_dropping = FALSE;
7481 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7483 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7485 TapeRecordAction(stored_player_action);
7486 num_stored_actions = 0;
7493 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7495 static byte stored_player_action[MAX_PLAYERS];
7496 static int num_stored_actions = 0;
7497 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7498 int left = player_action & JOY_LEFT;
7499 int right = player_action & JOY_RIGHT;
7500 int up = player_action & JOY_UP;
7501 int down = player_action & JOY_DOWN;
7502 int button1 = player_action & JOY_BUTTON_1;
7503 int button2 = player_action & JOY_BUTTON_2;
7504 int dx = (left ? -1 : right ? 1 : 0);
7505 int dy = (up ? -1 : down ? 1 : 0);
7507 stored_player_action[player->index_nr] = 0;
7508 num_stored_actions++;
7510 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7512 if (!player->active || tape.pausing)
7517 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7520 snapped = SnapField(player, dx, dy);
7524 dropped = DropElement(player);
7526 moved = MovePlayer(player, dx, dy);
7529 if (tape.single_step && tape.recording && !tape.pausing)
7531 if (button1 || (dropped && !moved))
7533 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7534 SnapField(player, 0, 0); /* stop snapping */
7538 stored_player_action[player->index_nr] = player_action;
7542 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7544 /* no actions for this player (no input at player's configured device) */
7546 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7547 SnapField(player, 0, 0);
7548 CheckGravityMovementWhenNotMoving(player);
7550 if (player->MovPos == 0)
7551 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7553 if (player->MovPos == 0) /* needed for tape.playing */
7554 player->is_moving = FALSE;
7557 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7559 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7561 TapeRecordAction(stored_player_action);
7562 num_stored_actions = 0;
7569 static unsigned long action_delay = 0;
7570 unsigned long action_delay_value;
7571 int magic_wall_x = 0, magic_wall_y = 0;
7572 int i, x, y, element, graphic;
7573 byte *recorded_player_action;
7574 byte summarized_player_action = 0;
7576 byte tape_action[MAX_PLAYERS];
7579 if (game_status != GAME_MODE_PLAYING)
7582 action_delay_value =
7583 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7585 if (tape.playing && tape.index_search && !tape.pausing)
7586 action_delay_value = 0;
7588 /* ---------- main game synchronization point ---------- */
7590 WaitUntilDelayReached(&action_delay, action_delay_value);
7592 if (network_playing && !network_player_action_received)
7596 printf("DEBUG: try to get network player actions in time\n");
7600 #if defined(PLATFORM_UNIX)
7601 /* last chance to get network player actions without main loop delay */
7605 if (game_status != GAME_MODE_PLAYING)
7608 if (!network_player_action_received)
7612 printf("DEBUG: failed to get network player actions in time\n");
7623 printf("::: getting new tape action [%d]\n", FrameCounter);
7626 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7629 if (recorded_player_action == NULL && tape.pausing)
7634 printf("::: %d\n", stored_player[0].action);
7638 if (recorded_player_action != NULL)
7639 for (i = 0; i < MAX_PLAYERS; i++)
7640 stored_player[i].action = recorded_player_action[i];
7643 for (i = 0; i < MAX_PLAYERS; i++)
7645 summarized_player_action |= stored_player[i].action;
7647 if (!network_playing)
7648 stored_player[i].effective_action = stored_player[i].action;
7651 #if defined(PLATFORM_UNIX)
7652 if (network_playing)
7653 SendToServer_MovePlayer(summarized_player_action);
7656 if (!options.network && !setup.team_mode)
7657 local_player->effective_action = summarized_player_action;
7660 if (recorded_player_action != NULL)
7661 for (i = 0; i < MAX_PLAYERS; i++)
7662 stored_player[i].effective_action = recorded_player_action[i];
7666 for (i = 0; i < MAX_PLAYERS; i++)
7668 tape_action[i] = stored_player[i].effective_action;
7670 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7671 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7674 /* only save actions from input devices, but not programmed actions */
7676 TapeRecordAction(tape_action);
7679 for (i = 0; i < MAX_PLAYERS; i++)
7681 int actual_player_action = stored_player[i].effective_action;
7684 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7685 - rnd_equinox_tetrachloride 048
7686 - rnd_equinox_tetrachloride_ii 096
7687 - rnd_emanuel_schmieg 002
7688 - doctor_sloan_ww 001, 020
7690 if (stored_player[i].MovPos == 0)
7691 CheckGravityMovement(&stored_player[i]);
7695 /* overwrite programmed action with tape action */
7696 if (stored_player[i].programmed_action)
7697 actual_player_action = stored_player[i].programmed_action;
7701 if (stored_player[i].programmed_action)
7702 printf("::: %d\n", stored_player[i].programmed_action);
7705 if (recorded_player_action)
7708 if (stored_player[i].programmed_action &&
7709 stored_player[i].programmed_action != recorded_player_action[i])
7710 printf("::: %d: %d <-> %d\n", i,
7711 stored_player[i].programmed_action, recorded_player_action[i]);
7715 actual_player_action = recorded_player_action[i];
7720 /* overwrite tape action with programmed action */
7721 if (stored_player[i].programmed_action)
7722 actual_player_action = stored_player[i].programmed_action;
7727 printf("::: action: %d: %x [%d]\n",
7728 stored_player[i].MovPos, actual_player_action, FrameCounter);
7732 PlayerActions(&stored_player[i], actual_player_action);
7734 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7736 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7737 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7740 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7745 TapeRecordAction(tape_action);
7748 network_player_action_received = FALSE;
7750 ScrollScreen(NULL, SCROLL_GO_ON);
7756 for (i = 0; i < MAX_PLAYERS; i++)
7757 stored_player[i].Frame++;
7761 /* for downwards compatibility, the following code emulates a fixed bug that
7762 occured when pushing elements (causing elements that just made their last
7763 pushing step to already (if possible) make their first falling step in the
7764 same game frame, which is bad); this code is also needed to use the famous
7765 "spring push bug" which is used in older levels and might be wanted to be
7766 used also in newer levels, but in this case the buggy pushing code is only
7767 affecting the "spring" element and no other elements */
7770 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7772 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7775 for (i = 0; i < MAX_PLAYERS; i++)
7777 struct PlayerInfo *player = &stored_player[i];
7782 if (player->active && player->is_pushing && player->is_moving &&
7784 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7785 Feld[x][y] == EL_SPRING))
7787 if (player->active && player->is_pushing && player->is_moving &&
7791 ContinueMoving(x, y);
7793 /* continue moving after pushing (this is actually a bug) */
7794 if (!IS_MOVING(x, y))
7803 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7805 Changed[x][y] = CE_BITMASK_DEFAULT;
7806 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7809 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7811 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7812 printf("GameActions(): This should never happen!\n");
7814 ChangePage[x][y] = -1;
7819 if (WasJustMoving[x][y] > 0)
7820 WasJustMoving[x][y]--;
7821 if (WasJustFalling[x][y] > 0)
7822 WasJustFalling[x][y]--;
7827 /* reset finished pushing action (not done in ContinueMoving() to allow
7828 continous pushing animation for elements with zero push delay) */
7829 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7831 ResetGfxAnimation(x, y);
7832 DrawLevelField(x, y);
7837 if (IS_BLOCKED(x, y))
7841 Blocked2Moving(x, y, &oldx, &oldy);
7842 if (!IS_MOVING(oldx, oldy))
7844 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7845 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7846 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7847 printf("GameActions(): This should never happen!\n");
7853 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7855 element = Feld[x][y];
7857 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7859 graphic = el2img(element);
7865 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7867 element = graphic = 0;
7871 if (graphic_info[graphic].anim_global_sync)
7872 GfxFrame[x][y] = FrameCounter;
7874 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7875 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7876 ResetRandomAnimationValue(x, y);
7878 SetRandomAnimationValue(x, y);
7881 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7884 if (IS_INACTIVE(element))
7886 if (IS_ANIMATED(graphic))
7887 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7893 /* this may take place after moving, so 'element' may have changed */
7895 if (IS_CHANGING(x, y))
7897 if (IS_CHANGING(x, y) &&
7898 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7902 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7903 element_info[element].event_page_nr[CE_DELAY]);
7905 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7908 element = Feld[x][y];
7909 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7913 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7918 element = Feld[x][y];
7919 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7921 if (element == EL_MOLE)
7922 printf("::: %d, %d, %d [%d]\n",
7923 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7927 if (element == EL_YAMYAM)
7928 printf("::: %d, %d, %d\n",
7929 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7933 if (IS_ANIMATED(graphic) &&
7937 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7940 if (element == EL_BUG)
7941 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7945 if (element == EL_MOLE)
7946 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7950 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7951 EdelsteinFunkeln(x, y);
7953 else if ((element == EL_ACID ||
7954 element == EL_EXIT_OPEN ||
7955 element == EL_SP_EXIT_OPEN ||
7956 element == EL_SP_TERMINAL ||
7957 element == EL_SP_TERMINAL_ACTIVE ||
7958 element == EL_EXTRA_TIME ||
7959 element == EL_SHIELD_NORMAL ||
7960 element == EL_SHIELD_DEADLY) &&
7961 IS_ANIMATED(graphic))
7962 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7963 else if (IS_MOVING(x, y))
7964 ContinueMoving(x, y);
7965 else if (IS_ACTIVE_BOMB(element))
7966 CheckDynamite(x, y);
7968 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7969 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7971 else if (element == EL_AMOEBA_GROWING)
7972 AmoebeWaechst(x, y);
7973 else if (element == EL_AMOEBA_SHRINKING)
7974 AmoebaDisappearing(x, y);
7976 #if !USE_NEW_AMOEBA_CODE
7977 else if (IS_AMOEBALIVE(element))
7978 AmoebeAbleger(x, y);
7981 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7983 else if (element == EL_EXIT_CLOSED)
7985 else if (element == EL_SP_EXIT_CLOSED)
7987 else if (element == EL_EXPANDABLE_WALL_GROWING)
7989 else if (element == EL_EXPANDABLE_WALL ||
7990 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7991 element == EL_EXPANDABLE_WALL_VERTICAL ||
7992 element == EL_EXPANDABLE_WALL_ANY)
7994 else if (element == EL_FLAMES)
7995 CheckForDragon(x, y);
7997 else if (IS_AUTO_CHANGING(element))
7998 ChangeElement(x, y);
8000 else if (element == EL_EXPLOSION)
8001 ; /* drawing of correct explosion animation is handled separately */
8002 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8003 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8006 /* this may take place after moving, so 'element' may have changed */
8007 if (IS_AUTO_CHANGING(Feld[x][y]))
8008 ChangeElement(x, y);
8011 if (IS_BELT_ACTIVE(element))
8012 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8014 if (game.magic_wall_active)
8016 int jx = local_player->jx, jy = local_player->jy;
8018 /* play the element sound at the position nearest to the player */
8019 if ((element == EL_MAGIC_WALL_FULL ||
8020 element == EL_MAGIC_WALL_ACTIVE ||
8021 element == EL_MAGIC_WALL_EMPTYING ||
8022 element == EL_BD_MAGIC_WALL_FULL ||
8023 element == EL_BD_MAGIC_WALL_ACTIVE ||
8024 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8025 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8033 #if USE_NEW_AMOEBA_CODE
8034 /* new experimental amoeba growth stuff */
8036 if (!(FrameCounter % 8))
8039 static unsigned long random = 1684108901;
8041 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8044 x = (random >> 10) % lev_fieldx;
8045 y = (random >> 20) % lev_fieldy;
8047 x = RND(lev_fieldx);
8048 y = RND(lev_fieldy);
8050 element = Feld[x][y];
8052 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8053 if (!IS_PLAYER(x,y) &&
8054 (element == EL_EMPTY ||
8055 element == EL_SAND ||
8056 element == EL_QUICKSAND_EMPTY ||
8057 element == EL_ACID_SPLASH_LEFT ||
8058 element == EL_ACID_SPLASH_RIGHT))
8060 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8061 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8062 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8063 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8064 Feld[x][y] = EL_AMOEBA_DROP;
8067 random = random * 129 + 1;
8073 if (game.explosions_delayed)
8076 game.explosions_delayed = FALSE;
8078 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8080 element = Feld[x][y];
8082 if (ExplodeField[x][y])
8083 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8084 else if (element == EL_EXPLOSION)
8085 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
8087 ExplodeField[x][y] = EX_NO_EXPLOSION;
8090 game.explosions_delayed = TRUE;
8093 if (game.magic_wall_active)
8095 if (!(game.magic_wall_time_left % 4))
8097 int element = Feld[magic_wall_x][magic_wall_y];
8099 if (element == EL_BD_MAGIC_WALL_FULL ||
8100 element == EL_BD_MAGIC_WALL_ACTIVE ||
8101 element == EL_BD_MAGIC_WALL_EMPTYING)
8102 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8104 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8107 if (game.magic_wall_time_left > 0)
8109 game.magic_wall_time_left--;
8110 if (!game.magic_wall_time_left)
8112 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8114 element = Feld[x][y];
8116 if (element == EL_MAGIC_WALL_ACTIVE ||
8117 element == EL_MAGIC_WALL_FULL)
8119 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8120 DrawLevelField(x, y);
8122 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8123 element == EL_BD_MAGIC_WALL_FULL)
8125 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8126 DrawLevelField(x, y);
8130 game.magic_wall_active = FALSE;
8135 if (game.light_time_left > 0)
8137 game.light_time_left--;
8139 if (game.light_time_left == 0)
8140 RedrawAllLightSwitchesAndInvisibleElements();
8143 if (game.timegate_time_left > 0)
8145 game.timegate_time_left--;
8147 if (game.timegate_time_left == 0)
8148 CloseAllOpenTimegates();
8151 for (i = 0; i < MAX_PLAYERS; i++)
8153 struct PlayerInfo *player = &stored_player[i];
8155 if (SHIELD_ON(player))
8157 if (player->shield_deadly_time_left)
8158 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8159 else if (player->shield_normal_time_left)
8160 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8164 if (TimeFrames >= FRAMES_PER_SECOND)
8169 if (!level.use_step_counter)
8173 for (i = 0; i < MAX_PLAYERS; i++)
8175 struct PlayerInfo *player = &stored_player[i];
8177 if (SHIELD_ON(player))
8179 player->shield_normal_time_left--;
8181 if (player->shield_deadly_time_left > 0)
8182 player->shield_deadly_time_left--;
8190 if (TimeLeft <= 10 && setup.time_limit)
8191 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8193 DrawGameValue_Time(TimeLeft);
8195 if (!TimeLeft && setup.time_limit)
8196 for (i = 0; i < MAX_PLAYERS; i++)
8197 KillHero(&stored_player[i]);
8199 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8200 DrawGameValue_Time(TimePlayed);
8203 if (tape.recording || tape.playing)
8204 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8208 PlayAllPlayersSound();
8210 if (options.debug) /* calculate frames per second */
8212 static unsigned long fps_counter = 0;
8213 static int fps_frames = 0;
8214 unsigned long fps_delay_ms = Counter() - fps_counter;
8218 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8220 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8223 fps_counter = Counter();
8226 redraw_mask |= REDRAW_FPS;
8230 if (stored_player[0].jx != stored_player[0].last_jx ||
8231 stored_player[0].jy != stored_player[0].last_jy)
8232 printf("::: %d, %d, %d, %d, %d\n",
8233 stored_player[0].MovDir,
8234 stored_player[0].MovPos,
8235 stored_player[0].GfxPos,
8236 stored_player[0].Frame,
8237 stored_player[0].StepFrame);
8244 for (i = 0; i < MAX_PLAYERS; i++)
8247 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8249 stored_player[i].Frame += move_frames;
8251 if (stored_player[i].MovPos != 0)
8252 stored_player[i].StepFrame += move_frames;
8254 if (stored_player[i].drop_delay > 0)
8255 stored_player[i].drop_delay--;
8260 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8262 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8264 local_player->show_envelope = 0;
8269 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8271 int min_x = x, min_y = y, max_x = x, max_y = y;
8274 for (i = 0; i < MAX_PLAYERS; i++)
8276 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8278 if (!stored_player[i].active || &stored_player[i] == player)
8281 min_x = MIN(min_x, jx);
8282 min_y = MIN(min_y, jy);
8283 max_x = MAX(max_x, jx);
8284 max_y = MAX(max_y, jy);
8287 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8290 static boolean AllPlayersInVisibleScreen()
8294 for (i = 0; i < MAX_PLAYERS; i++)
8296 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8298 if (!stored_player[i].active)
8301 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8308 void ScrollLevel(int dx, int dy)
8310 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8313 BlitBitmap(drawto_field, drawto_field,
8314 FX + TILEX * (dx == -1) - softscroll_offset,
8315 FY + TILEY * (dy == -1) - softscroll_offset,
8316 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8317 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8318 FX + TILEX * (dx == 1) - softscroll_offset,
8319 FY + TILEY * (dy == 1) - softscroll_offset);
8323 x = (dx == 1 ? BX1 : BX2);
8324 for (y = BY1; y <= BY2; y++)
8325 DrawScreenField(x, y);
8330 y = (dy == 1 ? BY1 : BY2);
8331 for (x = BX1; x <= BX2; x++)
8332 DrawScreenField(x, y);
8335 redraw_mask |= REDRAW_FIELD;
8338 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8340 int nextx = x + dx, nexty = y + dy;
8341 int element = Feld[x][y];
8344 element != EL_SP_PORT_LEFT &&
8345 element != EL_SP_GRAVITY_PORT_LEFT &&
8346 element != EL_SP_PORT_HORIZONTAL &&
8347 element != EL_SP_PORT_ANY) ||
8349 element != EL_SP_PORT_RIGHT &&
8350 element != EL_SP_GRAVITY_PORT_RIGHT &&
8351 element != EL_SP_PORT_HORIZONTAL &&
8352 element != EL_SP_PORT_ANY) ||
8354 element != EL_SP_PORT_UP &&
8355 element != EL_SP_GRAVITY_PORT_UP &&
8356 element != EL_SP_PORT_VERTICAL &&
8357 element != EL_SP_PORT_ANY) ||
8359 element != EL_SP_PORT_DOWN &&
8360 element != EL_SP_GRAVITY_PORT_DOWN &&
8361 element != EL_SP_PORT_VERTICAL &&
8362 element != EL_SP_PORT_ANY) ||
8363 !IN_LEV_FIELD(nextx, nexty) ||
8364 !IS_FREE(nextx, nexty))
8370 static void CheckGravityMovement(struct PlayerInfo *player)
8372 if (game.gravity && !player->programmed_action)
8375 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8376 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8378 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8379 int move_dir_vertical = player->action & MV_VERTICAL;
8382 (player->last_move_dir & MV_HORIZONTAL ?
8383 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8384 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8385 int jx = player->jx, jy = player->jy;
8386 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8387 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8388 int new_jx = jx + dx, new_jy = jy + dy;
8390 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8392 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8395 boolean player_can_fall_down =
8396 (IN_LEV_FIELD(jx, jy + 1) &&
8397 (IS_FREE(jx, jy + 1) ||
8398 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8400 boolean player_can_fall_down =
8401 (IN_LEV_FIELD(jx, jy + 1) &&
8402 (IS_FREE(jx, jy + 1)));
8404 boolean player_is_moving_to_valid_field =
8407 !player_is_snapping &&
8409 IN_LEV_FIELD(new_jx, new_jy) &&
8410 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8411 Feld[new_jx][new_jy] == EL_SAND ||
8412 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8413 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8414 /* !!! extend EL_SAND to anything diggable !!! */
8416 boolean player_is_standing_on_valid_field =
8417 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8418 (IS_WALKABLE(Feld[jx][jy]) &&
8419 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8422 printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n",
8423 player_can_fall_down,
8424 player_is_standing_on_valid_field,
8425 player_is_moving_to_valid_field,
8426 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1));
8429 if (player_can_fall_down &&
8430 !player_is_standing_on_valid_field &&
8431 !player_is_moving_to_valid_field)
8434 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8435 jx, jy, FrameCounter);
8438 player->programmed_action = MV_DOWN;
8443 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8446 return CheckGravityMovement(player);
8449 if (game.gravity && !player->programmed_action)
8451 int jx = player->jx, jy = player->jy;
8452 boolean field_under_player_is_free =
8453 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8454 boolean player_is_standing_on_valid_field =
8455 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8456 (IS_WALKABLE(Feld[jx][jy]) &&
8457 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8459 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8460 player->programmed_action = MV_DOWN;
8466 -----------------------------------------------------------------------------
8467 dx, dy: direction (non-diagonal) to try to move the player to
8468 real_dx, real_dy: direction as read from input device (can be diagonal)
8471 boolean MovePlayerOneStep(struct PlayerInfo *player,
8472 int dx, int dy, int real_dx, int real_dy)
8475 static int trigger_sides[4][2] =
8477 /* enter side leave side */
8478 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8479 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8480 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8481 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8483 int move_direction = (dx == -1 ? MV_LEFT :
8484 dx == +1 ? MV_RIGHT :
8486 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8487 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8488 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8490 int jx = player->jx, jy = player->jy;
8491 int new_jx = jx + dx, new_jy = jy + dy;
8495 if (!player->active || (!dx && !dy))
8496 return MF_NO_ACTION;
8498 player->MovDir = (dx < 0 ? MV_LEFT :
8501 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8503 if (!IN_LEV_FIELD(new_jx, new_jy))
8504 return MF_NO_ACTION;
8506 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8507 return MF_NO_ACTION;
8510 element = MovingOrBlocked2Element(new_jx, new_jy);
8512 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8515 if (DONT_RUN_INTO(element))
8517 if (element == EL_ACID && dx == 0 && dy == 1)
8519 SplashAcid(new_jx, new_jy);
8520 Feld[jx][jy] = EL_PLAYER_1;
8521 InitMovingField(jx, jy, MV_DOWN);
8522 Store[jx][jy] = EL_ACID;
8523 ContinueMoving(jx, jy);
8527 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8532 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8533 if (can_move != MF_MOVING)
8536 /* check if DigField() has caused relocation of the player */
8537 if (player->jx != jx || player->jy != jy)
8538 return MF_NO_ACTION;
8540 StorePlayer[jx][jy] = 0;
8541 player->last_jx = jx;
8542 player->last_jy = jy;
8543 player->jx = new_jx;
8544 player->jy = new_jy;
8545 StorePlayer[new_jx][new_jy] = player->element_nr;
8548 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8550 player->step_counter++;
8552 player->drop_delay = 0;
8554 PlayerVisit[jx][jy] = FrameCounter;
8556 ScrollPlayer(player, SCROLL_INIT);
8559 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8561 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8563 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8566 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8568 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8569 CE_OTHER_GETS_ENTERED, enter_side);
8570 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8571 CE_ENTERED_BY_PLAYER, enter_side);
8578 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8580 int jx = player->jx, jy = player->jy;
8581 int old_jx = jx, old_jy = jy;
8582 int moved = MF_NO_ACTION;
8585 if (!player->active)
8590 if (player->MovPos == 0)
8592 player->is_moving = FALSE;
8593 player->is_digging = FALSE;
8594 player->is_collecting = FALSE;
8595 player->is_snapping = FALSE;
8596 player->is_pushing = FALSE;
8602 if (!player->active || (!dx && !dy))
8607 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8613 if (!FrameReached(&player->move_delay, player->move_delay_value))
8616 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8617 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
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);
8650 player->move_delay_value = original_move_delay_value;
8653 if (player->last_move_dir & MV_HORIZONTAL)
8655 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8656 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8660 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8661 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8667 if (moved & MF_MOVING && !ScreenMovPos &&
8668 (player == local_player || !options.network))
8670 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8671 int offset = (setup.scroll_delay ? 3 : 0);
8673 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8675 /* actual player has left the screen -- scroll in that direction */
8676 if (jx != old_jx) /* player has moved horizontally */
8677 scroll_x += (jx - old_jx);
8678 else /* player has moved vertically */
8679 scroll_y += (jy - old_jy);
8683 if (jx != old_jx) /* player has moved horizontally */
8685 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8686 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8687 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8689 /* don't scroll over playfield boundaries */
8690 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8691 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8693 /* don't scroll more than one field at a time */
8694 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8696 /* don't scroll against the player's moving direction */
8697 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8698 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8699 scroll_x = old_scroll_x;
8701 else /* player has moved vertically */
8703 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8704 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8705 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8707 /* don't scroll over playfield boundaries */
8708 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8709 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8711 /* don't scroll more than one field at a time */
8712 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8714 /* don't scroll against the player's moving direction */
8715 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8716 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8717 scroll_y = old_scroll_y;
8721 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8723 if (!options.network && !AllPlayersInVisibleScreen())
8725 scroll_x = old_scroll_x;
8726 scroll_y = old_scroll_y;
8730 ScrollScreen(player, SCROLL_INIT);
8731 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8738 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8740 if (!(moved & MF_MOVING) && !player->is_pushing)
8745 player->StepFrame = 0;
8747 if (moved & MF_MOVING)
8749 if (old_jx != jx && old_jy == jy)
8750 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8751 else if (old_jx == jx && old_jy != jy)
8752 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8754 DrawLevelField(jx, jy); /* for "crumbled sand" */
8756 player->last_move_dir = player->MovDir;
8757 player->is_moving = TRUE;
8759 player->is_snapping = FALSE;
8763 player->is_switching = FALSE;
8766 player->is_dropping = FALSE;
8771 static int trigger_sides[4][2] =
8773 /* enter side leave side */
8774 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8775 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8776 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8777 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8779 int move_direction = player->MovDir;
8780 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8781 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8784 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8786 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8788 player->index_bit, leave_side);
8789 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8791 player->index_bit, leave_side);
8794 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8796 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8797 CE_OTHER_GETS_ENTERED,
8798 player->index_bit, enter_side);
8799 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8800 player->index_bit, enter_side);
8811 CheckGravityMovementWhenNotMoving(player);
8814 player->last_move_dir = MV_NO_MOVING;
8816 player->is_moving = FALSE;
8819 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8821 TestIfHeroTouchesBadThing(jx, jy);
8822 TestIfPlayerTouchesCustomElement(jx, jy);
8825 if (!player->active)
8831 void ScrollPlayer(struct PlayerInfo *player, int mode)
8833 int jx = player->jx, jy = player->jy;
8834 int last_jx = player->last_jx, last_jy = player->last_jy;
8835 int move_stepsize = TILEX / player->move_delay_value;
8837 if (!player->active || !player->MovPos)
8840 if (mode == SCROLL_INIT)
8842 player->actual_frame_counter = FrameCounter;
8843 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8845 if (Feld[last_jx][last_jy] == EL_EMPTY)
8846 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8854 else if (!FrameReached(&player->actual_frame_counter, 1))
8857 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8858 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8860 if (!player->block_last_field &&
8861 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8862 Feld[last_jx][last_jy] = EL_EMPTY;
8864 /* before DrawPlayer() to draw correct player graphic for this case */
8865 if (player->MovPos == 0)
8866 CheckGravityMovement(player);
8869 DrawPlayer(player); /* needed here only to cleanup last field */
8872 if (player->MovPos == 0) /* player reached destination field */
8875 if (player->move_delay_reset_counter > 0)
8877 player->move_delay_reset_counter--;
8879 if (player->move_delay_reset_counter == 0)
8881 /* continue with normal speed after quickly moving through gate */
8882 HALVE_PLAYER_SPEED(player);
8884 /* be able to make the next move without delay */
8885 player->move_delay = 0;
8889 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8891 /* continue with normal speed after quickly moving through gate */
8892 HALVE_PLAYER_SPEED(player);
8894 /* be able to make the next move without delay */
8895 player->move_delay = 0;
8899 if (player->block_last_field &&
8900 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8901 Feld[last_jx][last_jy] = EL_EMPTY;
8903 player->last_jx = jx;
8904 player->last_jy = jy;
8906 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8907 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8908 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8910 DrawPlayer(player); /* needed here only to cleanup last field */
8913 if (local_player->friends_still_needed == 0 ||
8914 IS_SP_ELEMENT(Feld[jx][jy]))
8915 player->LevelSolved = player->GameOver = TRUE;
8919 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
8921 static int trigger_sides[4][2] =
8923 /* enter side leave side */
8924 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8925 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8926 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8927 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8929 int move_direction = player->MovDir;
8930 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8931 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8932 int old_jx = last_jx;
8933 int old_jy = last_jy;
8936 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8938 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8940 player->index_bit, leave_side);
8941 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8943 player->index_bit, leave_side);
8946 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8948 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8949 CE_OTHER_GETS_ENTERED,
8950 player->index_bit, enter_side);
8951 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8952 player->index_bit, enter_side);
8959 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8961 TestIfHeroTouchesBadThing(jx, jy);
8962 TestIfPlayerTouchesCustomElement(jx, jy);
8964 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8967 if (!player->active)
8971 if (level.use_step_counter)
8977 for (i = 0; i < MAX_PLAYERS; i++)
8979 struct PlayerInfo *player = &stored_player[i];
8981 if (SHIELD_ON(player))
8983 player->shield_normal_time_left--;
8985 if (player->shield_deadly_time_left > 0)
8986 player->shield_deadly_time_left--;
8994 if (TimeLeft <= 10 && setup.time_limit)
8995 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8997 DrawGameValue_Time(TimeLeft);
8999 if (!TimeLeft && setup.time_limit)
9000 for (i = 0; i < MAX_PLAYERS; i++)
9001 KillHero(&stored_player[i]);
9003 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9004 DrawGameValue_Time(TimePlayed);
9007 if (tape.single_step && tape.recording && !tape.pausing &&
9008 !player->programmed_action)
9009 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9013 void ScrollScreen(struct PlayerInfo *player, int mode)
9015 static unsigned long screen_frame_counter = 0;
9017 if (mode == SCROLL_INIT)
9019 /* set scrolling step size according to actual player's moving speed */
9020 ScrollStepSize = TILEX / player->move_delay_value;
9022 screen_frame_counter = FrameCounter;
9023 ScreenMovDir = player->MovDir;
9024 ScreenMovPos = player->MovPos;
9025 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9028 else if (!FrameReached(&screen_frame_counter, 1))
9033 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9034 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9035 redraw_mask |= REDRAW_FIELD;
9038 ScreenMovDir = MV_NO_MOVING;
9041 void TestIfPlayerTouchesCustomElement(int x, int y)
9043 static int xy[4][2] =
9050 static int trigger_sides[4][2] =
9052 /* center side border side */
9053 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9054 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9055 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9056 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9058 static int touch_dir[4] =
9065 int center_element = Feld[x][y]; /* should always be non-moving! */
9068 for (i = 0; i < NUM_DIRECTIONS; i++)
9070 int xx = x + xy[i][0];
9071 int yy = y + xy[i][1];
9072 int center_side = trigger_sides[i][0];
9073 int border_side = trigger_sides[i][1];
9076 if (!IN_LEV_FIELD(xx, yy))
9079 if (IS_PLAYER(x, y))
9081 struct PlayerInfo *player = PLAYERINFO(x, y);
9083 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9084 border_element = Feld[xx][yy]; /* may be moving! */
9085 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9086 border_element = Feld[xx][yy];
9087 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9088 border_element = MovingOrBlocked2Element(xx, yy);
9090 continue; /* center and border element do not touch */
9092 CheckTriggeredElementChangePlayer(xx, yy, border_element,
9093 CE_OTHER_GETS_TOUCHED,
9094 player->index_bit, border_side);
9095 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9096 player->index_bit, border_side);
9098 else if (IS_PLAYER(xx, yy))
9100 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9102 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9104 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9105 continue; /* center and border element do not touch */
9108 CheckTriggeredElementChangePlayer(x, y, center_element,
9109 CE_OTHER_GETS_TOUCHED,
9110 player->index_bit, center_side);
9111 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9112 player->index_bit, center_side);
9119 void TestIfElementTouchesCustomElement(int x, int y)
9121 static int xy[4][2] =
9128 static int trigger_sides[4][2] =
9130 /* center side border side */
9131 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9132 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9133 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9134 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9136 static int touch_dir[4] =
9143 boolean change_center_element = FALSE;
9144 int center_element_change_page = 0;
9145 int center_element = Feld[x][y]; /* should always be non-moving! */
9146 int border_trigger_element;
9149 for (i = 0; i < NUM_DIRECTIONS; i++)
9151 int xx = x + xy[i][0];
9152 int yy = y + xy[i][1];
9153 int center_side = trigger_sides[i][0];
9154 int border_side = trigger_sides[i][1];
9157 if (!IN_LEV_FIELD(xx, yy))
9160 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9161 border_element = Feld[xx][yy]; /* may be moving! */
9162 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9163 border_element = Feld[xx][yy];
9164 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9165 border_element = MovingOrBlocked2Element(xx, yy);
9167 continue; /* center and border element do not touch */
9169 /* check for change of center element (but change it only once) */
9170 if (IS_CUSTOM_ELEMENT(center_element) &&
9171 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9172 !change_center_element)
9174 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9176 struct ElementChangeInfo *change =
9177 &element_info[center_element].change_page[j];
9179 if (change->can_change &&
9180 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9181 change->trigger_side & border_side &&
9183 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9185 change->trigger_element == border_element
9189 change_center_element = TRUE;
9190 center_element_change_page = j;
9191 border_trigger_element = border_element;
9198 /* check for change of border element */
9199 if (IS_CUSTOM_ELEMENT(border_element) &&
9200 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9202 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9204 struct ElementChangeInfo *change =
9205 &element_info[border_element].change_page[j];
9207 if (change->can_change &&
9208 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9209 change->trigger_side & center_side &&
9211 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9213 change->trigger_element == center_element
9218 printf("::: border_element %d, %d\n", x, y);
9221 CheckElementChangePage(xx, yy, border_element, center_element,
9222 CE_OTHER_IS_TOUCHING, j);
9229 if (change_center_element)
9232 printf("::: center_element %d, %d\n", x, y);
9235 CheckElementChangePage(x, y, center_element, border_trigger_element,
9236 CE_OTHER_IS_TOUCHING, center_element_change_page);
9240 void TestIfElementHitsCustomElement(int x, int y, int direction)
9242 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9243 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9244 int hitx = x + dx, hity = y + dy;
9245 int hitting_element = Feld[x][y];
9246 int touched_element;
9248 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9249 !IS_FREE(hitx, hity) &&
9250 (!IS_MOVING(hitx, hity) ||
9251 MovDir[hitx][hity] != direction ||
9252 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9255 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9259 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9263 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9264 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9266 CheckElementChangeSide(x, y, hitting_element, touched_element,
9267 CE_HITTING_SOMETHING, direction);
9269 if (IN_LEV_FIELD(hitx, hity))
9271 int opposite_direction = MV_DIR_OPPOSITE(direction);
9272 int hitting_side = direction;
9273 int touched_side = opposite_direction;
9275 int touched_element = MovingOrBlocked2Element(hitx, hity);
9278 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9279 MovDir[hitx][hity] != direction ||
9280 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9289 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9290 CE_HIT_BY_SOMETHING, opposite_direction);
9292 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9293 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9295 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9297 struct ElementChangeInfo *change =
9298 &element_info[hitting_element].change_page[i];
9300 if (change->can_change &&
9301 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9302 change->trigger_side & touched_side &&
9305 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9307 change->trigger_element == touched_element
9311 CheckElementChangePage(x, y, hitting_element, touched_element,
9312 CE_OTHER_IS_HITTING, i);
9318 if (IS_CUSTOM_ELEMENT(touched_element) &&
9319 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9321 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9323 struct ElementChangeInfo *change =
9324 &element_info[touched_element].change_page[i];
9326 if (change->can_change &&
9327 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9328 change->trigger_side & hitting_side &&
9330 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9332 change->trigger_element == hitting_element
9336 CheckElementChangePage(hitx, hity, touched_element,
9337 hitting_element, CE_OTHER_GETS_HIT, i);
9347 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9349 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9350 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9351 int hitx = x + dx, hity = y + dy;
9352 int hitting_element = Feld[x][y];
9353 int touched_element;
9355 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9356 !IS_FREE(hitx, hity) &&
9357 (!IS_MOVING(hitx, hity) ||
9358 MovDir[hitx][hity] != direction ||
9359 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9362 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9366 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9370 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9371 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9373 CheckElementChangeSide(x, y, hitting_element, touched_element,
9374 EP_CAN_SMASH_EVERYTHING, direction);
9376 if (IN_LEV_FIELD(hitx, hity))
9378 int opposite_direction = MV_DIR_OPPOSITE(direction);
9379 int hitting_side = direction;
9380 int touched_side = opposite_direction;
9382 int touched_element = MovingOrBlocked2Element(hitx, hity);
9385 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9386 MovDir[hitx][hity] != direction ||
9387 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9396 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9397 CE_SMASHED_BY_SOMETHING, opposite_direction);
9399 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9400 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9402 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9404 struct ElementChangeInfo *change =
9405 &element_info[hitting_element].change_page[i];
9407 if (change->can_change &&
9408 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9409 change->trigger_side & touched_side &&
9412 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9414 change->trigger_element == touched_element
9418 CheckElementChangePage(x, y, hitting_element, touched_element,
9419 CE_OTHER_IS_SMASHING, i);
9425 if (IS_CUSTOM_ELEMENT(touched_element) &&
9426 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9428 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9430 struct ElementChangeInfo *change =
9431 &element_info[touched_element].change_page[i];
9433 if (change->can_change &&
9434 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9435 change->trigger_side & hitting_side &&
9437 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9439 change->trigger_element == hitting_element
9443 CheckElementChangePage(hitx, hity, touched_element,
9444 hitting_element, CE_OTHER_GETS_SMASHED, i);
9454 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9456 int i, kill_x = -1, kill_y = -1;
9457 static int test_xy[4][2] =
9464 static int test_dir[4] =
9472 for (i = 0; i < NUM_DIRECTIONS; i++)
9474 int test_x, test_y, test_move_dir, test_element;
9476 test_x = good_x + test_xy[i][0];
9477 test_y = good_y + test_xy[i][1];
9478 if (!IN_LEV_FIELD(test_x, test_y))
9482 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9485 test_element = Feld[test_x][test_y];
9487 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9490 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9491 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9493 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9494 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9502 if (kill_x != -1 || kill_y != -1)
9504 if (IS_PLAYER(good_x, good_y))
9506 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9508 if (player->shield_deadly_time_left > 0)
9509 Bang(kill_x, kill_y);
9510 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9514 Bang(good_x, good_y);
9518 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9520 int i, kill_x = -1, kill_y = -1;
9521 int bad_element = Feld[bad_x][bad_y];
9522 static int test_xy[4][2] =
9529 static int touch_dir[4] =
9536 static int test_dir[4] =
9544 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9547 for (i = 0; i < NUM_DIRECTIONS; i++)
9549 int test_x, test_y, test_move_dir, test_element;
9551 test_x = bad_x + test_xy[i][0];
9552 test_y = bad_y + test_xy[i][1];
9553 if (!IN_LEV_FIELD(test_x, test_y))
9557 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9559 test_element = Feld[test_x][test_y];
9561 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9562 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9564 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9565 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9567 /* good thing is player or penguin that does not move away */
9568 if (IS_PLAYER(test_x, test_y))
9570 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9572 if (bad_element == EL_ROBOT && player->is_moving)
9573 continue; /* robot does not kill player if he is moving */
9575 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9577 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9578 continue; /* center and border element do not touch */
9585 else if (test_element == EL_PENGUIN)
9594 if (kill_x != -1 || kill_y != -1)
9596 if (IS_PLAYER(kill_x, kill_y))
9598 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9600 if (player->shield_deadly_time_left > 0)
9602 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9606 Bang(kill_x, kill_y);
9610 void TestIfHeroTouchesBadThing(int x, int y)
9612 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9615 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9617 TestIfGoodThingHitsBadThing(x, y, move_dir);
9620 void TestIfBadThingTouchesHero(int x, int y)
9622 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9625 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9627 TestIfBadThingHitsGoodThing(x, y, move_dir);
9630 void TestIfFriendTouchesBadThing(int x, int y)
9632 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9635 void TestIfBadThingTouchesFriend(int x, int y)
9637 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9640 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9642 int i, kill_x = bad_x, kill_y = bad_y;
9643 static int xy[4][2] =
9651 for (i = 0; i < NUM_DIRECTIONS; i++)
9655 x = bad_x + xy[i][0];
9656 y = bad_y + xy[i][1];
9657 if (!IN_LEV_FIELD(x, y))
9660 element = Feld[x][y];
9661 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9662 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9670 if (kill_x != bad_x || kill_y != bad_y)
9674 void KillHero(struct PlayerInfo *player)
9676 int jx = player->jx, jy = player->jy;
9678 if (!player->active)
9681 /* remove accessible field at the player's position */
9682 Feld[jx][jy] = EL_EMPTY;
9684 /* deactivate shield (else Bang()/Explode() would not work right) */
9685 player->shield_normal_time_left = 0;
9686 player->shield_deadly_time_left = 0;
9692 static void KillHeroUnlessEnemyProtected(int x, int y)
9694 if (!PLAYER_ENEMY_PROTECTED(x, y))
9695 KillHero(PLAYERINFO(x, y));
9698 static void KillHeroUnlessExplosionProtected(int x, int y)
9700 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9701 KillHero(PLAYERINFO(x, y));
9704 void BuryHero(struct PlayerInfo *player)
9706 int jx = player->jx, jy = player->jy;
9708 if (!player->active)
9712 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9714 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9716 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9718 player->GameOver = TRUE;
9722 void RemoveHero(struct PlayerInfo *player)
9724 int jx = player->jx, jy = player->jy;
9725 int i, found = FALSE;
9727 player->present = FALSE;
9728 player->active = FALSE;
9730 if (!ExplodeField[jx][jy])
9731 StorePlayer[jx][jy] = 0;
9733 for (i = 0; i < MAX_PLAYERS; i++)
9734 if (stored_player[i].active)
9738 AllPlayersGone = TRUE;
9745 =============================================================================
9746 checkDiagonalPushing()
9747 -----------------------------------------------------------------------------
9748 check if diagonal input device direction results in pushing of object
9749 (by checking if the alternative direction is walkable, diggable, ...)
9750 =============================================================================
9753 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9754 int x, int y, int real_dx, int real_dy)
9756 int jx, jy, dx, dy, xx, yy;
9758 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9761 /* diagonal direction: check alternative direction */
9766 xx = jx + (dx == 0 ? real_dx : 0);
9767 yy = jy + (dy == 0 ? real_dy : 0);
9769 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9773 =============================================================================
9775 -----------------------------------------------------------------------------
9776 x, y: field next to player (non-diagonal) to try to dig to
9777 real_dx, real_dy: direction as read from input device (can be diagonal)
9778 =============================================================================
9781 int DigField(struct PlayerInfo *player,
9782 int oldx, int oldy, int x, int y,
9783 int real_dx, int real_dy, int mode)
9785 static int trigger_sides[4] =
9787 CH_SIDE_RIGHT, /* moving left */
9788 CH_SIDE_LEFT, /* moving right */
9789 CH_SIDE_BOTTOM, /* moving up */
9790 CH_SIDE_TOP, /* moving down */
9793 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9795 int jx = oldx, jy = oldy;
9796 int dx = x - jx, dy = y - jy;
9797 int nextx = x + dx, nexty = y + dy;
9798 int move_direction = (dx == -1 ? MV_LEFT :
9799 dx == +1 ? MV_RIGHT :
9801 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9802 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9803 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
9804 int old_element = Feld[jx][jy];
9807 if (player->MovPos == 0)
9809 player->is_digging = FALSE;
9810 player->is_collecting = FALSE;
9813 if (player->MovPos == 0) /* last pushing move finished */
9814 player->is_pushing = FALSE;
9816 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9818 player->is_switching = FALSE;
9819 player->push_delay = 0;
9821 return MF_NO_ACTION;
9824 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9825 return MF_NO_ACTION;
9830 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9832 if (IS_TUBE(Feld[jx][jy]) ||
9833 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9837 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9838 int tube_leave_directions[][2] =
9840 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9841 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9842 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9843 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9844 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9845 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9846 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9847 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9848 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9849 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9850 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9851 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9854 while (tube_leave_directions[i][0] != tube_element)
9857 if (tube_leave_directions[i][0] == -1) /* should not happen */
9861 if (!(tube_leave_directions[i][1] & move_direction))
9862 return MF_NO_ACTION; /* tube has no opening in this direction */
9867 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9868 old_element = Back[jx][jy];
9872 if (IS_WALKABLE(old_element) &&
9873 !(element_info[old_element].access_direction & move_direction))
9874 return MF_NO_ACTION; /* field has no opening in this direction */
9876 element = Feld[x][y];
9878 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9879 game.engine_version >= VERSION_IDENT(2,2,0,0))
9880 return MF_NO_ACTION;
9884 case EL_SP_PORT_LEFT:
9885 case EL_SP_PORT_RIGHT:
9887 case EL_SP_PORT_DOWN:
9888 case EL_SP_PORT_HORIZONTAL:
9889 case EL_SP_PORT_VERTICAL:
9890 case EL_SP_PORT_ANY:
9891 case EL_SP_GRAVITY_PORT_LEFT:
9892 case EL_SP_GRAVITY_PORT_RIGHT:
9893 case EL_SP_GRAVITY_PORT_UP:
9894 case EL_SP_GRAVITY_PORT_DOWN:
9896 if (!canEnterSupaplexPort(x, y, dx, dy))
9897 return MF_NO_ACTION;
9900 element != EL_SP_PORT_LEFT &&
9901 element != EL_SP_GRAVITY_PORT_LEFT &&
9902 element != EL_SP_PORT_HORIZONTAL &&
9903 element != EL_SP_PORT_ANY) ||
9905 element != EL_SP_PORT_RIGHT &&
9906 element != EL_SP_GRAVITY_PORT_RIGHT &&
9907 element != EL_SP_PORT_HORIZONTAL &&
9908 element != EL_SP_PORT_ANY) ||
9910 element != EL_SP_PORT_UP &&
9911 element != EL_SP_GRAVITY_PORT_UP &&
9912 element != EL_SP_PORT_VERTICAL &&
9913 element != EL_SP_PORT_ANY) ||
9915 element != EL_SP_PORT_DOWN &&
9916 element != EL_SP_GRAVITY_PORT_DOWN &&
9917 element != EL_SP_PORT_VERTICAL &&
9918 element != EL_SP_PORT_ANY) ||
9919 !IN_LEV_FIELD(nextx, nexty) ||
9920 !IS_FREE(nextx, nexty))
9921 return MF_NO_ACTION;
9924 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9925 element == EL_SP_GRAVITY_PORT_RIGHT ||
9926 element == EL_SP_GRAVITY_PORT_UP ||
9927 element == EL_SP_GRAVITY_PORT_DOWN)
9928 game.gravity = !game.gravity;
9930 /* automatically move to the next field with double speed */
9931 player->programmed_action = move_direction;
9933 if (player->move_delay_reset_counter == 0)
9935 player->move_delay_reset_counter = 2; /* two double speed steps */
9937 DOUBLE_PLAYER_SPEED(player);
9940 player->move_delay_reset_counter = 2;
9942 DOUBLE_PLAYER_SPEED(player);
9946 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
9949 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9954 case EL_TUBE_VERTICAL:
9955 case EL_TUBE_HORIZONTAL:
9956 case EL_TUBE_VERTICAL_LEFT:
9957 case EL_TUBE_VERTICAL_RIGHT:
9958 case EL_TUBE_HORIZONTAL_UP:
9959 case EL_TUBE_HORIZONTAL_DOWN:
9960 case EL_TUBE_LEFT_UP:
9961 case EL_TUBE_LEFT_DOWN:
9962 case EL_TUBE_RIGHT_UP:
9963 case EL_TUBE_RIGHT_DOWN:
9966 int tube_enter_directions[][2] =
9968 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9969 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9970 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9971 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9972 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9973 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9974 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9975 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9976 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9977 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9978 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9979 { -1, MV_NO_MOVING }
9982 while (tube_enter_directions[i][0] != element)
9985 if (tube_enter_directions[i][0] == -1) /* should not happen */
9989 if (!(tube_enter_directions[i][1] & move_direction))
9990 return MF_NO_ACTION; /* tube has no opening in this direction */
9992 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
9999 if (IS_WALKABLE(element))
10001 int sound_action = ACTION_WALKING;
10003 if (!(element_info[element].access_direction & opposite_direction))
10004 return MF_NO_ACTION; /* field not accessible from this direction */
10006 if (element >= EL_GATE_1 && element <= EL_GATE_4)
10008 if (!player->key[element - EL_GATE_1])
10009 return MF_NO_ACTION;
10011 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
10013 if (!player->key[element - EL_GATE_1_GRAY])
10014 return MF_NO_ACTION;
10016 else if (element == EL_EXIT_OPEN ||
10017 element == EL_SP_EXIT_OPEN ||
10018 element == EL_SP_EXIT_OPENING)
10020 sound_action = ACTION_PASSING; /* player is passing exit */
10022 else if (element == EL_EMPTY)
10024 sound_action = ACTION_MOVING; /* nothing to walk on */
10027 /* play sound from background or player, whatever is available */
10028 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
10029 PlayLevelSoundElementAction(x, y, element, sound_action);
10031 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10035 else if (IS_PASSABLE(element))
10037 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10038 return MF_NO_ACTION;
10040 if (IS_CUSTOM_ELEMENT(element) &&
10041 !(element_info[element].access_direction & opposite_direction))
10042 return MF_NO_ACTION; /* field not accessible from this direction */
10045 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10046 return MF_NO_ACTION;
10049 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
10051 if (!player->key[element - EL_EM_GATE_1])
10052 return MF_NO_ACTION;
10054 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
10056 if (!player->key[element - EL_EM_GATE_1_GRAY])
10057 return MF_NO_ACTION;
10060 /* automatically move to the next field with double speed */
10061 player->programmed_action = move_direction;
10063 if (player->move_delay_reset_counter == 0)
10065 player->move_delay_reset_counter = 2; /* two double speed steps */
10067 DOUBLE_PLAYER_SPEED(player);
10070 player->move_delay_reset_counter = 2;
10072 DOUBLE_PLAYER_SPEED(player);
10075 PlayLevelSoundAction(x, y, ACTION_PASSING);
10079 else if (IS_DIGGABLE(element))
10083 if (mode != DF_SNAP)
10086 GfxElement[x][y] = GFX_ELEMENT(element);
10089 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
10091 player->is_digging = TRUE;
10094 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10096 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
10097 player->index_bit, CH_SIDE_ANY);
10100 if (mode == DF_SNAP)
10101 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10106 else if (IS_COLLECTIBLE(element))
10110 if (mode != DF_SNAP)
10112 GfxElement[x][y] = element;
10113 player->is_collecting = TRUE;
10116 if (element == EL_SPEED_PILL)
10117 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
10118 else if (element == EL_EXTRA_TIME && level.time > 0)
10121 DrawGameValue_Time(TimeLeft);
10123 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
10125 player->shield_normal_time_left += 10;
10126 if (element == EL_SHIELD_DEADLY)
10127 player->shield_deadly_time_left += 10;
10129 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
10131 if (player->inventory_size < MAX_INVENTORY_SIZE)
10132 player->inventory_element[player->inventory_size++] = element;
10134 DrawGameValue_Dynamite(local_player->inventory_size);
10136 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
10138 player->dynabomb_count++;
10139 player->dynabombs_left++;
10141 else if (element == EL_DYNABOMB_INCREASE_SIZE)
10143 player->dynabomb_size++;
10145 else if (element == EL_DYNABOMB_INCREASE_POWER)
10147 player->dynabomb_xl = TRUE;
10149 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
10150 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
10152 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
10153 element - EL_KEY_1 : element - EL_EM_KEY_1);
10155 player->key[key_nr] = TRUE;
10157 DrawGameValue_Keys(player);
10159 redraw_mask |= REDRAW_DOOR_1;
10161 else if (IS_ENVELOPE(element))
10164 player->show_envelope = element;
10166 ShowEnvelope(element - EL_ENVELOPE_1);
10169 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10173 if (element_info[element].collect_count == 0)
10174 player->inventory_infinite_element = element;
10176 for (i = 0; i < element_info[element].collect_count; i++)
10177 if (player->inventory_size < MAX_INVENTORY_SIZE)
10178 player->inventory_element[player->inventory_size++] = element;
10180 DrawGameValue_Dynamite(local_player->inventory_size);
10182 else if (element_info[element].collect_count > 0)
10184 local_player->gems_still_needed -=
10185 element_info[element].collect_count;
10186 if (local_player->gems_still_needed < 0)
10187 local_player->gems_still_needed = 0;
10189 DrawGameValue_Emeralds(local_player->gems_still_needed);
10192 RaiseScoreElement(element);
10193 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10195 CheckTriggeredElementChangePlayer(x, y, element,
10196 CE_OTHER_GETS_COLLECTED,
10197 player->index_bit, CH_SIDE_ANY);
10200 if (mode == DF_SNAP)
10201 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10206 else if (IS_PUSHABLE(element))
10208 if (mode == DF_SNAP && element != EL_BD_ROCK)
10209 return MF_NO_ACTION;
10211 if (CAN_FALL(element) && dy)
10212 return MF_NO_ACTION;
10214 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10215 !(element == EL_SPRING && level.use_spring_bug))
10216 return MF_NO_ACTION;
10219 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10220 ((move_direction & MV_VERTICAL &&
10221 ((element_info[element].move_pattern & MV_LEFT &&
10222 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10223 (element_info[element].move_pattern & MV_RIGHT &&
10224 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10225 (move_direction & MV_HORIZONTAL &&
10226 ((element_info[element].move_pattern & MV_UP &&
10227 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10228 (element_info[element].move_pattern & MV_DOWN &&
10229 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10230 return MF_NO_ACTION;
10234 /* do not push elements already moving away faster than player */
10235 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10236 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10237 return MF_NO_ACTION;
10239 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10240 return MF_NO_ACTION;
10244 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10246 if (player->push_delay_value == -1)
10247 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10249 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10251 if (!player->is_pushing)
10252 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10256 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10257 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10258 !player_is_pushing))
10259 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10262 if (!player->is_pushing &&
10263 game.engine_version >= VERSION_IDENT(2,2,0,7))
10264 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10268 printf("::: push delay: %ld [%d, %d] [%d]\n",
10269 player->push_delay_value, FrameCounter, game.engine_version,
10270 player->is_pushing);
10273 player->is_pushing = TRUE;
10275 if (!(IN_LEV_FIELD(nextx, nexty) &&
10276 (IS_FREE(nextx, nexty) ||
10277 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10278 IS_SB_ELEMENT(element)))))
10279 return MF_NO_ACTION;
10281 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10282 return MF_NO_ACTION;
10284 if (player->push_delay == 0) /* new pushing; restart delay */
10285 player->push_delay = FrameCounter;
10287 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10288 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10289 element != EL_SPRING && element != EL_BALLOON)
10291 /* make sure that there is no move delay before next try to push */
10292 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10293 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10295 return MF_NO_ACTION;
10299 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10302 if (IS_SB_ELEMENT(element))
10304 if (element == EL_SOKOBAN_FIELD_FULL)
10306 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10307 local_player->sokobanfields_still_needed++;
10310 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10312 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10313 local_player->sokobanfields_still_needed--;
10316 Feld[x][y] = EL_SOKOBAN_OBJECT;
10318 if (Back[x][y] == Back[nextx][nexty])
10319 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10320 else if (Back[x][y] != 0)
10321 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10324 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10327 if (local_player->sokobanfields_still_needed == 0 &&
10328 game.emulation == EMU_SOKOBAN)
10330 player->LevelSolved = player->GameOver = TRUE;
10331 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10335 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10337 InitMovingField(x, y, move_direction);
10338 GfxAction[x][y] = ACTION_PUSHING;
10340 if (mode == DF_SNAP)
10341 ContinueMoving(x, y);
10343 MovPos[x][y] = (dx != 0 ? dx : dy);
10345 Pushed[x][y] = TRUE;
10346 Pushed[nextx][nexty] = TRUE;
10348 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10349 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10351 player->push_delay_value = -1; /* get new value later */
10353 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10354 player->index_bit, dig_side);
10355 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10356 player->index_bit, dig_side);
10360 else if (IS_SWITCHABLE(element))
10362 if (PLAYER_SWITCHING(player, x, y))
10365 player->is_switching = TRUE;
10366 player->switch_x = x;
10367 player->switch_y = y;
10369 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10371 if (element == EL_ROBOT_WHEEL)
10373 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10377 DrawLevelField(x, y);
10379 else if (element == EL_SP_TERMINAL)
10383 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10385 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10387 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10388 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10391 else if (IS_BELT_SWITCH(element))
10393 ToggleBeltSwitch(x, y);
10395 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10396 element == EL_SWITCHGATE_SWITCH_DOWN)
10398 ToggleSwitchgateSwitch(x, y);
10400 else if (element == EL_LIGHT_SWITCH ||
10401 element == EL_LIGHT_SWITCH_ACTIVE)
10403 ToggleLightSwitch(x, y);
10406 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10407 SND_LIGHT_SWITCH_ACTIVATING :
10408 SND_LIGHT_SWITCH_DEACTIVATING);
10411 else if (element == EL_TIMEGATE_SWITCH)
10413 ActivateTimegateSwitch(x, y);
10415 else if (element == EL_BALLOON_SWITCH_LEFT ||
10416 element == EL_BALLOON_SWITCH_RIGHT ||
10417 element == EL_BALLOON_SWITCH_UP ||
10418 element == EL_BALLOON_SWITCH_DOWN ||
10419 element == EL_BALLOON_SWITCH_ANY)
10421 if (element == EL_BALLOON_SWITCH_ANY)
10422 game.balloon_dir = move_direction;
10424 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10425 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10426 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10427 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10430 else if (element == EL_LAMP)
10432 Feld[x][y] = EL_LAMP_ACTIVE;
10433 local_player->lights_still_needed--;
10435 DrawLevelField(x, y);
10437 else if (element == EL_TIME_ORB_FULL)
10439 Feld[x][y] = EL_TIME_ORB_EMPTY;
10441 DrawGameValue_Time(TimeLeft);
10443 DrawLevelField(x, y);
10446 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10454 if (!PLAYER_SWITCHING(player, x, y))
10456 player->is_switching = TRUE;
10457 player->switch_x = x;
10458 player->switch_y = y;
10460 CheckTriggeredElementChangePlayer(x, y, element,
10461 CE_OTHER_IS_SWITCHING,
10462 player->index_bit, dig_side);
10463 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10464 player->index_bit, dig_side);
10467 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10468 player->index_bit, dig_side);
10469 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10470 player->index_bit, dig_side);
10473 return MF_NO_ACTION;
10476 player->push_delay = 0;
10478 if (Feld[x][y] != element) /* really digged/collected something */
10479 player->is_collecting = !player->is_digging;
10484 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10486 int jx = player->jx, jy = player->jy;
10487 int x = jx + dx, y = jy + dy;
10488 int snap_direction = (dx == -1 ? MV_LEFT :
10489 dx == +1 ? MV_RIGHT :
10491 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10494 if (player->MovPos)
10497 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10501 if (!player->active || !IN_LEV_FIELD(x, y))
10509 if (player->MovPos == 0)
10510 player->is_pushing = FALSE;
10512 player->is_snapping = FALSE;
10514 if (player->MovPos == 0)
10516 player->is_moving = FALSE;
10517 player->is_digging = FALSE;
10518 player->is_collecting = FALSE;
10524 if (player->is_snapping)
10527 player->MovDir = snap_direction;
10530 if (player->MovPos == 0)
10533 player->is_moving = FALSE;
10534 player->is_digging = FALSE;
10535 player->is_collecting = FALSE;
10538 player->is_dropping = FALSE;
10540 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10543 player->is_snapping = TRUE;
10546 if (player->MovPos == 0)
10549 player->is_moving = FALSE;
10550 player->is_digging = FALSE;
10551 player->is_collecting = FALSE;
10554 DrawLevelField(x, y);
10560 boolean DropElement(struct PlayerInfo *player)
10562 int jx = player->jx, jy = player->jy;
10563 int old_element = Feld[jx][jy];
10564 int new_element = (player->inventory_size > 0 ?
10565 player->inventory_element[player->inventory_size - 1] :
10566 player->inventory_infinite_element != EL_UNDEFINED ?
10567 player->inventory_infinite_element :
10568 player->dynabombs_left > 0 ?
10569 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10572 /* check if player is active, not moving and ready to drop */
10573 if (!player->active || player->MovPos || player->drop_delay > 0)
10576 /* check if player has anything that can be dropped */
10578 if (new_element == EL_UNDEFINED)
10581 if (player->inventory_size == 0 &&
10582 player->inventory_infinite_element == EL_UNDEFINED &&
10583 player->dynabombs_left == 0)
10587 /* check if anything can be dropped at the current position */
10588 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10591 /* collected custom elements can only be dropped on empty fields */
10593 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10596 if (player->inventory_size > 0 &&
10597 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10598 && old_element != EL_EMPTY)
10602 if (old_element != EL_EMPTY)
10603 Back[jx][jy] = old_element; /* store old element on this field */
10605 ResetGfxAnimation(jx, jy);
10606 ResetRandomAnimationValue(jx, jy);
10608 if (player->inventory_size > 0 ||
10609 player->inventory_infinite_element != EL_UNDEFINED)
10611 if (player->inventory_size > 0)
10613 player->inventory_size--;
10616 new_element = player->inventory_element[player->inventory_size];
10619 DrawGameValue_Dynamite(local_player->inventory_size);
10621 if (new_element == EL_DYNAMITE)
10622 new_element = EL_DYNAMITE_ACTIVE;
10623 else if (new_element == EL_SP_DISK_RED)
10624 new_element = EL_SP_DISK_RED_ACTIVE;
10627 Feld[jx][jy] = new_element;
10629 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10630 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10632 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10635 /* needed if previous element just changed to "empty" in the last frame */
10636 Changed[jx][jy] = 0; /* allow another change */
10639 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10640 CE_OTHER_GETS_DROPPED,
10641 player->index_bit, CH_SIDE_ANY);
10642 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10643 player->index_bit, CH_SIDE_ANY);
10645 TestIfElementTouchesCustomElement(jx, jy);
10647 else /* player is dropping a dyna bomb */
10649 player->dynabombs_left--;
10652 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10655 Feld[jx][jy] = new_element;
10657 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10658 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10660 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10667 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10670 InitField_WithBug1(jx, jy, FALSE);
10672 InitField(jx, jy, FALSE);
10673 if (CAN_MOVE(Feld[jx][jy]))
10674 InitMovDir(jx, jy);
10678 new_element = Feld[jx][jy];
10680 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10681 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10683 int move_stepsize = element_info[new_element].move_stepsize;
10684 int direction, dx, dy, nextx, nexty;
10686 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10687 MovDir[jx][jy] = player->MovDir;
10689 direction = MovDir[jx][jy];
10690 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10691 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10695 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10698 WasJustMoving[jx][jy] = 3;
10700 InitMovingField(jx, jy, direction);
10701 ContinueMoving(jx, jy);
10706 Changed[jx][jy] = 0; /* allow another change */
10709 TestIfElementHitsCustomElement(jx, jy, direction);
10711 CheckElementChangeSide(jx, jy, new_element, touched_element,
10712 CE_HITTING_SOMETHING, direction);
10716 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10720 player->drop_delay = 8 + 8 + 8;
10725 player->is_dropping = TRUE;
10731 /* ------------------------------------------------------------------------- */
10732 /* game sound playing functions */
10733 /* ------------------------------------------------------------------------- */
10735 static int *loop_sound_frame = NULL;
10736 static int *loop_sound_volume = NULL;
10738 void InitPlayLevelSound()
10740 int num_sounds = getSoundListSize();
10742 checked_free(loop_sound_frame);
10743 checked_free(loop_sound_volume);
10745 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10746 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10749 static void PlayLevelSound(int x, int y, int nr)
10751 int sx = SCREENX(x), sy = SCREENY(y);
10752 int volume, stereo_position;
10753 int max_distance = 8;
10754 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10756 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10757 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10760 if (!IN_LEV_FIELD(x, y) ||
10761 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10762 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10765 volume = SOUND_MAX_VOLUME;
10767 if (!IN_SCR_FIELD(sx, sy))
10769 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10770 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10772 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10775 stereo_position = (SOUND_MAX_LEFT +
10776 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10777 (SCR_FIELDX + 2 * max_distance));
10779 if (IS_LOOP_SOUND(nr))
10781 /* This assures that quieter loop sounds do not overwrite louder ones,
10782 while restarting sound volume comparison with each new game frame. */
10784 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10787 loop_sound_volume[nr] = volume;
10788 loop_sound_frame[nr] = FrameCounter;
10791 PlaySoundExt(nr, volume, stereo_position, type);
10794 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10796 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10797 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10798 y < LEVELY(BY1) ? LEVELY(BY1) :
10799 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10803 static void PlayLevelSoundAction(int x, int y, int action)
10805 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10808 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10810 int sound_effect = element_info[element].sound[action];
10812 if (sound_effect != SND_UNDEFINED)
10813 PlayLevelSound(x, y, sound_effect);
10816 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10819 int sound_effect = element_info[element].sound[action];
10821 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10822 PlayLevelSound(x, y, sound_effect);
10825 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10827 int sound_effect = element_info[Feld[x][y]].sound[action];
10829 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10830 PlayLevelSound(x, y, sound_effect);
10833 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10835 int sound_effect = element_info[Feld[x][y]].sound[action];
10837 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10838 StopSound(sound_effect);
10841 static void PlayLevelMusic()
10843 if (levelset.music[level_nr] != MUS_UNDEFINED)
10844 PlayMusic(levelset.music[level_nr]); /* from config file */
10846 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10849 void RaiseScore(int value)
10851 local_player->score += value;
10853 DrawGameValue_Score(local_player->score);
10856 void RaiseScoreElement(int element)
10861 case EL_BD_DIAMOND:
10862 case EL_EMERALD_YELLOW:
10863 case EL_EMERALD_RED:
10864 case EL_EMERALD_PURPLE:
10865 case EL_SP_INFOTRON:
10866 RaiseScore(level.score[SC_EMERALD]);
10869 RaiseScore(level.score[SC_DIAMOND]);
10872 RaiseScore(level.score[SC_CRYSTAL]);
10875 RaiseScore(level.score[SC_PEARL]);
10878 case EL_BD_BUTTERFLY:
10879 case EL_SP_ELECTRON:
10880 RaiseScore(level.score[SC_BUG]);
10883 case EL_BD_FIREFLY:
10884 case EL_SP_SNIKSNAK:
10885 RaiseScore(level.score[SC_SPACESHIP]);
10888 case EL_DARK_YAMYAM:
10889 RaiseScore(level.score[SC_YAMYAM]);
10892 RaiseScore(level.score[SC_ROBOT]);
10895 RaiseScore(level.score[SC_PACMAN]);
10898 RaiseScore(level.score[SC_NUT]);
10901 case EL_SP_DISK_RED:
10902 case EL_DYNABOMB_INCREASE_NUMBER:
10903 case EL_DYNABOMB_INCREASE_SIZE:
10904 case EL_DYNABOMB_INCREASE_POWER:
10905 RaiseScore(level.score[SC_DYNAMITE]);
10907 case EL_SHIELD_NORMAL:
10908 case EL_SHIELD_DEADLY:
10909 RaiseScore(level.score[SC_SHIELD]);
10911 case EL_EXTRA_TIME:
10912 RaiseScore(level.score[SC_TIME_BONUS]);
10918 RaiseScore(level.score[SC_KEY]);
10921 RaiseScore(element_info[element].collect_score);
10926 void RequestQuitGame(boolean ask_if_really_quit)
10928 if (AllPlayersGone ||
10929 !ask_if_really_quit ||
10930 level_editor_test_game ||
10931 Request("Do you really want to quit the game ?",
10932 REQ_ASK | REQ_STAY_CLOSED))
10934 #if defined(PLATFORM_UNIX)
10935 if (options.network)
10936 SendToServer_StopPlaying();
10940 game_status = GAME_MODE_MAIN;
10948 if (tape.playing && tape.index_search)
10950 SetDrawDeactivationMask(REDRAW_NONE);
10951 audio.sound_deactivated = FALSE;
10955 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10958 if (tape.playing && tape.index_search)
10960 SetDrawDeactivationMask(REDRAW_FIELD);
10961 audio.sound_deactivated = TRUE;
10969 /* ---------- new game button stuff ---------------------------------------- */
10971 /* graphic position values for game buttons */
10972 #define GAME_BUTTON_XSIZE 30
10973 #define GAME_BUTTON_YSIZE 30
10974 #define GAME_BUTTON_XPOS 5
10975 #define GAME_BUTTON_YPOS 215
10976 #define SOUND_BUTTON_XPOS 5
10977 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10979 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10980 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10981 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10982 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10983 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10984 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10991 } gamebutton_info[NUM_GAME_BUTTONS] =
10994 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10999 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
11000 GAME_CTRL_ID_PAUSE,
11004 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
11009 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
11010 SOUND_CTRL_ID_MUSIC,
11011 "background music on/off"
11014 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
11015 SOUND_CTRL_ID_LOOPS,
11016 "sound loops on/off"
11019 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
11020 SOUND_CTRL_ID_SIMPLE,
11021 "normal sounds on/off"
11025 void CreateGameButtons()
11029 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11031 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
11032 struct GadgetInfo *gi;
11035 unsigned long event_mask;
11036 int gd_xoffset, gd_yoffset;
11037 int gd_x1, gd_x2, gd_y1, gd_y2;
11040 gd_xoffset = gamebutton_info[i].x;
11041 gd_yoffset = gamebutton_info[i].y;
11042 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
11043 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
11045 if (id == GAME_CTRL_ID_STOP ||
11046 id == GAME_CTRL_ID_PAUSE ||
11047 id == GAME_CTRL_ID_PLAY)
11049 button_type = GD_TYPE_NORMAL_BUTTON;
11051 event_mask = GD_EVENT_RELEASED;
11052 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11053 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11057 button_type = GD_TYPE_CHECK_BUTTON;
11059 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
11060 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
11061 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
11062 event_mask = GD_EVENT_PRESSED;
11063 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
11064 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11067 gi = CreateGadget(GDI_CUSTOM_ID, id,
11068 GDI_INFO_TEXT, gamebutton_info[i].infotext,
11069 GDI_X, DX + gd_xoffset,
11070 GDI_Y, DY + gd_yoffset,
11071 GDI_WIDTH, GAME_BUTTON_XSIZE,
11072 GDI_HEIGHT, GAME_BUTTON_YSIZE,
11073 GDI_TYPE, button_type,
11074 GDI_STATE, GD_BUTTON_UNPRESSED,
11075 GDI_CHECKED, checked,
11076 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
11077 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
11078 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
11079 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
11080 GDI_EVENT_MASK, event_mask,
11081 GDI_CALLBACK_ACTION, HandleGameButtons,
11085 Error(ERR_EXIT, "cannot create gadget");
11087 game_gadget[id] = gi;
11091 void FreeGameButtons()
11095 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11096 FreeGadget(game_gadget[i]);
11099 static void MapGameButtons()
11103 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11104 MapGadget(game_gadget[i]);
11107 void UnmapGameButtons()
11111 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11112 UnmapGadget(game_gadget[i]);
11115 static void HandleGameButtons(struct GadgetInfo *gi)
11117 int id = gi->custom_id;
11119 if (game_status != GAME_MODE_PLAYING)
11124 case GAME_CTRL_ID_STOP:
11125 RequestQuitGame(TRUE);
11128 case GAME_CTRL_ID_PAUSE:
11129 if (options.network)
11131 #if defined(PLATFORM_UNIX)
11133 SendToServer_ContinuePlaying();
11135 SendToServer_PausePlaying();
11139 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11142 case GAME_CTRL_ID_PLAY:
11145 #if defined(PLATFORM_UNIX)
11146 if (options.network)
11147 SendToServer_ContinuePlaying();
11151 tape.pausing = FALSE;
11152 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
11157 case SOUND_CTRL_ID_MUSIC:
11158 if (setup.sound_music)
11160 setup.sound_music = FALSE;
11163 else if (audio.music_available)
11165 setup.sound = setup.sound_music = TRUE;
11167 SetAudioMode(setup.sound);
11173 case SOUND_CTRL_ID_LOOPS:
11174 if (setup.sound_loops)
11175 setup.sound_loops = FALSE;
11176 else if (audio.loops_available)
11178 setup.sound = setup.sound_loops = TRUE;
11179 SetAudioMode(setup.sound);
11183 case SOUND_CTRL_ID_SIMPLE:
11184 if (setup.sound_simple)
11185 setup.sound_simple = FALSE;
11186 else if (audio.sound_available)
11188 setup.sound = setup.sound_simple = TRUE;
11189 SetAudioMode(setup.sound);