1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF (TRUE * 1)
30 #define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
38 /* for MovePlayer() */
39 #define MF_NO_ACTION 0
43 /* for ScrollPlayer() */
45 #define SCROLL_GO_ON 1
48 #define EX_PHASE_START 0
49 #define EX_TYPE_NONE 0
50 #define EX_TYPE_NORMAL (1 << 0)
51 #define EX_TYPE_CENTER (1 << 1)
52 #define EX_TYPE_BORDER (1 << 2)
53 #define EX_TYPE_CROSS (1 << 3)
54 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
56 /* special positions in the game control window (relative to control window) */
59 #define XX_EMERALDS 29
60 #define YY_EMERALDS 54
61 #define XX_DYNAMITE 29
62 #define YY_DYNAMITE 89
71 /* special positions in the game control window (relative to main window) */
72 #define DX_LEVEL (DX + XX_LEVEL)
73 #define DY_LEVEL (DY + YY_LEVEL)
74 #define DX_EMERALDS (DX + XX_EMERALDS)
75 #define DY_EMERALDS (DY + YY_EMERALDS)
76 #define DX_DYNAMITE (DX + XX_DYNAMITE)
77 #define DY_DYNAMITE (DY + YY_DYNAMITE)
78 #define DX_KEYS (DX + XX_KEYS)
79 #define DY_KEYS (DY + YY_KEYS)
80 #define DX_SCORE (DX + XX_SCORE)
81 #define DY_SCORE (DY + YY_SCORE)
82 #define DX_TIME1 (DX + XX_TIME1)
83 #define DX_TIME2 (DX + XX_TIME2)
84 #define DY_TIME (DY + YY_TIME)
86 /* values for initial player move delay (initial delay counter value) */
87 #define INITIAL_MOVE_DELAY_OFF -1
88 #define INITIAL_MOVE_DELAY_ON 0
90 /* values for player movement speed (which is in fact a delay value) */
91 #define MOVE_DELAY_NORMAL_SPEED 8
92 #define MOVE_DELAY_HIGH_SPEED 4
94 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
95 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
96 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
97 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
99 /* values for other actions */
100 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
102 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
103 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
105 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
107 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
108 RND(element_info[e].push_delay_random))
109 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
110 RND(element_info[e].drop_delay_random))
111 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
112 RND(element_info[e].move_delay_random))
113 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
114 (element_info[e].move_delay_random))
115 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
116 RND((c)->delay_random * (c)->delay_frames))
118 #define GET_TARGET_ELEMENT(e, ch) \
119 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
120 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
122 #define GET_VALID_PLAYER_ELEMENT(e) \
123 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
125 #define CAN_GROW_INTO(e) \
126 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
128 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
132 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 (CAN_MOVE_INTO_ACID(e) && \
135 Feld[x][y] == EL_ACID) || \
138 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
139 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
140 (CAN_MOVE_INTO_ACID(e) && \
141 Feld[x][y] == EL_ACID) || \
144 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
145 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
149 (DONT_COLLIDE_WITH(e) && \
151 !PLAYER_ENEMY_PROTECTED(x, y))))
153 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
154 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
156 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
157 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
159 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
160 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
162 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
163 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
165 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
166 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
168 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
169 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
171 #define PIG_CAN_ENTER_FIELD(e, x, y) \
172 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
174 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
175 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
176 IS_FOOD_PENGUIN(Feld[x][y])))
177 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
178 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
180 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
181 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
183 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
184 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
186 #define GROUP_NR(e) ((e) - EL_GROUP_START)
187 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
188 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
189 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
191 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
192 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
194 #define CE_ENTER_FIELD_COND(e, x, y) \
195 (!IS_PLAYER(x, y) && \
196 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
198 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
199 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
201 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
202 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
204 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
205 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
206 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
207 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
209 /* game button identifiers */
210 #define GAME_CTRL_ID_STOP 0
211 #define GAME_CTRL_ID_PAUSE 1
212 #define GAME_CTRL_ID_PLAY 2
213 #define SOUND_CTRL_ID_MUSIC 3
214 #define SOUND_CTRL_ID_LOOPS 4
215 #define SOUND_CTRL_ID_SIMPLE 5
217 #define NUM_GAME_BUTTONS 6
220 /* forward declaration for internal use */
222 static void AdvanceFrameAndPlayerCounters(int);
224 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
225 static boolean MovePlayer(struct PlayerInfo *, int, int);
226 static void ScrollPlayer(struct PlayerInfo *, int);
227 static void ScrollScreen(struct PlayerInfo *, int);
229 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
231 static void InitBeltMovement(void);
232 static void CloseAllOpenTimegates(void);
233 static void CheckGravityMovement(struct PlayerInfo *);
234 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
235 static void KillHeroUnlessEnemyProtected(int, int);
236 static void KillHeroUnlessExplosionProtected(int, int);
238 static void TestIfPlayerTouchesCustomElement(int, int);
239 static void TestIfElementTouchesCustomElement(int, int);
240 static void TestIfElementHitsCustomElement(int, int, int);
242 static void TestIfElementSmashesCustomElement(int, int, int);
245 static void ChangeElement(int, int, int);
247 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
248 #define CheckTriggeredElementChange(e, ev) \
249 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
250 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
251 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
252 #define CheckTriggeredElementChangeBySide(e, ev, s) \
253 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
254 #define CheckTriggeredElementChangeByPage(e, ev, p) \
255 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
257 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
258 #define CheckElementChange(x, y, e, te, ev) \
259 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
260 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
261 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
262 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
263 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
265 static void PlayLevelSound(int, int, int);
266 static void PlayLevelSoundNearest(int, int, int);
267 static void PlayLevelSoundAction(int, int, int);
268 static void PlayLevelSoundElementAction(int, int, int, int);
269 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
270 static void PlayLevelSoundActionIfLoop(int, int, int);
271 static void StopLevelSoundActionIfLoop(int, int, int);
272 static void PlayLevelMusic();
274 static void MapGameButtons();
275 static void HandleGameButtons(struct GadgetInfo *);
277 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
280 /* ------------------------------------------------------------------------- */
281 /* definition of elements that automatically change to other elements after */
282 /* a specified time, eventually calling a function when changing */
283 /* ------------------------------------------------------------------------- */
285 /* forward declaration for changer functions */
286 static void InitBuggyBase(int x, int y);
287 static void WarnBuggyBase(int x, int y);
289 static void InitTrap(int x, int y);
290 static void ActivateTrap(int x, int y);
291 static void ChangeActiveTrap(int x, int y);
293 static void InitRobotWheel(int x, int y);
294 static void RunRobotWheel(int x, int y);
295 static void StopRobotWheel(int x, int y);
297 static void InitTimegateWheel(int x, int y);
298 static void RunTimegateWheel(int x, int y);
300 struct ChangingElementInfo
305 void (*pre_change_function)(int x, int y);
306 void (*change_function)(int x, int y);
307 void (*post_change_function)(int x, int y);
310 static struct ChangingElementInfo change_delay_list[] =
361 EL_SWITCHGATE_OPENING,
369 EL_SWITCHGATE_CLOSING,
370 EL_SWITCHGATE_CLOSED,
402 EL_ACID_SPLASH_RIGHT,
411 EL_SP_BUGGY_BASE_ACTIVATING,
418 EL_SP_BUGGY_BASE_ACTIVATING,
419 EL_SP_BUGGY_BASE_ACTIVE,
426 EL_SP_BUGGY_BASE_ACTIVE,
450 EL_ROBOT_WHEEL_ACTIVE,
458 EL_TIMEGATE_SWITCH_ACTIVE,
479 int push_delay_fixed, push_delay_random;
484 { EL_BALLOON, 0, 0 },
486 { EL_SOKOBAN_OBJECT, 2, 0 },
487 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
488 { EL_SATELLITE, 2, 0 },
489 { EL_SP_DISK_YELLOW, 2, 0 },
491 { EL_UNDEFINED, 0, 0 },
499 move_stepsize_list[] =
501 { EL_AMOEBA_DROP, 2 },
502 { EL_AMOEBA_DROPPING, 2 },
503 { EL_QUICKSAND_FILLING, 1 },
504 { EL_QUICKSAND_EMPTYING, 1 },
505 { EL_MAGIC_WALL_FILLING, 2 },
506 { EL_BD_MAGIC_WALL_FILLING, 2 },
507 { EL_MAGIC_WALL_EMPTYING, 2 },
508 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
518 collect_count_list[] =
521 { EL_BD_DIAMOND, 1 },
522 { EL_EMERALD_YELLOW, 1 },
523 { EL_EMERALD_RED, 1 },
524 { EL_EMERALD_PURPLE, 1 },
526 { EL_SP_INFOTRON, 1 },
538 access_direction_list[] =
540 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
541 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
542 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
543 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
544 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
545 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
546 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
547 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
548 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
549 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
550 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
552 { EL_SP_PORT_LEFT, MV_RIGHT },
553 { EL_SP_PORT_RIGHT, MV_LEFT },
554 { EL_SP_PORT_UP, MV_DOWN },
555 { EL_SP_PORT_DOWN, MV_UP },
556 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
557 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
558 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
559 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
560 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
561 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
562 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
563 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
564 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
565 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
566 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
567 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
568 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
569 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
570 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
572 { EL_UNDEFINED, MV_NO_MOVING }
575 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
577 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
578 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
579 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
580 IS_JUST_CHANGING(x, y))
582 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
585 void GetPlayerConfig()
587 if (!audio.sound_available)
588 setup.sound_simple = FALSE;
590 if (!audio.loops_available)
591 setup.sound_loops = FALSE;
593 if (!audio.music_available)
594 setup.sound_music = FALSE;
596 if (!video.fullscreen_available)
597 setup.fullscreen = FALSE;
599 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
601 SetAudioMode(setup.sound);
605 static int getBeltNrFromBeltElement(int element)
607 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
608 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
609 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
612 static int getBeltNrFromBeltActiveElement(int element)
614 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
615 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
616 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
619 static int getBeltNrFromBeltSwitchElement(int element)
621 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
622 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
623 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
626 static int getBeltDirNrFromBeltSwitchElement(int element)
628 static int belt_base_element[4] =
630 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
631 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
632 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
633 EL_CONVEYOR_BELT_4_SWITCH_LEFT
636 int belt_nr = getBeltNrFromBeltSwitchElement(element);
637 int belt_dir_nr = element - belt_base_element[belt_nr];
639 return (belt_dir_nr % 3);
642 static int getBeltDirFromBeltSwitchElement(int element)
644 static int belt_move_dir[3] =
651 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
653 return belt_move_dir[belt_dir_nr];
656 static void InitPlayerField(int x, int y, int element, boolean init_game)
658 if (element == EL_SP_MURPHY)
662 if (stored_player[0].present)
664 Feld[x][y] = EL_SP_MURPHY_CLONE;
670 stored_player[0].use_murphy_graphic = TRUE;
673 Feld[x][y] = EL_PLAYER_1;
679 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
680 int jx = player->jx, jy = player->jy;
682 player->present = TRUE;
684 player->block_last_field = (element == EL_SP_MURPHY ?
685 level.sp_block_last_field :
686 level.block_last_field);
688 /* ---------- initialize player's last field block delay --------------- */
690 /* always start with reliable default value (no adjustment needed) */
691 player->block_delay_adjustment = 0;
693 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
694 if (player->block_last_field && element == EL_SP_MURPHY)
695 player->block_delay_adjustment = 1;
697 /* special case 2: in game engines before 3.1.1, blocking was different */
698 if (game.use_block_last_field_bug)
699 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
701 if (!options.network || player->connected)
703 player->active = TRUE;
705 /* remove potentially duplicate players */
706 if (StorePlayer[jx][jy] == Feld[x][y])
707 StorePlayer[jx][jy] = 0;
709 StorePlayer[x][y] = Feld[x][y];
713 printf("Player %d activated.\n", player->element_nr);
714 printf("[Local player is %d and currently %s.]\n",
715 local_player->element_nr,
716 local_player->active ? "active" : "not active");
720 Feld[x][y] = EL_EMPTY;
722 player->jx = player->last_jx = x;
723 player->jy = player->last_jy = y;
727 static void InitField(int x, int y, boolean init_game)
729 int element = Feld[x][y];
738 InitPlayerField(x, y, element, init_game);
741 case EL_SOKOBAN_FIELD_PLAYER:
742 element = Feld[x][y] = EL_PLAYER_1;
743 InitField(x, y, init_game);
745 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
746 InitField(x, y, init_game);
749 case EL_SOKOBAN_FIELD_EMPTY:
750 local_player->sokobanfields_still_needed++;
754 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
755 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
756 else if (x > 0 && Feld[x-1][y] == EL_ACID)
757 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
758 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
759 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
760 else if (y > 0 && Feld[x][y-1] == EL_ACID)
761 Feld[x][y] = EL_ACID_POOL_BOTTOM;
762 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
763 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
771 case EL_SPACESHIP_RIGHT:
772 case EL_SPACESHIP_UP:
773 case EL_SPACESHIP_LEFT:
774 case EL_SPACESHIP_DOWN:
776 case EL_BD_BUTTERFLY_RIGHT:
777 case EL_BD_BUTTERFLY_UP:
778 case EL_BD_BUTTERFLY_LEFT:
779 case EL_BD_BUTTERFLY_DOWN:
780 case EL_BD_BUTTERFLY:
781 case EL_BD_FIREFLY_RIGHT:
782 case EL_BD_FIREFLY_UP:
783 case EL_BD_FIREFLY_LEFT:
784 case EL_BD_FIREFLY_DOWN:
786 case EL_PACMAN_RIGHT:
810 if (y == lev_fieldy - 1)
812 Feld[x][y] = EL_AMOEBA_GROWING;
813 Store[x][y] = EL_AMOEBA_WET;
817 case EL_DYNAMITE_ACTIVE:
818 case EL_SP_DISK_RED_ACTIVE:
819 case EL_DYNABOMB_PLAYER_1_ACTIVE:
820 case EL_DYNABOMB_PLAYER_2_ACTIVE:
821 case EL_DYNABOMB_PLAYER_3_ACTIVE:
822 case EL_DYNABOMB_PLAYER_4_ACTIVE:
827 local_player->lights_still_needed++;
831 local_player->friends_still_needed++;
836 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
839 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
840 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
841 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
842 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
843 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
844 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
845 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
846 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
847 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
848 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
849 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
850 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
853 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
854 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
855 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
857 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
859 game.belt_dir[belt_nr] = belt_dir;
860 game.belt_dir_nr[belt_nr] = belt_dir_nr;
862 else /* more than one switch -- set it like the first switch */
864 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
869 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
871 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
874 case EL_LIGHT_SWITCH_ACTIVE:
876 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
880 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
882 else if (IS_GROUP_ELEMENT(element))
884 struct ElementGroupInfo *group = element_info[element].group;
885 int last_anim_random_frame = gfx.anim_random_frame;
888 if (group->choice_mode == ANIM_RANDOM)
889 gfx.anim_random_frame = RND(group->num_elements_resolved);
891 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
892 group->choice_mode, 0,
895 if (group->choice_mode == ANIM_RANDOM)
896 gfx.anim_random_frame = last_anim_random_frame;
900 Feld[x][y] = group->element_resolved[element_pos];
902 InitField(x, y, init_game);
908 static inline void InitField_WithBug1(int x, int y, boolean init_game)
910 InitField(x, y, init_game);
912 /* not needed to call InitMovDir() -- already done by InitField()! */
913 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
914 CAN_MOVE(Feld[x][y]))
918 static inline void InitField_WithBug2(int x, int y, boolean init_game)
920 int old_element = Feld[x][y];
922 InitField(x, y, init_game);
924 /* not needed to call InitMovDir() -- already done by InitField()! */
925 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
926 CAN_MOVE(old_element) &&
927 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
930 /* this case is in fact a combination of not less than three bugs:
931 first, it calls InitMovDir() for elements that can move, although this is
932 already done by InitField(); then, it checks the element that was at this
933 field _before_ the call to InitField() (which can change it); lastly, it
934 was not called for "mole with direction" elements, which were treated as
935 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
939 inline void DrawGameValue_Emeralds(int value)
941 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
944 inline void DrawGameValue_Dynamite(int value)
946 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
949 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
953 /* currently only 4 of 8 possible keys are displayed */
954 for (i = 0; i < STD_NUM_KEYS; i++)
957 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
958 el2edimg(EL_KEY_1 + i));
960 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
961 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
962 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
966 inline void DrawGameValue_Score(int value)
968 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
971 inline void DrawGameValue_Time(int value)
974 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
976 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
979 inline void DrawGameValue_Level(int value)
982 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
985 /* misuse area for displaying emeralds to draw bigger level number */
986 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
987 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
989 /* now copy it to the area for displaying level number */
990 BlitBitmap(drawto, drawto,
991 DX_EMERALDS, DY_EMERALDS + 1,
992 getFontWidth(FONT_LEVEL_NUMBER) * 3,
993 getFontHeight(FONT_LEVEL_NUMBER) - 1,
994 DX_LEVEL - 1, DY_LEVEL + 1);
996 /* restore the area for displaying emeralds */
997 DrawGameValue_Emeralds(local_player->gems_still_needed);
999 /* yes, this is all really ugly :-) */
1003 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1006 int key[MAX_NUM_KEYS];
1009 for (i = 0; i < MAX_NUM_KEYS; i++)
1010 key[i] = key_bits & (1 << i);
1012 DrawGameValue_Level(level_nr);
1014 DrawGameValue_Emeralds(emeralds);
1015 DrawGameValue_Dynamite(dynamite);
1016 DrawGameValue_Score(score);
1017 DrawGameValue_Time(time);
1019 DrawGameValue_Keys(key);
1022 void DrawGameDoorValues()
1026 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1028 DrawGameDoorValues_EM();
1033 DrawGameValue_Level(level_nr);
1035 DrawGameValue_Emeralds(local_player->gems_still_needed);
1036 DrawGameValue_Dynamite(local_player->inventory_size);
1037 DrawGameValue_Score(local_player->score);
1038 DrawGameValue_Time(TimeLeft);
1040 for (i = 0; i < MAX_PLAYERS; i++)
1041 DrawGameValue_Keys(stored_player[i].key);
1044 static void resolve_group_element(int group_element, int recursion_depth)
1046 static int group_nr;
1047 static struct ElementGroupInfo *group;
1048 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1051 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1053 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1054 group_element - EL_GROUP_START + 1);
1056 /* replace element which caused too deep recursion by question mark */
1057 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1062 if (recursion_depth == 0) /* initialization */
1064 group = element_info[group_element].group;
1065 group_nr = group_element - EL_GROUP_START;
1067 group->num_elements_resolved = 0;
1068 group->choice_pos = 0;
1071 for (i = 0; i < actual_group->num_elements; i++)
1073 int element = actual_group->element[i];
1075 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1078 if (IS_GROUP_ELEMENT(element))
1079 resolve_group_element(element, recursion_depth + 1);
1082 group->element_resolved[group->num_elements_resolved++] = element;
1083 element_info[element].in_group[group_nr] = TRUE;
1090 =============================================================================
1092 -----------------------------------------------------------------------------
1093 initialize game engine due to level / tape version number
1094 =============================================================================
1097 static void InitGameEngine()
1101 /* set game engine from tape file when re-playing, else from level file */
1102 game.engine_version = (tape.playing ? tape.engine_version :
1103 level.game_version);
1105 /* ---------------------------------------------------------------------- */
1106 /* set flags for bugs and changes according to active game engine version */
1107 /* ---------------------------------------------------------------------- */
1110 Summary of bugfix/change:
1111 Fixed handling for custom elements that change when pushed by the player.
1113 Fixed/changed in version:
1117 Before 3.1.0, custom elements that "change when pushing" changed directly
1118 after the player started pushing them (until then handled in "DigField()").
1119 Since 3.1.0, these custom elements are not changed until the "pushing"
1120 move of the element is finished (now handled in "ContinueMoving()").
1122 Affected levels/tapes:
1123 The first condition is generally needed for all levels/tapes before version
1124 3.1.0, which might use the old behaviour before it was changed; known tapes
1125 that are affected are some tapes from the level set "Walpurgis Gardens" by
1127 The second condition is an exception from the above case and is needed for
1128 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1129 above (including some development versions of 3.1.0), but before it was
1130 known that this change would break tapes like the above and was fixed in
1131 3.1.1, so that the changed behaviour was active although the engine version
1132 while recording maybe was before 3.1.0. There is at least one tape that is
1133 affected by this exception, which is the tape for the one-level set "Bug
1134 Machine" by Juergen Bonhagen.
1137 game.use_change_when_pushing_bug =
1138 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1140 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1141 tape.game_version < VERSION_IDENT(3,1,1,0)));
1144 Summary of bugfix/change:
1145 Fixed handling for blocking the field the player leaves when moving.
1147 Fixed/changed in version:
1151 Before 3.1.1, when "block last field when moving" was enabled, the field
1152 the player is leaving when moving was blocked for the time of the move,
1153 and was directly unblocked afterwards. This resulted in the last field
1154 being blocked for exactly one less than the number of frames of one player
1155 move. Additionally, even when blocking was disabled, the last field was
1156 blocked for exactly one frame.
1157 Since 3.1.1, due to changes in player movement handling, the last field
1158 is not blocked at all when blocking is disabled. When blocking is enabled,
1159 the last field is blocked for exactly the number of frames of one player
1160 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1161 last field is blocked for exactly one more than the number of frames of
1164 Affected levels/tapes:
1165 (!!! yet to be determined -- probably many !!!)
1168 game.use_block_last_field_bug =
1169 (game.engine_version < VERSION_IDENT(3,1,1,0));
1171 /* ---------------------------------------------------------------------- */
1173 /* dynamically adjust element properties according to game engine version */
1174 InitElementPropertiesEngine(game.engine_version);
1177 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1178 printf(" tape version == %06d [%s] [file: %06d]\n",
1179 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1181 printf(" => game.engine_version == %06d\n", game.engine_version);
1184 /* ---------- recursively resolve group elements ------------------------- */
1186 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1187 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1188 element_info[i].in_group[j] = FALSE;
1190 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1191 resolve_group_element(EL_GROUP_START + i, 0);
1193 /* ---------- initialize player's initial move delay --------------------- */
1195 /* dynamically adjust player properties according to level information */
1196 game.initial_move_delay_value =
1197 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1199 /* dynamically adjust player properties according to game engine version */
1200 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1201 game.initial_move_delay_value : 0);
1203 /* ---------- initialize player's initial push delay --------------------- */
1205 /* dynamically adjust player properties according to game engine version */
1206 game.initial_push_delay_value =
1207 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1209 /* ---------- initialize changing elements ------------------------------- */
1211 /* initialize changing elements information */
1212 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1214 struct ElementInfo *ei = &element_info[i];
1216 /* this pointer might have been changed in the level editor */
1217 ei->change = &ei->change_page[0];
1219 if (!IS_CUSTOM_ELEMENT(i))
1221 ei->change->target_element = EL_EMPTY_SPACE;
1222 ei->change->delay_fixed = 0;
1223 ei->change->delay_random = 0;
1224 ei->change->delay_frames = 1;
1227 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1229 ei->has_change_event[j] = FALSE;
1231 ei->event_page_nr[j] = 0;
1232 ei->event_page[j] = &ei->change_page[0];
1236 /* add changing elements from pre-defined list */
1237 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1239 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1240 struct ElementInfo *ei = &element_info[ch_delay->element];
1242 ei->change->target_element = ch_delay->target_element;
1243 ei->change->delay_fixed = ch_delay->change_delay;
1245 ei->change->pre_change_function = ch_delay->pre_change_function;
1246 ei->change->change_function = ch_delay->change_function;
1247 ei->change->post_change_function = ch_delay->post_change_function;
1249 ei->has_change_event[CE_DELAY] = TRUE;
1251 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1252 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1255 /* ---------- initialize internal run-time variables ------------- */
1257 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1259 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1261 for (j = 0; j < ei->num_change_pages; j++)
1263 ei->change_page[j].can_change_or_has_action =
1264 (ei->change_page[j].can_change |
1265 ei->change_page[j].has_action);
1269 /* add change events from custom element configuration */
1270 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1272 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1274 for (j = 0; j < ei->num_change_pages; j++)
1276 if (!ei->change_page[j].can_change_or_has_action)
1279 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1281 /* only add event page for the first page found with this event */
1282 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1284 ei->has_change_event[k] = TRUE;
1286 ei->event_page_nr[k] = j;
1287 ei->event_page[k] = &ei->change_page[j];
1293 /* ---------- initialize run-time trigger player and element ------------- */
1295 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1297 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1299 for (j = 0; j < ei->num_change_pages; j++)
1301 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1302 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1306 /* ---------- initialize trigger events ---------------------------------- */
1308 /* initialize trigger events information */
1309 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1310 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1311 trigger_events[i][j] = FALSE;
1313 /* add trigger events from element change event properties */
1314 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1316 struct ElementInfo *ei = &element_info[i];
1318 for (j = 0; j < ei->num_change_pages; j++)
1320 if (!ei->change_page[j].can_change_or_has_action)
1323 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1325 int trigger_element = ei->change_page[j].trigger_element;
1327 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1329 if (ei->change_page[j].has_event[k])
1331 if (IS_GROUP_ELEMENT(trigger_element))
1333 struct ElementGroupInfo *group =
1334 element_info[trigger_element].group;
1336 for (l = 0; l < group->num_elements_resolved; l++)
1337 trigger_events[group->element_resolved[l]][k] = TRUE;
1340 trigger_events[trigger_element][k] = TRUE;
1347 /* ---------- initialize push delay -------------------------------------- */
1349 /* initialize push delay values to default */
1350 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1352 if (!IS_CUSTOM_ELEMENT(i))
1354 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1355 element_info[i].push_delay_random = game.default_push_delay_random;
1359 /* set push delay value for certain elements from pre-defined list */
1360 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1362 int e = push_delay_list[i].element;
1364 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1365 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1368 /* set push delay value for Supaplex elements for newer engine versions */
1369 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1371 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1373 if (IS_SP_ELEMENT(i))
1375 /* set SP push delay to just enough to push under a falling zonk */
1376 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1378 element_info[i].push_delay_fixed = delay;
1379 element_info[i].push_delay_random = 0;
1384 /* ---------- initialize move stepsize ----------------------------------- */
1386 /* initialize move stepsize values to default */
1387 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1388 if (!IS_CUSTOM_ELEMENT(i))
1389 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1391 /* set move stepsize value for certain elements from pre-defined list */
1392 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1394 int e = move_stepsize_list[i].element;
1396 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1399 /* ---------- initialize collect score ----------------------------------- */
1401 /* initialize collect score values for custom elements from initial value */
1402 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1403 if (IS_CUSTOM_ELEMENT(i))
1404 element_info[i].collect_score = element_info[i].collect_score_initial;
1406 /* ---------- initialize collect count ----------------------------------- */
1408 /* initialize collect count values for non-custom elements */
1409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1410 if (!IS_CUSTOM_ELEMENT(i))
1411 element_info[i].collect_count_initial = 0;
1413 /* add collect count values for all elements from pre-defined list */
1414 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1415 element_info[collect_count_list[i].element].collect_count_initial =
1416 collect_count_list[i].count;
1418 /* ---------- initialize access direction -------------------------------- */
1420 /* initialize access direction values to default (access from every side) */
1421 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1422 if (!IS_CUSTOM_ELEMENT(i))
1423 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1425 /* set access direction value for certain elements from pre-defined list */
1426 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1427 element_info[access_direction_list[i].element].access_direction =
1428 access_direction_list[i].direction;
1433 =============================================================================
1435 -----------------------------------------------------------------------------
1436 initialize and start new game
1437 =============================================================================
1442 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1443 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1444 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1449 /* don't play tapes over network */
1450 network_playing = (options.network && !tape.playing);
1452 for (i = 0; i < MAX_PLAYERS; i++)
1454 struct PlayerInfo *player = &stored_player[i];
1456 player->index_nr = i;
1457 player->index_bit = (1 << i);
1458 player->element_nr = EL_PLAYER_1 + i;
1460 player->present = FALSE;
1461 player->active = FALSE;
1464 player->effective_action = 0;
1465 player->programmed_action = 0;
1468 player->gems_still_needed = level.gems_needed;
1469 player->sokobanfields_still_needed = 0;
1470 player->lights_still_needed = 0;
1471 player->friends_still_needed = 0;
1473 for (j = 0; j < MAX_NUM_KEYS; j++)
1474 player->key[j] = FALSE;
1476 player->dynabomb_count = 0;
1477 player->dynabomb_size = 1;
1478 player->dynabombs_left = 0;
1479 player->dynabomb_xl = FALSE;
1481 player->MovDir = MV_NO_MOVING;
1484 player->GfxDir = MV_NO_MOVING;
1485 player->GfxAction = ACTION_DEFAULT;
1487 player->StepFrame = 0;
1489 player->use_murphy_graphic = FALSE;
1491 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1492 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1494 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1496 player->actual_frame_counter = 0;
1498 player->step_counter = 0;
1500 player->last_move_dir = MV_NO_MOVING;
1502 player->is_waiting = FALSE;
1503 player->is_moving = FALSE;
1504 player->is_auto_moving = FALSE;
1505 player->is_digging = FALSE;
1506 player->is_snapping = FALSE;
1507 player->is_collecting = FALSE;
1508 player->is_pushing = FALSE;
1509 player->is_switching = FALSE;
1510 player->is_dropping = FALSE;
1512 player->is_bored = FALSE;
1513 player->is_sleeping = FALSE;
1515 player->frame_counter_bored = -1;
1516 player->frame_counter_sleeping = -1;
1518 player->anim_delay_counter = 0;
1519 player->post_delay_counter = 0;
1521 player->action_waiting = ACTION_DEFAULT;
1522 player->last_action_waiting = ACTION_DEFAULT;
1523 player->special_action_bored = ACTION_DEFAULT;
1524 player->special_action_sleeping = ACTION_DEFAULT;
1526 player->num_special_action_bored = 0;
1527 player->num_special_action_sleeping = 0;
1529 /* determine number of special actions for bored and sleeping animation */
1530 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1532 boolean found = FALSE;
1534 for (k = 0; k < NUM_DIRECTIONS; k++)
1535 if (el_act_dir2img(player->element_nr, j, k) !=
1536 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1540 player->num_special_action_bored++;
1544 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1546 boolean found = FALSE;
1548 for (k = 0; k < NUM_DIRECTIONS; k++)
1549 if (el_act_dir2img(player->element_nr, j, k) !=
1550 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1554 player->num_special_action_sleeping++;
1559 player->switch_x = -1;
1560 player->switch_y = -1;
1562 player->drop_x = -1;
1563 player->drop_y = -1;
1565 player->show_envelope = 0;
1567 player->move_delay = game.initial_move_delay;
1568 player->move_delay_value = game.initial_move_delay_value;
1570 player->move_delay_reset_counter = 0;
1572 player->push_delay = -1; /* initialized when pushing starts */
1573 player->push_delay_value = game.initial_push_delay_value;
1575 player->drop_delay = 0;
1577 player->last_jx = player->last_jy = 0;
1578 player->jx = player->jy = 0;
1580 player->shield_normal_time_left = 0;
1581 player->shield_deadly_time_left = 0;
1583 player->inventory_infinite_element = EL_UNDEFINED;
1584 player->inventory_size = 0;
1586 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1587 SnapField(player, 0, 0);
1589 player->LevelSolved = FALSE;
1590 player->GameOver = FALSE;
1593 network_player_action_received = FALSE;
1595 #if defined(NETWORK_AVALIABLE)
1596 /* initial null action */
1597 if (network_playing)
1598 SendToServer_MovePlayer(MV_NO_MOVING);
1607 TimeLeft = level.time;
1610 ScreenMovDir = MV_NO_MOVING;
1614 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1616 AllPlayersGone = FALSE;
1618 game.yamyam_content_nr = 0;
1619 game.magic_wall_active = FALSE;
1620 game.magic_wall_time_left = 0;
1621 game.light_time_left = 0;
1622 game.timegate_time_left = 0;
1623 game.switchgate_pos = 0;
1624 game.balloon_dir = MV_NO_MOVING;
1625 game.gravity = level.initial_gravity;
1626 game.explosions_delayed = TRUE;
1628 game.envelope_active = FALSE;
1630 for (i = 0; i < NUM_BELTS; i++)
1632 game.belt_dir[i] = MV_NO_MOVING;
1633 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1636 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1637 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1639 for (x = 0; x < lev_fieldx; x++)
1641 for (y = 0; y < lev_fieldy; y++)
1643 Feld[x][y] = level.field[x][y];
1644 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1645 ChangeDelay[x][y] = 0;
1646 ChangePage[x][y] = -1;
1647 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
1648 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1650 WasJustMoving[x][y] = 0;
1651 WasJustFalling[x][y] = 0;
1652 CheckCollision[x][y] = 0;
1654 Pushed[x][y] = FALSE;
1656 Changed[x][y] = FALSE;
1657 ChangeEvent[x][y] = -1;
1659 ExplodePhase[x][y] = 0;
1660 ExplodeDelay[x][y] = 0;
1661 ExplodeField[x][y] = EX_TYPE_NONE;
1663 RunnerVisit[x][y] = 0;
1664 PlayerVisit[x][y] = 0;
1667 GfxRandom[x][y] = INIT_GFX_RANDOM();
1668 GfxElement[x][y] = EL_UNDEFINED;
1669 GfxAction[x][y] = ACTION_DEFAULT;
1670 GfxDir[x][y] = MV_NO_MOVING;
1674 for (y = 0; y < lev_fieldy; y++)
1676 for (x = 0; x < lev_fieldx; x++)
1678 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1680 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1682 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1685 InitField(x, y, TRUE);
1691 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1692 emulate_sb ? EMU_SOKOBAN :
1693 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1695 /* initialize explosion and ignition delay */
1696 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1698 if (!IS_CUSTOM_ELEMENT(i))
1701 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1702 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1703 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1704 int last_phase = (num_phase + 1) * delay;
1705 int half_phase = (num_phase / 2) * delay;
1707 element_info[i].explosion_delay = last_phase - 1;
1708 element_info[i].ignition_delay = half_phase;
1710 if (i == EL_BLACK_ORB)
1711 element_info[i].ignition_delay = 1;
1715 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1716 element_info[i].explosion_delay = 1;
1718 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1719 element_info[i].ignition_delay = 1;
1723 /* correct non-moving belts to start moving left */
1724 for (i = 0; i < NUM_BELTS; i++)
1725 if (game.belt_dir[i] == MV_NO_MOVING)
1726 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1728 /* check if any connected player was not found in playfield */
1729 for (i = 0; i < MAX_PLAYERS; i++)
1731 struct PlayerInfo *player = &stored_player[i];
1733 if (player->connected && !player->present)
1735 for (j = 0; j < MAX_PLAYERS; j++)
1737 struct PlayerInfo *some_player = &stored_player[j];
1738 int jx = some_player->jx, jy = some_player->jy;
1740 /* assign first free player found that is present in the playfield */
1741 if (some_player->present && !some_player->connected)
1743 player->present = TRUE;
1744 player->active = TRUE;
1746 some_player->present = FALSE;
1747 some_player->active = FALSE;
1750 player->element_nr = some_player->element_nr;
1753 player->block_last_field = some_player->block_last_field;
1754 player->block_delay_adjustment = some_player->block_delay_adjustment;
1756 StorePlayer[jx][jy] = player->element_nr;
1757 player->jx = player->last_jx = jx;
1758 player->jy = player->last_jy = jy;
1768 /* when playing a tape, eliminate all players which do not participate */
1770 for (i = 0; i < MAX_PLAYERS; i++)
1772 if (stored_player[i].active && !tape.player_participates[i])
1774 struct PlayerInfo *player = &stored_player[i];
1775 int jx = player->jx, jy = player->jy;
1777 player->active = FALSE;
1778 StorePlayer[jx][jy] = 0;
1779 Feld[jx][jy] = EL_EMPTY;
1783 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1785 /* when in single player mode, eliminate all but the first active player */
1787 for (i = 0; i < MAX_PLAYERS; i++)
1789 if (stored_player[i].active)
1791 for (j = i + 1; j < MAX_PLAYERS; j++)
1793 if (stored_player[j].active)
1795 struct PlayerInfo *player = &stored_player[j];
1796 int jx = player->jx, jy = player->jy;
1798 player->active = FALSE;
1799 player->present = FALSE;
1801 StorePlayer[jx][jy] = 0;
1802 Feld[jx][jy] = EL_EMPTY;
1809 /* when recording the game, store which players take part in the game */
1812 for (i = 0; i < MAX_PLAYERS; i++)
1813 if (stored_player[i].active)
1814 tape.player_participates[i] = TRUE;
1819 for (i = 0; i < MAX_PLAYERS; i++)
1821 struct PlayerInfo *player = &stored_player[i];
1823 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1828 if (local_player == player)
1829 printf("Player %d is local player.\n", i+1);
1833 if (BorderElement == EL_EMPTY)
1836 SBX_Right = lev_fieldx - SCR_FIELDX;
1838 SBY_Lower = lev_fieldy - SCR_FIELDY;
1843 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1845 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1848 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1849 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1851 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1852 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1854 /* if local player not found, look for custom element that might create
1855 the player (make some assumptions about the right custom element) */
1856 if (!local_player->present)
1858 int start_x = 0, start_y = 0;
1859 int found_rating = 0;
1860 int found_element = EL_UNDEFINED;
1862 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1864 int element = Feld[x][y];
1869 if (!IS_CUSTOM_ELEMENT(element))
1872 if (CAN_CHANGE(element))
1874 for (i = 0; i < element_info[element].num_change_pages; i++)
1876 content = element_info[element].change_page[i].target_element;
1877 is_player = ELEM_IS_PLAYER(content);
1879 if (is_player && (found_rating < 3 || element < found_element))
1885 found_element = element;
1890 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1892 content = element_info[element].content[xx][yy];
1893 is_player = ELEM_IS_PLAYER(content);
1895 if (is_player && (found_rating < 2 || element < found_element))
1897 start_x = x + xx - 1;
1898 start_y = y + yy - 1;
1901 found_element = element;
1904 if (!CAN_CHANGE(element))
1907 for (i = 0; i < element_info[element].num_change_pages; i++)
1909 content= element_info[element].change_page[i].target_content[xx][yy];
1910 is_player = ELEM_IS_PLAYER(content);
1912 if (is_player && (found_rating < 1 || element < found_element))
1914 start_x = x + xx - 1;
1915 start_y = y + yy - 1;
1918 found_element = element;
1924 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1925 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1928 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1929 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1934 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1935 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1936 local_player->jx - MIDPOSX);
1938 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1939 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1940 local_player->jy - MIDPOSY);
1943 if (!game.restart_level)
1944 CloseDoor(DOOR_CLOSE_1);
1946 /* !!! FIX THIS (START) !!! */
1947 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1949 InitGameEngine_EM();
1956 /* after drawing the level, correct some elements */
1957 if (game.timegate_time_left == 0)
1958 CloseAllOpenTimegates();
1960 if (setup.soft_scrolling)
1961 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1963 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1966 /* !!! FIX THIS (END) !!! */
1968 if (!game.restart_level)
1970 /* copy default game door content to main double buffer */
1971 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1972 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1975 DrawGameDoorValues();
1977 if (!game.restart_level)
1981 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1982 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1983 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1987 /* copy actual game door content to door double buffer for OpenDoor() */
1988 BlitBitmap(drawto, bitmap_db_door,
1989 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1991 OpenDoor(DOOR_OPEN_ALL);
1993 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1995 if (setup.sound_music)
1998 KeyboardAutoRepeatOffUnlessAutoplay();
2002 for (i = 0; i < MAX_PLAYERS; i++)
2003 printf("Player %d %sactive.\n",
2004 i + 1, (stored_player[i].active ? "" : "not "));
2008 game.restart_level = FALSE;
2011 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2013 /* this is used for non-R'n'D game engines to update certain engine values */
2015 /* needed to determine if sounds are played within the visible screen area */
2016 scroll_x = actual_scroll_x;
2017 scroll_y = actual_scroll_y;
2020 void InitMovDir(int x, int y)
2022 int i, element = Feld[x][y];
2023 static int xy[4][2] =
2030 static int direction[3][4] =
2032 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2033 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2034 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2043 Feld[x][y] = EL_BUG;
2044 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2047 case EL_SPACESHIP_RIGHT:
2048 case EL_SPACESHIP_UP:
2049 case EL_SPACESHIP_LEFT:
2050 case EL_SPACESHIP_DOWN:
2051 Feld[x][y] = EL_SPACESHIP;
2052 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2055 case EL_BD_BUTTERFLY_RIGHT:
2056 case EL_BD_BUTTERFLY_UP:
2057 case EL_BD_BUTTERFLY_LEFT:
2058 case EL_BD_BUTTERFLY_DOWN:
2059 Feld[x][y] = EL_BD_BUTTERFLY;
2060 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2063 case EL_BD_FIREFLY_RIGHT:
2064 case EL_BD_FIREFLY_UP:
2065 case EL_BD_FIREFLY_LEFT:
2066 case EL_BD_FIREFLY_DOWN:
2067 Feld[x][y] = EL_BD_FIREFLY;
2068 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2071 case EL_PACMAN_RIGHT:
2073 case EL_PACMAN_LEFT:
2074 case EL_PACMAN_DOWN:
2075 Feld[x][y] = EL_PACMAN;
2076 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2079 case EL_SP_SNIKSNAK:
2080 MovDir[x][y] = MV_UP;
2083 case EL_SP_ELECTRON:
2084 MovDir[x][y] = MV_LEFT;
2091 Feld[x][y] = EL_MOLE;
2092 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2096 if (IS_CUSTOM_ELEMENT(element))
2098 struct ElementInfo *ei = &element_info[element];
2099 int move_direction_initial = ei->move_direction_initial;
2100 int move_pattern = ei->move_pattern;
2102 if (move_direction_initial == MV_START_PREVIOUS)
2104 if (MovDir[x][y] != MV_NO_MOVING)
2107 move_direction_initial = MV_START_AUTOMATIC;
2110 if (move_direction_initial == MV_START_RANDOM)
2111 MovDir[x][y] = 1 << RND(4);
2112 else if (move_direction_initial & MV_ANY_DIRECTION)
2113 MovDir[x][y] = move_direction_initial;
2114 else if (move_pattern == MV_ALL_DIRECTIONS ||
2115 move_pattern == MV_TURNING_LEFT ||
2116 move_pattern == MV_TURNING_RIGHT ||
2117 move_pattern == MV_TURNING_LEFT_RIGHT ||
2118 move_pattern == MV_TURNING_RIGHT_LEFT ||
2119 move_pattern == MV_TURNING_RANDOM)
2120 MovDir[x][y] = 1 << RND(4);
2121 else if (move_pattern == MV_HORIZONTAL)
2122 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2123 else if (move_pattern == MV_VERTICAL)
2124 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2125 else if (move_pattern & MV_ANY_DIRECTION)
2126 MovDir[x][y] = element_info[element].move_pattern;
2127 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2128 move_pattern == MV_ALONG_RIGHT_SIDE)
2130 /* use random direction as default start direction */
2131 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2132 MovDir[x][y] = 1 << RND(4);
2134 for (i = 0; i < NUM_DIRECTIONS; i++)
2136 int x1 = x + xy[i][0];
2137 int y1 = y + xy[i][1];
2139 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2141 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2142 MovDir[x][y] = direction[0][i];
2144 MovDir[x][y] = direction[1][i];
2153 MovDir[x][y] = 1 << RND(4);
2155 if (element != EL_BUG &&
2156 element != EL_SPACESHIP &&
2157 element != EL_BD_BUTTERFLY &&
2158 element != EL_BD_FIREFLY)
2161 for (i = 0; i < NUM_DIRECTIONS; i++)
2163 int x1 = x + xy[i][0];
2164 int y1 = y + xy[i][1];
2166 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2168 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2170 MovDir[x][y] = direction[0][i];
2173 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2174 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2176 MovDir[x][y] = direction[1][i];
2185 GfxDir[x][y] = MovDir[x][y];
2188 void InitAmoebaNr(int x, int y)
2191 int group_nr = AmoebeNachbarNr(x, y);
2195 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2197 if (AmoebaCnt[i] == 0)
2205 AmoebaNr[x][y] = group_nr;
2206 AmoebaCnt[group_nr]++;
2207 AmoebaCnt2[group_nr]++;
2213 boolean raise_level = FALSE;
2215 if (local_player->MovPos)
2218 if (tape.auto_play) /* tape might already be stopped here */
2219 tape.auto_play_level_solved = TRUE;
2221 local_player->LevelSolved = FALSE;
2223 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2227 if (!tape.playing && setup.sound_loops)
2228 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2229 SND_CTRL_PLAY_LOOP);
2231 while (TimeLeft > 0)
2233 if (!tape.playing && !setup.sound_loops)
2234 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2235 if (TimeLeft > 0 && !(TimeLeft % 10))
2236 RaiseScore(level.score[SC_TIME_BONUS]);
2237 if (TimeLeft > 100 && !(TimeLeft % 10))
2242 DrawGameValue_Time(TimeLeft);
2250 if (!tape.playing && setup.sound_loops)
2251 StopSound(SND_GAME_LEVELTIME_BONUS);
2253 else if (level.time == 0) /* level without time limit */
2255 if (!tape.playing && setup.sound_loops)
2256 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2257 SND_CTRL_PLAY_LOOP);
2259 while (TimePlayed < 999)
2261 if (!tape.playing && !setup.sound_loops)
2262 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2263 if (TimePlayed < 999 && !(TimePlayed % 10))
2264 RaiseScore(level.score[SC_TIME_BONUS]);
2265 if (TimePlayed < 900 && !(TimePlayed % 10))
2270 DrawGameValue_Time(TimePlayed);
2278 if (!tape.playing && setup.sound_loops)
2279 StopSound(SND_GAME_LEVELTIME_BONUS);
2282 /* close exit door after last player */
2283 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2284 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2285 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2287 int element = Feld[ExitX][ExitY];
2289 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2290 EL_SP_EXIT_CLOSING);
2292 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2295 /* Hero disappears */
2296 if (ExitX >= 0 && ExitY >= 0)
2297 DrawLevelField(ExitX, ExitY);
2304 CloseDoor(DOOR_CLOSE_1);
2309 SaveTape(tape.level_nr); /* Ask to save tape */
2312 if (level_nr == leveldir_current->handicap_level)
2314 leveldir_current->handicap_level++;
2315 SaveLevelSetup_SeriesInfo();
2318 if (level_editor_test_game)
2319 local_player->score = -1; /* no highscore when playing from editor */
2320 else if (level_nr < leveldir_current->last_level)
2321 raise_level = TRUE; /* advance to next level */
2323 if ((hi_pos = NewHiScore()) >= 0)
2325 game_status = GAME_MODE_SCORES;
2326 DrawHallOfFame(hi_pos);
2335 game_status = GAME_MODE_MAIN;
2352 LoadScore(level_nr);
2354 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2355 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2358 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2360 if (local_player->score > highscore[k].Score)
2362 /* player has made it to the hall of fame */
2364 if (k < MAX_SCORE_ENTRIES - 1)
2366 int m = MAX_SCORE_ENTRIES - 1;
2369 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2370 if (!strcmp(setup.player_name, highscore[l].Name))
2372 if (m == k) /* player's new highscore overwrites his old one */
2376 for (l = m; l > k; l--)
2378 strcpy(highscore[l].Name, highscore[l - 1].Name);
2379 highscore[l].Score = highscore[l - 1].Score;
2386 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2387 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2388 highscore[k].Score = local_player->score;
2394 else if (!strncmp(setup.player_name, highscore[k].Name,
2395 MAX_PLAYER_NAME_LEN))
2396 break; /* player already there with a higher score */
2402 SaveScore(level_nr);
2407 inline static int getElementMoveStepsize(int x, int y)
2409 int element = Feld[x][y];
2410 int direction = MovDir[x][y];
2411 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2412 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2413 int horiz_move = (dx != 0);
2414 int sign = (horiz_move ? dx : dy);
2415 int step = sign * element_info[element].move_stepsize;
2417 /* special values for move stepsize for spring and things on conveyor belt */
2421 if (element == EL_SPRING)
2422 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2423 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2424 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2425 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2427 if (CAN_FALL(element) &&
2428 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2429 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2430 else if (element == EL_SPRING)
2431 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2438 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2440 if (player->GfxAction != action || player->GfxDir != dir)
2443 printf("Player frame reset! (%d => %d, %d => %d)\n",
2444 player->GfxAction, action, player->GfxDir, dir);
2447 player->GfxAction = action;
2448 player->GfxDir = dir;
2450 player->StepFrame = 0;
2454 static void ResetRandomAnimationValue(int x, int y)
2456 GfxRandom[x][y] = INIT_GFX_RANDOM();
2459 static void ResetGfxAnimation(int x, int y)
2462 GfxAction[x][y] = ACTION_DEFAULT;
2463 GfxDir[x][y] = MovDir[x][y];
2466 void InitMovingField(int x, int y, int direction)
2468 int element = Feld[x][y];
2469 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2470 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2474 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2475 ResetGfxAnimation(x, y);
2477 MovDir[x][y] = direction;
2478 GfxDir[x][y] = direction;
2479 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2480 ACTION_FALLING : ACTION_MOVING);
2482 /* this is needed for CEs with property "can move" / "not moving" */
2484 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2486 if (Feld[newx][newy] == EL_EMPTY)
2487 Feld[newx][newy] = EL_BLOCKED;
2489 MovDir[newx][newy] = MovDir[x][y];
2491 Count[newx][newy] = Count[x][y];
2493 GfxFrame[newx][newy] = GfxFrame[x][y];
2494 GfxRandom[newx][newy] = GfxRandom[x][y];
2495 GfxAction[newx][newy] = GfxAction[x][y];
2496 GfxDir[newx][newy] = GfxDir[x][y];
2500 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2502 int direction = MovDir[x][y];
2503 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2504 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2510 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2512 int oldx = x, oldy = y;
2513 int direction = MovDir[x][y];
2515 if (direction == MV_LEFT)
2517 else if (direction == MV_RIGHT)
2519 else if (direction == MV_UP)
2521 else if (direction == MV_DOWN)
2524 *comes_from_x = oldx;
2525 *comes_from_y = oldy;
2528 int MovingOrBlocked2Element(int x, int y)
2530 int element = Feld[x][y];
2532 if (element == EL_BLOCKED)
2536 Blocked2Moving(x, y, &oldx, &oldy);
2537 return Feld[oldx][oldy];
2543 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2545 /* like MovingOrBlocked2Element(), but if element is moving
2546 and (x,y) is the field the moving element is just leaving,
2547 return EL_BLOCKED instead of the element value */
2548 int element = Feld[x][y];
2550 if (IS_MOVING(x, y))
2552 if (element == EL_BLOCKED)
2556 Blocked2Moving(x, y, &oldx, &oldy);
2557 return Feld[oldx][oldy];
2566 static void RemoveField(int x, int y)
2568 Feld[x][y] = EL_EMPTY;
2577 ChangeDelay[x][y] = 0;
2578 ChangePage[x][y] = -1;
2579 Pushed[x][y] = FALSE;
2582 ExplodeField[x][y] = EX_TYPE_NONE;
2585 GfxElement[x][y] = EL_UNDEFINED;
2586 GfxAction[x][y] = ACTION_DEFAULT;
2587 GfxDir[x][y] = MV_NO_MOVING;
2590 void RemoveMovingField(int x, int y)
2592 int oldx = x, oldy = y, newx = x, newy = y;
2593 int element = Feld[x][y];
2594 int next_element = EL_UNDEFINED;
2596 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2599 if (IS_MOVING(x, y))
2601 Moving2Blocked(x, y, &newx, &newy);
2603 if (Feld[newx][newy] != EL_BLOCKED)
2605 /* element is moving, but target field is not free (blocked), but
2606 already occupied by something different (example: acid pool);
2607 in this case, only remove the moving field, but not the target */
2609 RemoveField(oldx, oldy);
2611 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2613 DrawLevelField(oldx, oldy);
2618 else if (element == EL_BLOCKED)
2620 Blocked2Moving(x, y, &oldx, &oldy);
2621 if (!IS_MOVING(oldx, oldy))
2625 if (element == EL_BLOCKED &&
2626 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2627 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2628 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2629 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2630 next_element = get_next_element(Feld[oldx][oldy]);
2632 RemoveField(oldx, oldy);
2633 RemoveField(newx, newy);
2635 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2637 if (next_element != EL_UNDEFINED)
2638 Feld[oldx][oldy] = next_element;
2640 DrawLevelField(oldx, oldy);
2641 DrawLevelField(newx, newy);
2644 void DrawDynamite(int x, int y)
2646 int sx = SCREENX(x), sy = SCREENY(y);
2647 int graphic = el2img(Feld[x][y]);
2650 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2653 if (IS_WALKABLE_INSIDE(Back[x][y]))
2657 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2658 else if (Store[x][y])
2659 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2661 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2663 if (Back[x][y] || Store[x][y])
2664 DrawGraphicThruMask(sx, sy, graphic, frame);
2666 DrawGraphic(sx, sy, graphic, frame);
2669 void CheckDynamite(int x, int y)
2671 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2675 if (MovDelay[x][y] != 0)
2678 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2684 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2689 void DrawRelocatePlayer(struct PlayerInfo *player)
2691 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2692 boolean no_delay = (tape.warp_forward);
2693 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2694 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2695 int jx = player->jx;
2696 int jy = player->jy;
2698 if (level.instant_relocation)
2700 int offset = (setup.scroll_delay ? 3 : 0);
2702 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2704 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2705 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2706 local_player->jx - MIDPOSX);
2708 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2709 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2710 local_player->jy - MIDPOSY);
2714 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2715 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2716 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2718 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2719 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2720 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2722 /* don't scroll over playfield boundaries */
2723 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2724 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2726 /* don't scroll over playfield boundaries */
2727 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2728 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2731 RedrawPlayfield(TRUE, 0,0,0,0);
2735 int scroll_xx = -999, scroll_yy = -999;
2737 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2739 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2742 int fx = FX, fy = FY;
2744 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2745 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2746 local_player->jx - MIDPOSX);
2748 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2749 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2750 local_player->jy - MIDPOSY);
2752 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2753 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2755 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2761 fx += dx * TILEX / 2;
2762 fy += dy * TILEY / 2;
2764 ScrollLevel(dx, dy);
2767 /* scroll in two steps of half tile size to make things smoother */
2768 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2770 Delay(wait_delay_value);
2772 /* scroll second step to align at full tile size */
2774 Delay(wait_delay_value);
2779 Delay(wait_delay_value);
2783 void RelocatePlayer(int jx, int jy, int el_player_raw)
2785 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2786 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2787 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2788 boolean no_delay = (tape.warp_forward);
2789 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2790 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2791 int old_jx = player->jx;
2792 int old_jy = player->jy;
2793 int old_element = Feld[old_jx][old_jy];
2794 int element = Feld[jx][jy];
2795 boolean player_relocated = (old_jx != jx || old_jy != jy);
2797 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2798 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2799 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2800 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2801 int leave_side_horiz = move_dir_horiz;
2802 int leave_side_vert = move_dir_vert;
2803 int enter_side = enter_side_horiz | enter_side_vert;
2804 int leave_side = leave_side_horiz | leave_side_vert;
2806 if (player->GameOver) /* do not reanimate dead player */
2809 if (!player_relocated) /* no need to relocate the player */
2812 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2814 RemoveField(jx, jy); /* temporarily remove newly placed player */
2815 DrawLevelField(jx, jy);
2818 if (player->present)
2820 while (player->MovPos)
2822 ScrollPlayer(player, SCROLL_GO_ON);
2823 ScrollScreen(NULL, SCROLL_GO_ON);
2825 AdvanceFrameAndPlayerCounters(player->index_nr);
2830 Delay(wait_delay_value);
2833 DrawPlayer(player); /* needed here only to cleanup last field */
2834 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2836 player->is_moving = FALSE;
2839 if (IS_CUSTOM_ELEMENT(old_element))
2840 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2842 player->index_bit, leave_side);
2844 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2845 player->index_bit, leave_side);
2847 Feld[jx][jy] = el_player;
2848 InitPlayerField(jx, jy, el_player, TRUE);
2850 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2852 Feld[jx][jy] = element;
2853 InitField(jx, jy, FALSE);
2856 if (player == local_player) /* only visually relocate local player */
2857 DrawRelocatePlayer(player);
2859 TestIfHeroTouchesBadThing(jx, jy);
2860 TestIfPlayerTouchesCustomElement(jx, jy);
2862 if (IS_CUSTOM_ELEMENT(element))
2863 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2864 player->index_bit, enter_side);
2866 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2867 player->index_bit, enter_side);
2870 void Explode(int ex, int ey, int phase, int mode)
2876 /* !!! eliminate this variable !!! */
2877 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2879 if (game.explosions_delayed)
2881 ExplodeField[ex][ey] = mode;
2885 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2887 int center_element = Feld[ex][ey];
2890 /* --- This is only really needed (and now handled) in "Impact()". --- */
2891 /* do not explode moving elements that left the explode field in time */
2892 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2893 center_element == EL_EMPTY &&
2894 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2898 if (mode == EX_TYPE_NORMAL ||
2899 mode == EX_TYPE_CENTER ||
2900 mode == EX_TYPE_CROSS)
2901 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2903 /* remove things displayed in background while burning dynamite */
2904 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2907 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2909 /* put moving element to center field (and let it explode there) */
2910 center_element = MovingOrBlocked2Element(ex, ey);
2911 RemoveMovingField(ex, ey);
2912 Feld[ex][ey] = center_element;
2915 last_phase = element_info[center_element].explosion_delay + 1;
2917 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2919 int xx = x - ex + 1;
2920 int yy = y - ey + 1;
2923 if (!IN_LEV_FIELD(x, y) ||
2924 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2925 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2928 element = Feld[x][y];
2930 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2932 element = MovingOrBlocked2Element(x, y);
2934 if (!IS_EXPLOSION_PROOF(element))
2935 RemoveMovingField(x, y);
2938 /* indestructible elements can only explode in center (but not flames) */
2939 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2940 mode == EX_TYPE_BORDER)) ||
2941 element == EL_FLAMES)
2944 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2945 behaviour, for example when touching a yamyam that explodes to rocks
2946 with active deadly shield, a rock is created under the player !!! */
2947 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2949 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
2950 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
2951 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
2953 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2956 if (IS_ACTIVE_BOMB(element))
2958 /* re-activate things under the bomb like gate or penguin */
2959 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
2966 /* save walkable background elements while explosion on same tile */
2967 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
2968 (x != ex || y != ey || mode == EX_TYPE_BORDER))
2969 Back[x][y] = element;
2971 /* ignite explodable elements reached by other explosion */
2972 if (element == EL_EXPLOSION)
2973 element = Store2[x][y];
2975 if (AmoebaNr[x][y] &&
2976 (element == EL_AMOEBA_FULL ||
2977 element == EL_BD_AMOEBA ||
2978 element == EL_AMOEBA_GROWING))
2980 AmoebaCnt[AmoebaNr[x][y]]--;
2981 AmoebaCnt2[AmoebaNr[x][y]]--;
2986 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2988 switch(StorePlayer[ex][ey])
2991 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2994 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2997 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3001 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3005 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3006 Store[x][y] = EL_EMPTY;
3008 else if (center_element == EL_MOLE)
3009 Store[x][y] = EL_EMERALD_RED;
3010 else if (center_element == EL_PENGUIN)
3011 Store[x][y] = EL_EMERALD_PURPLE;
3012 else if (center_element == EL_BUG)
3013 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3014 else if (center_element == EL_BD_BUTTERFLY)
3015 Store[x][y] = EL_BD_DIAMOND;
3016 else if (center_element == EL_SP_ELECTRON)
3017 Store[x][y] = EL_SP_INFOTRON;
3018 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3019 Store[x][y] = level.amoeba_content;
3020 else if (center_element == EL_YAMYAM)
3021 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3022 else if (IS_CUSTOM_ELEMENT(center_element) &&
3023 element_info[center_element].content[xx][yy] != EL_EMPTY)
3024 Store[x][y] = element_info[center_element].content[xx][yy];
3025 else if (element == EL_WALL_EMERALD)
3026 Store[x][y] = EL_EMERALD;
3027 else if (element == EL_WALL_DIAMOND)
3028 Store[x][y] = EL_DIAMOND;
3029 else if (element == EL_WALL_BD_DIAMOND)
3030 Store[x][y] = EL_BD_DIAMOND;
3031 else if (element == EL_WALL_EMERALD_YELLOW)
3032 Store[x][y] = EL_EMERALD_YELLOW;
3033 else if (element == EL_WALL_EMERALD_RED)
3034 Store[x][y] = EL_EMERALD_RED;
3035 else if (element == EL_WALL_EMERALD_PURPLE)
3036 Store[x][y] = EL_EMERALD_PURPLE;
3037 else if (element == EL_WALL_PEARL)
3038 Store[x][y] = EL_PEARL;
3039 else if (element == EL_WALL_CRYSTAL)
3040 Store[x][y] = EL_CRYSTAL;
3041 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3042 Store[x][y] = element_info[element].content[1][1];
3044 Store[x][y] = EL_EMPTY;
3046 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3047 center_element == EL_AMOEBA_TO_DIAMOND)
3048 Store2[x][y] = element;
3050 Feld[x][y] = EL_EXPLOSION;
3051 GfxElement[x][y] = center_element;
3053 ExplodePhase[x][y] = 1;
3054 ExplodeDelay[x][y] = last_phase;
3059 if (center_element == EL_YAMYAM)
3060 game.yamyam_content_nr =
3061 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3073 GfxFrame[x][y] = 0; /* restart explosion animation */
3075 last_phase = ExplodeDelay[x][y];
3077 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3081 /* activate this even in non-DEBUG version until cause for crash in
3082 getGraphicAnimationFrame() (see below) is found and eliminated */
3087 if (GfxElement[x][y] == EL_UNDEFINED)
3090 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3091 printf("Explode(): This should never happen!\n");
3094 GfxElement[x][y] = EL_EMPTY;
3098 border_element = Store2[x][y];
3099 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3100 border_element = StorePlayer[x][y];
3102 if (phase == element_info[border_element].ignition_delay ||
3103 phase == last_phase)
3105 boolean border_explosion = FALSE;
3107 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3108 !PLAYER_EXPLOSION_PROTECTED(x, y))
3110 KillHeroUnlessExplosionProtected(x, y);
3111 border_explosion = TRUE;
3113 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3115 Feld[x][y] = Store2[x][y];
3118 border_explosion = TRUE;
3120 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3122 AmoebeUmwandeln(x, y);
3124 border_explosion = TRUE;
3127 /* if an element just explodes due to another explosion (chain-reaction),
3128 do not immediately end the new explosion when it was the last frame of
3129 the explosion (as it would be done in the following "if"-statement!) */
3130 if (border_explosion && phase == last_phase)
3134 if (phase == last_phase)
3138 element = Feld[x][y] = Store[x][y];
3139 Store[x][y] = Store2[x][y] = 0;
3140 GfxElement[x][y] = EL_UNDEFINED;
3142 /* player can escape from explosions and might therefore be still alive */
3143 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3144 element <= EL_PLAYER_IS_EXPLODING_4)
3145 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3147 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3148 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3149 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3152 /* restore probably existing indestructible background element */
3153 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3154 element = Feld[x][y] = Back[x][y];
3157 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3158 GfxDir[x][y] = MV_NO_MOVING;
3159 ChangeDelay[x][y] = 0;
3160 ChangePage[x][y] = -1;
3163 InitField_WithBug2(x, y, FALSE);
3165 DrawLevelField(x, y);
3167 TestIfElementTouchesCustomElement(x, y);
3169 if (GFX_CRUMBLED(element))
3170 DrawLevelFieldCrumbledSandNeighbours(x, y);
3172 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3173 StorePlayer[x][y] = 0;
3175 if (ELEM_IS_PLAYER(element))
3176 RelocatePlayer(x, y, element);
3178 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3180 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3181 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3184 DrawLevelFieldCrumbledSand(x, y);
3186 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3188 DrawLevelElement(x, y, Back[x][y]);
3189 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3191 else if (IS_WALKABLE_UNDER(Back[x][y]))
3193 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3194 DrawLevelElementThruMask(x, y, Back[x][y]);
3196 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3197 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3201 void DynaExplode(int ex, int ey)
3204 int dynabomb_element = Feld[ex][ey];
3205 int dynabomb_size = 1;
3206 boolean dynabomb_xl = FALSE;
3207 struct PlayerInfo *player;
3208 static int xy[4][2] =
3216 if (IS_ACTIVE_BOMB(dynabomb_element))
3218 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3219 dynabomb_size = player->dynabomb_size;
3220 dynabomb_xl = player->dynabomb_xl;
3221 player->dynabombs_left++;
3224 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3226 for (i = 0; i < NUM_DIRECTIONS; i++)
3228 for (j = 1; j <= dynabomb_size; j++)
3230 int x = ex + j * xy[i][0];
3231 int y = ey + j * xy[i][1];
3234 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3237 element = Feld[x][y];
3239 /* do not restart explosions of fields with active bombs */
3240 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3243 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3245 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3246 !IS_DIGGABLE(element) && !dynabomb_xl)
3252 void Bang(int x, int y)
3254 int element = MovingOrBlocked2Element(x, y);
3256 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3258 struct PlayerInfo *player = PLAYERINFO(x, y);
3260 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3261 player->element_nr);
3268 case EL_BD_BUTTERFLY:
3271 case EL_DARK_YAMYAM:
3275 RaiseScoreElement(element);
3276 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3278 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3279 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3280 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3281 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3282 case EL_DYNABOMB_INCREASE_NUMBER:
3283 case EL_DYNABOMB_INCREASE_SIZE:
3284 case EL_DYNABOMB_INCREASE_POWER:
3289 case EL_LAMP_ACTIVE:
3290 case EL_AMOEBA_TO_DIAMOND:
3291 if (IS_PLAYER(x, y))
3292 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3294 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3297 if (element_info[element].explosion_type == EXPLODES_CROSS)
3298 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3299 else if (element_info[element].explosion_type == EXPLODES_1X1)
3300 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3302 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3306 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3309 void SplashAcid(int x, int y)
3311 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3312 (!IN_LEV_FIELD(x - 1, y - 2) ||
3313 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3314 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3316 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3317 (!IN_LEV_FIELD(x + 1, y - 2) ||
3318 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3319 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3321 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3324 static void InitBeltMovement()
3326 static int belt_base_element[4] =
3328 EL_CONVEYOR_BELT_1_LEFT,
3329 EL_CONVEYOR_BELT_2_LEFT,
3330 EL_CONVEYOR_BELT_3_LEFT,
3331 EL_CONVEYOR_BELT_4_LEFT
3333 static int belt_base_active_element[4] =
3335 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3336 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3337 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3338 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3343 /* set frame order for belt animation graphic according to belt direction */
3344 for (i = 0; i < NUM_BELTS; i++)
3348 for (j = 0; j < NUM_BELT_PARTS; j++)
3350 int element = belt_base_active_element[belt_nr] + j;
3351 int graphic = el2img(element);
3353 if (game.belt_dir[i] == MV_LEFT)
3354 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3356 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3360 for (y = 0; y < lev_fieldy; y++)
3362 for (x = 0; x < lev_fieldx; x++)
3364 int element = Feld[x][y];
3366 for (i = 0; i < NUM_BELTS; i++)
3368 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3370 int e_belt_nr = getBeltNrFromBeltElement(element);
3373 if (e_belt_nr == belt_nr)
3375 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3377 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3385 static void ToggleBeltSwitch(int x, int y)
3387 static int belt_base_element[4] =
3389 EL_CONVEYOR_BELT_1_LEFT,
3390 EL_CONVEYOR_BELT_2_LEFT,
3391 EL_CONVEYOR_BELT_3_LEFT,
3392 EL_CONVEYOR_BELT_4_LEFT
3394 static int belt_base_active_element[4] =
3396 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3397 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3398 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3399 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3401 static int belt_base_switch_element[4] =
3403 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3404 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3405 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3406 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3408 static int belt_move_dir[4] =
3416 int element = Feld[x][y];
3417 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3418 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3419 int belt_dir = belt_move_dir[belt_dir_nr];
3422 if (!IS_BELT_SWITCH(element))
3425 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3426 game.belt_dir[belt_nr] = belt_dir;
3428 if (belt_dir_nr == 3)
3431 /* set frame order for belt animation graphic according to belt direction */
3432 for (i = 0; i < NUM_BELT_PARTS; i++)
3434 int element = belt_base_active_element[belt_nr] + i;
3435 int graphic = el2img(element);
3437 if (belt_dir == MV_LEFT)
3438 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3440 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3443 for (yy = 0; yy < lev_fieldy; yy++)
3445 for (xx = 0; xx < lev_fieldx; xx++)
3447 int element = Feld[xx][yy];
3449 if (IS_BELT_SWITCH(element))
3451 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3453 if (e_belt_nr == belt_nr)
3455 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3456 DrawLevelField(xx, yy);
3459 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3461 int e_belt_nr = getBeltNrFromBeltElement(element);
3463 if (e_belt_nr == belt_nr)
3465 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3467 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3468 DrawLevelField(xx, yy);
3471 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3473 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3475 if (e_belt_nr == belt_nr)
3477 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3479 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3480 DrawLevelField(xx, yy);
3487 static void ToggleSwitchgateSwitch(int x, int y)
3491 game.switchgate_pos = !game.switchgate_pos;
3493 for (yy = 0; yy < lev_fieldy; yy++)
3495 for (xx = 0; xx < lev_fieldx; xx++)
3497 int element = Feld[xx][yy];
3499 if (element == EL_SWITCHGATE_SWITCH_UP ||
3500 element == EL_SWITCHGATE_SWITCH_DOWN)
3502 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3503 DrawLevelField(xx, yy);
3505 else if (element == EL_SWITCHGATE_OPEN ||
3506 element == EL_SWITCHGATE_OPENING)
3508 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3510 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3512 else if (element == EL_SWITCHGATE_CLOSED ||
3513 element == EL_SWITCHGATE_CLOSING)
3515 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3517 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3523 static int getInvisibleActiveFromInvisibleElement(int element)
3525 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3526 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3527 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3531 static int getInvisibleFromInvisibleActiveElement(int element)
3533 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3534 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3535 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3539 static void RedrawAllLightSwitchesAndInvisibleElements()
3543 for (y = 0; y < lev_fieldy; y++)
3545 for (x = 0; x < lev_fieldx; x++)
3547 int element = Feld[x][y];
3549 if (element == EL_LIGHT_SWITCH &&
3550 game.light_time_left > 0)
3552 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3553 DrawLevelField(x, y);
3555 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3556 game.light_time_left == 0)
3558 Feld[x][y] = EL_LIGHT_SWITCH;
3559 DrawLevelField(x, y);
3561 else if (element == EL_INVISIBLE_STEELWALL ||
3562 element == EL_INVISIBLE_WALL ||
3563 element == EL_INVISIBLE_SAND)
3565 if (game.light_time_left > 0)
3566 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3568 DrawLevelField(x, y);
3570 /* uncrumble neighbour fields, if needed */
3571 if (element == EL_INVISIBLE_SAND)
3572 DrawLevelFieldCrumbledSandNeighbours(x, y);
3574 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3575 element == EL_INVISIBLE_WALL_ACTIVE ||
3576 element == EL_INVISIBLE_SAND_ACTIVE)
3578 if (game.light_time_left == 0)
3579 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3581 DrawLevelField(x, y);
3583 /* re-crumble neighbour fields, if needed */
3584 if (element == EL_INVISIBLE_SAND)
3585 DrawLevelFieldCrumbledSandNeighbours(x, y);
3591 static void ToggleLightSwitch(int x, int y)
3593 int element = Feld[x][y];
3595 game.light_time_left =
3596 (element == EL_LIGHT_SWITCH ?
3597 level.time_light * FRAMES_PER_SECOND : 0);
3599 RedrawAllLightSwitchesAndInvisibleElements();
3602 static void ActivateTimegateSwitch(int x, int y)
3606 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3608 for (yy = 0; yy < lev_fieldy; yy++)
3610 for (xx = 0; xx < lev_fieldx; xx++)
3612 int element = Feld[xx][yy];
3614 if (element == EL_TIMEGATE_CLOSED ||
3615 element == EL_TIMEGATE_CLOSING)
3617 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3618 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3622 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3624 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3625 DrawLevelField(xx, yy);
3632 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3635 void Impact(int x, int y)
3637 boolean last_line = (y == lev_fieldy - 1);
3638 boolean object_hit = FALSE;
3639 boolean impact = (last_line || object_hit);
3640 int element = Feld[x][y];
3641 int smashed = EL_STEELWALL;
3643 if (!last_line) /* check if element below was hit */
3645 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3648 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3649 MovDir[x][y + 1] != MV_DOWN ||
3650 MovPos[x][y + 1] <= TILEY / 2));
3652 /* do not smash moving elements that left the smashed field in time */
3653 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3654 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3658 smashed = MovingOrBlocked2Element(x, y + 1);
3660 impact = (last_line || object_hit);
3663 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3665 SplashAcid(x, y + 1);
3669 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3670 /* only reset graphic animation if graphic really changes after impact */
3672 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3674 ResetGfxAnimation(x, y);
3675 DrawLevelField(x, y);
3678 if (impact && CAN_EXPLODE_IMPACT(element))
3683 else if (impact && element == EL_PEARL)
3685 ResetGfxAnimation(x, y);
3687 Feld[x][y] = EL_PEARL_BREAKING;
3688 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3691 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3693 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3698 if (impact && element == EL_AMOEBA_DROP)
3700 if (object_hit && IS_PLAYER(x, y + 1))
3701 KillHeroUnlessEnemyProtected(x, y + 1);
3702 else if (object_hit && smashed == EL_PENGUIN)
3706 Feld[x][y] = EL_AMOEBA_GROWING;
3707 Store[x][y] = EL_AMOEBA_WET;
3709 ResetRandomAnimationValue(x, y);
3714 if (object_hit) /* check which object was hit */
3716 if (CAN_PASS_MAGIC_WALL(element) &&
3717 (smashed == EL_MAGIC_WALL ||
3718 smashed == EL_BD_MAGIC_WALL))
3721 int activated_magic_wall =
3722 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3723 EL_BD_MAGIC_WALL_ACTIVE);
3725 /* activate magic wall / mill */
3726 for (yy = 0; yy < lev_fieldy; yy++)
3727 for (xx = 0; xx < lev_fieldx; xx++)
3728 if (Feld[xx][yy] == smashed)
3729 Feld[xx][yy] = activated_magic_wall;
3731 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3732 game.magic_wall_active = TRUE;
3734 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3735 SND_MAGIC_WALL_ACTIVATING :
3736 SND_BD_MAGIC_WALL_ACTIVATING));
3739 if (IS_PLAYER(x, y + 1))
3741 if (CAN_SMASH_PLAYER(element))
3743 KillHeroUnlessEnemyProtected(x, y + 1);
3747 else if (smashed == EL_PENGUIN)
3749 if (CAN_SMASH_PLAYER(element))
3755 else if (element == EL_BD_DIAMOND)
3757 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3763 else if (((element == EL_SP_INFOTRON ||
3764 element == EL_SP_ZONK) &&
3765 (smashed == EL_SP_SNIKSNAK ||
3766 smashed == EL_SP_ELECTRON ||
3767 smashed == EL_SP_DISK_ORANGE)) ||
3768 (element == EL_SP_INFOTRON &&
3769 smashed == EL_SP_DISK_YELLOW))
3774 else if (CAN_SMASH_EVERYTHING(element))
3776 if (IS_CLASSIC_ENEMY(smashed) ||
3777 CAN_EXPLODE_SMASHED(smashed))
3782 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3784 if (smashed == EL_LAMP ||
3785 smashed == EL_LAMP_ACTIVE)
3790 else if (smashed == EL_NUT)
3792 Feld[x][y + 1] = EL_NUT_BREAKING;
3793 PlayLevelSound(x, y, SND_NUT_BREAKING);
3794 RaiseScoreElement(EL_NUT);
3797 else if (smashed == EL_PEARL)
3799 ResetGfxAnimation(x, y);
3801 Feld[x][y + 1] = EL_PEARL_BREAKING;
3802 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3805 else if (smashed == EL_DIAMOND)
3807 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3808 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3811 else if (IS_BELT_SWITCH(smashed))
3813 ToggleBeltSwitch(x, y + 1);
3815 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3816 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3818 ToggleSwitchgateSwitch(x, y + 1);
3820 else if (smashed == EL_LIGHT_SWITCH ||
3821 smashed == EL_LIGHT_SWITCH_ACTIVE)
3823 ToggleLightSwitch(x, y + 1);
3828 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3831 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3833 CheckElementChangeBySide(x, y + 1, smashed, element,
3834 CE_SWITCHED, CH_SIDE_TOP);
3835 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3841 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3846 /* play sound of magic wall / mill */
3848 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3849 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3851 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3852 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3853 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3854 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3859 /* play sound of object that hits the ground */
3860 if (last_line || object_hit)
3861 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3864 inline static void TurnRoundExt(int x, int y)
3876 { 0, 0 }, { 0, 0 }, { 0, 0 },
3881 int left, right, back;
3885 { MV_DOWN, MV_UP, MV_RIGHT },
3886 { MV_UP, MV_DOWN, MV_LEFT },
3888 { MV_LEFT, MV_RIGHT, MV_DOWN },
3892 { MV_RIGHT, MV_LEFT, MV_UP }
3895 int element = Feld[x][y];
3896 int move_pattern = element_info[element].move_pattern;
3898 int old_move_dir = MovDir[x][y];
3899 int left_dir = turn[old_move_dir].left;
3900 int right_dir = turn[old_move_dir].right;
3901 int back_dir = turn[old_move_dir].back;
3903 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3904 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3905 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3906 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3908 int left_x = x + left_dx, left_y = y + left_dy;
3909 int right_x = x + right_dx, right_y = y + right_dy;
3910 int move_x = x + move_dx, move_y = y + move_dy;
3914 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3916 TestIfBadThingTouchesOtherBadThing(x, y);
3918 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3919 MovDir[x][y] = right_dir;
3920 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3921 MovDir[x][y] = left_dir;
3923 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3925 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3928 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3930 TestIfBadThingTouchesOtherBadThing(x, y);
3932 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3933 MovDir[x][y] = left_dir;
3934 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3935 MovDir[x][y] = right_dir;
3937 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3939 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3942 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3944 TestIfBadThingTouchesOtherBadThing(x, y);
3946 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
3947 MovDir[x][y] = left_dir;
3948 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
3949 MovDir[x][y] = right_dir;
3951 if (MovDir[x][y] != old_move_dir)
3954 else if (element == EL_YAMYAM)
3956 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
3957 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
3959 if (can_turn_left && can_turn_right)
3960 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3961 else if (can_turn_left)
3962 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3963 else if (can_turn_right)
3964 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3966 MovDir[x][y] = back_dir;
3968 MovDelay[x][y] = 16 + 16 * RND(3);
3970 else if (element == EL_DARK_YAMYAM)
3972 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
3974 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
3977 if (can_turn_left && can_turn_right)
3978 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3979 else if (can_turn_left)
3980 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3981 else if (can_turn_right)
3982 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3984 MovDir[x][y] = back_dir;
3986 MovDelay[x][y] = 16 + 16 * RND(3);
3988 else if (element == EL_PACMAN)
3990 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
3991 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
3993 if (can_turn_left && can_turn_right)
3994 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3995 else if (can_turn_left)
3996 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3997 else if (can_turn_right)
3998 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4000 MovDir[x][y] = back_dir;
4002 MovDelay[x][y] = 6 + RND(40);
4004 else if (element == EL_PIG)
4006 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4007 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4008 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4009 boolean should_turn_left, should_turn_right, should_move_on;
4011 int rnd = RND(rnd_value);
4013 should_turn_left = (can_turn_left &&
4015 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4016 y + back_dy + left_dy)));
4017 should_turn_right = (can_turn_right &&
4019 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4020 y + back_dy + right_dy)));
4021 should_move_on = (can_move_on &&
4024 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4025 y + move_dy + left_dy) ||
4026 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4027 y + move_dy + right_dy)));
4029 if (should_turn_left || should_turn_right || should_move_on)
4031 if (should_turn_left && should_turn_right && should_move_on)
4032 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4033 rnd < 2 * rnd_value / 3 ? right_dir :
4035 else if (should_turn_left && should_turn_right)
4036 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4037 else if (should_turn_left && should_move_on)
4038 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4039 else if (should_turn_right && should_move_on)
4040 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4041 else if (should_turn_left)
4042 MovDir[x][y] = left_dir;
4043 else if (should_turn_right)
4044 MovDir[x][y] = right_dir;
4045 else if (should_move_on)
4046 MovDir[x][y] = old_move_dir;
4048 else if (can_move_on && rnd > rnd_value / 8)
4049 MovDir[x][y] = old_move_dir;
4050 else if (can_turn_left && can_turn_right)
4051 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4052 else if (can_turn_left && rnd > rnd_value / 8)
4053 MovDir[x][y] = left_dir;
4054 else if (can_turn_right && rnd > rnd_value/8)
4055 MovDir[x][y] = right_dir;
4057 MovDir[x][y] = back_dir;
4059 xx = x + move_xy[MovDir[x][y]].x;
4060 yy = y + move_xy[MovDir[x][y]].y;
4062 if (!IN_LEV_FIELD(xx, yy) ||
4063 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4064 MovDir[x][y] = old_move_dir;
4068 else if (element == EL_DRAGON)
4070 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4071 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4072 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4074 int rnd = RND(rnd_value);
4076 if (can_move_on && rnd > rnd_value / 8)
4077 MovDir[x][y] = old_move_dir;
4078 else if (can_turn_left && can_turn_right)
4079 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4080 else if (can_turn_left && rnd > rnd_value / 8)
4081 MovDir[x][y] = left_dir;
4082 else if (can_turn_right && rnd > rnd_value / 8)
4083 MovDir[x][y] = right_dir;
4085 MovDir[x][y] = back_dir;
4087 xx = x + move_xy[MovDir[x][y]].x;
4088 yy = y + move_xy[MovDir[x][y]].y;
4090 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4091 MovDir[x][y] = old_move_dir;
4095 else if (element == EL_MOLE)
4097 boolean can_move_on =
4098 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4099 IS_AMOEBOID(Feld[move_x][move_y]) ||
4100 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4103 boolean can_turn_left =
4104 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4105 IS_AMOEBOID(Feld[left_x][left_y])));
4107 boolean can_turn_right =
4108 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4109 IS_AMOEBOID(Feld[right_x][right_y])));
4111 if (can_turn_left && can_turn_right)
4112 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4113 else if (can_turn_left)
4114 MovDir[x][y] = left_dir;
4116 MovDir[x][y] = right_dir;
4119 if (MovDir[x][y] != old_move_dir)
4122 else if (element == EL_BALLOON)
4124 MovDir[x][y] = game.balloon_dir;
4127 else if (element == EL_SPRING)
4129 if (MovDir[x][y] & MV_HORIZONTAL &&
4130 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4131 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4132 MovDir[x][y] = MV_NO_MOVING;
4136 else if (element == EL_ROBOT ||
4137 element == EL_SATELLITE ||
4138 element == EL_PENGUIN)
4140 int attr_x = -1, attr_y = -1;
4151 for (i = 0; i < MAX_PLAYERS; i++)
4153 struct PlayerInfo *player = &stored_player[i];
4154 int jx = player->jx, jy = player->jy;
4156 if (!player->active)
4160 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4168 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4169 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4170 game.engine_version < VERSION_IDENT(3,1,0,0)))
4176 if (element == EL_PENGUIN)
4179 static int xy[4][2] =
4187 for (i = 0; i < NUM_DIRECTIONS; i++)
4189 int ex = x + xy[i][0];
4190 int ey = y + xy[i][1];
4192 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4201 MovDir[x][y] = MV_NO_MOVING;
4203 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4204 else if (attr_x > x)
4205 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4207 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4208 else if (attr_y > y)
4209 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4211 if (element == EL_ROBOT)
4215 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4216 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4217 Moving2Blocked(x, y, &newx, &newy);
4219 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4220 MovDelay[x][y] = 8 + 8 * !RND(3);
4222 MovDelay[x][y] = 16;
4224 else if (element == EL_PENGUIN)
4230 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4232 boolean first_horiz = RND(2);
4233 int new_move_dir = MovDir[x][y];
4236 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4237 Moving2Blocked(x, y, &newx, &newy);
4239 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4243 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4244 Moving2Blocked(x, y, &newx, &newy);
4246 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4249 MovDir[x][y] = old_move_dir;
4253 else /* (element == EL_SATELLITE) */
4259 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4261 boolean first_horiz = RND(2);
4262 int new_move_dir = MovDir[x][y];
4265 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4266 Moving2Blocked(x, y, &newx, &newy);
4268 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4272 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4273 Moving2Blocked(x, y, &newx, &newy);
4275 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4278 MovDir[x][y] = old_move_dir;
4283 else if (move_pattern == MV_TURNING_LEFT ||
4284 move_pattern == MV_TURNING_RIGHT ||
4285 move_pattern == MV_TURNING_LEFT_RIGHT ||
4286 move_pattern == MV_TURNING_RIGHT_LEFT ||
4287 move_pattern == MV_TURNING_RANDOM ||
4288 move_pattern == MV_ALL_DIRECTIONS)
4290 boolean can_turn_left =
4291 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4292 boolean can_turn_right =
4293 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4295 if (element_info[element].move_stepsize == 0) /* "not moving" */
4298 if (move_pattern == MV_TURNING_LEFT)
4299 MovDir[x][y] = left_dir;
4300 else if (move_pattern == MV_TURNING_RIGHT)
4301 MovDir[x][y] = right_dir;
4302 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4303 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4304 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4305 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4306 else if (move_pattern == MV_TURNING_RANDOM)
4307 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4308 can_turn_right && !can_turn_left ? right_dir :
4309 RND(2) ? left_dir : right_dir);
4310 else if (can_turn_left && can_turn_right)
4311 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4312 else if (can_turn_left)
4313 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4314 else if (can_turn_right)
4315 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4317 MovDir[x][y] = back_dir;
4319 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4321 else if (move_pattern == MV_HORIZONTAL ||
4322 move_pattern == MV_VERTICAL)
4324 if (move_pattern & old_move_dir)
4325 MovDir[x][y] = back_dir;
4326 else if (move_pattern == MV_HORIZONTAL)
4327 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4328 else if (move_pattern == MV_VERTICAL)
4329 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4331 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4333 else if (move_pattern & MV_ANY_DIRECTION)
4335 MovDir[x][y] = move_pattern;
4336 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4338 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4340 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4341 MovDir[x][y] = left_dir;
4342 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4343 MovDir[x][y] = right_dir;
4345 if (MovDir[x][y] != old_move_dir)
4346 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4348 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4350 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4351 MovDir[x][y] = right_dir;
4352 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4353 MovDir[x][y] = left_dir;
4355 if (MovDir[x][y] != old_move_dir)
4356 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4358 else if (move_pattern == MV_TOWARDS_PLAYER ||
4359 move_pattern == MV_AWAY_FROM_PLAYER)
4361 int attr_x = -1, attr_y = -1;
4363 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4374 for (i = 0; i < MAX_PLAYERS; i++)
4376 struct PlayerInfo *player = &stored_player[i];
4377 int jx = player->jx, jy = player->jy;
4379 if (!player->active)
4383 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4391 MovDir[x][y] = MV_NO_MOVING;
4393 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4394 else if (attr_x > x)
4395 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4397 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4398 else if (attr_y > y)
4399 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4401 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4403 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4405 boolean first_horiz = RND(2);
4406 int new_move_dir = MovDir[x][y];
4408 if (element_info[element].move_stepsize == 0) /* "not moving" */
4410 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4411 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4417 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4418 Moving2Blocked(x, y, &newx, &newy);
4420 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4424 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4425 Moving2Blocked(x, y, &newx, &newy);
4427 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4430 MovDir[x][y] = old_move_dir;
4433 else if (move_pattern == MV_WHEN_PUSHED ||
4434 move_pattern == MV_WHEN_DROPPED)
4436 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4437 MovDir[x][y] = MV_NO_MOVING;
4441 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4443 static int test_xy[7][2] =
4453 static int test_dir[7] =
4463 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4464 int move_preference = -1000000; /* start with very low preference */
4465 int new_move_dir = MV_NO_MOVING;
4466 int start_test = RND(4);
4469 for (i = 0; i < NUM_DIRECTIONS; i++)
4471 int move_dir = test_dir[start_test + i];
4472 int move_dir_preference;
4474 xx = x + test_xy[start_test + i][0];
4475 yy = y + test_xy[start_test + i][1];
4477 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4478 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4480 new_move_dir = move_dir;
4485 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4488 move_dir_preference = -1 * RunnerVisit[xx][yy];
4489 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4490 move_dir_preference = PlayerVisit[xx][yy];
4492 if (move_dir_preference > move_preference)
4494 /* prefer field that has not been visited for the longest time */
4495 move_preference = move_dir_preference;
4496 new_move_dir = move_dir;
4498 else if (move_dir_preference == move_preference &&
4499 move_dir == old_move_dir)
4501 /* prefer last direction when all directions are preferred equally */
4502 move_preference = move_dir_preference;
4503 new_move_dir = move_dir;
4507 MovDir[x][y] = new_move_dir;
4508 if (old_move_dir != new_move_dir)
4509 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4513 static void TurnRound(int x, int y)
4515 int direction = MovDir[x][y];
4519 GfxDir[x][y] = MovDir[x][y];
4521 if (direction != MovDir[x][y])
4525 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4528 static boolean JustBeingPushed(int x, int y)
4532 for (i = 0; i < MAX_PLAYERS; i++)
4534 struct PlayerInfo *player = &stored_player[i];
4536 if (player->active && player->is_pushing && player->MovPos)
4538 int next_jx = player->jx + (player->jx - player->last_jx);
4539 int next_jy = player->jy + (player->jy - player->last_jy);
4541 if (x == next_jx && y == next_jy)
4549 void StartMoving(int x, int y)
4551 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4552 int element = Feld[x][y];
4557 if (MovDelay[x][y] == 0)
4558 GfxAction[x][y] = ACTION_DEFAULT;
4560 if (CAN_FALL(element) && y < lev_fieldy - 1)
4562 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4563 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4564 if (JustBeingPushed(x, y))
4567 if (element == EL_QUICKSAND_FULL)
4569 if (IS_FREE(x, y + 1))
4571 InitMovingField(x, y, MV_DOWN);
4572 started_moving = TRUE;
4574 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4575 Store[x][y] = EL_ROCK;
4577 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4579 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4581 if (!MovDelay[x][y])
4582 MovDelay[x][y] = TILEY + 1;
4591 Feld[x][y] = EL_QUICKSAND_EMPTY;
4592 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4593 Store[x][y + 1] = Store[x][y];
4596 PlayLevelSoundAction(x, y, ACTION_FILLING);
4599 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4600 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4602 InitMovingField(x, y, MV_DOWN);
4603 started_moving = TRUE;
4605 Feld[x][y] = EL_QUICKSAND_FILLING;
4606 Store[x][y] = element;
4608 PlayLevelSoundAction(x, y, ACTION_FILLING);
4610 else if (element == EL_MAGIC_WALL_FULL)
4612 if (IS_FREE(x, y + 1))
4614 InitMovingField(x, y, MV_DOWN);
4615 started_moving = TRUE;
4617 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4618 Store[x][y] = EL_CHANGED(Store[x][y]);
4620 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4622 if (!MovDelay[x][y])
4623 MovDelay[x][y] = TILEY/4 + 1;
4632 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4633 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4634 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4638 else if (element == EL_BD_MAGIC_WALL_FULL)
4640 if (IS_FREE(x, y + 1))
4642 InitMovingField(x, y, MV_DOWN);
4643 started_moving = TRUE;
4645 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4646 Store[x][y] = EL_CHANGED2(Store[x][y]);
4648 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4650 if (!MovDelay[x][y])
4651 MovDelay[x][y] = TILEY/4 + 1;
4660 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4661 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4662 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4666 else if (CAN_PASS_MAGIC_WALL(element) &&
4667 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4668 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4670 InitMovingField(x, y, MV_DOWN);
4671 started_moving = TRUE;
4674 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4675 EL_BD_MAGIC_WALL_FILLING);
4676 Store[x][y] = element;
4678 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4680 SplashAcid(x, y + 1);
4682 InitMovingField(x, y, MV_DOWN);
4683 started_moving = TRUE;
4685 Store[x][y] = EL_ACID;
4687 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4688 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4690 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4691 CAN_FALL(element) && WasJustFalling[x][y] &&
4692 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4694 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4695 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4696 (Feld[x][y + 1] == EL_BLOCKED)))
4698 /* this is needed for a special case not covered by calling "Impact()"
4699 from "ContinueMoving()": if an element moves to a tile directly below
4700 another element which was just falling on that tile (which was empty
4701 in the previous frame), the falling element above would just stop
4702 instead of smashing the element below (in previous version, the above
4703 element was just checked for "moving" instead of "falling", resulting
4704 in incorrect smashes caused by horizontal movement of the above
4705 element; also, the case of the player being the element to smash was
4706 simply not covered here... :-/ ) */
4708 CheckCollision[x][y] = 0;
4712 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4714 if (MovDir[x][y] == MV_NO_MOVING)
4716 InitMovingField(x, y, MV_DOWN);
4717 started_moving = TRUE;
4720 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4722 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4723 MovDir[x][y] = MV_DOWN;
4725 InitMovingField(x, y, MV_DOWN);
4726 started_moving = TRUE;
4728 else if (element == EL_AMOEBA_DROP)
4730 Feld[x][y] = EL_AMOEBA_GROWING;
4731 Store[x][y] = EL_AMOEBA_WET;
4733 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4734 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4735 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4736 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4738 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4739 (IS_FREE(x - 1, y + 1) ||
4740 Feld[x - 1][y + 1] == EL_ACID));
4741 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4742 (IS_FREE(x + 1, y + 1) ||
4743 Feld[x + 1][y + 1] == EL_ACID));
4744 boolean can_fall_any = (can_fall_left || can_fall_right);
4745 boolean can_fall_both = (can_fall_left && can_fall_right);
4747 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4749 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4751 if (slippery_type == SLIPPERY_ONLY_LEFT)
4752 can_fall_right = FALSE;
4753 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4754 can_fall_left = FALSE;
4755 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4756 can_fall_right = FALSE;
4757 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4758 can_fall_left = FALSE;
4760 can_fall_any = (can_fall_left || can_fall_right);
4761 can_fall_both = (can_fall_left && can_fall_right);
4764 #if USE_NEW_SP_SLIPPERY
4765 /* !!! better use the same properties as for custom elements here !!! */
4766 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4767 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4769 can_fall_right = FALSE; /* slip down on left side */
4770 can_fall_both = FALSE;
4776 if (game.emulation == EMU_BOULDERDASH ||
4777 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4778 can_fall_right = FALSE; /* slip down on left side */
4780 can_fall_left = !(can_fall_right = RND(2));
4782 can_fall_both = FALSE;
4787 /* if not determined otherwise, prefer left side for slipping down */
4788 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4789 started_moving = TRUE;
4793 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4795 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4798 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4799 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4800 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4801 int belt_dir = game.belt_dir[belt_nr];
4803 if ((belt_dir == MV_LEFT && left_is_free) ||
4804 (belt_dir == MV_RIGHT && right_is_free))
4806 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4808 InitMovingField(x, y, belt_dir);
4809 started_moving = TRUE;
4811 Pushed[x][y] = TRUE;
4812 Pushed[nextx][y] = TRUE;
4814 GfxAction[x][y] = ACTION_DEFAULT;
4818 MovDir[x][y] = 0; /* if element was moving, stop it */
4823 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4825 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4827 if (CAN_MOVE(element) && !started_moving)
4830 int move_pattern = element_info[element].move_pattern;
4835 if (MovDir[x][y] == MV_NO_MOVING)
4837 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4838 x, y, element, element_info[element].token_name);
4839 printf("StartMoving(): This should never happen!\n");
4844 Moving2Blocked(x, y, &newx, &newy);
4846 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4849 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4850 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4852 WasJustMoving[x][y] = 0;
4853 CheckCollision[x][y] = 0;
4855 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4857 if (Feld[x][y] != element) /* element has changed */
4861 if (!MovDelay[x][y]) /* start new movement phase */
4863 /* all objects that can change their move direction after each step
4864 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4866 if (element != EL_YAMYAM &&
4867 element != EL_DARK_YAMYAM &&
4868 element != EL_PACMAN &&
4869 !(move_pattern & MV_ANY_DIRECTION) &&
4870 move_pattern != MV_TURNING_LEFT &&
4871 move_pattern != MV_TURNING_RIGHT &&
4872 move_pattern != MV_TURNING_LEFT_RIGHT &&
4873 move_pattern != MV_TURNING_RIGHT_LEFT &&
4874 move_pattern != MV_TURNING_RANDOM)
4878 if (MovDelay[x][y] && (element == EL_BUG ||
4879 element == EL_SPACESHIP ||
4880 element == EL_SP_SNIKSNAK ||
4881 element == EL_SP_ELECTRON ||
4882 element == EL_MOLE))
4883 DrawLevelField(x, y);
4887 if (MovDelay[x][y]) /* wait some time before next movement */
4891 if (element == EL_ROBOT ||
4892 element == EL_YAMYAM ||
4893 element == EL_DARK_YAMYAM)
4895 DrawLevelElementAnimationIfNeeded(x, y, element);
4896 PlayLevelSoundAction(x, y, ACTION_WAITING);
4898 else if (element == EL_SP_ELECTRON)
4899 DrawLevelElementAnimationIfNeeded(x, y, element);
4900 else if (element == EL_DRAGON)
4903 int dir = MovDir[x][y];
4904 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4905 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4906 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4907 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4908 dir == MV_UP ? IMG_FLAMES_1_UP :
4909 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4910 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4912 GfxAction[x][y] = ACTION_ATTACKING;
4914 if (IS_PLAYER(x, y))
4915 DrawPlayerField(x, y);
4917 DrawLevelField(x, y);
4919 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4921 for (i = 1; i <= 3; i++)
4923 int xx = x + i * dx;
4924 int yy = y + i * dy;
4925 int sx = SCREENX(xx);
4926 int sy = SCREENY(yy);
4927 int flame_graphic = graphic + (i - 1);
4929 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4934 int flamed = MovingOrBlocked2Element(xx, yy);
4938 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
4940 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
4941 RemoveMovingField(xx, yy);
4943 RemoveField(xx, yy);
4945 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
4948 RemoveMovingField(xx, yy);
4951 ChangeDelay[xx][yy] = 0;
4953 Feld[xx][yy] = EL_FLAMES;
4955 if (IN_SCR_FIELD(sx, sy))
4957 DrawLevelFieldCrumbledSand(xx, yy);
4958 DrawGraphic(sx, sy, flame_graphic, frame);
4963 if (Feld[xx][yy] == EL_FLAMES)
4964 Feld[xx][yy] = EL_EMPTY;
4965 DrawLevelField(xx, yy);
4970 if (MovDelay[x][y]) /* element still has to wait some time */
4972 PlayLevelSoundAction(x, y, ACTION_WAITING);
4978 /* now make next step */
4980 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4982 if (DONT_COLLIDE_WITH(element) &&
4983 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4984 !PLAYER_ENEMY_PROTECTED(newx, newy))
4986 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4991 else if (CAN_MOVE_INTO_ACID(element) &&
4992 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
4993 (MovDir[x][y] == MV_DOWN ||
4994 game.engine_version >= VERSION_IDENT(3,1,0,0)))
4996 SplashAcid(newx, newy);
4997 Store[x][y] = EL_ACID;
4999 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5001 if (Feld[newx][newy] == EL_EXIT_OPEN)
5004 DrawLevelField(x, y);
5006 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5007 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5008 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5010 local_player->friends_still_needed--;
5011 if (!local_player->friends_still_needed &&
5012 !local_player->GameOver && AllPlayersGone)
5013 local_player->LevelSolved = local_player->GameOver = TRUE;
5017 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5019 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5020 DrawLevelField(newx, newy);
5022 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5024 else if (!IS_FREE(newx, newy))
5026 GfxAction[x][y] = ACTION_WAITING;
5028 if (IS_PLAYER(x, y))
5029 DrawPlayerField(x, y);
5031 DrawLevelField(x, y);
5036 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5038 if (IS_FOOD_PIG(Feld[newx][newy]))
5040 if (IS_MOVING(newx, newy))
5041 RemoveMovingField(newx, newy);
5044 Feld[newx][newy] = EL_EMPTY;
5045 DrawLevelField(newx, newy);
5048 PlayLevelSound(x, y, SND_PIG_DIGGING);
5050 else if (!IS_FREE(newx, newy))
5052 if (IS_PLAYER(x, y))
5053 DrawPlayerField(x, y);
5055 DrawLevelField(x, y);
5060 else if (IS_CUSTOM_ELEMENT(element) &&
5061 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5063 int new_element = Feld[newx][newy];
5065 if (!IS_FREE(newx, newy))
5067 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5068 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5071 /* no element can dig solid indestructible elements */
5072 if (IS_INDESTRUCTIBLE(new_element) &&
5073 !IS_DIGGABLE(new_element) &&
5074 !IS_COLLECTIBLE(new_element))
5077 if (AmoebaNr[newx][newy] &&
5078 (new_element == EL_AMOEBA_FULL ||
5079 new_element == EL_BD_AMOEBA ||
5080 new_element == EL_AMOEBA_GROWING))
5082 AmoebaCnt[AmoebaNr[newx][newy]]--;
5083 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5086 if (IS_MOVING(newx, newy))
5087 RemoveMovingField(newx, newy);
5090 RemoveField(newx, newy);
5091 DrawLevelField(newx, newy);
5094 /* if digged element was about to explode, prevent the explosion */
5095 ExplodeField[newx][newy] = EX_TYPE_NONE;
5097 PlayLevelSoundAction(x, y, action);
5100 Store[newx][newy] = EL_EMPTY;
5101 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5103 int move_leave_element = element_info[element].move_leave_element;
5105 /* this makes it possible to leave the removed element again */
5106 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5107 new_element : move_leave_element);
5110 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5112 RunnerVisit[x][y] = FrameCounter;
5113 PlayerVisit[x][y] /= 8; /* expire player visit path */
5116 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5118 if (!IS_FREE(newx, newy))
5120 if (IS_PLAYER(x, y))
5121 DrawPlayerField(x, y);
5123 DrawLevelField(x, y);
5129 boolean wanna_flame = !RND(10);
5130 int dx = newx - x, dy = newy - y;
5131 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5132 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5133 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5134 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5135 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5136 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5139 IS_CLASSIC_ENEMY(element1) ||
5140 IS_CLASSIC_ENEMY(element2)) &&
5141 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5142 element1 != EL_FLAMES && element2 != EL_FLAMES)
5144 ResetGfxAnimation(x, y);
5145 GfxAction[x][y] = ACTION_ATTACKING;
5147 if (IS_PLAYER(x, y))
5148 DrawPlayerField(x, y);
5150 DrawLevelField(x, y);
5152 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5154 MovDelay[x][y] = 50;
5158 RemoveField(newx, newy);
5160 Feld[newx][newy] = EL_FLAMES;
5161 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5164 RemoveField(newx1, newy1);
5166 Feld[newx1][newy1] = EL_FLAMES;
5168 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5171 RemoveField(newx2, newy2);
5173 Feld[newx2][newy2] = EL_FLAMES;
5180 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5181 Feld[newx][newy] == EL_DIAMOND)
5183 if (IS_MOVING(newx, newy))
5184 RemoveMovingField(newx, newy);
5187 Feld[newx][newy] = EL_EMPTY;
5188 DrawLevelField(newx, newy);
5191 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5193 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5194 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5196 if (AmoebaNr[newx][newy])
5198 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5199 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5200 Feld[newx][newy] == EL_BD_AMOEBA)
5201 AmoebaCnt[AmoebaNr[newx][newy]]--;
5206 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5208 RemoveMovingField(newx, newy);
5211 if (IS_MOVING(newx, newy))
5213 RemoveMovingField(newx, newy);
5218 Feld[newx][newy] = EL_EMPTY;
5219 DrawLevelField(newx, newy);
5222 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5224 else if ((element == EL_PACMAN || element == EL_MOLE)
5225 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5227 if (AmoebaNr[newx][newy])
5229 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5230 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5231 Feld[newx][newy] == EL_BD_AMOEBA)
5232 AmoebaCnt[AmoebaNr[newx][newy]]--;
5235 if (element == EL_MOLE)
5237 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5238 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5240 ResetGfxAnimation(x, y);
5241 GfxAction[x][y] = ACTION_DIGGING;
5242 DrawLevelField(x, y);
5244 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5246 return; /* wait for shrinking amoeba */
5248 else /* element == EL_PACMAN */
5250 Feld[newx][newy] = EL_EMPTY;
5251 DrawLevelField(newx, newy);
5252 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5255 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5256 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5257 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5259 /* wait for shrinking amoeba to completely disappear */
5262 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5264 /* object was running against a wall */
5269 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5270 if (move_pattern & MV_ANY_DIRECTION &&
5271 move_pattern == MovDir[x][y])
5273 int blocking_element =
5274 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5276 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5279 element = Feld[x][y]; /* element might have changed */
5283 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5284 DrawLevelElementAnimation(x, y, element);
5286 if (DONT_TOUCH(element))
5287 TestIfBadThingTouchesHero(x, y);
5292 InitMovingField(x, y, MovDir[x][y]);
5294 PlayLevelSoundAction(x, y, ACTION_MOVING);
5298 ContinueMoving(x, y);
5301 /* (emacs is confused here for some reason; this makes it happy again ;-) ) */
5306 void ContinueMoving(int x, int y)
5308 int element = Feld[x][y];
5309 int stored = Store[x][y];
5310 struct ElementInfo *ei = &element_info[element];
5311 int direction = MovDir[x][y];
5312 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5313 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5314 int newx = x + dx, newy = y + dy;
5315 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5316 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5317 boolean last_line = (newy == lev_fieldy - 1);
5319 MovPos[x][y] += getElementMoveStepsize(x, y);
5321 if (pushed_by_player) /* special case: moving object pushed by player */
5322 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5324 if (ABS(MovPos[x][y]) < TILEX)
5326 DrawLevelField(x, y);
5328 return; /* element is still moving */
5331 /* element reached destination field */
5333 Feld[x][y] = EL_EMPTY;
5334 Feld[newx][newy] = element;
5335 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5337 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5339 element = Feld[newx][newy] = EL_ACID;
5341 else if (element == EL_MOLE)
5343 Feld[x][y] = EL_SAND;
5345 DrawLevelFieldCrumbledSandNeighbours(x, y);
5347 else if (element == EL_QUICKSAND_FILLING)
5349 element = Feld[newx][newy] = get_next_element(element);
5350 Store[newx][newy] = Store[x][y];
5352 else if (element == EL_QUICKSAND_EMPTYING)
5354 Feld[x][y] = get_next_element(element);
5355 element = Feld[newx][newy] = Store[x][y];
5357 else if (element == EL_MAGIC_WALL_FILLING)
5359 element = Feld[newx][newy] = get_next_element(element);
5360 if (!game.magic_wall_active)
5361 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5362 Store[newx][newy] = Store[x][y];
5364 else if (element == EL_MAGIC_WALL_EMPTYING)
5366 Feld[x][y] = get_next_element(element);
5367 if (!game.magic_wall_active)
5368 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5369 element = Feld[newx][newy] = Store[x][y];
5371 else if (element == EL_BD_MAGIC_WALL_FILLING)
5373 element = Feld[newx][newy] = get_next_element(element);
5374 if (!game.magic_wall_active)
5375 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5376 Store[newx][newy] = Store[x][y];
5378 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5380 Feld[x][y] = get_next_element(element);
5381 if (!game.magic_wall_active)
5382 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5383 element = Feld[newx][newy] = Store[x][y];
5385 else if (element == EL_AMOEBA_DROPPING)
5387 Feld[x][y] = get_next_element(element);
5388 element = Feld[newx][newy] = Store[x][y];
5390 else if (element == EL_SOKOBAN_OBJECT)
5393 Feld[x][y] = Back[x][y];
5395 if (Back[newx][newy])
5396 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5398 Back[x][y] = Back[newx][newy] = 0;
5401 Store[x][y] = EL_EMPTY;
5408 MovDelay[newx][newy] = 0;
5410 if (CAN_CHANGE(element))
5412 /* copy element change control values to new field */
5413 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5414 ChangePage[newx][newy] = ChangePage[x][y];
5415 Changed[newx][newy] = Changed[x][y];
5416 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5419 ChangeDelay[x][y] = 0;
5420 ChangePage[x][y] = -1;
5421 Changed[x][y] = FALSE;
5422 ChangeEvent[x][y] = -1;
5424 /* copy animation control values to new field */
5425 GfxFrame[newx][newy] = GfxFrame[x][y];
5426 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5427 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5428 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5430 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5432 /* some elements can leave other elements behind after moving */
5433 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5434 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5435 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5437 int move_leave_element = ei->move_leave_element;
5439 /* this makes it possible to leave the removed element again */
5440 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5441 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5442 move_leave_element = stored;
5444 Feld[x][y] = move_leave_element;
5446 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5447 MovDir[x][y] = direction;
5449 InitField(x, y, FALSE);
5451 if (GFX_CRUMBLED(Feld[x][y]))
5452 DrawLevelFieldCrumbledSandNeighbours(x, y);
5454 if (ELEM_IS_PLAYER(move_leave_element))
5455 RelocatePlayer(x, y, move_leave_element);
5458 /* do this after checking for left-behind element */
5459 ResetGfxAnimation(x, y); /* reset animation values for old field */
5461 if (!CAN_MOVE(element) ||
5462 (CAN_FALL(element) && direction == MV_DOWN &&
5463 (element == EL_SPRING ||
5464 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5465 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5466 GfxDir[x][y] = MovDir[newx][newy] = 0;
5468 DrawLevelField(x, y);
5469 DrawLevelField(newx, newy);
5471 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5473 /* prevent pushed element from moving on in pushed direction */
5474 if (pushed_by_player && CAN_MOVE(element) &&
5475 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5476 !(element_info[element].move_pattern & direction))
5477 TurnRound(newx, newy);
5479 /* prevent elements on conveyor belt from moving on in last direction */
5480 if (pushed_by_conveyor && CAN_FALL(element) &&
5481 direction & MV_HORIZONTAL)
5482 MovDir[newx][newy] = 0;
5484 if (!pushed_by_player)
5486 int nextx = newx + dx, nexty = newy + dy;
5487 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5489 WasJustMoving[newx][newy] = 3;
5491 if (CAN_FALL(element) && direction == MV_DOWN)
5492 WasJustFalling[newx][newy] = 3;
5494 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5495 CheckCollision[newx][newy] = 2;
5498 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5500 TestIfBadThingTouchesHero(newx, newy);
5501 TestIfBadThingTouchesFriend(newx, newy);
5503 if (!IS_CUSTOM_ELEMENT(element))
5504 TestIfBadThingTouchesOtherBadThing(newx, newy);
5506 else if (element == EL_PENGUIN)
5507 TestIfFriendTouchesBadThing(newx, newy);
5509 /* give the player one last chance (one more frame) to move away */
5510 if (CAN_FALL(element) && direction == MV_DOWN &&
5511 (last_line || (!IS_FREE(x, newy + 1) &&
5512 (!IS_PLAYER(x, newy + 1) ||
5513 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5516 if (pushed_by_player && !game.use_change_when_pushing_bug)
5518 int dig_side = MV_DIR_OPPOSITE(direction);
5519 struct PlayerInfo *player = PLAYERINFO(x, y);
5521 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5522 player->index_bit, dig_side);
5523 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5524 player->index_bit, dig_side);
5527 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5529 TestIfElementHitsCustomElement(newx, newy, direction);
5530 TestIfPlayerTouchesCustomElement(newx, newy);
5531 TestIfElementTouchesCustomElement(newx, newy);
5534 int AmoebeNachbarNr(int ax, int ay)
5537 int element = Feld[ax][ay];
5539 static int xy[4][2] =
5547 for (i = 0; i < NUM_DIRECTIONS; i++)
5549 int x = ax + xy[i][0];
5550 int y = ay + xy[i][1];
5552 if (!IN_LEV_FIELD(x, y))
5555 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5556 group_nr = AmoebaNr[x][y];
5562 void AmoebenVereinigen(int ax, int ay)
5564 int i, x, y, xx, yy;
5565 int new_group_nr = AmoebaNr[ax][ay];
5566 static int xy[4][2] =
5574 if (new_group_nr == 0)
5577 for (i = 0; i < NUM_DIRECTIONS; i++)
5582 if (!IN_LEV_FIELD(x, y))
5585 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5586 Feld[x][y] == EL_BD_AMOEBA ||
5587 Feld[x][y] == EL_AMOEBA_DEAD) &&
5588 AmoebaNr[x][y] != new_group_nr)
5590 int old_group_nr = AmoebaNr[x][y];
5592 if (old_group_nr == 0)
5595 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5596 AmoebaCnt[old_group_nr] = 0;
5597 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5598 AmoebaCnt2[old_group_nr] = 0;
5600 for (yy = 0; yy < lev_fieldy; yy++)
5602 for (xx = 0; xx < lev_fieldx; xx++)
5604 if (AmoebaNr[xx][yy] == old_group_nr)
5605 AmoebaNr[xx][yy] = new_group_nr;
5612 void AmoebeUmwandeln(int ax, int ay)
5616 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5618 int group_nr = AmoebaNr[ax][ay];
5623 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5624 printf("AmoebeUmwandeln(): This should never happen!\n");
5629 for (y = 0; y < lev_fieldy; y++)
5631 for (x = 0; x < lev_fieldx; x++)
5633 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5636 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5640 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5641 SND_AMOEBA_TURNING_TO_GEM :
5642 SND_AMOEBA_TURNING_TO_ROCK));
5647 static int xy[4][2] =
5655 for (i = 0; i < NUM_DIRECTIONS; i++)
5660 if (!IN_LEV_FIELD(x, y))
5663 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5665 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5666 SND_AMOEBA_TURNING_TO_GEM :
5667 SND_AMOEBA_TURNING_TO_ROCK));
5674 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5677 int group_nr = AmoebaNr[ax][ay];
5678 boolean done = FALSE;
5683 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5684 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5689 for (y = 0; y < lev_fieldy; y++)
5691 for (x = 0; x < lev_fieldx; x++)
5693 if (AmoebaNr[x][y] == group_nr &&
5694 (Feld[x][y] == EL_AMOEBA_DEAD ||
5695 Feld[x][y] == EL_BD_AMOEBA ||
5696 Feld[x][y] == EL_AMOEBA_GROWING))
5699 Feld[x][y] = new_element;
5700 InitField(x, y, FALSE);
5701 DrawLevelField(x, y);
5708 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5709 SND_BD_AMOEBA_TURNING_TO_ROCK :
5710 SND_BD_AMOEBA_TURNING_TO_GEM));
5713 void AmoebeWaechst(int x, int y)
5715 static unsigned long sound_delay = 0;
5716 static unsigned long sound_delay_value = 0;
5718 if (!MovDelay[x][y]) /* start new growing cycle */
5722 if (DelayReached(&sound_delay, sound_delay_value))
5724 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5725 sound_delay_value = 30;
5729 if (MovDelay[x][y]) /* wait some time before growing bigger */
5732 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5734 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5735 6 - MovDelay[x][y]);
5737 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5740 if (!MovDelay[x][y])
5742 Feld[x][y] = Store[x][y];
5744 DrawLevelField(x, y);
5749 void AmoebaDisappearing(int x, int y)
5751 static unsigned long sound_delay = 0;
5752 static unsigned long sound_delay_value = 0;
5754 if (!MovDelay[x][y]) /* start new shrinking cycle */
5758 if (DelayReached(&sound_delay, sound_delay_value))
5759 sound_delay_value = 30;
5762 if (MovDelay[x][y]) /* wait some time before shrinking */
5765 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5767 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5768 6 - MovDelay[x][y]);
5770 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5773 if (!MovDelay[x][y])
5775 Feld[x][y] = EL_EMPTY;
5776 DrawLevelField(x, y);
5778 /* don't let mole enter this field in this cycle;
5779 (give priority to objects falling to this field from above) */
5785 void AmoebeAbleger(int ax, int ay)
5788 int element = Feld[ax][ay];
5789 int graphic = el2img(element);
5790 int newax = ax, neway = ay;
5791 static int xy[4][2] =
5799 if (!level.amoeba_speed)
5801 Feld[ax][ay] = EL_AMOEBA_DEAD;
5802 DrawLevelField(ax, ay);
5806 if (IS_ANIMATED(graphic))
5807 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5809 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5810 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5812 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5815 if (MovDelay[ax][ay])
5819 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5822 int x = ax + xy[start][0];
5823 int y = ay + xy[start][1];
5825 if (!IN_LEV_FIELD(x, y))
5828 if (IS_FREE(x, y) ||
5829 CAN_GROW_INTO(Feld[x][y]) ||
5830 Feld[x][y] == EL_QUICKSAND_EMPTY)
5836 if (newax == ax && neway == ay)
5839 else /* normal or "filled" (BD style) amoeba */
5842 boolean waiting_for_player = FALSE;
5844 for (i = 0; i < NUM_DIRECTIONS; i++)
5846 int j = (start + i) % 4;
5847 int x = ax + xy[j][0];
5848 int y = ay + xy[j][1];
5850 if (!IN_LEV_FIELD(x, y))
5853 if (IS_FREE(x, y) ||
5854 CAN_GROW_INTO(Feld[x][y]) ||
5855 Feld[x][y] == EL_QUICKSAND_EMPTY)
5861 else if (IS_PLAYER(x, y))
5862 waiting_for_player = TRUE;
5865 if (newax == ax && neway == ay) /* amoeba cannot grow */
5867 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5869 Feld[ax][ay] = EL_AMOEBA_DEAD;
5870 DrawLevelField(ax, ay);
5871 AmoebaCnt[AmoebaNr[ax][ay]]--;
5873 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5875 if (element == EL_AMOEBA_FULL)
5876 AmoebeUmwandeln(ax, ay);
5877 else if (element == EL_BD_AMOEBA)
5878 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5883 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5885 /* amoeba gets larger by growing in some direction */
5887 int new_group_nr = AmoebaNr[ax][ay];
5890 if (new_group_nr == 0)
5892 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5893 printf("AmoebeAbleger(): This should never happen!\n");
5898 AmoebaNr[newax][neway] = new_group_nr;
5899 AmoebaCnt[new_group_nr]++;
5900 AmoebaCnt2[new_group_nr]++;
5902 /* if amoeba touches other amoeba(s) after growing, unify them */
5903 AmoebenVereinigen(newax, neway);
5905 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5907 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
5913 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
5914 (neway == lev_fieldy - 1 && newax != ax))
5916 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
5917 Store[newax][neway] = element;
5919 else if (neway == ay)
5921 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
5923 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
5927 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5928 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5929 Store[ax][ay] = EL_AMOEBA_DROP;
5930 ContinueMoving(ax, ay);
5934 DrawLevelField(newax, neway);
5937 void Life(int ax, int ay)
5940 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5942 int element = Feld[ax][ay];
5943 int graphic = el2img(element);
5944 boolean changed = FALSE;
5946 if (IS_ANIMATED(graphic))
5947 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5952 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5953 MovDelay[ax][ay] = life_time;
5955 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5958 if (MovDelay[ax][ay])
5962 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
5964 int xx = ax+x1, yy = ay+y1;
5967 if (!IN_LEV_FIELD(xx, yy))
5970 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
5972 int x = xx+x2, y = yy+y2;
5974 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5977 if (((Feld[x][y] == element ||
5978 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5980 (IS_FREE(x, y) && Stop[x][y]))
5984 if (xx == ax && yy == ay) /* field in the middle */
5986 if (nachbarn < life[0] || nachbarn > life[1])
5988 Feld[xx][yy] = EL_EMPTY;
5990 DrawLevelField(xx, yy);
5991 Stop[xx][yy] = TRUE;
5995 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
5996 { /* free border field */
5997 if (nachbarn >= life[2] && nachbarn <= life[3])
5999 Feld[xx][yy] = element;
6000 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6002 DrawLevelField(xx, yy);
6003 Stop[xx][yy] = TRUE;
6010 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6011 SND_GAME_OF_LIFE_GROWING);
6014 static void InitRobotWheel(int x, int y)
6016 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6019 static void RunRobotWheel(int x, int y)
6021 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6024 static void StopRobotWheel(int x, int y)
6026 if (ZX == x && ZY == y)
6030 static void InitTimegateWheel(int x, int y)
6032 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6035 static void RunTimegateWheel(int x, int y)
6037 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6040 void CheckExit(int x, int y)
6042 if (local_player->gems_still_needed > 0 ||
6043 local_player->sokobanfields_still_needed > 0 ||
6044 local_player->lights_still_needed > 0)
6046 int element = Feld[x][y];
6047 int graphic = el2img(element);
6049 if (IS_ANIMATED(graphic))
6050 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6055 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6058 Feld[x][y] = EL_EXIT_OPENING;
6060 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6063 void CheckExitSP(int x, int y)
6065 if (local_player->gems_still_needed > 0)
6067 int element = Feld[x][y];
6068 int graphic = el2img(element);
6070 if (IS_ANIMATED(graphic))
6071 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6076 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6079 Feld[x][y] = EL_SP_EXIT_OPENING;
6081 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6084 static void CloseAllOpenTimegates()
6088 for (y = 0; y < lev_fieldy; y++)
6090 for (x = 0; x < lev_fieldx; x++)
6092 int element = Feld[x][y];
6094 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6096 Feld[x][y] = EL_TIMEGATE_CLOSING;
6098 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6104 void EdelsteinFunkeln(int x, int y)
6106 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6109 if (Feld[x][y] == EL_BD_DIAMOND)
6112 if (MovDelay[x][y] == 0) /* next animation frame */
6113 MovDelay[x][y] = 11 * !SimpleRND(500);
6115 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6119 if (setup.direct_draw && MovDelay[x][y])
6120 SetDrawtoField(DRAW_BUFFERED);
6122 DrawLevelElementAnimation(x, y, Feld[x][y]);
6124 if (MovDelay[x][y] != 0)
6126 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6127 10 - MovDelay[x][y]);
6129 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6131 if (setup.direct_draw)
6135 dest_x = FX + SCREENX(x) * TILEX;
6136 dest_y = FY + SCREENY(y) * TILEY;
6138 BlitBitmap(drawto_field, window,
6139 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6140 SetDrawtoField(DRAW_DIRECT);
6146 void MauerWaechst(int x, int y)
6150 if (!MovDelay[x][y]) /* next animation frame */
6151 MovDelay[x][y] = 3 * delay;
6153 if (MovDelay[x][y]) /* wait some time before next frame */
6157 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6159 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6160 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6162 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6165 if (!MovDelay[x][y])
6167 if (MovDir[x][y] == MV_LEFT)
6169 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6170 DrawLevelField(x - 1, y);
6172 else if (MovDir[x][y] == MV_RIGHT)
6174 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6175 DrawLevelField(x + 1, y);
6177 else if (MovDir[x][y] == MV_UP)
6179 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6180 DrawLevelField(x, y - 1);
6184 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6185 DrawLevelField(x, y + 1);
6188 Feld[x][y] = Store[x][y];
6190 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6191 DrawLevelField(x, y);
6196 void MauerAbleger(int ax, int ay)
6198 int element = Feld[ax][ay];
6199 int graphic = el2img(element);
6200 boolean oben_frei = FALSE, unten_frei = FALSE;
6201 boolean links_frei = FALSE, rechts_frei = FALSE;
6202 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6203 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6204 boolean new_wall = FALSE;
6206 if (IS_ANIMATED(graphic))
6207 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6209 if (!MovDelay[ax][ay]) /* start building new wall */
6210 MovDelay[ax][ay] = 6;
6212 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6215 if (MovDelay[ax][ay])
6219 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6221 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6223 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6225 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6228 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6229 element == EL_EXPANDABLE_WALL_ANY)
6233 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6234 Store[ax][ay-1] = element;
6235 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6236 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6237 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6238 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6243 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6244 Store[ax][ay+1] = element;
6245 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6246 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6247 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6248 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6253 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6254 element == EL_EXPANDABLE_WALL_ANY ||
6255 element == EL_EXPANDABLE_WALL)
6259 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6260 Store[ax-1][ay] = element;
6261 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6262 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6263 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6264 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6270 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6271 Store[ax+1][ay] = element;
6272 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6273 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6274 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6275 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6280 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6281 DrawLevelField(ax, ay);
6283 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6285 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6286 unten_massiv = TRUE;
6287 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6288 links_massiv = TRUE;
6289 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6290 rechts_massiv = TRUE;
6292 if (((oben_massiv && unten_massiv) ||
6293 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6294 element == EL_EXPANDABLE_WALL) &&
6295 ((links_massiv && rechts_massiv) ||
6296 element == EL_EXPANDABLE_WALL_VERTICAL))
6297 Feld[ax][ay] = EL_WALL;
6300 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6303 void CheckForDragon(int x, int y)
6306 boolean dragon_found = FALSE;
6307 static int xy[4][2] =
6315 for (i = 0; i < NUM_DIRECTIONS; i++)
6317 for (j = 0; j < 4; j++)
6319 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6321 if (IN_LEV_FIELD(xx, yy) &&
6322 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6324 if (Feld[xx][yy] == EL_DRAGON)
6325 dragon_found = TRUE;
6334 for (i = 0; i < NUM_DIRECTIONS; i++)
6336 for (j = 0; j < 3; j++)
6338 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6340 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6342 Feld[xx][yy] = EL_EMPTY;
6343 DrawLevelField(xx, yy);
6352 static void InitBuggyBase(int x, int y)
6354 int element = Feld[x][y];
6355 int activating_delay = FRAMES_PER_SECOND / 4;
6358 (element == EL_SP_BUGGY_BASE ?
6359 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6360 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6362 element == EL_SP_BUGGY_BASE_ACTIVE ?
6363 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6366 static void WarnBuggyBase(int x, int y)
6369 static int xy[4][2] =
6377 for (i = 0; i < NUM_DIRECTIONS; i++)
6379 int xx = x + xy[i][0], yy = y + xy[i][1];
6381 if (IS_PLAYER(xx, yy))
6383 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6390 static void InitTrap(int x, int y)
6392 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6395 static void ActivateTrap(int x, int y)
6397 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6400 static void ChangeActiveTrap(int x, int y)
6402 int graphic = IMG_TRAP_ACTIVE;
6404 /* if new animation frame was drawn, correct crumbled sand border */
6405 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6406 DrawLevelFieldCrumbledSand(x, y);
6409 static int getSpecialActionElement(int element, int number, int base_element)
6411 return (element != EL_EMPTY ? element :
6412 number != -1 ? base_element + number - 1 :
6416 static int getModifiedActionNumber(int value_old, int value_min, int value_max,
6417 int operator, int operand)
6419 int value_new = (operator == CA_MODE_ADD ? value_old + operand :
6420 operator == CA_MODE_SUBTRACT ? value_old - operand :
6421 operator == CA_MODE_MULTIPLY ? value_old * operand :
6422 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6423 operator == CA_MODE_SET ? operand :
6426 return (value_new < value_min ? value_min :
6427 value_new > value_max ? value_max :
6431 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6433 struct ElementInfo *ei = &element_info[element];
6434 struct ElementChangeInfo *change = &ei->change_page[page];
6435 int action_type = change->action_type;
6436 int action_mode = change->action_mode;
6437 int action_arg = change->action_arg;
6440 if (!change->has_action)
6443 /* ---------- determine action paramater values ---------- */
6445 int action_arg_element =
6446 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6447 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6448 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6451 int action_arg_number =
6452 (action_arg <= CA_ARG_MAX ? action_arg :
6453 action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN :
6454 action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX :
6455 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6456 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6457 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6460 /* (for explicit player choice, set invalid value to "no player") */
6461 int action_arg_player_bits =
6462 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6463 action_arg >= CA_ARG_PLAYER_1 &&
6464 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6465 action_arg >= CA_ARG_1 &&
6466 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6467 action_arg_element >= EL_PLAYER_1 &&
6468 action_arg_element <= EL_PLAYER_4 ?
6469 (1 << (action_arg_element - EL_PLAYER_1)) :
6472 /* (for implicit player choice, set invalid value to "all players") */
6473 int trigger_player_bits =
6474 (change->actual_trigger_player >= EL_PLAYER_1 &&
6475 change->actual_trigger_player <= EL_PLAYER_4 ?
6476 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6479 /* ---------- execute action ---------- */
6488 case CA_EXIT_PLAYER:
6490 for (i = 0; i < MAX_PLAYERS; i++)
6491 if (action_arg_player_bits & (1 << i))
6492 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6497 case CA_KILL_PLAYER:
6499 for (i = 0; i < MAX_PLAYERS; i++)
6500 if (action_arg_player_bits & (1 << i))
6501 KillHero(&stored_player[i]);
6506 case CA_RESTART_LEVEL:
6508 game.restart_level = TRUE;
6513 case CA_SHOW_ENVELOPE:
6515 int element = getSpecialActionElement(action_arg_element,
6516 action_arg_number, EL_ENVELOPE_1);
6518 if (IS_ENVELOPE(element))
6519 local_player->show_envelope = element;
6526 int element = getSpecialActionElement(action_arg_element,
6527 action_arg_number, EL_KEY_1);
6529 if (IS_KEY(element))
6531 for (i = 0; i < MAX_PLAYERS; i++)
6533 if (trigger_player_bits & (1 << i))
6535 stored_player[i].key[KEY_NR(element)] = TRUE;
6537 DrawGameValue_Keys(stored_player[i].key);
6539 redraw_mask |= REDRAW_DOOR_1;
6549 int element = getSpecialActionElement(action_arg_element,
6550 action_arg_number, EL_KEY_1);
6552 if (IS_KEY(element))
6554 for (i = 0; i < MAX_PLAYERS; i++)
6556 if (trigger_player_bits & (1 << i))
6558 stored_player[i].key[KEY_NR(element)] = FALSE;
6560 DrawGameValue_Keys(stored_player[i].key);
6562 redraw_mask |= REDRAW_DOOR_1;
6570 case CA_SET_PLAYER_SPEED:
6572 for (i = 0; i < MAX_PLAYERS; i++)
6574 if (trigger_player_bits & (1 << i))
6576 if (action_arg == CA_ARG_NUMBER_RESET)
6577 stored_player[i].move_delay_value = game.initial_move_delay_value;
6578 else if (action_arg == CA_ARG_NUMBER_NORMAL)
6579 stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6580 else if (action_arg == CA_ARG_NUMBER_MIN)
6581 stored_player[i].move_delay_value = 16;
6582 else if (action_arg == CA_ARG_NUMBER_MAX)
6583 stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED;
6587 if (action_mode == CA_MODE_ADD)
6589 action_mode = CA_MODE_DIVIDE;
6590 action_arg_number = (1 << action_arg_number);
6592 else if (action_mode == CA_MODE_SUBTRACT)
6594 action_mode = CA_MODE_MULTIPLY;
6595 action_arg_number = (1 << action_arg_number);
6598 int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE :
6599 action_mode == CA_MODE_DIVIDE ? CA_MODE_MULTIPLY :
6602 stored_player[i].move_delay_value =
6603 getModifiedActionNumber(stored_player[i].move_delay_value,
6605 action_mode, action_arg_number);
6616 local_player->gems_still_needed =
6617 getModifiedActionNumber(local_player->gems_still_needed, 0, 999,
6618 action_mode, action_arg_number);
6620 DrawGameValue_Emeralds(local_player->gems_still_needed);
6627 if (level.time > 0) /* only modify limited time value */
6629 TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999,
6630 action_mode, action_arg_number);
6632 DrawGameValue_Time(TimeLeft);
6640 local_player->score =
6641 getModifiedActionNumber(local_player->score, 0, 99999,
6642 action_mode, action_arg_number);
6644 DrawGameValue_Score(local_player->score);
6649 case CA_SET_CE_SCORE:
6652 getModifiedActionNumber(ei->collect_score, 0, 9999,
6653 action_mode, action_arg_number);
6657 case CA_SET_CE_COUNT:
6659 int count_last = Count[x][y];
6661 Count[x][y] = getModifiedActionNumber(Count[x][y], 0, 9999,
6662 action_mode, action_arg_number);
6664 printf("::: Count == %d\n", Count[x][y]);
6666 if (Count[x][y] == 0 && count_last > 0)
6669 printf("::: CE_COUNT_AT_ZERO\n");
6671 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6672 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6678 case CA_SET_DYNABOMB_NUMBER:
6680 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6685 case CA_SET_DYNABOMB_SIZE:
6687 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6692 case CA_SET_DYNABOMB_POWER:
6694 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6699 case CA_TOGGLE_PLAYER_GRAVITY:
6701 game.gravity = !game.gravity;
6706 case CA_ENABLE_PLAYER_GRAVITY:
6708 game.gravity = TRUE;
6713 case CA_DISABLE_PLAYER_GRAVITY:
6715 game.gravity = FALSE;
6725 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6726 int x, int y, int target_element)
6728 int previous_move_direction = MovDir[x][y];
6729 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6730 IS_WALKABLE(Feld[x][y]));
6732 /* check if element under player changes from accessible to unaccessible
6733 (needed for special case of dropping element which then changes) */
6734 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6735 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6743 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6744 RemoveMovingField(x, y);
6748 Feld[x][y] = target_element;
6750 ResetGfxAnimation(x, y);
6751 ResetRandomAnimationValue(x, y);
6753 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6754 MovDir[x][y] = previous_move_direction;
6756 InitField_WithBug1(x, y, FALSE);
6758 DrawLevelField(x, y);
6760 if (GFX_CRUMBLED(Feld[x][y]))
6761 DrawLevelFieldCrumbledSandNeighbours(x, y);
6764 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6765 if (ELEM_IS_PLAYER(target_element))
6766 RelocatePlayer(x, y, target_element);
6769 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6771 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6774 TestIfBadThingTouchesHero(x, y);
6775 TestIfPlayerTouchesCustomElement(x, y);
6776 TestIfElementTouchesCustomElement(x, y);
6779 static boolean ChangeElementNow(int x, int y, int element, int page)
6781 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6783 int old_element = Feld[x][y];
6785 /* always use default change event to prevent running into a loop */
6786 if (ChangeEvent[x][y] == -1)
6787 ChangeEvent[x][y] = CE_DELAY;
6789 if (ChangeEvent[x][y] == CE_DELAY)
6791 /* reset actual trigger element, trigger player and action element */
6792 change->actual_trigger_element = EL_EMPTY;
6793 change->actual_trigger_player = EL_PLAYER_1;
6797 /* do not change any elements that have already changed in this frame */
6801 /* do not change already changed elements with same change event */
6802 if (Changed[x][y] & ChangeEvent[x][y])
6807 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6809 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6812 if (change->explode)
6819 if (change->use_target_content)
6821 boolean complete_replace = TRUE;
6822 boolean can_replace[3][3];
6825 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6828 boolean is_walkable;
6829 boolean is_diggable;
6830 boolean is_collectible;
6831 boolean is_removable;
6832 boolean is_destructible;
6833 int ex = x + xx - 1;
6834 int ey = y + yy - 1;
6835 int content_element = change->target_content[xx][yy];
6838 can_replace[xx][yy] = TRUE;
6840 if (ex == x && ey == y) /* do not check changing element itself */
6843 if (content_element == EL_EMPTY_SPACE)
6845 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6850 if (!IN_LEV_FIELD(ex, ey))
6852 can_replace[xx][yy] = FALSE;
6853 complete_replace = FALSE;
6860 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6861 e = MovingOrBlocked2Element(ex, ey);
6863 is_empty = (IS_FREE(ex, ey) ||
6864 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
6866 is_walkable = (is_empty || IS_WALKABLE(e));
6867 is_diggable = (is_empty || IS_DIGGABLE(e));
6868 is_collectible = (is_empty || IS_COLLECTIBLE(e));
6869 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
6870 is_removable = (is_diggable || is_collectible);
6872 can_replace[xx][yy] =
6873 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
6874 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
6875 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
6876 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
6877 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
6878 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
6879 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
6881 if (!can_replace[xx][yy])
6882 complete_replace = FALSE;
6885 if (!change->only_if_complete || complete_replace)
6887 boolean something_has_changed = FALSE;
6889 if (change->only_if_complete && change->use_random_replace &&
6890 RND(100) < change->random_percentage)
6893 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6895 int ex = x + xx - 1;
6896 int ey = y + yy - 1;
6897 int content_element;
6899 if (can_replace[xx][yy] && (!change->use_random_replace ||
6900 RND(100) < change->random_percentage))
6902 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6903 RemoveMovingField(ex, ey);
6905 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6907 content_element = change->target_content[xx][yy];
6908 target_element = GET_TARGET_ELEMENT(content_element, change);
6910 ChangeElementNowExt(change, ex, ey, target_element);
6912 something_has_changed = TRUE;
6914 /* for symmetry reasons, freeze newly created border elements */
6915 if (ex != x || ey != y)
6916 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6920 if (something_has_changed)
6921 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6926 target_element = GET_TARGET_ELEMENT(change->target_element, change);
6928 ChangeElementNowExt(change, x, y, target_element);
6930 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6933 /* this uses direct change before indirect change */
6934 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
6939 static void ChangeElement(int x, int y, int page)
6941 int element = MovingOrBlocked2Element(x, y);
6942 struct ElementInfo *ei = &element_info[element];
6943 struct ElementChangeInfo *change = &ei->change_page[page];
6946 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
6949 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
6950 x, y, element, element_info[element].token_name);
6951 printf("ChangeElement(): This should never happen!\n");
6956 /* this can happen with classic bombs on walkable, changing elements */
6957 if (!CAN_CHANGE(element))
6960 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
6961 ChangeDelay[x][y] = 0;
6967 if (ChangeDelay[x][y] == 0) /* initialize element change */
6969 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
6971 ResetGfxAnimation(x, y);
6972 ResetRandomAnimationValue(x, y);
6974 if (change->pre_change_function)
6975 change->pre_change_function(x, y);
6978 ChangeDelay[x][y]--;
6980 if (ChangeDelay[x][y] != 0) /* continue element change */
6982 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6984 if (IS_ANIMATED(graphic))
6985 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6987 if (change->change_function)
6988 change->change_function(x, y);
6990 else /* finish element change */
6992 if (ChangePage[x][y] != -1) /* remember page from delayed change */
6994 page = ChangePage[x][y];
6995 ChangePage[x][y] = -1;
6997 change = &ei->change_page[page];
7000 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7002 ChangeDelay[x][y] = 1; /* try change after next move step */
7003 ChangePage[x][y] = page; /* remember page to use for change */
7008 if (ChangeElementNow(x, y, element, page))
7010 if (change->post_change_function)
7011 change->post_change_function(x, y);
7016 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7022 boolean change_done_any = FALSE;
7023 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7026 if (!(trigger_events[trigger_element][trigger_event]))
7029 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7031 int element = EL_CUSTOM_START + i;
7032 boolean change_done = FALSE;
7035 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7036 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7039 for (p = 0; p < element_info[element].num_change_pages; p++)
7041 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7043 if (change->can_change_or_has_action &&
7044 change->has_event[trigger_event] &&
7045 change->trigger_side & trigger_side &&
7046 change->trigger_player & trigger_player &&
7047 change->trigger_page & trigger_page_bits &&
7048 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7050 change->actual_trigger_element = trigger_element;
7051 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7053 if ((change->can_change && !change_done) || change->has_action)
7057 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7059 if (Feld[x][y] == element)
7061 if (change->can_change && !change_done)
7063 ChangeDelay[x][y] = 1;
7064 ChangeEvent[x][y] = trigger_event;
7065 ChangeElement(x, y, p);
7068 change_done_any = TRUE;
7071 if (change->has_action)
7072 ExecuteCustomElementAction(x, y, element, p);
7080 return change_done_any;
7083 static boolean CheckElementChangeExt(int x, int y,
7085 int trigger_element,
7090 boolean change_done = FALSE;
7093 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7094 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7097 if (Feld[x][y] == EL_BLOCKED)
7099 Blocked2Moving(x, y, &x, &y);
7100 element = Feld[x][y];
7103 if (Feld[x][y] != element) /* check if element has already changed */
7106 for (p = 0; p < element_info[element].num_change_pages; p++)
7108 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7110 boolean check_trigger_element =
7111 (trigger_event == CE_TOUCHING_X ||
7112 trigger_event == CE_HITTING_X ||
7113 trigger_event == CE_HIT_BY_X);
7115 if (change->can_change_or_has_action &&
7116 change->has_event[trigger_event] &&
7117 change->trigger_side & trigger_side &&
7118 change->trigger_player & trigger_player &&
7119 (!check_trigger_element ||
7120 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7122 change->actual_trigger_element = trigger_element;
7123 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7125 if (change->can_change && !change_done)
7127 ChangeDelay[x][y] = 1;
7128 ChangeEvent[x][y] = trigger_event;
7129 ChangeElement(x, y, p);
7134 if (change->has_action)
7135 ExecuteCustomElementAction(x, y, element, p);
7142 static void PlayPlayerSound(struct PlayerInfo *player)
7144 int jx = player->jx, jy = player->jy;
7145 int element = player->element_nr;
7146 int last_action = player->last_action_waiting;
7147 int action = player->action_waiting;
7149 if (player->is_waiting)
7151 if (action != last_action)
7152 PlayLevelSoundElementAction(jx, jy, element, action);
7154 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7158 if (action != last_action)
7159 StopSound(element_info[element].sound[last_action]);
7161 if (last_action == ACTION_SLEEPING)
7162 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7166 static void PlayAllPlayersSound()
7170 for (i = 0; i < MAX_PLAYERS; i++)
7171 if (stored_player[i].active)
7172 PlayPlayerSound(&stored_player[i]);
7175 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7177 boolean last_waiting = player->is_waiting;
7178 int move_dir = player->MovDir;
7180 player->last_action_waiting = player->action_waiting;
7184 if (!last_waiting) /* not waiting -> waiting */
7186 player->is_waiting = TRUE;
7188 player->frame_counter_bored =
7190 game.player_boring_delay_fixed +
7191 SimpleRND(game.player_boring_delay_random);
7192 player->frame_counter_sleeping =
7194 game.player_sleeping_delay_fixed +
7195 SimpleRND(game.player_sleeping_delay_random);
7197 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7200 if (game.player_sleeping_delay_fixed +
7201 game.player_sleeping_delay_random > 0 &&
7202 player->anim_delay_counter == 0 &&
7203 player->post_delay_counter == 0 &&
7204 FrameCounter >= player->frame_counter_sleeping)
7205 player->is_sleeping = TRUE;
7206 else if (game.player_boring_delay_fixed +
7207 game.player_boring_delay_random > 0 &&
7208 FrameCounter >= player->frame_counter_bored)
7209 player->is_bored = TRUE;
7211 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7212 player->is_bored ? ACTION_BORING :
7215 if (player->is_sleeping)
7217 if (player->num_special_action_sleeping > 0)
7219 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7221 int last_special_action = player->special_action_sleeping;
7222 int num_special_action = player->num_special_action_sleeping;
7223 int special_action =
7224 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7225 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7226 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7227 last_special_action + 1 : ACTION_SLEEPING);
7228 int special_graphic =
7229 el_act_dir2img(player->element_nr, special_action, move_dir);
7231 player->anim_delay_counter =
7232 graphic_info[special_graphic].anim_delay_fixed +
7233 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7234 player->post_delay_counter =
7235 graphic_info[special_graphic].post_delay_fixed +
7236 SimpleRND(graphic_info[special_graphic].post_delay_random);
7238 player->special_action_sleeping = special_action;
7241 if (player->anim_delay_counter > 0)
7243 player->action_waiting = player->special_action_sleeping;
7244 player->anim_delay_counter--;
7246 else if (player->post_delay_counter > 0)
7248 player->post_delay_counter--;
7252 else if (player->is_bored)
7254 if (player->num_special_action_bored > 0)
7256 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7258 int special_action =
7259 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7260 int special_graphic =
7261 el_act_dir2img(player->element_nr, special_action, move_dir);
7263 player->anim_delay_counter =
7264 graphic_info[special_graphic].anim_delay_fixed +
7265 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7266 player->post_delay_counter =
7267 graphic_info[special_graphic].post_delay_fixed +
7268 SimpleRND(graphic_info[special_graphic].post_delay_random);
7270 player->special_action_bored = special_action;
7273 if (player->anim_delay_counter > 0)
7275 player->action_waiting = player->special_action_bored;
7276 player->anim_delay_counter--;
7278 else if (player->post_delay_counter > 0)
7280 player->post_delay_counter--;
7285 else if (last_waiting) /* waiting -> not waiting */
7287 player->is_waiting = FALSE;
7288 player->is_bored = FALSE;
7289 player->is_sleeping = FALSE;
7291 player->frame_counter_bored = -1;
7292 player->frame_counter_sleeping = -1;
7294 player->anim_delay_counter = 0;
7295 player->post_delay_counter = 0;
7297 player->action_waiting = ACTION_DEFAULT;
7299 player->special_action_bored = ACTION_DEFAULT;
7300 player->special_action_sleeping = ACTION_DEFAULT;
7304 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7306 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7307 int left = player_action & JOY_LEFT;
7308 int right = player_action & JOY_RIGHT;
7309 int up = player_action & JOY_UP;
7310 int down = player_action & JOY_DOWN;
7311 int button1 = player_action & JOY_BUTTON_1;
7312 int button2 = player_action & JOY_BUTTON_2;
7313 int dx = (left ? -1 : right ? 1 : 0);
7314 int dy = (up ? -1 : down ? 1 : 0);
7316 if (!player->active || tape.pausing)
7322 snapped = SnapField(player, dx, dy);
7326 dropped = DropElement(player);
7328 moved = MovePlayer(player, dx, dy);
7331 if (tape.single_step && tape.recording && !tape.pausing)
7333 if (button1 || (dropped && !moved))
7335 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7336 SnapField(player, 0, 0); /* stop snapping */
7340 SetPlayerWaiting(player, FALSE);
7342 return player_action;
7346 /* no actions for this player (no input at player's configured device) */
7348 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7349 SnapField(player, 0, 0);
7350 CheckGravityMovementWhenNotMoving(player);
7352 if (player->MovPos == 0)
7353 SetPlayerWaiting(player, TRUE);
7355 if (player->MovPos == 0) /* needed for tape.playing */
7356 player->is_moving = FALSE;
7358 player->is_dropping = FALSE;
7364 void AdvanceFrameAndPlayerCounters(int player_nr)
7368 /* advance frame counters (global frame counter and time frame counter) */
7372 /* advance player counters (counters for move delay, move animation etc.) */
7373 for (i = 0; i < MAX_PLAYERS; i++)
7375 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7377 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
7379 if (!advance_player_counters) /* not all players may be affected */
7382 stored_player[i].Frame += move_frames;
7384 if (stored_player[i].MovPos != 0)
7385 stored_player[i].StepFrame += move_frames;
7387 if (stored_player[i].move_delay > 0)
7388 stored_player[i].move_delay--;
7390 /* due to bugs in previous versions, counter must count up, not down */
7391 if (stored_player[i].push_delay != -1)
7392 stored_player[i].push_delay++;
7394 if (stored_player[i].drop_delay > 0)
7395 stored_player[i].drop_delay--;
7401 static unsigned long game_frame_delay = 0;
7402 unsigned long game_frame_delay_value;
7403 int magic_wall_x = 0, magic_wall_y = 0;
7404 int i, x, y, element, graphic;
7405 byte *recorded_player_action;
7406 byte summarized_player_action = 0;
7407 byte tape_action[MAX_PLAYERS];
7409 if (game_status != GAME_MODE_PLAYING)
7412 game_frame_delay_value =
7413 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7415 if (tape.playing && tape.warp_forward && !tape.pausing)
7416 game_frame_delay_value = 0;
7418 /* ---------- main game synchronization point ---------- */
7420 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7422 if (network_playing && !network_player_action_received)
7424 /* try to get network player actions in time */
7426 #if defined(NETWORK_AVALIABLE)
7427 /* last chance to get network player actions without main loop delay */
7431 /* game was quit by network peer */
7432 if (game_status != GAME_MODE_PLAYING)
7435 if (!network_player_action_received)
7436 return; /* failed to get network player actions in time */
7442 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7445 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7446 if (recorded_player_action == NULL && tape.pausing)
7450 for (i = 0; i < MAX_PLAYERS; i++)
7452 summarized_player_action |= stored_player[i].action;
7454 if (!network_playing)
7455 stored_player[i].effective_action = stored_player[i].action;
7458 #if defined(NETWORK_AVALIABLE)
7459 if (network_playing)
7460 SendToServer_MovePlayer(summarized_player_action);
7463 if (!options.network && !setup.team_mode)
7464 local_player->effective_action = summarized_player_action;
7466 if (recorded_player_action != NULL)
7467 for (i = 0; i < MAX_PLAYERS; i++)
7468 stored_player[i].effective_action = recorded_player_action[i];
7470 for (i = 0; i < MAX_PLAYERS; i++)
7472 tape_action[i] = stored_player[i].effective_action;
7474 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7475 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7478 /* only save actions from input devices, but not programmed actions */
7480 TapeRecordAction(tape_action);
7482 for (i = 0; i < MAX_PLAYERS; i++)
7484 int actual_player_action = stored_player[i].effective_action;
7487 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7488 - rnd_equinox_tetrachloride 048
7489 - rnd_equinox_tetrachloride_ii 096
7490 - rnd_emanuel_schmieg 002
7491 - doctor_sloan_ww 001, 020
7493 if (stored_player[i].MovPos == 0)
7494 CheckGravityMovement(&stored_player[i]);
7497 /* overwrite programmed action with tape action */
7498 if (stored_player[i].programmed_action)
7499 actual_player_action = stored_player[i].programmed_action;
7502 PlayerActions(&stored_player[i], actual_player_action);
7504 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7506 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7507 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7510 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7513 network_player_action_received = FALSE;
7515 ScrollScreen(NULL, SCROLL_GO_ON);
7517 /* for backwards compatibility, the following code emulates a fixed bug that
7518 occured when pushing elements (causing elements that just made their last
7519 pushing step to already (if possible) make their first falling step in the
7520 same game frame, which is bad); this code is also needed to use the famous
7521 "spring push bug" which is used in older levels and might be wanted to be
7522 used also in newer levels, but in this case the buggy pushing code is only
7523 affecting the "spring" element and no other elements */
7525 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7527 for (i = 0; i < MAX_PLAYERS; i++)
7529 struct PlayerInfo *player = &stored_player[i];
7533 if (player->active && player->is_pushing && player->is_moving &&
7535 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7536 Feld[x][y] == EL_SPRING))
7538 ContinueMoving(x, y);
7540 /* continue moving after pushing (this is actually a bug) */
7541 if (!IS_MOVING(x, y))
7549 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7551 Changed[x][y] = FALSE;
7552 ChangeEvent[x][y] = -1;
7554 /* this must be handled before main playfield loop */
7555 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7558 if (MovDelay[x][y] <= 0)
7563 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7565 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7566 printf("GameActions(): This should never happen!\n");
7568 ChangePage[x][y] = -1;
7573 if (WasJustMoving[x][y] > 0)
7574 WasJustMoving[x][y]--;
7575 if (WasJustFalling[x][y] > 0)
7576 WasJustFalling[x][y]--;
7577 if (CheckCollision[x][y] > 0)
7578 CheckCollision[x][y]--;
7582 /* reset finished pushing action (not done in ContinueMoving() to allow
7583 continous pushing animation for elements with zero push delay) */
7584 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7586 ResetGfxAnimation(x, y);
7587 DrawLevelField(x, y);
7591 if (IS_BLOCKED(x, y))
7595 Blocked2Moving(x, y, &oldx, &oldy);
7596 if (!IS_MOVING(oldx, oldy))
7598 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7599 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7600 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7601 printf("GameActions(): This should never happen!\n");
7607 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7609 element = Feld[x][y];
7610 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7612 if (graphic_info[graphic].anim_global_sync)
7613 GfxFrame[x][y] = FrameCounter;
7615 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7616 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7617 ResetRandomAnimationValue(x, y);
7619 SetRandomAnimationValue(x, y);
7621 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7623 if (IS_INACTIVE(element))
7625 if (IS_ANIMATED(graphic))
7626 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7631 /* this may take place after moving, so 'element' may have changed */
7632 if (IS_CHANGING(x, y) &&
7633 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7636 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7637 element_info[element].event_page_nr[CE_DELAY]);
7639 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7642 element = Feld[x][y];
7643 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7646 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7650 element = Feld[x][y];
7651 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7653 if (IS_ANIMATED(graphic) &&
7656 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7658 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7659 EdelsteinFunkeln(x, y);
7661 else if ((element == EL_ACID ||
7662 element == EL_EXIT_OPEN ||
7663 element == EL_SP_EXIT_OPEN ||
7664 element == EL_SP_TERMINAL ||
7665 element == EL_SP_TERMINAL_ACTIVE ||
7666 element == EL_EXTRA_TIME ||
7667 element == EL_SHIELD_NORMAL ||
7668 element == EL_SHIELD_DEADLY) &&
7669 IS_ANIMATED(graphic))
7670 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7671 else if (IS_MOVING(x, y))
7672 ContinueMoving(x, y);
7673 else if (IS_ACTIVE_BOMB(element))
7674 CheckDynamite(x, y);
7675 else if (element == EL_AMOEBA_GROWING)
7676 AmoebeWaechst(x, y);
7677 else if (element == EL_AMOEBA_SHRINKING)
7678 AmoebaDisappearing(x, y);
7680 #if !USE_NEW_AMOEBA_CODE
7681 else if (IS_AMOEBALIVE(element))
7682 AmoebeAbleger(x, y);
7685 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7687 else if (element == EL_EXIT_CLOSED)
7689 else if (element == EL_SP_EXIT_CLOSED)
7691 else if (element == EL_EXPANDABLE_WALL_GROWING)
7693 else if (element == EL_EXPANDABLE_WALL ||
7694 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7695 element == EL_EXPANDABLE_WALL_VERTICAL ||
7696 element == EL_EXPANDABLE_WALL_ANY)
7698 else if (element == EL_FLAMES)
7699 CheckForDragon(x, y);
7700 else if (element == EL_EXPLOSION)
7701 ; /* drawing of correct explosion animation is handled separately */
7702 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7703 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7705 if (IS_BELT_ACTIVE(element))
7706 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7708 if (game.magic_wall_active)
7710 int jx = local_player->jx, jy = local_player->jy;
7712 /* play the element sound at the position nearest to the player */
7713 if ((element == EL_MAGIC_WALL_FULL ||
7714 element == EL_MAGIC_WALL_ACTIVE ||
7715 element == EL_MAGIC_WALL_EMPTYING ||
7716 element == EL_BD_MAGIC_WALL_FULL ||
7717 element == EL_BD_MAGIC_WALL_ACTIVE ||
7718 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7719 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7727 #if USE_NEW_AMOEBA_CODE
7728 /* new experimental amoeba growth stuff */
7729 if (!(FrameCounter % 8))
7731 static unsigned long random = 1684108901;
7733 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7735 x = RND(lev_fieldx);
7736 y = RND(lev_fieldy);
7737 element = Feld[x][y];
7739 if (!IS_PLAYER(x,y) &&
7740 (element == EL_EMPTY ||
7741 CAN_GROW_INTO(element) ||
7742 element == EL_QUICKSAND_EMPTY ||
7743 element == EL_ACID_SPLASH_LEFT ||
7744 element == EL_ACID_SPLASH_RIGHT))
7746 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7747 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7748 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7749 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7750 Feld[x][y] = EL_AMOEBA_DROP;
7753 random = random * 129 + 1;
7759 if (game.explosions_delayed)
7762 game.explosions_delayed = FALSE;
7764 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7766 element = Feld[x][y];
7768 if (ExplodeField[x][y])
7769 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7770 else if (element == EL_EXPLOSION)
7771 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
7773 ExplodeField[x][y] = EX_TYPE_NONE;
7776 game.explosions_delayed = TRUE;
7779 if (game.magic_wall_active)
7781 if (!(game.magic_wall_time_left % 4))
7783 int element = Feld[magic_wall_x][magic_wall_y];
7785 if (element == EL_BD_MAGIC_WALL_FULL ||
7786 element == EL_BD_MAGIC_WALL_ACTIVE ||
7787 element == EL_BD_MAGIC_WALL_EMPTYING)
7788 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7790 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7793 if (game.magic_wall_time_left > 0)
7795 game.magic_wall_time_left--;
7796 if (!game.magic_wall_time_left)
7798 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7800 element = Feld[x][y];
7802 if (element == EL_MAGIC_WALL_ACTIVE ||
7803 element == EL_MAGIC_WALL_FULL)
7805 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7806 DrawLevelField(x, y);
7808 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7809 element == EL_BD_MAGIC_WALL_FULL)
7811 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7812 DrawLevelField(x, y);
7816 game.magic_wall_active = FALSE;
7821 if (game.light_time_left > 0)
7823 game.light_time_left--;
7825 if (game.light_time_left == 0)
7826 RedrawAllLightSwitchesAndInvisibleElements();
7829 if (game.timegate_time_left > 0)
7831 game.timegate_time_left--;
7833 if (game.timegate_time_left == 0)
7834 CloseAllOpenTimegates();
7837 for (i = 0; i < MAX_PLAYERS; i++)
7839 struct PlayerInfo *player = &stored_player[i];
7841 if (SHIELD_ON(player))
7843 if (player->shield_deadly_time_left)
7844 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7845 else if (player->shield_normal_time_left)
7846 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7850 if (TimeFrames >= FRAMES_PER_SECOND)
7855 for (i = 0; i < MAX_PLAYERS; i++)
7857 struct PlayerInfo *player = &stored_player[i];
7859 if (SHIELD_ON(player))
7861 player->shield_normal_time_left--;
7863 if (player->shield_deadly_time_left > 0)
7864 player->shield_deadly_time_left--;
7868 if (!level.use_step_counter)
7876 if (TimeLeft <= 10 && setup.time_limit)
7877 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7879 DrawGameValue_Time(TimeLeft);
7881 if (!TimeLeft && setup.time_limit)
7882 for (i = 0; i < MAX_PLAYERS; i++)
7883 KillHero(&stored_player[i]);
7885 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
7886 DrawGameValue_Time(TimePlayed);
7889 if (tape.recording || tape.playing)
7890 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
7894 PlayAllPlayersSound();
7896 if (options.debug) /* calculate frames per second */
7898 static unsigned long fps_counter = 0;
7899 static int fps_frames = 0;
7900 unsigned long fps_delay_ms = Counter() - fps_counter;
7904 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7906 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
7909 fps_counter = Counter();
7912 redraw_mask |= REDRAW_FPS;
7915 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
7917 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
7919 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
7921 local_player->show_envelope = 0;
7924 /* use random number generator in every frame to make it less predictable */
7925 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
7929 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
7931 int min_x = x, min_y = y, max_x = x, max_y = y;
7934 for (i = 0; i < MAX_PLAYERS; i++)
7936 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7938 if (!stored_player[i].active || &stored_player[i] == player)
7941 min_x = MIN(min_x, jx);
7942 min_y = MIN(min_y, jy);
7943 max_x = MAX(max_x, jx);
7944 max_y = MAX(max_y, jy);
7947 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
7950 static boolean AllPlayersInVisibleScreen()
7954 for (i = 0; i < MAX_PLAYERS; i++)
7956 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7958 if (!stored_player[i].active)
7961 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
7968 void ScrollLevel(int dx, int dy)
7970 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
7973 BlitBitmap(drawto_field, drawto_field,
7974 FX + TILEX * (dx == -1) - softscroll_offset,
7975 FY + TILEY * (dy == -1) - softscroll_offset,
7976 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
7977 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
7978 FX + TILEX * (dx == 1) - softscroll_offset,
7979 FY + TILEY * (dy == 1) - softscroll_offset);
7983 x = (dx == 1 ? BX1 : BX2);
7984 for (y = BY1; y <= BY2; y++)
7985 DrawScreenField(x, y);
7990 y = (dy == 1 ? BY1 : BY2);
7991 for (x = BX1; x <= BX2; x++)
7992 DrawScreenField(x, y);
7995 redraw_mask |= REDRAW_FIELD;
7998 static boolean canFallDown(struct PlayerInfo *player)
8000 int jx = player->jx, jy = player->jy;
8002 return (IN_LEV_FIELD(jx, jy + 1) &&
8003 (IS_FREE(jx, jy + 1) ||
8004 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8005 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8006 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8009 static boolean canPassField(int x, int y, int move_dir)
8011 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8012 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8013 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8016 int element = Feld[x][y];
8018 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8019 !CAN_MOVE(element) &&
8020 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8021 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8022 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8025 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8027 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8028 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8029 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8033 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8034 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8035 (IS_DIGGABLE(Feld[newx][newy]) ||
8036 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8037 canPassField(newx, newy, move_dir)));
8040 static void CheckGravityMovement(struct PlayerInfo *player)
8042 if (game.gravity && !player->programmed_action)
8044 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8045 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8046 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8047 int jx = player->jx, jy = player->jy;
8048 boolean player_is_moving_to_valid_field =
8049 (!player_is_snapping &&
8050 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8051 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8052 boolean player_can_fall_down = canFallDown(player);
8054 if (player_can_fall_down &&
8055 !player_is_moving_to_valid_field)
8056 player->programmed_action = MV_DOWN;
8060 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8062 return CheckGravityMovement(player);
8064 if (game.gravity && !player->programmed_action)
8066 int jx = player->jx, jy = player->jy;
8067 boolean field_under_player_is_free =
8068 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8069 boolean player_is_standing_on_valid_field =
8070 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8071 (IS_WALKABLE(Feld[jx][jy]) &&
8072 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8074 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8075 player->programmed_action = MV_DOWN;
8081 -----------------------------------------------------------------------------
8082 dx, dy: direction (non-diagonal) to try to move the player to
8083 real_dx, real_dy: direction as read from input device (can be diagonal)
8086 boolean MovePlayerOneStep(struct PlayerInfo *player,
8087 int dx, int dy, int real_dx, int real_dy)
8089 int jx = player->jx, jy = player->jy;
8090 int new_jx = jx + dx, new_jy = jy + dy;
8094 if (!player->active || (!dx && !dy))
8095 return MF_NO_ACTION;
8097 player->MovDir = (dx < 0 ? MV_LEFT :
8100 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8102 if (!IN_LEV_FIELD(new_jx, new_jy))
8103 return MF_NO_ACTION;
8105 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8106 return MF_NO_ACTION;
8108 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8110 if (DONT_RUN_INTO(element))
8112 if (element == EL_ACID && dx == 0 && dy == 1)
8114 SplashAcid(new_jx, new_jy);
8115 Feld[jx][jy] = EL_PLAYER_1;
8116 InitMovingField(jx, jy, MV_DOWN);
8117 Store[jx][jy] = EL_ACID;
8118 ContinueMoving(jx, jy);
8122 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8127 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8128 if (can_move != MF_MOVING)
8131 /* check if DigField() has caused relocation of the player */
8132 if (player->jx != jx || player->jy != jy)
8133 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8135 StorePlayer[jx][jy] = 0;
8136 player->last_jx = jx;
8137 player->last_jy = jy;
8138 player->jx = new_jx;
8139 player->jy = new_jy;
8140 StorePlayer[new_jx][new_jy] = player->element_nr;
8143 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8145 player->step_counter++;
8147 PlayerVisit[jx][jy] = FrameCounter;
8149 ScrollPlayer(player, SCROLL_INIT);
8154 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8156 int jx = player->jx, jy = player->jy;
8157 int old_jx = jx, old_jy = jy;
8158 int moved = MF_NO_ACTION;
8160 if (!player->active)
8165 if (player->MovPos == 0)
8167 player->is_moving = FALSE;
8168 player->is_digging = FALSE;
8169 player->is_collecting = FALSE;
8170 player->is_snapping = FALSE;
8171 player->is_pushing = FALSE;
8177 if (player->move_delay > 0)
8180 player->move_delay = -1; /* set to "uninitialized" value */
8182 /* store if player is automatically moved to next field */
8183 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8185 /* remove the last programmed player action */
8186 player->programmed_action = 0;
8190 /* should only happen if pre-1.2 tape recordings are played */
8191 /* this is only for backward compatibility */
8193 int original_move_delay_value = player->move_delay_value;
8196 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8200 /* scroll remaining steps with finest movement resolution */
8201 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8203 while (player->MovPos)
8205 ScrollPlayer(player, SCROLL_GO_ON);
8206 ScrollScreen(NULL, SCROLL_GO_ON);
8208 AdvanceFrameAndPlayerCounters(player->index_nr);
8214 player->move_delay_value = original_move_delay_value;
8217 if (player->last_move_dir & MV_HORIZONTAL)
8219 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8220 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8224 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8225 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8231 if (moved & MF_MOVING && !ScreenMovPos &&
8232 (player == local_player || !options.network))
8234 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8235 int offset = (setup.scroll_delay ? 3 : 0);
8237 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8239 /* actual player has left the screen -- scroll in that direction */
8240 if (jx != old_jx) /* player has moved horizontally */
8241 scroll_x += (jx - old_jx);
8242 else /* player has moved vertically */
8243 scroll_y += (jy - old_jy);
8247 if (jx != old_jx) /* player has moved horizontally */
8249 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8250 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8251 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8253 /* don't scroll over playfield boundaries */
8254 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8255 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8257 /* don't scroll more than one field at a time */
8258 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8260 /* don't scroll against the player's moving direction */
8261 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8262 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8263 scroll_x = old_scroll_x;
8265 else /* player has moved vertically */
8267 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8268 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8269 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8271 /* don't scroll over playfield boundaries */
8272 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8273 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8275 /* don't scroll more than one field at a time */
8276 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8278 /* don't scroll against the player's moving direction */
8279 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8280 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8281 scroll_y = old_scroll_y;
8285 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8287 if (!options.network && !AllPlayersInVisibleScreen())
8289 scroll_x = old_scroll_x;
8290 scroll_y = old_scroll_y;
8294 ScrollScreen(player, SCROLL_INIT);
8295 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8300 player->StepFrame = 0;
8302 if (moved & MF_MOVING)
8304 if (old_jx != jx && old_jy == jy)
8305 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8306 else if (old_jx == jx && old_jy != jy)
8307 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8309 DrawLevelField(jx, jy); /* for "crumbled sand" */
8311 player->last_move_dir = player->MovDir;
8312 player->is_moving = TRUE;
8313 player->is_snapping = FALSE;
8314 player->is_switching = FALSE;
8315 player->is_dropping = FALSE;
8319 CheckGravityMovementWhenNotMoving(player);
8321 player->is_moving = FALSE;
8323 /* at this point, the player is allowed to move, but cannot move right now
8324 (e.g. because of something blocking the way) -- ensure that the player
8325 is also allowed to move in the next frame (in old versions before 3.1.1,
8326 the player was forced to wait again for eight frames before next try) */
8328 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8329 player->move_delay = 0; /* allow direct movement in the next frame */
8332 if (player->move_delay == -1) /* not yet initialized by DigField() */
8333 player->move_delay = player->move_delay_value;
8335 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8337 TestIfHeroTouchesBadThing(jx, jy);
8338 TestIfPlayerTouchesCustomElement(jx, jy);
8341 if (!player->active)
8347 void ScrollPlayer(struct PlayerInfo *player, int mode)
8349 int jx = player->jx, jy = player->jy;
8350 int last_jx = player->last_jx, last_jy = player->last_jy;
8351 int move_stepsize = TILEX / player->move_delay_value;
8353 if (!player->active || !player->MovPos)
8356 if (mode == SCROLL_INIT)
8358 player->actual_frame_counter = FrameCounter;
8359 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8361 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8362 Feld[last_jx][last_jy] == EL_EMPTY)
8364 int last_field_block_delay = 0; /* start with no blocking at all */
8365 int block_delay_adjustment = player->block_delay_adjustment;
8367 /* if player blocks last field, add delay for exactly one move */
8368 if (player->block_last_field)
8370 last_field_block_delay += player->move_delay_value;
8372 /* when blocking enabled, prevent moving up despite gravity */
8373 if (game.gravity && player->MovDir == MV_UP)
8374 block_delay_adjustment = -1;
8377 /* add block delay adjustment (also possible when not blocking) */
8378 last_field_block_delay += block_delay_adjustment;
8380 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8381 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8386 else if (!FrameReached(&player->actual_frame_counter, 1))
8389 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8390 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8392 /* before DrawPlayer() to draw correct player graphic for this case */
8393 if (player->MovPos == 0)
8394 CheckGravityMovement(player);
8396 if (player->MovPos == 0) /* player reached destination field */
8398 if (player->move_delay_reset_counter > 0)
8400 player->move_delay_reset_counter--;
8402 if (player->move_delay_reset_counter == 0)
8404 /* continue with normal speed after quickly moving through gate */
8405 HALVE_PLAYER_SPEED(player);
8407 /* be able to make the next move without delay */
8408 player->move_delay = 0;
8412 player->last_jx = jx;
8413 player->last_jy = jy;
8415 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8416 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8417 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8419 DrawPlayer(player); /* needed here only to cleanup last field */
8422 if (local_player->friends_still_needed == 0 ||
8423 IS_SP_ELEMENT(Feld[jx][jy]))
8424 player->LevelSolved = player->GameOver = TRUE;
8427 /* this breaks one level: "machine", level 000 */
8429 int move_direction = player->MovDir;
8430 int enter_side = MV_DIR_OPPOSITE(move_direction);
8431 int leave_side = move_direction;
8432 int old_jx = last_jx;
8433 int old_jy = last_jy;
8434 int old_element = Feld[old_jx][old_jy];
8435 int new_element = Feld[jx][jy];
8437 if (IS_CUSTOM_ELEMENT(old_element))
8438 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8440 player->index_bit, leave_side);
8442 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8443 player->index_bit, leave_side);
8445 if (IS_CUSTOM_ELEMENT(new_element))
8446 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8447 player->index_bit, enter_side);
8449 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8450 player->index_bit, enter_side);
8453 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8455 TestIfHeroTouchesBadThing(jx, jy);
8456 TestIfPlayerTouchesCustomElement(jx, jy);
8458 /* needed because pushed element has not yet reached its destination,
8459 so it would trigger a change event at its previous field location */
8460 if (!player->is_pushing)
8461 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8463 if (!player->active)
8467 if (level.use_step_counter)
8477 if (TimeLeft <= 10 && setup.time_limit)
8478 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8480 DrawGameValue_Time(TimeLeft);
8482 if (!TimeLeft && setup.time_limit)
8483 for (i = 0; i < MAX_PLAYERS; i++)
8484 KillHero(&stored_player[i]);
8486 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8487 DrawGameValue_Time(TimePlayed);
8490 if (tape.single_step && tape.recording && !tape.pausing &&
8491 !player->programmed_action)
8492 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8496 void ScrollScreen(struct PlayerInfo *player, int mode)
8498 static unsigned long screen_frame_counter = 0;
8500 if (mode == SCROLL_INIT)
8502 /* set scrolling step size according to actual player's moving speed */
8503 ScrollStepSize = TILEX / player->move_delay_value;
8505 screen_frame_counter = FrameCounter;
8506 ScreenMovDir = player->MovDir;
8507 ScreenMovPos = player->MovPos;
8508 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8511 else if (!FrameReached(&screen_frame_counter, 1))
8516 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8517 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8518 redraw_mask |= REDRAW_FIELD;
8521 ScreenMovDir = MV_NO_MOVING;
8524 void TestIfPlayerTouchesCustomElement(int x, int y)
8526 static int xy[4][2] =
8533 static int trigger_sides[4][2] =
8535 /* center side border side */
8536 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8537 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8538 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8539 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8541 static int touch_dir[4] =
8548 int center_element = Feld[x][y]; /* should always be non-moving! */
8551 for (i = 0; i < NUM_DIRECTIONS; i++)
8553 int xx = x + xy[i][0];
8554 int yy = y + xy[i][1];
8555 int center_side = trigger_sides[i][0];
8556 int border_side = trigger_sides[i][1];
8559 if (!IN_LEV_FIELD(xx, yy))
8562 if (IS_PLAYER(x, y))
8564 struct PlayerInfo *player = PLAYERINFO(x, y);
8566 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8567 border_element = Feld[xx][yy]; /* may be moving! */
8568 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8569 border_element = Feld[xx][yy];
8570 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8571 border_element = MovingOrBlocked2Element(xx, yy);
8573 continue; /* center and border element do not touch */
8575 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8576 player->index_bit, border_side);
8577 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8578 player->index_bit, border_side);
8580 else if (IS_PLAYER(xx, yy))
8582 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8584 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8586 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8587 continue; /* center and border element do not touch */
8590 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8591 player->index_bit, center_side);
8592 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8593 player->index_bit, center_side);
8599 void TestIfElementTouchesCustomElement(int x, int y)
8601 static int xy[4][2] =
8608 static int trigger_sides[4][2] =
8610 /* center side border side */
8611 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8612 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8613 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8614 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8616 static int touch_dir[4] =
8623 boolean change_center_element = FALSE;
8624 int center_element = Feld[x][y]; /* should always be non-moving! */
8627 for (i = 0; i < NUM_DIRECTIONS; i++)
8629 int xx = x + xy[i][0];
8630 int yy = y + xy[i][1];
8631 int center_side = trigger_sides[i][0];
8632 int border_side = trigger_sides[i][1];
8635 if (!IN_LEV_FIELD(xx, yy))
8638 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8639 border_element = Feld[xx][yy]; /* may be moving! */
8640 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8641 border_element = Feld[xx][yy];
8642 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8643 border_element = MovingOrBlocked2Element(xx, yy);
8645 continue; /* center and border element do not touch */
8647 /* check for change of center element (but change it only once) */
8648 if (!change_center_element)
8649 change_center_element =
8650 CheckElementChangeBySide(x, y, center_element, border_element,
8651 CE_TOUCHING_X, border_side);
8653 /* check for change of border element */
8654 CheckElementChangeBySide(xx, yy, border_element, center_element,
8655 CE_TOUCHING_X, center_side);
8659 void TestIfElementHitsCustomElement(int x, int y, int direction)
8661 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8662 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8663 int hitx = x + dx, hity = y + dy;
8664 int hitting_element = Feld[x][y];
8665 int touched_element;
8667 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8670 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8671 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8673 if (IN_LEV_FIELD(hitx, hity))
8675 int opposite_direction = MV_DIR_OPPOSITE(direction);
8676 int hitting_side = direction;
8677 int touched_side = opposite_direction;
8678 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8679 MovDir[hitx][hity] != direction ||
8680 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8686 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8687 CE_HITTING_X, touched_side);
8689 CheckElementChangeBySide(hitx, hity, touched_element,
8690 hitting_element, CE_HIT_BY_X, hitting_side);
8692 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8693 CE_HIT_BY_SOMETHING, opposite_direction);
8697 /* "hitting something" is also true when hitting the playfield border */
8698 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8699 CE_HITTING_SOMETHING, direction);
8703 void TestIfElementSmashesCustomElement(int x, int y, int direction)
8705 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8706 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8707 int hitx = x + dx, hity = y + dy;
8708 int hitting_element = Feld[x][y];
8709 int touched_element;
8711 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8712 !IS_FREE(hitx, hity) &&
8713 (!IS_MOVING(hitx, hity) ||
8714 MovDir[hitx][hity] != direction ||
8715 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8718 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8722 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8726 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8727 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8729 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8730 EP_CAN_SMASH_EVERYTHING, direction);
8732 if (IN_LEV_FIELD(hitx, hity))
8734 int opposite_direction = MV_DIR_OPPOSITE(direction);
8735 int hitting_side = direction;
8736 int touched_side = opposite_direction;
8738 int touched_element = MovingOrBlocked2Element(hitx, hity);
8741 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8742 MovDir[hitx][hity] != direction ||
8743 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8752 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8753 CE_SMASHED_BY_SOMETHING, opposite_direction);
8755 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8756 CE_OTHER_IS_SMASHING, touched_side);
8758 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8759 CE_OTHER_GETS_SMASHED, hitting_side);
8765 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8767 int i, kill_x = -1, kill_y = -1;
8768 int bad_element = -1;
8769 static int test_xy[4][2] =
8776 static int test_dir[4] =
8784 for (i = 0; i < NUM_DIRECTIONS; i++)
8786 int test_x, test_y, test_move_dir, test_element;
8788 test_x = good_x + test_xy[i][0];
8789 test_y = good_y + test_xy[i][1];
8791 if (!IN_LEV_FIELD(test_x, test_y))
8795 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8797 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8799 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8800 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8802 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8803 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8807 bad_element = test_element;
8813 if (kill_x != -1 || kill_y != -1)
8815 if (IS_PLAYER(good_x, good_y))
8817 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
8819 if (player->shield_deadly_time_left > 0 &&
8820 !IS_INDESTRUCTIBLE(bad_element))
8821 Bang(kill_x, kill_y);
8822 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
8826 Bang(good_x, good_y);
8830 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
8832 int i, kill_x = -1, kill_y = -1;
8833 int bad_element = Feld[bad_x][bad_y];
8834 static int test_xy[4][2] =
8841 static int touch_dir[4] =
8848 static int test_dir[4] =
8856 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
8859 for (i = 0; i < NUM_DIRECTIONS; i++)
8861 int test_x, test_y, test_move_dir, test_element;
8863 test_x = bad_x + test_xy[i][0];
8864 test_y = bad_y + test_xy[i][1];
8865 if (!IN_LEV_FIELD(test_x, test_y))
8869 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8871 test_element = Feld[test_x][test_y];
8873 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8874 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8876 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
8877 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
8879 /* good thing is player or penguin that does not move away */
8880 if (IS_PLAYER(test_x, test_y))
8882 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
8884 if (bad_element == EL_ROBOT && player->is_moving)
8885 continue; /* robot does not kill player if he is moving */
8887 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8889 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8890 continue; /* center and border element do not touch */
8897 else if (test_element == EL_PENGUIN)
8906 if (kill_x != -1 || kill_y != -1)
8908 if (IS_PLAYER(kill_x, kill_y))
8910 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
8912 if (player->shield_deadly_time_left > 0 &&
8913 !IS_INDESTRUCTIBLE(bad_element))
8915 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
8919 Bang(kill_x, kill_y);
8923 void TestIfHeroTouchesBadThing(int x, int y)
8925 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
8928 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
8930 TestIfGoodThingHitsBadThing(x, y, move_dir);
8933 void TestIfBadThingTouchesHero(int x, int y)
8935 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
8938 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
8940 TestIfBadThingHitsGoodThing(x, y, move_dir);
8943 void TestIfFriendTouchesBadThing(int x, int y)
8945 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
8948 void TestIfBadThingTouchesFriend(int x, int y)
8950 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
8953 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
8955 int i, kill_x = bad_x, kill_y = bad_y;
8956 static int xy[4][2] =
8964 for (i = 0; i < NUM_DIRECTIONS; i++)
8968 x = bad_x + xy[i][0];
8969 y = bad_y + xy[i][1];
8970 if (!IN_LEV_FIELD(x, y))
8973 element = Feld[x][y];
8974 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
8975 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
8983 if (kill_x != bad_x || kill_y != bad_y)
8987 void KillHero(struct PlayerInfo *player)
8989 int jx = player->jx, jy = player->jy;
8991 if (!player->active)
8994 /* remove accessible field at the player's position */
8995 Feld[jx][jy] = EL_EMPTY;
8997 /* deactivate shield (else Bang()/Explode() would not work right) */
8998 player->shield_normal_time_left = 0;
8999 player->shield_deadly_time_left = 0;
9005 static void KillHeroUnlessEnemyProtected(int x, int y)
9007 if (!PLAYER_ENEMY_PROTECTED(x, y))
9008 KillHero(PLAYERINFO(x, y));
9011 static void KillHeroUnlessExplosionProtected(int x, int y)
9013 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9014 KillHero(PLAYERINFO(x, y));
9017 void BuryHero(struct PlayerInfo *player)
9019 int jx = player->jx, jy = player->jy;
9021 if (!player->active)
9024 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9025 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9027 player->GameOver = TRUE;
9031 void RemoveHero(struct PlayerInfo *player)
9033 int jx = player->jx, jy = player->jy;
9034 int i, found = FALSE;
9036 player->present = FALSE;
9037 player->active = FALSE;
9039 if (!ExplodeField[jx][jy])
9040 StorePlayer[jx][jy] = 0;
9042 for (i = 0; i < MAX_PLAYERS; i++)
9043 if (stored_player[i].active)
9047 AllPlayersGone = TRUE;
9054 =============================================================================
9055 checkDiagonalPushing()
9056 -----------------------------------------------------------------------------
9057 check if diagonal input device direction results in pushing of object
9058 (by checking if the alternative direction is walkable, diggable, ...)
9059 =============================================================================
9062 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9063 int x, int y, int real_dx, int real_dy)
9065 int jx, jy, dx, dy, xx, yy;
9067 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9070 /* diagonal direction: check alternative direction */
9075 xx = jx + (dx == 0 ? real_dx : 0);
9076 yy = jy + (dy == 0 ? real_dy : 0);
9078 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9082 =============================================================================
9084 -----------------------------------------------------------------------------
9085 x, y: field next to player (non-diagonal) to try to dig to
9086 real_dx, real_dy: direction as read from input device (can be diagonal)
9087 =============================================================================
9090 int DigField(struct PlayerInfo *player,
9091 int oldx, int oldy, int x, int y,
9092 int real_dx, int real_dy, int mode)
9094 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9095 boolean player_was_pushing = player->is_pushing;
9096 int jx = oldx, jy = oldy;
9097 int dx = x - jx, dy = y - jy;
9098 int nextx = x + dx, nexty = y + dy;
9099 int move_direction = (dx == -1 ? MV_LEFT :
9100 dx == +1 ? MV_RIGHT :
9102 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9103 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9104 int dig_side = MV_DIR_OPPOSITE(move_direction);
9105 int old_element = Feld[jx][jy];
9109 if (is_player) /* function can also be called by EL_PENGUIN */
9111 if (player->MovPos == 0)
9113 player->is_digging = FALSE;
9114 player->is_collecting = FALSE;
9117 if (player->MovPos == 0) /* last pushing move finished */
9118 player->is_pushing = FALSE;
9120 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9122 player->is_switching = FALSE;
9123 player->push_delay = -1;
9125 return MF_NO_ACTION;
9129 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9130 return MF_NO_ACTION;
9132 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9133 old_element = Back[jx][jy];
9135 /* in case of element dropped at player position, check background */
9136 else if (Back[jx][jy] != EL_EMPTY &&
9137 game.engine_version >= VERSION_IDENT(2,2,0,0))
9138 old_element = Back[jx][jy];
9140 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9141 return MF_NO_ACTION; /* field has no opening in this direction */
9143 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9144 return MF_NO_ACTION; /* field has no opening in this direction */
9146 element = Feld[x][y];
9147 collect_count = Count[x][y];
9149 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9150 return MF_NO_ACTION;
9152 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9153 game.engine_version >= VERSION_IDENT(2,2,0,0))
9154 return MF_NO_ACTION;
9156 if (game.gravity && is_player && !player->is_auto_moving &&
9157 canFallDown(player) && move_direction != MV_DOWN &&
9158 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9159 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9161 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9163 int sound_element = SND_ELEMENT(element);
9164 int sound_action = ACTION_WALKING;
9166 if (IS_RND_GATE(element))
9168 if (!player->key[RND_GATE_NR(element)])
9169 return MF_NO_ACTION;
9171 else if (IS_RND_GATE_GRAY(element))
9173 if (!player->key[RND_GATE_GRAY_NR(element)])
9174 return MF_NO_ACTION;
9176 else if (element == EL_EXIT_OPEN ||
9177 element == EL_SP_EXIT_OPEN ||
9178 element == EL_SP_EXIT_OPENING)
9180 sound_action = ACTION_PASSING; /* player is passing exit */
9182 else if (element == EL_EMPTY)
9184 sound_action = ACTION_MOVING; /* nothing to walk on */
9187 /* play sound from background or player, whatever is available */
9188 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9189 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9191 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9193 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9195 if (!ACCESS_FROM(element, opposite_direction))
9196 return MF_NO_ACTION; /* field not accessible from this direction */
9198 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9199 return MF_NO_ACTION;
9201 if (IS_EM_GATE(element))
9203 if (!player->key[EM_GATE_NR(element)])
9204 return MF_NO_ACTION;
9206 else if (IS_EM_GATE_GRAY(element))
9208 if (!player->key[EM_GATE_GRAY_NR(element)])
9209 return MF_NO_ACTION;
9211 else if (IS_SP_PORT(element))
9213 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9214 element == EL_SP_GRAVITY_PORT_RIGHT ||
9215 element == EL_SP_GRAVITY_PORT_UP ||
9216 element == EL_SP_GRAVITY_PORT_DOWN)
9217 game.gravity = !game.gravity;
9218 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9219 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9220 element == EL_SP_GRAVITY_ON_PORT_UP ||
9221 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9222 game.gravity = TRUE;
9223 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9224 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9225 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9226 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9227 game.gravity = FALSE;
9230 /* automatically move to the next field with double speed */
9231 player->programmed_action = move_direction;
9233 if (player->move_delay_reset_counter == 0)
9235 player->move_delay_reset_counter = 2; /* two double speed steps */
9237 DOUBLE_PLAYER_SPEED(player);
9240 PlayLevelSoundAction(x, y, ACTION_PASSING);
9242 else if (IS_DIGGABLE(element))
9246 if (mode != DF_SNAP)
9248 GfxElement[x][y] = GFX_ELEMENT(element);
9249 player->is_digging = TRUE;
9252 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9254 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9255 player->index_bit, dig_side);
9257 if (mode == DF_SNAP)
9258 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9260 else if (IS_COLLECTIBLE(element))
9264 if (is_player && mode != DF_SNAP)
9266 GfxElement[x][y] = element;
9267 player->is_collecting = TRUE;
9270 if (element == EL_SPEED_PILL)
9272 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9274 else if (element == EL_EXTRA_TIME && level.time > 0)
9277 DrawGameValue_Time(TimeLeft);
9279 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9281 player->shield_normal_time_left += 10;
9282 if (element == EL_SHIELD_DEADLY)
9283 player->shield_deadly_time_left += 10;
9285 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9287 if (player->inventory_size < MAX_INVENTORY_SIZE)
9288 player->inventory_element[player->inventory_size++] = element;
9290 DrawGameValue_Dynamite(local_player->inventory_size);
9292 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9294 player->dynabomb_count++;
9295 player->dynabombs_left++;
9297 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9299 player->dynabomb_size++;
9301 else if (element == EL_DYNABOMB_INCREASE_POWER)
9303 player->dynabomb_xl = TRUE;
9305 else if (IS_KEY(element))
9307 player->key[KEY_NR(element)] = TRUE;
9309 DrawGameValue_Keys(player->key);
9311 redraw_mask |= REDRAW_DOOR_1;
9313 else if (IS_ENVELOPE(element))
9315 player->show_envelope = element;
9317 else if (IS_DROPPABLE(element) ||
9318 IS_THROWABLE(element)) /* can be collected and dropped */
9322 if (collect_count == 0)
9323 player->inventory_infinite_element = element;
9325 for (i = 0; i < collect_count; i++)
9326 if (player->inventory_size < MAX_INVENTORY_SIZE)
9327 player->inventory_element[player->inventory_size++] = element;
9329 DrawGameValue_Dynamite(local_player->inventory_size);
9331 else if (collect_count > 0)
9333 local_player->gems_still_needed -= collect_count;
9334 if (local_player->gems_still_needed < 0)
9335 local_player->gems_still_needed = 0;
9337 DrawGameValue_Emeralds(local_player->gems_still_needed);
9340 RaiseScoreElement(element);
9341 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9344 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9345 player->index_bit, dig_side);
9347 if (mode == DF_SNAP)
9348 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9350 else if (IS_PUSHABLE(element))
9352 if (mode == DF_SNAP && element != EL_BD_ROCK)
9353 return MF_NO_ACTION;
9355 if (CAN_FALL(element) && dy)
9356 return MF_NO_ACTION;
9358 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9359 !(element == EL_SPRING && level.use_spring_bug))
9360 return MF_NO_ACTION;
9362 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9363 ((move_direction & MV_VERTICAL &&
9364 ((element_info[element].move_pattern & MV_LEFT &&
9365 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9366 (element_info[element].move_pattern & MV_RIGHT &&
9367 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9368 (move_direction & MV_HORIZONTAL &&
9369 ((element_info[element].move_pattern & MV_UP &&
9370 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9371 (element_info[element].move_pattern & MV_DOWN &&
9372 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9373 return MF_NO_ACTION;
9375 /* do not push elements already moving away faster than player */
9376 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9377 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9378 return MF_NO_ACTION;
9380 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9382 if (player->push_delay_value == -1 || !player_was_pushing)
9383 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9385 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9387 if (player->push_delay_value == -1)
9388 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9390 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9392 if (!player->is_pushing)
9393 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9396 player->is_pushing = TRUE;
9398 if (!(IN_LEV_FIELD(nextx, nexty) &&
9399 (IS_FREE(nextx, nexty) ||
9400 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9401 IS_SB_ELEMENT(element)))))
9402 return MF_NO_ACTION;
9404 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9405 return MF_NO_ACTION;
9407 if (player->push_delay == -1) /* new pushing; restart delay */
9408 player->push_delay = 0;
9410 if (player->push_delay < player->push_delay_value &&
9411 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9412 element != EL_SPRING && element != EL_BALLOON)
9414 /* make sure that there is no move delay before next try to push */
9415 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9416 player->move_delay = 0;
9418 return MF_NO_ACTION;
9421 if (IS_SB_ELEMENT(element))
9423 if (element == EL_SOKOBAN_FIELD_FULL)
9425 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9426 local_player->sokobanfields_still_needed++;
9429 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9431 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9432 local_player->sokobanfields_still_needed--;
9435 Feld[x][y] = EL_SOKOBAN_OBJECT;
9437 if (Back[x][y] == Back[nextx][nexty])
9438 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9439 else if (Back[x][y] != 0)
9440 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9443 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9446 if (local_player->sokobanfields_still_needed == 0 &&
9447 game.emulation == EMU_SOKOBAN)
9449 player->LevelSolved = player->GameOver = TRUE;
9450 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9454 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9456 InitMovingField(x, y, move_direction);
9457 GfxAction[x][y] = ACTION_PUSHING;
9459 if (mode == DF_SNAP)
9460 ContinueMoving(x, y);
9462 MovPos[x][y] = (dx != 0 ? dx : dy);
9464 Pushed[x][y] = TRUE;
9465 Pushed[nextx][nexty] = TRUE;
9467 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9468 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9470 player->push_delay_value = -1; /* get new value later */
9472 /* check for element change _after_ element has been pushed */
9473 if (game.use_change_when_pushing_bug)
9475 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9476 player->index_bit, dig_side);
9477 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9478 player->index_bit, dig_side);
9481 else if (IS_SWITCHABLE(element))
9483 if (PLAYER_SWITCHING(player, x, y))
9485 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9486 player->index_bit, dig_side);
9491 player->is_switching = TRUE;
9492 player->switch_x = x;
9493 player->switch_y = y;
9495 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9497 if (element == EL_ROBOT_WHEEL)
9499 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9503 DrawLevelField(x, y);
9505 else if (element == EL_SP_TERMINAL)
9509 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9511 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9513 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9514 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9517 else if (IS_BELT_SWITCH(element))
9519 ToggleBeltSwitch(x, y);
9521 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9522 element == EL_SWITCHGATE_SWITCH_DOWN)
9524 ToggleSwitchgateSwitch(x, y);
9526 else if (element == EL_LIGHT_SWITCH ||
9527 element == EL_LIGHT_SWITCH_ACTIVE)
9529 ToggleLightSwitch(x, y);
9531 else if (element == EL_TIMEGATE_SWITCH)
9533 ActivateTimegateSwitch(x, y);
9535 else if (element == EL_BALLOON_SWITCH_LEFT ||
9536 element == EL_BALLOON_SWITCH_RIGHT ||
9537 element == EL_BALLOON_SWITCH_UP ||
9538 element == EL_BALLOON_SWITCH_DOWN ||
9539 element == EL_BALLOON_SWITCH_ANY)
9541 if (element == EL_BALLOON_SWITCH_ANY)
9542 game.balloon_dir = move_direction;
9544 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9545 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9546 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9547 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9550 else if (element == EL_LAMP)
9552 Feld[x][y] = EL_LAMP_ACTIVE;
9553 local_player->lights_still_needed--;
9555 ResetGfxAnimation(x, y);
9556 DrawLevelField(x, y);
9558 else if (element == EL_TIME_ORB_FULL)
9560 Feld[x][y] = EL_TIME_ORB_EMPTY;
9562 DrawGameValue_Time(TimeLeft);
9564 ResetGfxAnimation(x, y);
9565 DrawLevelField(x, y);
9568 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9569 player->index_bit, dig_side);
9571 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9572 player->index_bit, dig_side);
9578 if (!PLAYER_SWITCHING(player, x, y))
9580 player->is_switching = TRUE;
9581 player->switch_x = x;
9582 player->switch_y = y;
9584 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9585 player->index_bit, dig_side);
9586 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9587 player->index_bit, dig_side);
9590 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9591 player->index_bit, dig_side);
9592 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9593 player->index_bit, dig_side);
9595 return MF_NO_ACTION;
9598 player->push_delay = -1;
9600 if (is_player) /* function can also be called by EL_PENGUIN */
9602 if (Feld[x][y] != element) /* really digged/collected something */
9603 player->is_collecting = !player->is_digging;
9609 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9611 int jx = player->jx, jy = player->jy;
9612 int x = jx + dx, y = jy + dy;
9613 int snap_direction = (dx == -1 ? MV_LEFT :
9614 dx == +1 ? MV_RIGHT :
9616 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9618 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9621 if (!player->active || !IN_LEV_FIELD(x, y))
9629 if (player->MovPos == 0)
9630 player->is_pushing = FALSE;
9632 player->is_snapping = FALSE;
9634 if (player->MovPos == 0)
9636 player->is_moving = FALSE;
9637 player->is_digging = FALSE;
9638 player->is_collecting = FALSE;
9644 if (player->is_snapping)
9647 player->MovDir = snap_direction;
9649 if (player->MovPos == 0)
9651 player->is_moving = FALSE;
9652 player->is_digging = FALSE;
9653 player->is_collecting = FALSE;
9656 player->is_dropping = FALSE;
9658 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9661 player->is_snapping = TRUE;
9663 if (player->MovPos == 0)
9665 player->is_moving = FALSE;
9666 player->is_digging = FALSE;
9667 player->is_collecting = FALSE;
9670 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9671 DrawLevelField(player->last_jx, player->last_jy);
9673 DrawLevelField(x, y);
9678 boolean DropElement(struct PlayerInfo *player)
9680 int old_element, new_element;
9681 int dropx = player->jx, dropy = player->jy;
9682 int drop_direction = player->MovDir;
9683 int drop_side = drop_direction;
9684 int drop_element = (player->inventory_size > 0 ?
9685 player->inventory_element[player->inventory_size - 1] :
9686 player->inventory_infinite_element != EL_UNDEFINED ?
9687 player->inventory_infinite_element :
9688 player->dynabombs_left > 0 ?
9689 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
9692 /* do not drop an element on top of another element; when holding drop key
9693 pressed without moving, dropped element must move away before the next
9694 element can be dropped (this is especially important if the next element
9695 is dynamite, which can be placed on background for historical reasons) */
9696 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
9699 if (IS_THROWABLE(drop_element))
9701 dropx += GET_DX_FROM_DIR(drop_direction);
9702 dropy += GET_DY_FROM_DIR(drop_direction);
9704 if (!IN_LEV_FIELD(dropx, dropy))
9708 old_element = Feld[dropx][dropy]; /* old element at dropping position */
9709 new_element = drop_element; /* default: no change when dropping */
9711 /* check if player is active, not moving and ready to drop */
9712 if (!player->active || player->MovPos || player->drop_delay > 0)
9715 /* check if player has anything that can be dropped */
9716 if (new_element == EL_UNDEFINED)
9719 /* check if anything can be dropped at the current position */
9720 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9723 /* collected custom elements can only be dropped on empty fields */
9724 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
9727 if (old_element != EL_EMPTY)
9728 Back[dropx][dropy] = old_element; /* store old element on this field */
9730 ResetGfxAnimation(dropx, dropy);
9731 ResetRandomAnimationValue(dropx, dropy);
9733 if (player->inventory_size > 0 ||
9734 player->inventory_infinite_element != EL_UNDEFINED)
9736 if (player->inventory_size > 0)
9738 player->inventory_size--;
9740 DrawGameValue_Dynamite(local_player->inventory_size);
9742 if (new_element == EL_DYNAMITE)
9743 new_element = EL_DYNAMITE_ACTIVE;
9744 else if (new_element == EL_SP_DISK_RED)
9745 new_element = EL_SP_DISK_RED_ACTIVE;
9748 Feld[dropx][dropy] = new_element;
9750 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9751 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9752 el2img(Feld[dropx][dropy]), 0);
9754 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9756 /* needed if previous element just changed to "empty" in the last frame */
9757 Changed[dropx][dropy] = FALSE; /* allow another change */
9759 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
9760 player->index_bit, drop_side);
9761 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
9762 player->index_bit, drop_side);
9764 TestIfElementTouchesCustomElement(dropx, dropy);
9766 else /* player is dropping a dyna bomb */
9768 player->dynabombs_left--;
9770 Feld[dropx][dropy] = new_element;
9772 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9773 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9774 el2img(Feld[dropx][dropy]), 0);
9776 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9779 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
9780 InitField_WithBug1(dropx, dropy, FALSE);
9782 new_element = Feld[dropx][dropy]; /* element might have changed */
9784 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
9785 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
9787 int move_direction, nextx, nexty;
9789 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
9790 MovDir[dropx][dropy] = drop_direction;
9792 move_direction = MovDir[dropx][dropy];
9793 nextx = dropx + GET_DX_FROM_DIR(move_direction);
9794 nexty = dropy + GET_DY_FROM_DIR(move_direction);
9796 Changed[dropx][dropy] = FALSE; /* allow another change */
9797 CheckCollision[dropx][dropy] = 2;
9800 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
9801 player->is_dropping = TRUE;
9803 player->drop_x = dropx;
9804 player->drop_y = dropy;
9809 /* ------------------------------------------------------------------------- */
9810 /* game sound playing functions */
9811 /* ------------------------------------------------------------------------- */
9813 static int *loop_sound_frame = NULL;
9814 static int *loop_sound_volume = NULL;
9816 void InitPlayLevelSound()
9818 int num_sounds = getSoundListSize();
9820 checked_free(loop_sound_frame);
9821 checked_free(loop_sound_volume);
9823 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
9824 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
9827 static void PlayLevelSound(int x, int y, int nr)
9829 int sx = SCREENX(x), sy = SCREENY(y);
9830 int volume, stereo_position;
9831 int max_distance = 8;
9832 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
9834 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
9835 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
9838 if (!IN_LEV_FIELD(x, y) ||
9839 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
9840 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
9843 volume = SOUND_MAX_VOLUME;
9845 if (!IN_SCR_FIELD(sx, sy))
9847 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
9848 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
9850 volume -= volume * (dx > dy ? dx : dy) / max_distance;
9853 stereo_position = (SOUND_MAX_LEFT +
9854 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
9855 (SCR_FIELDX + 2 * max_distance));
9857 if (IS_LOOP_SOUND(nr))
9859 /* This assures that quieter loop sounds do not overwrite louder ones,
9860 while restarting sound volume comparison with each new game frame. */
9862 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
9865 loop_sound_volume[nr] = volume;
9866 loop_sound_frame[nr] = FrameCounter;
9869 PlaySoundExt(nr, volume, stereo_position, type);
9872 static void PlayLevelSoundNearest(int x, int y, int sound_action)
9874 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
9875 x > LEVELX(BX2) ? LEVELX(BX2) : x,
9876 y < LEVELY(BY1) ? LEVELY(BY1) :
9877 y > LEVELY(BY2) ? LEVELY(BY2) : y,
9881 static void PlayLevelSoundAction(int x, int y, int action)
9883 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
9886 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
9888 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
9890 if (sound_effect != SND_UNDEFINED)
9891 PlayLevelSound(x, y, sound_effect);
9894 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
9897 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
9899 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9900 PlayLevelSound(x, y, sound_effect);
9903 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
9905 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
9907 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9908 PlayLevelSound(x, y, sound_effect);
9911 static void StopLevelSoundActionIfLoop(int x, int y, int action)
9913 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
9915 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9916 StopSound(sound_effect);
9919 static void PlayLevelMusic()
9921 if (levelset.music[level_nr] != MUS_UNDEFINED)
9922 PlayMusic(levelset.music[level_nr]); /* from config file */
9924 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
9927 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
9929 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
9934 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
9938 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9942 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
9946 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
9950 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
9954 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
9958 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
9961 case SAMPLE_android_clone:
9962 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
9965 case SAMPLE_android_move:
9966 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
9970 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
9974 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
9978 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
9981 case SAMPLE_eater_eat:
9982 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9986 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
9989 case SAMPLE_collect:
9990 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9993 case SAMPLE_diamond:
9994 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
9998 /* !!! CHECK THIS !!! */
10000 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10002 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10006 case SAMPLE_wonderfall:
10007 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10011 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10015 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10019 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10023 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10027 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10031 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10034 case SAMPLE_wonder:
10035 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10039 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10042 case SAMPLE_exit_open:
10043 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10046 case SAMPLE_exit_leave:
10047 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10050 case SAMPLE_dynamite:
10051 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10055 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10059 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10063 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10067 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10071 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10075 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10079 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10084 void RaiseScore(int value)
10086 local_player->score += value;
10088 DrawGameValue_Score(local_player->score);
10091 void RaiseScoreElement(int element)
10096 case EL_BD_DIAMOND:
10097 case EL_EMERALD_YELLOW:
10098 case EL_EMERALD_RED:
10099 case EL_EMERALD_PURPLE:
10100 case EL_SP_INFOTRON:
10101 RaiseScore(level.score[SC_EMERALD]);
10104 RaiseScore(level.score[SC_DIAMOND]);
10107 RaiseScore(level.score[SC_CRYSTAL]);
10110 RaiseScore(level.score[SC_PEARL]);
10113 case EL_BD_BUTTERFLY:
10114 case EL_SP_ELECTRON:
10115 RaiseScore(level.score[SC_BUG]);
10118 case EL_BD_FIREFLY:
10119 case EL_SP_SNIKSNAK:
10120 RaiseScore(level.score[SC_SPACESHIP]);
10123 case EL_DARK_YAMYAM:
10124 RaiseScore(level.score[SC_YAMYAM]);
10127 RaiseScore(level.score[SC_ROBOT]);
10130 RaiseScore(level.score[SC_PACMAN]);
10133 RaiseScore(level.score[SC_NUT]);
10136 case EL_SP_DISK_RED:
10137 case EL_DYNABOMB_INCREASE_NUMBER:
10138 case EL_DYNABOMB_INCREASE_SIZE:
10139 case EL_DYNABOMB_INCREASE_POWER:
10140 RaiseScore(level.score[SC_DYNAMITE]);
10142 case EL_SHIELD_NORMAL:
10143 case EL_SHIELD_DEADLY:
10144 RaiseScore(level.score[SC_SHIELD]);
10146 case EL_EXTRA_TIME:
10147 RaiseScore(level.score[SC_TIME_BONUS]);
10161 RaiseScore(level.score[SC_KEY]);
10164 RaiseScore(element_info[element].collect_score);
10169 void RequestQuitGame(boolean ask_if_really_quit)
10171 if (AllPlayersGone ||
10172 !ask_if_really_quit ||
10173 level_editor_test_game ||
10174 Request("Do you really want to quit the game ?",
10175 REQ_ASK | REQ_STAY_CLOSED))
10177 #if defined(NETWORK_AVALIABLE)
10178 if (options.network)
10179 SendToServer_StopPlaying();
10183 game_status = GAME_MODE_MAIN;
10189 if (tape.playing && tape.deactivate_display)
10190 TapeDeactivateDisplayOff(TRUE);
10192 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10194 if (tape.playing && tape.deactivate_display)
10195 TapeDeactivateDisplayOn();
10200 /* ---------- new game button stuff ---------------------------------------- */
10202 /* graphic position values for game buttons */
10203 #define GAME_BUTTON_XSIZE 30
10204 #define GAME_BUTTON_YSIZE 30
10205 #define GAME_BUTTON_XPOS 5
10206 #define GAME_BUTTON_YPOS 215
10207 #define SOUND_BUTTON_XPOS 5
10208 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10210 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10211 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10212 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10213 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10214 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10215 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10222 } gamebutton_info[NUM_GAME_BUTTONS] =
10225 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10230 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10231 GAME_CTRL_ID_PAUSE,
10235 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10240 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10241 SOUND_CTRL_ID_MUSIC,
10242 "background music on/off"
10245 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10246 SOUND_CTRL_ID_LOOPS,
10247 "sound loops on/off"
10250 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10251 SOUND_CTRL_ID_SIMPLE,
10252 "normal sounds on/off"
10256 void CreateGameButtons()
10260 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10262 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10263 struct GadgetInfo *gi;
10266 unsigned long event_mask;
10267 int gd_xoffset, gd_yoffset;
10268 int gd_x1, gd_x2, gd_y1, gd_y2;
10271 gd_xoffset = gamebutton_info[i].x;
10272 gd_yoffset = gamebutton_info[i].y;
10273 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10274 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10276 if (id == GAME_CTRL_ID_STOP ||
10277 id == GAME_CTRL_ID_PAUSE ||
10278 id == GAME_CTRL_ID_PLAY)
10280 button_type = GD_TYPE_NORMAL_BUTTON;
10282 event_mask = GD_EVENT_RELEASED;
10283 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10284 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10288 button_type = GD_TYPE_CHECK_BUTTON;
10290 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10291 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10292 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10293 event_mask = GD_EVENT_PRESSED;
10294 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10295 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10298 gi = CreateGadget(GDI_CUSTOM_ID, id,
10299 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10300 GDI_X, DX + gd_xoffset,
10301 GDI_Y, DY + gd_yoffset,
10302 GDI_WIDTH, GAME_BUTTON_XSIZE,
10303 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10304 GDI_TYPE, button_type,
10305 GDI_STATE, GD_BUTTON_UNPRESSED,
10306 GDI_CHECKED, checked,
10307 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10308 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10309 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10310 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10311 GDI_EVENT_MASK, event_mask,
10312 GDI_CALLBACK_ACTION, HandleGameButtons,
10316 Error(ERR_EXIT, "cannot create gadget");
10318 game_gadget[id] = gi;
10322 void FreeGameButtons()
10326 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10327 FreeGadget(game_gadget[i]);
10330 static void MapGameButtons()
10334 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10335 MapGadget(game_gadget[i]);
10338 void UnmapGameButtons()
10342 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10343 UnmapGadget(game_gadget[i]);
10346 static void HandleGameButtons(struct GadgetInfo *gi)
10348 int id = gi->custom_id;
10350 if (game_status != GAME_MODE_PLAYING)
10355 case GAME_CTRL_ID_STOP:
10356 RequestQuitGame(TRUE);
10359 case GAME_CTRL_ID_PAUSE:
10360 if (options.network)
10362 #if defined(NETWORK_AVALIABLE)
10364 SendToServer_ContinuePlaying();
10366 SendToServer_PausePlaying();
10370 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10373 case GAME_CTRL_ID_PLAY:
10376 #if defined(NETWORK_AVALIABLE)
10377 if (options.network)
10378 SendToServer_ContinuePlaying();
10382 tape.pausing = FALSE;
10383 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10388 case SOUND_CTRL_ID_MUSIC:
10389 if (setup.sound_music)
10391 setup.sound_music = FALSE;
10394 else if (audio.music_available)
10396 setup.sound = setup.sound_music = TRUE;
10398 SetAudioMode(setup.sound);
10404 case SOUND_CTRL_ID_LOOPS:
10405 if (setup.sound_loops)
10406 setup.sound_loops = FALSE;
10407 else if (audio.loops_available)
10409 setup.sound = setup.sound_loops = TRUE;
10410 SetAudioMode(setup.sound);
10414 case SOUND_CTRL_ID_SIMPLE:
10415 if (setup.sound_simple)
10416 setup.sound_simple = FALSE;
10417 else if (audio.sound_available)
10419 setup.sound = setup.sound_simple = TRUE;
10420 SetAudioMode(setup.sound);