1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
107 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
110 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
111 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 (CAN_MOVE_INTO_ACID(e) && \
113 Feld[x][y] == EL_ACID) || \
116 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
117 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
118 (CAN_MOVE_INTO_ACID(e) && \
119 Feld[x][y] == EL_ACID) || \
122 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
123 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
125 (CAN_MOVE_INTO_ACID(e) && \
126 Feld[x][y] == EL_ACID) || \
127 (DONT_COLLIDE_WITH(e) && \
129 !PLAYER_ENEMY_PROTECTED(x, y))))
132 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
135 (DONT_COLLIDE_WITH(e) && \
137 !PLAYER_ENEMY_PROTECTED(x, y))))
140 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
141 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
144 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
145 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
147 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
148 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
152 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
155 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
156 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
160 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
161 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
163 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
164 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
166 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
169 #define PIG_CAN_ENTER_FIELD(e, x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
172 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
174 IS_FOOD_PENGUIN(Feld[x][y])))
175 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
178 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
181 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
186 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
187 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
188 (CAN_MOVE_INTO_ACID(e) && \
189 Feld[x][y] == EL_ACID) || \
190 Feld[x][y] == EL_DIAMOND))
192 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
193 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
194 (CAN_MOVE_INTO_ACID(e) && \
195 Feld[x][y] == EL_ACID) || \
196 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
198 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
199 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
200 (CAN_MOVE_INTO_ACID(e) && \
201 Feld[x][y] == EL_ACID) || \
202 IS_AMOEBOID(Feld[x][y])))
204 #define PIG_CAN_ENTER_FIELD(e, x, y) \
205 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
206 (CAN_MOVE_INTO_ACID(e) && \
207 Feld[x][y] == EL_ACID) || \
208 IS_FOOD_PIG(Feld[x][y])))
210 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
211 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
212 (CAN_MOVE_INTO_ACID(e) && \
213 Feld[x][y] == EL_ACID) || \
214 IS_FOOD_PENGUIN(Feld[x][y]) || \
215 Feld[x][y] == EL_EXIT_OPEN))
217 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
218 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
219 (CAN_MOVE_INTO_ACID(e) && \
220 Feld[x][y] == EL_ACID)))
222 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
223 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
224 (CAN_MOVE_INTO_ACID(e) && \
225 Feld[x][y] == EL_ACID) || \
228 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
229 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
230 (CAN_MOVE_INTO_ACID(e) && \
231 Feld[x][y] == EL_ACID)))
235 #define GROUP_NR(e) ((e) - EL_GROUP_START)
236 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
237 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
238 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
240 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
241 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
244 #define CE_ENTER_FIELD_COND(e, x, y) \
245 (!IS_PLAYER(x, y) && \
246 (Feld[x][y] == EL_ACID || \
247 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
249 #define CE_ENTER_FIELD_COND(e, x, y) \
250 (!IS_PLAYER(x, y) && \
251 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
254 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
255 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
257 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
258 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
260 /* game button identifiers */
261 #define GAME_CTRL_ID_STOP 0
262 #define GAME_CTRL_ID_PAUSE 1
263 #define GAME_CTRL_ID_PLAY 2
264 #define SOUND_CTRL_ID_MUSIC 3
265 #define SOUND_CTRL_ID_LOOPS 4
266 #define SOUND_CTRL_ID_SIMPLE 5
268 #define NUM_GAME_BUTTONS 6
271 /* forward declaration for internal use */
273 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
274 static boolean MovePlayer(struct PlayerInfo *, int, int);
275 static void ScrollPlayer(struct PlayerInfo *, int);
276 static void ScrollScreen(struct PlayerInfo *, int);
278 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
280 static void InitBeltMovement(void);
281 static void CloseAllOpenTimegates(void);
282 static void CheckGravityMovement(struct PlayerInfo *);
283 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
284 static void KillHeroUnlessEnemyProtected(int, int);
285 static void KillHeroUnlessExplosionProtected(int, int);
287 static void TestIfPlayerTouchesCustomElement(int, int);
288 static void TestIfElementTouchesCustomElement(int, int);
289 static void TestIfElementHitsCustomElement(int, int, int);
291 static void TestIfElementSmashesCustomElement(int, int, int);
294 static void ChangeElement(int, int, int);
296 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
297 #define CheckTriggeredElementChange(x, y, e, ev) \
298 CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
299 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
300 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
301 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
302 CheckTriggeredElementChangeExt(x, y, e, ev, -1, s, -1)
303 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
304 CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
306 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
307 #define CheckElementChange(x, y, e, ev) \
308 CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
309 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
310 CheckElementChangeExt(x, y, e, ev, p, s, -1)
311 #define CheckElementChangeSide(x, y, e, ev, s) \
312 CheckElementChangeExt(x, y, e, ev, -1, s, -1)
313 #define CheckElementChangePage(x, y, e, ev, p) \
314 CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
316 static void PlayLevelSound(int, int, int);
317 static void PlayLevelSoundNearest(int, int, int);
318 static void PlayLevelSoundAction(int, int, int);
319 static void PlayLevelSoundElementAction(int, int, int, int);
320 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
321 static void PlayLevelSoundActionIfLoop(int, int, int);
322 static void StopLevelSoundActionIfLoop(int, int, int);
323 static void PlayLevelMusic();
325 static void MapGameButtons();
326 static void HandleGameButtons(struct GadgetInfo *);
328 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
331 /* ------------------------------------------------------------------------- */
332 /* definition of elements that automatically change to other elements after */
333 /* a specified time, eventually calling a function when changing */
334 /* ------------------------------------------------------------------------- */
336 /* forward declaration for changer functions */
337 static void InitBuggyBase(int x, int y);
338 static void WarnBuggyBase(int x, int y);
340 static void InitTrap(int x, int y);
341 static void ActivateTrap(int x, int y);
342 static void ChangeActiveTrap(int x, int y);
344 static void InitRobotWheel(int x, int y);
345 static void RunRobotWheel(int x, int y);
346 static void StopRobotWheel(int x, int y);
348 static void InitTimegateWheel(int x, int y);
349 static void RunTimegateWheel(int x, int y);
351 struct ChangingElementInfo
356 void (*pre_change_function)(int x, int y);
357 void (*change_function)(int x, int y);
358 void (*post_change_function)(int x, int y);
361 static struct ChangingElementInfo change_delay_list[] =
412 EL_SWITCHGATE_OPENING,
420 EL_SWITCHGATE_CLOSING,
421 EL_SWITCHGATE_CLOSED,
453 EL_ACID_SPLASH_RIGHT,
462 EL_SP_BUGGY_BASE_ACTIVATING,
469 EL_SP_BUGGY_BASE_ACTIVATING,
470 EL_SP_BUGGY_BASE_ACTIVE,
477 EL_SP_BUGGY_BASE_ACTIVE,
501 EL_ROBOT_WHEEL_ACTIVE,
509 EL_TIMEGATE_SWITCH_ACTIVE,
530 int push_delay_fixed, push_delay_random;
535 { EL_BALLOON, 0, 0 },
537 { EL_SOKOBAN_OBJECT, 2, 0 },
538 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
539 { EL_SATELLITE, 2, 0 },
540 { EL_SP_DISK_YELLOW, 2, 0 },
542 { EL_UNDEFINED, 0, 0 },
550 move_stepsize_list[] =
552 { EL_AMOEBA_DROP, 2 },
553 { EL_AMOEBA_DROPPING, 2 },
554 { EL_QUICKSAND_FILLING, 1 },
555 { EL_QUICKSAND_EMPTYING, 1 },
556 { EL_MAGIC_WALL_FILLING, 2 },
557 { EL_BD_MAGIC_WALL_FILLING, 2 },
558 { EL_MAGIC_WALL_EMPTYING, 2 },
559 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
569 collect_count_list[] =
572 { EL_BD_DIAMOND, 1 },
573 { EL_EMERALD_YELLOW, 1 },
574 { EL_EMERALD_RED, 1 },
575 { EL_EMERALD_PURPLE, 1 },
577 { EL_SP_INFOTRON, 1 },
591 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
592 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
593 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
594 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
595 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
596 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
597 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
598 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
599 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
600 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
601 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
606 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
608 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
609 CH_EVENT_BIT(CE_DELAY))
610 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
611 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
612 IS_JUST_CHANGING(x, y))
614 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
617 void GetPlayerConfig()
619 if (!audio.sound_available)
620 setup.sound_simple = FALSE;
622 if (!audio.loops_available)
623 setup.sound_loops = FALSE;
625 if (!audio.music_available)
626 setup.sound_music = FALSE;
628 if (!video.fullscreen_available)
629 setup.fullscreen = FALSE;
631 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
633 SetAudioMode(setup.sound);
637 static int getBeltNrFromBeltElement(int element)
639 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
640 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
641 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
644 static int getBeltNrFromBeltActiveElement(int element)
646 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
647 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
648 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
651 static int getBeltNrFromBeltSwitchElement(int element)
653 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
654 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
655 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
658 static int getBeltDirNrFromBeltSwitchElement(int element)
660 static int belt_base_element[4] =
662 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
663 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
664 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
665 EL_CONVEYOR_BELT_4_SWITCH_LEFT
668 int belt_nr = getBeltNrFromBeltSwitchElement(element);
669 int belt_dir_nr = element - belt_base_element[belt_nr];
671 return (belt_dir_nr % 3);
674 static int getBeltDirFromBeltSwitchElement(int element)
676 static int belt_move_dir[3] =
683 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
685 return belt_move_dir[belt_dir_nr];
688 static void InitPlayerField(int x, int y, int element, boolean init_game)
690 if (element == EL_SP_MURPHY)
694 if (stored_player[0].present)
696 Feld[x][y] = EL_SP_MURPHY_CLONE;
702 stored_player[0].use_murphy_graphic = TRUE;
705 Feld[x][y] = EL_PLAYER_1;
711 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
712 int jx = player->jx, jy = player->jy;
714 player->present = TRUE;
716 player->block_last_field = (element == EL_SP_MURPHY ?
717 level.sp_block_last_field :
718 level.block_last_field);
720 if (!options.network || player->connected)
722 player->active = TRUE;
724 /* remove potentially duplicate players */
725 if (StorePlayer[jx][jy] == Feld[x][y])
726 StorePlayer[jx][jy] = 0;
728 StorePlayer[x][y] = Feld[x][y];
732 printf("Player %d activated.\n", player->element_nr);
733 printf("[Local player is %d and currently %s.]\n",
734 local_player->element_nr,
735 local_player->active ? "active" : "not active");
739 Feld[x][y] = EL_EMPTY;
740 player->jx = player->last_jx = x;
741 player->jy = player->last_jy = y;
745 static void InitField(int x, int y, boolean init_game)
747 int element = Feld[x][y];
756 InitPlayerField(x, y, element, init_game);
759 case EL_SOKOBAN_FIELD_PLAYER:
760 element = Feld[x][y] = EL_PLAYER_1;
761 InitField(x, y, init_game);
763 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
764 InitField(x, y, init_game);
767 case EL_SOKOBAN_FIELD_EMPTY:
768 local_player->sokobanfields_still_needed++;
772 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
773 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
774 else if (x > 0 && Feld[x-1][y] == EL_ACID)
775 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
776 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
777 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
778 else if (y > 0 && Feld[x][y-1] == EL_ACID)
779 Feld[x][y] = EL_ACID_POOL_BOTTOM;
780 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
781 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
789 case EL_SPACESHIP_RIGHT:
790 case EL_SPACESHIP_UP:
791 case EL_SPACESHIP_LEFT:
792 case EL_SPACESHIP_DOWN:
794 case EL_BD_BUTTERFLY_RIGHT:
795 case EL_BD_BUTTERFLY_UP:
796 case EL_BD_BUTTERFLY_LEFT:
797 case EL_BD_BUTTERFLY_DOWN:
798 case EL_BD_BUTTERFLY:
799 case EL_BD_FIREFLY_RIGHT:
800 case EL_BD_FIREFLY_UP:
801 case EL_BD_FIREFLY_LEFT:
802 case EL_BD_FIREFLY_DOWN:
804 case EL_PACMAN_RIGHT:
828 if (y == lev_fieldy - 1)
830 Feld[x][y] = EL_AMOEBA_GROWING;
831 Store[x][y] = EL_AMOEBA_WET;
835 case EL_DYNAMITE_ACTIVE:
836 case EL_SP_DISK_RED_ACTIVE:
837 case EL_DYNABOMB_PLAYER_1_ACTIVE:
838 case EL_DYNABOMB_PLAYER_2_ACTIVE:
839 case EL_DYNABOMB_PLAYER_3_ACTIVE:
840 case EL_DYNABOMB_PLAYER_4_ACTIVE:
845 local_player->lights_still_needed++;
849 local_player->friends_still_needed++;
854 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
859 Feld[x][y] = EL_EMPTY;
864 case EL_EM_KEY_1_FILE:
865 Feld[x][y] = EL_EM_KEY_1;
867 case EL_EM_KEY_2_FILE:
868 Feld[x][y] = EL_EM_KEY_2;
870 case EL_EM_KEY_3_FILE:
871 Feld[x][y] = EL_EM_KEY_3;
873 case EL_EM_KEY_4_FILE:
874 Feld[x][y] = EL_EM_KEY_4;
878 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
879 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
880 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
881 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
882 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
883 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
884 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
885 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
886 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
887 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
888 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
889 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
892 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
893 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
894 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
896 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
898 game.belt_dir[belt_nr] = belt_dir;
899 game.belt_dir_nr[belt_nr] = belt_dir_nr;
901 else /* more than one switch -- set it like the first switch */
903 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
908 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
910 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
913 case EL_LIGHT_SWITCH_ACTIVE:
915 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
919 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
921 else if (IS_GROUP_ELEMENT(element))
923 struct ElementGroupInfo *group = element_info[element].group;
924 int last_anim_random_frame = gfx.anim_random_frame;
927 if (group->choice_mode == ANIM_RANDOM)
928 gfx.anim_random_frame = RND(group->num_elements_resolved);
930 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
931 group->choice_mode, 0,
934 if (group->choice_mode == ANIM_RANDOM)
935 gfx.anim_random_frame = last_anim_random_frame;
939 Feld[x][y] = group->element_resolved[element_pos];
941 InitField(x, y, init_game);
947 static inline void InitField_WithBug1(int x, int y, boolean init_game)
949 InitField(x, y, init_game);
951 /* not needed to call InitMovDir() -- already done by InitField()! */
952 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
953 CAN_MOVE(Feld[x][y]))
957 static inline void InitField_WithBug2(int x, int y, boolean init_game)
959 int old_element = Feld[x][y];
961 InitField(x, y, init_game);
963 /* not needed to call InitMovDir() -- already done by InitField()! */
964 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
965 CAN_MOVE(old_element) &&
966 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
969 /* this case is in fact a combination of not less than three bugs:
970 first, it calls InitMovDir() for elements that can move, although this is
971 already done by InitField(); then, it checks the element that was at this
972 field _before_ the call to InitField() (which can change it)
977 inline void DrawGameValue_Emeralds(int value)
979 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
982 inline void DrawGameValue_Dynamite(int value)
984 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
987 inline void DrawGameValue_Keys(struct PlayerInfo *player)
991 for (i = 0; i < MAX_KEYS; i++)
993 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
994 el2edimg(EL_KEY_1 + i));
997 inline void DrawGameValue_Score(int value)
999 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1002 inline void DrawGameValue_Time(int value)
1005 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1007 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1010 inline void DrawGameValue_Level(int value)
1013 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1016 /* misuse area for displaying emeralds to draw bigger level number */
1017 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1018 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1020 /* now copy it to the area for displaying level number */
1021 BlitBitmap(drawto, drawto,
1022 DX_EMERALDS, DY_EMERALDS + 1,
1023 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1024 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1025 DX_LEVEL - 1, DY_LEVEL + 1);
1027 /* restore the area for displaying emeralds */
1028 DrawGameValue_Emeralds(local_player->gems_still_needed);
1030 /* yes, this is all really ugly :-) */
1034 void DrawGameDoorValues()
1038 DrawGameValue_Level(level_nr);
1040 for (i = 0; i < MAX_PLAYERS; i++)
1041 DrawGameValue_Keys(&stored_player[i]);
1043 DrawGameValue_Emeralds(local_player->gems_still_needed);
1044 DrawGameValue_Dynamite(local_player->inventory_size);
1045 DrawGameValue_Score(local_player->score);
1046 DrawGameValue_Time(TimeLeft);
1049 static void resolve_group_element(int group_element, int recursion_depth)
1051 static int group_nr;
1052 static struct ElementGroupInfo *group;
1053 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1056 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1058 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1059 group_element - EL_GROUP_START + 1);
1061 /* replace element which caused too deep recursion by question mark */
1062 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1067 if (recursion_depth == 0) /* initialization */
1069 group = element_info[group_element].group;
1070 group_nr = group_element - EL_GROUP_START;
1072 group->num_elements_resolved = 0;
1073 group->choice_pos = 0;
1076 for (i = 0; i < actual_group->num_elements; i++)
1078 int element = actual_group->element[i];
1080 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1083 if (IS_GROUP_ELEMENT(element))
1084 resolve_group_element(element, recursion_depth + 1);
1087 group->element_resolved[group->num_elements_resolved++] = element;
1088 element_info[element].in_group[group_nr] = TRUE;
1093 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1095 printf("::: group %d: %d resolved elements\n",
1096 group_element - EL_GROUP_START, group->num_elements_resolved);
1097 for (i = 0; i < group->num_elements_resolved; i++)
1098 printf("::: - %d ['%s']\n", group->element_resolved[i],
1099 element_info[group->element_resolved[i]].token_name);
1106 =============================================================================
1108 -----------------------------------------------------------------------------
1109 initialize game engine due to level / tape version number
1110 =============================================================================
1113 static void InitGameEngine()
1117 /* set game engine from tape file when re-playing, else from level file */
1118 game.engine_version = (tape.playing ? tape.engine_version :
1119 level.game_version);
1121 /* dynamically adjust element properties according to game engine version */
1122 InitElementPropertiesEngine(game.engine_version);
1125 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1126 printf(" tape version == %06d [%s] [file: %06d]\n",
1127 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1129 printf(" => game.engine_version == %06d\n", game.engine_version);
1132 /* ---------- recursively resolve group elements ------------------------- */
1134 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1135 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1136 element_info[i].in_group[j] = FALSE;
1138 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1139 resolve_group_element(EL_GROUP_START + i, 0);
1141 /* ---------- initialize player's initial move delay --------------------- */
1143 /* dynamically adjust player properties according to game engine version */
1144 game.initial_move_delay =
1145 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1146 INITIAL_MOVE_DELAY_OFF);
1148 /* dynamically adjust player properties according to level information */
1149 game.initial_move_delay_value =
1150 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1152 /* ---------- initialize player's initial push delay --------------------- */
1154 /* dynamically adjust player properties according to game engine version */
1155 game.initial_push_delay_value =
1156 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1158 /* ---------- initialize changing elements ------------------------------- */
1160 /* initialize changing elements information */
1161 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1163 struct ElementInfo *ei = &element_info[i];
1165 /* this pointer might have been changed in the level editor */
1166 ei->change = &ei->change_page[0];
1168 if (!IS_CUSTOM_ELEMENT(i))
1170 ei->change->target_element = EL_EMPTY_SPACE;
1171 ei->change->delay_fixed = 0;
1172 ei->change->delay_random = 0;
1173 ei->change->delay_frames = 1;
1176 ei->change_events = CE_BITMASK_DEFAULT;
1177 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1179 ei->event_page_nr[j] = 0;
1180 ei->event_page[j] = &ei->change_page[0];
1184 /* add changing elements from pre-defined list */
1185 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1187 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1188 struct ElementInfo *ei = &element_info[ch_delay->element];
1190 ei->change->target_element = ch_delay->target_element;
1191 ei->change->delay_fixed = ch_delay->change_delay;
1193 ei->change->pre_change_function = ch_delay->pre_change_function;
1194 ei->change->change_function = ch_delay->change_function;
1195 ei->change->post_change_function = ch_delay->post_change_function;
1197 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1201 /* add change events from custom element configuration */
1202 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1204 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1206 for (j = 0; j < ei->num_change_pages; j++)
1208 if (!ei->change_page[j].can_change)
1211 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1213 /* only add event page for the first page found with this event */
1214 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1215 !(ei->change_events & CH_EVENT_BIT(k)))
1217 ei->change_events |= CH_EVENT_BIT(k);
1218 ei->event_page_nr[k] = j;
1219 ei->event_page[k] = &ei->change_page[j];
1227 /* add change events from custom element configuration */
1228 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1230 int element = EL_CUSTOM_START + i;
1232 /* only add custom elements that change after fixed/random frame delay */
1233 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1234 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1238 /* ---------- initialize trigger events ---------------------------------- */
1240 /* initialize trigger events information */
1241 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1242 trigger_events[i] = EP_BITMASK_DEFAULT;
1245 /* add trigger events from element change event properties */
1246 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1248 struct ElementInfo *ei = &element_info[i];
1250 for (j = 0; j < ei->num_change_pages; j++)
1252 if (!ei->change_page[j].can_change)
1255 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1257 int trigger_element = ei->change_page[j].trigger_element;
1259 if (IS_GROUP_ELEMENT(trigger_element))
1261 struct ElementGroupInfo *group = element_info[trigger_element].group;
1263 for (k = 0; k < group->num_elements_resolved; k++)
1264 trigger_events[group->element_resolved[k]]
1265 |= ei->change_page[j].events;
1268 trigger_events[trigger_element] |= ei->change_page[j].events;
1273 /* add trigger events from element change event properties */
1274 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1275 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1276 trigger_events[element_info[i].change->trigger_element] |=
1277 element_info[i].change->events;
1280 /* ---------- initialize push delay -------------------------------------- */
1282 /* initialize push delay values to default */
1283 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1285 if (!IS_CUSTOM_ELEMENT(i))
1287 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1288 element_info[i].push_delay_random = game.default_push_delay_random;
1292 /* set push delay value for certain elements from pre-defined list */
1293 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1295 int e = push_delay_list[i].element;
1297 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1298 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1301 /* set push delay value for Supaplex elements for newer engine versions */
1302 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1304 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1306 if (IS_SP_ELEMENT(i))
1308 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1309 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1314 /* ---------- initialize move stepsize ----------------------------------- */
1316 /* initialize move stepsize values to default */
1317 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1318 if (!IS_CUSTOM_ELEMENT(i))
1319 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1321 /* set move stepsize value for certain elements from pre-defined list */
1322 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1324 int e = move_stepsize_list[i].element;
1326 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1329 /* ---------- initialize move dig/leave ---------------------------------- */
1331 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1333 element_info[i].can_leave_element = FALSE;
1334 element_info[i].can_leave_element_last = FALSE;
1337 /* ---------- initialize gem count --------------------------------------- */
1339 /* initialize gem count values for each element */
1340 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1341 if (!IS_CUSTOM_ELEMENT(i))
1342 element_info[i].collect_count = 0;
1344 /* add gem count values for all elements from pre-defined list */
1345 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1346 element_info[collect_count_list[i].element].collect_count =
1347 collect_count_list[i].count;
1349 /* ---------- initialize access direction -------------------------------- */
1351 /* initialize access direction values to default */
1352 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1353 if (!IS_CUSTOM_ELEMENT(i))
1354 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1356 /* set access direction value for certain elements from pre-defined list */
1357 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1358 element_info[tube_access[i].element].access_direction =
1359 tube_access[i].direction;
1364 =============================================================================
1366 -----------------------------------------------------------------------------
1367 initialize and start new game
1368 =============================================================================
1373 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1374 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1375 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1382 #if USE_NEW_AMOEBA_CODE
1383 printf("Using new amoeba code.\n");
1385 printf("Using old amoeba code.\n");
1390 /* don't play tapes over network */
1391 network_playing = (options.network && !tape.playing);
1393 for (i = 0; i < MAX_PLAYERS; i++)
1395 struct PlayerInfo *player = &stored_player[i];
1397 player->index_nr = i;
1398 player->index_bit = (1 << i);
1399 player->element_nr = EL_PLAYER_1 + i;
1401 player->present = FALSE;
1402 player->active = FALSE;
1405 player->effective_action = 0;
1406 player->programmed_action = 0;
1409 player->gems_still_needed = level.gems_needed;
1410 player->sokobanfields_still_needed = 0;
1411 player->lights_still_needed = 0;
1412 player->friends_still_needed = 0;
1414 for (j = 0; j < MAX_KEYS; j++)
1415 player->key[j] = FALSE;
1417 player->dynabomb_count = 0;
1418 player->dynabomb_size = 1;
1419 player->dynabombs_left = 0;
1420 player->dynabomb_xl = FALSE;
1422 player->MovDir = MV_NO_MOVING;
1425 player->GfxDir = MV_NO_MOVING;
1426 player->GfxAction = ACTION_DEFAULT;
1428 player->StepFrame = 0;
1430 player->use_murphy_graphic = FALSE;
1432 player->block_last_field = FALSE;
1433 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1435 player->actual_frame_counter = 0;
1437 player->step_counter = 0;
1439 player->last_move_dir = MV_NO_MOVING;
1441 player->is_waiting = FALSE;
1442 player->is_moving = FALSE;
1443 player->is_digging = FALSE;
1444 player->is_snapping = FALSE;
1445 player->is_collecting = FALSE;
1446 player->is_pushing = FALSE;
1447 player->is_switching = FALSE;
1448 player->is_dropping = FALSE;
1450 player->is_bored = FALSE;
1451 player->is_sleeping = FALSE;
1453 player->frame_counter_bored = -1;
1454 player->frame_counter_sleeping = -1;
1456 player->anim_delay_counter = 0;
1457 player->post_delay_counter = 0;
1459 player->action_waiting = ACTION_DEFAULT;
1460 player->last_action_waiting = ACTION_DEFAULT;
1461 player->special_action_bored = ACTION_DEFAULT;
1462 player->special_action_sleeping = ACTION_DEFAULT;
1464 player->num_special_action_bored = 0;
1465 player->num_special_action_sleeping = 0;
1467 /* determine number of special actions for bored and sleeping animation */
1468 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1470 boolean found = FALSE;
1472 for (k = 0; k < NUM_DIRECTIONS; k++)
1473 if (el_act_dir2img(player->element_nr, j, k) !=
1474 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1478 player->num_special_action_bored++;
1482 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1484 boolean found = FALSE;
1486 for (k = 0; k < NUM_DIRECTIONS; k++)
1487 if (el_act_dir2img(player->element_nr, j, k) !=
1488 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1492 player->num_special_action_sleeping++;
1497 player->switch_x = -1;
1498 player->switch_y = -1;
1500 player->show_envelope = 0;
1502 player->move_delay = game.initial_move_delay;
1503 player->move_delay_value = game.initial_move_delay_value;
1505 player->move_delay_reset_counter = 0;
1507 player->push_delay = 0;
1508 player->push_delay_value = game.initial_push_delay_value;
1510 player->drop_delay = 0;
1512 player->last_jx = player->last_jy = 0;
1513 player->jx = player->jy = 0;
1515 player->shield_normal_time_left = 0;
1516 player->shield_deadly_time_left = 0;
1518 player->inventory_infinite_element = EL_UNDEFINED;
1519 player->inventory_size = 0;
1521 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1522 SnapField(player, 0, 0);
1524 player->LevelSolved = FALSE;
1525 player->GameOver = FALSE;
1528 network_player_action_received = FALSE;
1530 #if defined(PLATFORM_UNIX)
1531 /* initial null action */
1532 if (network_playing)
1533 SendToServer_MovePlayer(MV_NO_MOVING);
1541 TimeLeft = level.time;
1544 ScreenMovDir = MV_NO_MOVING;
1548 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1550 AllPlayersGone = FALSE;
1552 game.yamyam_content_nr = 0;
1553 game.magic_wall_active = FALSE;
1554 game.magic_wall_time_left = 0;
1555 game.light_time_left = 0;
1556 game.timegate_time_left = 0;
1557 game.switchgate_pos = 0;
1558 game.balloon_dir = MV_NO_MOVING;
1559 game.gravity = level.initial_gravity;
1560 game.explosions_delayed = TRUE;
1562 game.envelope_active = FALSE;
1564 for (i = 0; i < NUM_BELTS; i++)
1566 game.belt_dir[i] = MV_NO_MOVING;
1567 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1570 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1571 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1573 for (x = 0; x < lev_fieldx; x++)
1575 for (y = 0; y < lev_fieldy; y++)
1577 Feld[x][y] = level.field[x][y];
1578 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1579 ChangeDelay[x][y] = 0;
1580 ChangePage[x][y] = -1;
1581 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1583 WasJustMoving[x][y] = 0;
1584 WasJustFalling[x][y] = 0;
1586 Pushed[x][y] = FALSE;
1588 Changed[x][y] = CE_BITMASK_DEFAULT;
1589 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1591 ExplodePhase[x][y] = 0;
1592 ExplodeDelay[x][y] = 0;
1593 ExplodeField[x][y] = EX_NO_EXPLOSION;
1595 RunnerVisit[x][y] = 0;
1596 PlayerVisit[x][y] = 0;
1599 GfxRandom[x][y] = INIT_GFX_RANDOM();
1600 GfxElement[x][y] = EL_UNDEFINED;
1601 GfxAction[x][y] = ACTION_DEFAULT;
1602 GfxDir[x][y] = MV_NO_MOVING;
1606 for (y = 0; y < lev_fieldy; y++)
1608 for (x = 0; x < lev_fieldx; x++)
1610 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1612 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1614 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1617 InitField(x, y, TRUE);
1623 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1624 emulate_sb ? EMU_SOKOBAN :
1625 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1627 /* initialize explosion and ignition delay */
1628 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1630 if (!IS_CUSTOM_ELEMENT(i))
1633 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1634 int last_phase = num_phase * delay;
1635 int half_phase = (num_phase / 2) * delay;
1637 element_info[i].explosion_delay = last_phase;
1638 element_info[i].ignition_delay = half_phase;
1640 if (i == EL_BLACK_ORB)
1641 element_info[i].ignition_delay = 1;
1644 if (element_info[i].explosion_delay < 2) /* !!! check again !!! */
1645 element_info[i].explosion_delay = 2;
1647 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1648 element_info[i].ignition_delay = 1;
1651 /* correct non-moving belts to start moving left */
1652 for (i = 0; i < NUM_BELTS; i++)
1653 if (game.belt_dir[i] == MV_NO_MOVING)
1654 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1656 /* check if any connected player was not found in playfield */
1657 for (i = 0; i < MAX_PLAYERS; i++)
1659 struct PlayerInfo *player = &stored_player[i];
1661 if (player->connected && !player->present)
1663 for (j = 0; j < MAX_PLAYERS; j++)
1665 struct PlayerInfo *some_player = &stored_player[j];
1666 int jx = some_player->jx, jy = some_player->jy;
1668 /* assign first free player found that is present in the playfield */
1669 if (some_player->present && !some_player->connected)
1671 player->present = TRUE;
1672 player->active = TRUE;
1674 some_player->present = FALSE;
1675 some_player->active = FALSE;
1678 player->element_nr = some_player->element_nr;
1681 StorePlayer[jx][jy] = player->element_nr;
1682 player->jx = player->last_jx = jx;
1683 player->jy = player->last_jy = jy;
1693 /* when playing a tape, eliminate all players which do not participate */
1695 for (i = 0; i < MAX_PLAYERS; i++)
1697 if (stored_player[i].active && !tape.player_participates[i])
1699 struct PlayerInfo *player = &stored_player[i];
1700 int jx = player->jx, jy = player->jy;
1702 player->active = FALSE;
1703 StorePlayer[jx][jy] = 0;
1704 Feld[jx][jy] = EL_EMPTY;
1708 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1710 /* when in single player mode, eliminate all but the first active player */
1712 for (i = 0; i < MAX_PLAYERS; i++)
1714 if (stored_player[i].active)
1716 for (j = i + 1; j < MAX_PLAYERS; j++)
1718 if (stored_player[j].active)
1720 struct PlayerInfo *player = &stored_player[j];
1721 int jx = player->jx, jy = player->jy;
1723 player->active = FALSE;
1724 player->present = FALSE;
1726 StorePlayer[jx][jy] = 0;
1727 Feld[jx][jy] = EL_EMPTY;
1734 /* when recording the game, store which players take part in the game */
1737 for (i = 0; i < MAX_PLAYERS; i++)
1738 if (stored_player[i].active)
1739 tape.player_participates[i] = TRUE;
1744 for (i = 0; i < MAX_PLAYERS; i++)
1746 struct PlayerInfo *player = &stored_player[i];
1748 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1753 if (local_player == player)
1754 printf("Player %d is local player.\n", i+1);
1758 if (BorderElement == EL_EMPTY)
1761 SBX_Right = lev_fieldx - SCR_FIELDX;
1763 SBY_Lower = lev_fieldy - SCR_FIELDY;
1768 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1770 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1773 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1774 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1776 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1777 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1779 /* if local player not found, look for custom element that might create
1780 the player (make some assumptions about the right custom element) */
1781 if (!local_player->present)
1783 int start_x = 0, start_y = 0;
1784 int found_rating = 0;
1785 int found_element = EL_UNDEFINED;
1787 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1789 int element = Feld[x][y];
1794 if (!IS_CUSTOM_ELEMENT(element))
1797 if (CAN_CHANGE(element))
1799 for (i = 0; i < element_info[element].num_change_pages; i++)
1801 content = element_info[element].change_page[i].target_element;
1802 is_player = ELEM_IS_PLAYER(content);
1804 if (is_player && (found_rating < 3 || element < found_element))
1810 found_element = element;
1815 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1817 content = element_info[element].content[xx][yy];
1818 is_player = ELEM_IS_PLAYER(content);
1820 if (is_player && (found_rating < 2 || element < found_element))
1822 start_x = x + xx - 1;
1823 start_y = y + yy - 1;
1826 found_element = element;
1829 if (!CAN_CHANGE(element))
1832 for (i = 0; i < element_info[element].num_change_pages; i++)
1834 content = element_info[element].change_page[i].content[xx][yy];
1835 is_player = ELEM_IS_PLAYER(content);
1837 if (is_player && (found_rating < 1 || element < found_element))
1839 start_x = x + xx - 1;
1840 start_y = y + yy - 1;
1843 found_element = element;
1849 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1850 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1853 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1854 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1860 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1861 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1862 local_player->jx - MIDPOSX);
1864 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1865 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1866 local_player->jy - MIDPOSY);
1868 scroll_x = SBX_Left;
1869 scroll_y = SBY_Upper;
1870 if (local_player->jx >= SBX_Left + MIDPOSX)
1871 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1872 local_player->jx - MIDPOSX :
1874 if (local_player->jy >= SBY_Upper + MIDPOSY)
1875 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1876 local_player->jy - MIDPOSY :
1881 CloseDoor(DOOR_CLOSE_1);
1886 /* after drawing the level, correct some elements */
1887 if (game.timegate_time_left == 0)
1888 CloseAllOpenTimegates();
1890 if (setup.soft_scrolling)
1891 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1893 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1896 /* copy default game door content to main double buffer */
1897 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1898 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1900 DrawGameDoorValues();
1904 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1905 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1906 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1910 /* copy actual game door content to door double buffer for OpenDoor() */
1911 BlitBitmap(drawto, bitmap_db_door,
1912 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1914 OpenDoor(DOOR_OPEN_ALL);
1916 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1918 if (setup.sound_music)
1921 KeyboardAutoRepeatOffUnlessAutoplay();
1925 for (i = 0; i < MAX_PLAYERS; i++)
1926 printf("Player %d %sactive.\n",
1927 i + 1, (stored_player[i].active ? "" : "not "));
1931 printf("::: starting game [%d]\n", FrameCounter);
1935 void InitMovDir(int x, int y)
1937 int i, element = Feld[x][y];
1938 static int xy[4][2] =
1945 static int direction[3][4] =
1947 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1948 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1949 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1958 Feld[x][y] = EL_BUG;
1959 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1962 case EL_SPACESHIP_RIGHT:
1963 case EL_SPACESHIP_UP:
1964 case EL_SPACESHIP_LEFT:
1965 case EL_SPACESHIP_DOWN:
1966 Feld[x][y] = EL_SPACESHIP;
1967 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1970 case EL_BD_BUTTERFLY_RIGHT:
1971 case EL_BD_BUTTERFLY_UP:
1972 case EL_BD_BUTTERFLY_LEFT:
1973 case EL_BD_BUTTERFLY_DOWN:
1974 Feld[x][y] = EL_BD_BUTTERFLY;
1975 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1978 case EL_BD_FIREFLY_RIGHT:
1979 case EL_BD_FIREFLY_UP:
1980 case EL_BD_FIREFLY_LEFT:
1981 case EL_BD_FIREFLY_DOWN:
1982 Feld[x][y] = EL_BD_FIREFLY;
1983 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1986 case EL_PACMAN_RIGHT:
1988 case EL_PACMAN_LEFT:
1989 case EL_PACMAN_DOWN:
1990 Feld[x][y] = EL_PACMAN;
1991 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1994 case EL_SP_SNIKSNAK:
1995 MovDir[x][y] = MV_UP;
1998 case EL_SP_ELECTRON:
1999 MovDir[x][y] = MV_LEFT;
2006 Feld[x][y] = EL_MOLE;
2007 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2011 if (IS_CUSTOM_ELEMENT(element))
2013 struct ElementInfo *ei = &element_info[element];
2014 int move_direction_initial = ei->move_direction_initial;
2015 int move_pattern = ei->move_pattern;
2017 if (move_direction_initial == MV_START_PREVIOUS)
2019 if (MovDir[x][y] != MV_NO_MOVING)
2022 move_direction_initial = MV_START_AUTOMATIC;
2025 if (move_direction_initial == MV_START_RANDOM)
2026 MovDir[x][y] = 1 << RND(4);
2027 else if (move_direction_initial & MV_ANY_DIRECTION)
2028 MovDir[x][y] = move_direction_initial;
2029 else if (move_pattern == MV_ALL_DIRECTIONS ||
2030 move_pattern == MV_TURNING_LEFT ||
2031 move_pattern == MV_TURNING_RIGHT ||
2032 move_pattern == MV_TURNING_LEFT_RIGHT ||
2033 move_pattern == MV_TURNING_RIGHT_LEFT ||
2034 move_pattern == MV_TURNING_RANDOM)
2035 MovDir[x][y] = 1 << RND(4);
2036 else if (move_pattern == MV_HORIZONTAL)
2037 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2038 else if (move_pattern == MV_VERTICAL)
2039 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2040 else if (move_pattern & MV_ANY_DIRECTION)
2041 MovDir[x][y] = element_info[element].move_pattern;
2042 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2043 move_pattern == MV_ALONG_RIGHT_SIDE)
2045 for (i = 0; i < NUM_DIRECTIONS; i++)
2047 int x1 = x + xy[i][0];
2048 int y1 = y + xy[i][1];
2050 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2052 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2053 MovDir[x][y] = direction[0][i];
2055 MovDir[x][y] = direction[1][i];
2064 MovDir[x][y] = 1 << RND(4);
2066 if (element != EL_BUG &&
2067 element != EL_SPACESHIP &&
2068 element != EL_BD_BUTTERFLY &&
2069 element != EL_BD_FIREFLY)
2072 for (i = 0; i < NUM_DIRECTIONS; i++)
2074 int x1 = x + xy[i][0];
2075 int y1 = y + xy[i][1];
2077 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2079 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2081 MovDir[x][y] = direction[0][i];
2084 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2085 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2087 MovDir[x][y] = direction[1][i];
2096 GfxDir[x][y] = MovDir[x][y];
2099 void InitAmoebaNr(int x, int y)
2102 int group_nr = AmoebeNachbarNr(x, y);
2106 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2108 if (AmoebaCnt[i] == 0)
2116 AmoebaNr[x][y] = group_nr;
2117 AmoebaCnt[group_nr]++;
2118 AmoebaCnt2[group_nr]++;
2124 boolean raise_level = FALSE;
2126 if (local_player->MovPos)
2130 if (tape.auto_play) /* tape might already be stopped here */
2131 tape.auto_play_level_solved = TRUE;
2133 if (tape.playing && tape.auto_play)
2134 tape.auto_play_level_solved = TRUE;
2137 local_player->LevelSolved = FALSE;
2139 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2143 if (!tape.playing && setup.sound_loops)
2144 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2145 SND_CTRL_PLAY_LOOP);
2147 while (TimeLeft > 0)
2149 if (!tape.playing && !setup.sound_loops)
2150 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2151 if (TimeLeft > 0 && !(TimeLeft % 10))
2152 RaiseScore(level.score[SC_TIME_BONUS]);
2153 if (TimeLeft > 100 && !(TimeLeft % 10))
2158 DrawGameValue_Time(TimeLeft);
2166 if (!tape.playing && setup.sound_loops)
2167 StopSound(SND_GAME_LEVELTIME_BONUS);
2169 else if (level.time == 0) /* level without time limit */
2171 if (!tape.playing && setup.sound_loops)
2172 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2173 SND_CTRL_PLAY_LOOP);
2175 while (TimePlayed < 999)
2177 if (!tape.playing && !setup.sound_loops)
2178 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2179 if (TimePlayed < 999 && !(TimePlayed % 10))
2180 RaiseScore(level.score[SC_TIME_BONUS]);
2181 if (TimePlayed < 900 && !(TimePlayed % 10))
2186 DrawGameValue_Time(TimePlayed);
2194 if (!tape.playing && setup.sound_loops)
2195 StopSound(SND_GAME_LEVELTIME_BONUS);
2198 /* close exit door after last player */
2199 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2200 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2202 int element = Feld[ExitX][ExitY];
2204 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2205 EL_SP_EXIT_CLOSING);
2207 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2210 /* Hero disappears */
2211 DrawLevelField(ExitX, ExitY);
2217 CloseDoor(DOOR_CLOSE_1);
2222 SaveTape(tape.level_nr); /* Ask to save tape */
2225 if (level_nr == leveldir_current->handicap_level)
2227 leveldir_current->handicap_level++;
2228 SaveLevelSetup_SeriesInfo();
2231 if (level_editor_test_game)
2232 local_player->score = -1; /* no highscore when playing from editor */
2233 else if (level_nr < leveldir_current->last_level)
2234 raise_level = TRUE; /* advance to next level */
2236 if ((hi_pos = NewHiScore()) >= 0)
2238 game_status = GAME_MODE_SCORES;
2239 DrawHallOfFame(hi_pos);
2248 game_status = GAME_MODE_MAIN;
2265 LoadScore(level_nr);
2267 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2268 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2271 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2273 if (local_player->score > highscore[k].Score)
2275 /* player has made it to the hall of fame */
2277 if (k < MAX_SCORE_ENTRIES - 1)
2279 int m = MAX_SCORE_ENTRIES - 1;
2282 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2283 if (!strcmp(setup.player_name, highscore[l].Name))
2285 if (m == k) /* player's new highscore overwrites his old one */
2289 for (l = m; l > k; l--)
2291 strcpy(highscore[l].Name, highscore[l - 1].Name);
2292 highscore[l].Score = highscore[l - 1].Score;
2299 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2300 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2301 highscore[k].Score = local_player->score;
2307 else if (!strncmp(setup.player_name, highscore[k].Name,
2308 MAX_PLAYER_NAME_LEN))
2309 break; /* player already there with a higher score */
2315 SaveScore(level_nr);
2320 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2322 if (player->GfxAction != action || player->GfxDir != dir)
2325 printf("Player frame reset! (%d => %d, %d => %d)\n",
2326 player->GfxAction, action, player->GfxDir, dir);
2329 player->GfxAction = action;
2330 player->GfxDir = dir;
2332 player->StepFrame = 0;
2336 static void ResetRandomAnimationValue(int x, int y)
2338 GfxRandom[x][y] = INIT_GFX_RANDOM();
2341 static void ResetGfxAnimation(int x, int y)
2344 GfxAction[x][y] = ACTION_DEFAULT;
2345 GfxDir[x][y] = MovDir[x][y];
2348 void InitMovingField(int x, int y, int direction)
2350 int element = Feld[x][y];
2351 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2352 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2356 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2357 ResetGfxAnimation(x, y);
2359 MovDir[newx][newy] = MovDir[x][y] = direction;
2360 GfxDir[x][y] = direction;
2362 if (Feld[newx][newy] == EL_EMPTY)
2363 Feld[newx][newy] = EL_BLOCKED;
2365 if (direction == MV_DOWN && CAN_FALL(element))
2366 GfxAction[x][y] = ACTION_FALLING;
2368 GfxAction[x][y] = ACTION_MOVING;
2370 GfxFrame[newx][newy] = GfxFrame[x][y];
2371 GfxRandom[newx][newy] = GfxRandom[x][y];
2372 GfxAction[newx][newy] = GfxAction[x][y];
2373 GfxDir[newx][newy] = GfxDir[x][y];
2376 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2378 int direction = MovDir[x][y];
2379 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2380 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2386 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2388 int oldx = x, oldy = y;
2389 int direction = MovDir[x][y];
2391 if (direction == MV_LEFT)
2393 else if (direction == MV_RIGHT)
2395 else if (direction == MV_UP)
2397 else if (direction == MV_DOWN)
2400 *comes_from_x = oldx;
2401 *comes_from_y = oldy;
2404 int MovingOrBlocked2Element(int x, int y)
2406 int element = Feld[x][y];
2408 if (element == EL_BLOCKED)
2412 Blocked2Moving(x, y, &oldx, &oldy);
2413 return Feld[oldx][oldy];
2419 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2421 /* like MovingOrBlocked2Element(), but if element is moving
2422 and (x,y) is the field the moving element is just leaving,
2423 return EL_BLOCKED instead of the element value */
2424 int element = Feld[x][y];
2426 if (IS_MOVING(x, y))
2428 if (element == EL_BLOCKED)
2432 Blocked2Moving(x, y, &oldx, &oldy);
2433 return Feld[oldx][oldy];
2442 static void RemoveField(int x, int y)
2444 Feld[x][y] = EL_EMPTY;
2451 ChangeDelay[x][y] = 0;
2452 ChangePage[x][y] = -1;
2453 Pushed[x][y] = FALSE;
2455 GfxElement[x][y] = EL_UNDEFINED;
2456 GfxAction[x][y] = ACTION_DEFAULT;
2457 GfxDir[x][y] = MV_NO_MOVING;
2460 void RemoveMovingField(int x, int y)
2462 int oldx = x, oldy = y, newx = x, newy = y;
2463 int element = Feld[x][y];
2464 int next_element = EL_UNDEFINED;
2466 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2469 if (IS_MOVING(x, y))
2471 Moving2Blocked(x, y, &newx, &newy);
2473 if (Feld[newx][newy] != EL_BLOCKED)
2476 if (Feld[newx][newy] != EL_BLOCKED)
2478 /* element is moving, but target field is not free (blocked), but
2479 already occupied by something different (example: acid pool);
2480 in this case, only remove the moving field, but not the target */
2482 RemoveField(oldx, oldy);
2484 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2486 DrawLevelField(oldx, oldy);
2492 else if (element == EL_BLOCKED)
2494 Blocked2Moving(x, y, &oldx, &oldy);
2495 if (!IS_MOVING(oldx, oldy))
2499 if (element == EL_BLOCKED &&
2500 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2501 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2502 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2503 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2504 next_element = get_next_element(Feld[oldx][oldy]);
2506 RemoveField(oldx, oldy);
2507 RemoveField(newx, newy);
2509 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2511 if (next_element != EL_UNDEFINED)
2512 Feld[oldx][oldy] = next_element;
2514 DrawLevelField(oldx, oldy);
2515 DrawLevelField(newx, newy);
2518 void DrawDynamite(int x, int y)
2520 int sx = SCREENX(x), sy = SCREENY(y);
2521 int graphic = el2img(Feld[x][y]);
2524 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2527 if (IS_WALKABLE_INSIDE(Back[x][y]))
2531 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2532 else if (Store[x][y])
2533 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2535 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2538 if (Back[x][y] || Store[x][y])
2539 DrawGraphicThruMask(sx, sy, graphic, frame);
2541 DrawGraphic(sx, sy, graphic, frame);
2543 if (game.emulation == EMU_SUPAPLEX)
2544 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2545 else if (Store[x][y])
2546 DrawGraphicThruMask(sx, sy, graphic, frame);
2548 DrawGraphic(sx, sy, graphic, frame);
2552 void CheckDynamite(int x, int y)
2554 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2558 if (MovDelay[x][y] != 0)
2561 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2568 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2570 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2571 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2572 StopSound(SND_DYNAMITE_ACTIVE);
2574 StopSound(SND_DYNABOMB_ACTIVE);
2580 void RelocatePlayer(int x, int y, int element_raw)
2582 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2583 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2584 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2585 boolean no_delay = (tape.index_search);
2586 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2587 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2592 if (player->GameOver) /* do not reanimate dead player */
2596 RemoveField(x, y); /* temporarily remove newly placed player */
2597 DrawLevelField(x, y);
2600 if (player->present)
2602 while (player->MovPos)
2604 ScrollPlayer(player, SCROLL_GO_ON);
2605 ScrollScreen(NULL, SCROLL_GO_ON);
2611 Delay(wait_delay_value);
2614 DrawPlayer(player); /* needed here only to cleanup last field */
2615 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2617 player->is_moving = FALSE;
2621 old_jx = player->jx;
2622 old_jy = player->jy;
2625 Feld[x][y] = element;
2626 InitPlayerField(x, y, element, TRUE);
2629 if (player == local_player)
2633 scroll_x += (local_player->jx - old_jx);
2634 scroll_y += (local_player->jy - old_jy);
2636 /* don't scroll over playfield boundaries */
2637 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2638 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2640 /* don't scroll over playfield boundaries */
2641 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2642 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2645 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2646 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2647 local_player->jx - MIDPOSX);
2649 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2650 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2651 local_player->jy - MIDPOSY);
2654 RedrawPlayfield(TRUE, 0,0,0,0);
2663 if (player == local_player)
2665 int scroll_xx = -999, scroll_yy = -999;
2667 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2670 int fx = FX, fy = FY;
2672 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2673 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2674 local_player->jx - MIDPOSX);
2676 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2677 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2678 local_player->jy - MIDPOSY);
2680 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2681 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2686 fx += dx * TILEX / 2;
2687 fy += dy * TILEY / 2;
2689 ScrollLevel(dx, dy);
2692 /* scroll in two steps of half tile size to make things smoother */
2693 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2695 Delay(wait_delay_value);
2697 /* scroll second step to align at full tile size */
2699 Delay(wait_delay_value);
2705 void Explode(int ex, int ey, int phase, int mode)
2712 /* !!! eliminate this variable !!! */
2713 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2718 int last_phase = num_phase * delay;
2719 int half_phase = (num_phase / 2) * delay;
2720 int first_phase_after_start = EX_PHASE_START + 1;
2724 if (game.explosions_delayed)
2726 ExplodeField[ex][ey] = mode;
2730 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2732 int center_element = Feld[ex][ey];
2735 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2739 /* --- This is only really needed (and now handled) in "Impact()". --- */
2740 /* do not explode moving elements that left the explode field in time */
2741 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2742 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2746 if (mode == EX_NORMAL || mode == EX_CENTER)
2747 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2749 /* remove things displayed in background while burning dynamite */
2750 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2753 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2755 /* put moving element to center field (and let it explode there) */
2756 center_element = MovingOrBlocked2Element(ex, ey);
2757 RemoveMovingField(ex, ey);
2758 Feld[ex][ey] = center_element;
2762 last_phase = element_info[center_element].explosion_delay;
2765 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2767 int xx = x - ex + 1;
2768 int yy = y - ey + 1;
2772 if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
2775 if (!IN_LEV_FIELD(x, y) ||
2776 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2777 (x != ex || y != ey)))
2781 element = Feld[x][y];
2783 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2785 element = MovingOrBlocked2Element(x, y);
2787 if (!IS_EXPLOSION_PROOF(element))
2788 RemoveMovingField(x, y);
2794 if (IS_EXPLOSION_PROOF(element))
2797 /* indestructible elements can only explode in center (but not flames) */
2798 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2799 element == EL_FLAMES)
2804 if ((IS_INDESTRUCTIBLE(element) &&
2805 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2806 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2807 element == EL_FLAMES)
2811 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2813 if (IS_ACTIVE_BOMB(element))
2815 /* re-activate things under the bomb like gate or penguin */
2816 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2823 /* save walkable background elements while explosion on same tile */
2825 if (IS_INDESTRUCTIBLE(element))
2826 Back[x][y] = element;
2828 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2829 Back[x][y] = element;
2832 /* ignite explodable elements reached by other explosion */
2833 if (element == EL_EXPLOSION)
2834 element = Store2[x][y];
2837 if (AmoebaNr[x][y] &&
2838 (element == EL_AMOEBA_FULL ||
2839 element == EL_BD_AMOEBA ||
2840 element == EL_AMOEBA_GROWING))
2842 AmoebaCnt[AmoebaNr[x][y]]--;
2843 AmoebaCnt2[AmoebaNr[x][y]]--;
2849 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2851 switch(StorePlayer[ex][ey])
2854 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2857 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2860 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2864 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2868 if (game.emulation == EMU_SUPAPLEX)
2869 Store[x][y] = EL_EMPTY;
2871 else if (center_element == EL_MOLE)
2872 Store[x][y] = EL_EMERALD_RED;
2873 else if (center_element == EL_PENGUIN)
2874 Store[x][y] = EL_EMERALD_PURPLE;
2875 else if (center_element == EL_BUG)
2876 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2877 else if (center_element == EL_BD_BUTTERFLY)
2878 Store[x][y] = EL_BD_DIAMOND;
2879 else if (center_element == EL_SP_ELECTRON)
2880 Store[x][y] = EL_SP_INFOTRON;
2881 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2882 Store[x][y] = level.amoeba_content;
2883 else if (center_element == EL_YAMYAM)
2884 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2885 else if (IS_CUSTOM_ELEMENT(center_element) &&
2886 element_info[center_element].content[xx][yy] != EL_EMPTY)
2887 Store[x][y] = element_info[center_element].content[xx][yy];
2888 else if (element == EL_WALL_EMERALD)
2889 Store[x][y] = EL_EMERALD;
2890 else if (element == EL_WALL_DIAMOND)
2891 Store[x][y] = EL_DIAMOND;
2892 else if (element == EL_WALL_BD_DIAMOND)
2893 Store[x][y] = EL_BD_DIAMOND;
2894 else if (element == EL_WALL_EMERALD_YELLOW)
2895 Store[x][y] = EL_EMERALD_YELLOW;
2896 else if (element == EL_WALL_EMERALD_RED)
2897 Store[x][y] = EL_EMERALD_RED;
2898 else if (element == EL_WALL_EMERALD_PURPLE)
2899 Store[x][y] = EL_EMERALD_PURPLE;
2900 else if (element == EL_WALL_PEARL)
2901 Store[x][y] = EL_PEARL;
2902 else if (element == EL_WALL_CRYSTAL)
2903 Store[x][y] = EL_CRYSTAL;
2904 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2905 Store[x][y] = element_info[element].content[1][1];
2907 Store[x][y] = EL_EMPTY;
2909 if (x != ex || y != ey ||
2910 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2911 Store2[x][y] = element;
2914 if (AmoebaNr[x][y] &&
2915 (element == EL_AMOEBA_FULL ||
2916 element == EL_BD_AMOEBA ||
2917 element == EL_AMOEBA_GROWING))
2919 AmoebaCnt[AmoebaNr[x][y]]--;
2920 AmoebaCnt2[AmoebaNr[x][y]]--;
2926 MovDir[x][y] = MovPos[x][y] = 0;
2927 GfxDir[x][y] = MovDir[x][y];
2932 Feld[x][y] = EL_EXPLOSION;
2934 GfxElement[x][y] = center_element;
2936 GfxElement[x][y] = EL_UNDEFINED;
2939 ExplodePhase[x][y] = 1;
2941 ExplodeDelay[x][y] = last_phase;
2946 if (center_element == EL_YAMYAM)
2947 game.yamyam_content_nr =
2948 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2960 last_phase = ExplodeDelay[x][y];
2963 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2967 /* activate this even in non-DEBUG version until cause for crash in
2968 getGraphicAnimationFrame() (see below) is found and eliminated */
2972 if (GfxElement[x][y] == EL_UNDEFINED)
2975 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2976 printf("Explode(): This should never happen!\n");
2979 GfxElement[x][y] = EL_EMPTY;
2985 border_element = Store2[x][y];
2986 if (IS_PLAYER(x, y))
2987 border_element = StorePlayer[x][y];
2989 if (phase == element_info[border_element].ignition_delay ||
2990 phase == last_phase)
2992 boolean border_explosion = FALSE;
2995 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
2997 if (IS_PLAYER(x, y))
3000 KillHeroUnlessExplosionProtected(x, y);
3001 border_explosion = TRUE;
3004 if (phase == last_phase)
3005 printf("::: IS_PLAYER\n");
3008 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3010 Feld[x][y] = Store2[x][y];
3013 border_explosion = TRUE;
3016 if (phase == last_phase)
3017 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3020 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3022 AmoebeUmwandeln(x, y);
3024 border_explosion = TRUE;
3027 if (phase == last_phase)
3028 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3029 element_info[border_element].explosion_delay,
3030 element_info[border_element].ignition_delay,
3036 /* if an element just explodes due to another explosion (chain-reaction),
3037 do not immediately end the new explosion when it was the last frame of
3038 the explosion (as it would be done in the following "if"-statement!) */
3039 if (border_explosion && phase == last_phase)
3046 if (phase == first_phase_after_start)
3048 int element = Store2[x][y];
3050 if (element == EL_BLACK_ORB)
3052 Feld[x][y] = Store2[x][y];
3057 else if (phase == half_phase)
3059 int element = Store2[x][y];
3061 if (IS_PLAYER(x, y))
3062 KillHeroUnlessExplosionProtected(x, y);
3063 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3065 Feld[x][y] = Store2[x][y];
3069 else if (element == EL_AMOEBA_TO_DIAMOND)
3070 AmoebeUmwandeln(x, y);
3074 if (phase == last_phase)
3079 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3082 element = Feld[x][y] = Store[x][y];
3083 Store[x][y] = Store2[x][y] = 0;
3084 GfxElement[x][y] = EL_UNDEFINED;
3086 /* player can escape from explosions and might therefore be still alive */
3087 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3088 element <= EL_PLAYER_IS_EXPLODING_4)
3089 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3091 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3092 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3093 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3096 /* restore probably existing indestructible background element */
3097 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3098 element = Feld[x][y] = Back[x][y];
3101 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3102 GfxDir[x][y] = MV_NO_MOVING;
3103 ChangeDelay[x][y] = 0;
3104 ChangePage[x][y] = -1;
3107 InitField_WithBug2(x, y, FALSE);
3109 InitField(x, y, FALSE);
3111 /* !!! not needed !!! */
3113 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3114 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3117 if (CAN_MOVE(element))
3122 DrawLevelField(x, y);
3124 TestIfElementTouchesCustomElement(x, y);
3126 if (GFX_CRUMBLED(element))
3127 DrawLevelFieldCrumbledSandNeighbours(x, y);
3129 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3130 StorePlayer[x][y] = 0;
3132 if (ELEM_IS_PLAYER(element))
3133 RelocatePlayer(x, y, element);
3136 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3138 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3142 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3144 int stored = Store[x][y];
3145 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3146 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3149 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3152 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3153 element_info[GfxElement[x][y]].token_name,
3158 DrawLevelFieldCrumbledSand(x, y);
3160 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3162 DrawLevelElement(x, y, Back[x][y]);
3163 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3165 else if (IS_WALKABLE_UNDER(Back[x][y]))
3167 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3168 DrawLevelElementThruMask(x, y, Back[x][y]);
3170 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3171 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3175 void DynaExplode(int ex, int ey)
3178 int dynabomb_element = Feld[ex][ey];
3179 int dynabomb_size = 1;
3180 boolean dynabomb_xl = FALSE;
3181 struct PlayerInfo *player;
3182 static int xy[4][2] =
3190 if (IS_ACTIVE_BOMB(dynabomb_element))
3192 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3193 dynabomb_size = player->dynabomb_size;
3194 dynabomb_xl = player->dynabomb_xl;
3195 player->dynabombs_left++;
3198 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3200 for (i = 0; i < NUM_DIRECTIONS; i++)
3202 for (j = 1; j <= dynabomb_size; j++)
3204 int x = ex + j * xy[i][0];
3205 int y = ey + j * xy[i][1];
3208 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3211 element = Feld[x][y];
3213 /* do not restart explosions of fields with active bombs */
3214 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3217 Explode(x, y, EX_PHASE_START, EX_BORDER);
3219 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3220 if (element != EL_EMPTY &&
3221 element != EL_SAND &&
3222 element != EL_EXPLOSION &&
3229 void Bang(int x, int y)
3232 int element = MovingOrBlocked2Element(x, y);
3234 int element = Feld[x][y];
3238 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3240 if (IS_PLAYER(x, y))
3243 struct PlayerInfo *player = PLAYERINFO(x, y);
3245 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3246 player->element_nr);
3251 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3253 if (game.emulation == EMU_SUPAPLEX)
3254 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3256 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3261 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3269 case EL_BD_BUTTERFLY:
3272 case EL_DARK_YAMYAM:
3276 RaiseScoreElement(element);
3277 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3279 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3280 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3281 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3282 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3283 case EL_DYNABOMB_INCREASE_NUMBER:
3284 case EL_DYNABOMB_INCREASE_SIZE:
3285 case EL_DYNABOMB_INCREASE_POWER:
3290 case EL_LAMP_ACTIVE:
3292 case EL_AMOEBA_TO_DIAMOND:
3294 if (IS_PLAYER(x, y))
3295 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3297 Explode(x, y, EX_PHASE_START, EX_CENTER);
3300 if (CAN_EXPLODE_DYNA(element))
3302 else if (CAN_EXPLODE_1X1(element))
3303 Explode(x, y, EX_PHASE_START, EX_CENTER);
3305 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3309 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3312 void SplashAcid(int x, int y)
3315 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3316 (!IN_LEV_FIELD(x - 1, y - 2) ||
3317 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3318 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3320 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3321 (!IN_LEV_FIELD(x + 1, y - 2) ||
3322 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3323 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3325 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3327 /* input: position of element entering acid (obsolete) */
3329 int element = Feld[x][y];
3331 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3334 if (element != EL_ACID_SPLASH_LEFT &&
3335 element != EL_ACID_SPLASH_RIGHT)
3337 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3339 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3340 (!IN_LEV_FIELD(x - 1, y - 1) ||
3341 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3342 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3344 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3345 (!IN_LEV_FIELD(x + 1, y - 1) ||
3346 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3347 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3352 static void InitBeltMovement()
3354 static int belt_base_element[4] =
3356 EL_CONVEYOR_BELT_1_LEFT,
3357 EL_CONVEYOR_BELT_2_LEFT,
3358 EL_CONVEYOR_BELT_3_LEFT,
3359 EL_CONVEYOR_BELT_4_LEFT
3361 static int belt_base_active_element[4] =
3363 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3364 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3365 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3366 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3371 /* set frame order for belt animation graphic according to belt direction */
3372 for (i = 0; i < NUM_BELTS; i++)
3376 for (j = 0; j < NUM_BELT_PARTS; j++)
3378 int element = belt_base_active_element[belt_nr] + j;
3379 int graphic = el2img(element);
3381 if (game.belt_dir[i] == MV_LEFT)
3382 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3384 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3388 for (y = 0; y < lev_fieldy; y++)
3390 for (x = 0; x < lev_fieldx; x++)
3392 int element = Feld[x][y];
3394 for (i = 0; i < NUM_BELTS; i++)
3396 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3398 int e_belt_nr = getBeltNrFromBeltElement(element);
3401 if (e_belt_nr == belt_nr)
3403 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3405 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3413 static void ToggleBeltSwitch(int x, int y)
3415 static int belt_base_element[4] =
3417 EL_CONVEYOR_BELT_1_LEFT,
3418 EL_CONVEYOR_BELT_2_LEFT,
3419 EL_CONVEYOR_BELT_3_LEFT,
3420 EL_CONVEYOR_BELT_4_LEFT
3422 static int belt_base_active_element[4] =
3424 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3425 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3426 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3427 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3429 static int belt_base_switch_element[4] =
3431 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3432 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3433 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3434 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3436 static int belt_move_dir[4] =
3444 int element = Feld[x][y];
3445 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3446 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3447 int belt_dir = belt_move_dir[belt_dir_nr];
3450 if (!IS_BELT_SWITCH(element))
3453 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3454 game.belt_dir[belt_nr] = belt_dir;
3456 if (belt_dir_nr == 3)
3459 /* set frame order for belt animation graphic according to belt direction */
3460 for (i = 0; i < NUM_BELT_PARTS; i++)
3462 int element = belt_base_active_element[belt_nr] + i;
3463 int graphic = el2img(element);
3465 if (belt_dir == MV_LEFT)
3466 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3468 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3471 for (yy = 0; yy < lev_fieldy; yy++)
3473 for (xx = 0; xx < lev_fieldx; xx++)
3475 int element = Feld[xx][yy];
3477 if (IS_BELT_SWITCH(element))
3479 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3481 if (e_belt_nr == belt_nr)
3483 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3484 DrawLevelField(xx, yy);
3487 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3489 int e_belt_nr = getBeltNrFromBeltElement(element);
3491 if (e_belt_nr == belt_nr)
3493 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3495 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3496 DrawLevelField(xx, yy);
3499 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3501 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3503 if (e_belt_nr == belt_nr)
3505 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3507 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3508 DrawLevelField(xx, yy);
3515 static void ToggleSwitchgateSwitch(int x, int y)
3519 game.switchgate_pos = !game.switchgate_pos;
3521 for (yy = 0; yy < lev_fieldy; yy++)
3523 for (xx = 0; xx < lev_fieldx; xx++)
3525 int element = Feld[xx][yy];
3527 if (element == EL_SWITCHGATE_SWITCH_UP ||
3528 element == EL_SWITCHGATE_SWITCH_DOWN)
3530 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3531 DrawLevelField(xx, yy);
3533 else if (element == EL_SWITCHGATE_OPEN ||
3534 element == EL_SWITCHGATE_OPENING)
3536 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3538 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3540 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3543 else if (element == EL_SWITCHGATE_CLOSED ||
3544 element == EL_SWITCHGATE_CLOSING)
3546 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3548 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3550 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3557 static int getInvisibleActiveFromInvisibleElement(int element)
3559 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3560 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3561 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3565 static int getInvisibleFromInvisibleActiveElement(int element)
3567 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3568 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3569 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3573 static void RedrawAllLightSwitchesAndInvisibleElements()
3577 for (y = 0; y < lev_fieldy; y++)
3579 for (x = 0; x < lev_fieldx; x++)
3581 int element = Feld[x][y];
3583 if (element == EL_LIGHT_SWITCH &&
3584 game.light_time_left > 0)
3586 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3587 DrawLevelField(x, y);
3589 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3590 game.light_time_left == 0)
3592 Feld[x][y] = EL_LIGHT_SWITCH;
3593 DrawLevelField(x, y);
3595 else if (element == EL_INVISIBLE_STEELWALL ||
3596 element == EL_INVISIBLE_WALL ||
3597 element == EL_INVISIBLE_SAND)
3599 if (game.light_time_left > 0)
3600 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3602 DrawLevelField(x, y);
3604 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3605 element == EL_INVISIBLE_WALL_ACTIVE ||
3606 element == EL_INVISIBLE_SAND_ACTIVE)
3608 if (game.light_time_left == 0)
3609 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3611 DrawLevelField(x, y);
3617 static void ToggleLightSwitch(int x, int y)
3619 int element = Feld[x][y];
3621 game.light_time_left =
3622 (element == EL_LIGHT_SWITCH ?
3623 level.time_light * FRAMES_PER_SECOND : 0);
3625 RedrawAllLightSwitchesAndInvisibleElements();
3628 static void ActivateTimegateSwitch(int x, int y)
3632 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3634 for (yy = 0; yy < lev_fieldy; yy++)
3636 for (xx = 0; xx < lev_fieldx; xx++)
3638 int element = Feld[xx][yy];
3640 if (element == EL_TIMEGATE_CLOSED ||
3641 element == EL_TIMEGATE_CLOSING)
3643 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3644 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3648 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3650 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3651 DrawLevelField(xx, yy);
3658 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3661 inline static int getElementMoveStepsize(int x, int y)
3663 int element = Feld[x][y];
3664 int direction = MovDir[x][y];
3665 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3666 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3667 int horiz_move = (dx != 0);
3668 int sign = (horiz_move ? dx : dy);
3669 int step = sign * element_info[element].move_stepsize;
3671 /* special values for move stepsize for spring and things on conveyor belt */
3675 if (element == EL_SPRING)
3676 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3677 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3678 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3679 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3681 if (CAN_FALL(element) &&
3682 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3683 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3684 else if (element == EL_SPRING)
3685 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3692 void Impact(int x, int y)
3694 boolean lastline = (y == lev_fieldy-1);
3695 boolean object_hit = FALSE;
3696 boolean impact = (lastline || object_hit);
3697 int element = Feld[x][y];
3698 int smashed = EL_UNDEFINED;
3700 if (!lastline) /* check if element below was hit */
3702 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3705 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3706 MovDir[x][y + 1] != MV_DOWN ||
3707 MovPos[x][y + 1] <= TILEY / 2));
3710 object_hit = !IS_FREE(x, y + 1);
3713 /* do not smash moving elements that left the smashed field in time */
3714 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3715 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3719 smashed = MovingOrBlocked2Element(x, y + 1);
3721 impact = (lastline || object_hit);
3724 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3726 SplashAcid(x, y + 1);
3730 /* only reset graphic animation if graphic really changes after impact */
3732 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3734 ResetGfxAnimation(x, y);
3735 DrawLevelField(x, y);
3738 if (impact && CAN_EXPLODE_IMPACT(element))
3743 else if (impact && element == EL_PEARL)
3745 Feld[x][y] = EL_PEARL_BREAKING;
3746 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3749 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3751 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3756 if (impact && element == EL_AMOEBA_DROP)
3758 if (object_hit && IS_PLAYER(x, y + 1))
3759 KillHeroUnlessEnemyProtected(x, y + 1);
3760 else if (object_hit && smashed == EL_PENGUIN)
3764 Feld[x][y] = EL_AMOEBA_GROWING;
3765 Store[x][y] = EL_AMOEBA_WET;
3767 ResetRandomAnimationValue(x, y);
3772 if (object_hit) /* check which object was hit */
3774 if (CAN_PASS_MAGIC_WALL(element) &&
3775 (smashed == EL_MAGIC_WALL ||
3776 smashed == EL_BD_MAGIC_WALL))
3779 int activated_magic_wall =
3780 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3781 EL_BD_MAGIC_WALL_ACTIVE);
3783 /* activate magic wall / mill */
3784 for (yy = 0; yy < lev_fieldy; yy++)
3785 for (xx = 0; xx < lev_fieldx; xx++)
3786 if (Feld[xx][yy] == smashed)
3787 Feld[xx][yy] = activated_magic_wall;
3789 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3790 game.magic_wall_active = TRUE;
3792 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3793 SND_MAGIC_WALL_ACTIVATING :
3794 SND_BD_MAGIC_WALL_ACTIVATING));
3797 if (IS_PLAYER(x, y + 1))
3799 if (CAN_SMASH_PLAYER(element))
3801 KillHeroUnlessEnemyProtected(x, y + 1);
3805 else if (smashed == EL_PENGUIN)
3807 if (CAN_SMASH_PLAYER(element))
3813 else if (element == EL_BD_DIAMOND)
3815 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3821 else if (((element == EL_SP_INFOTRON ||
3822 element == EL_SP_ZONK) &&
3823 (smashed == EL_SP_SNIKSNAK ||
3824 smashed == EL_SP_ELECTRON ||
3825 smashed == EL_SP_DISK_ORANGE)) ||
3826 (element == EL_SP_INFOTRON &&
3827 smashed == EL_SP_DISK_YELLOW))
3833 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3839 else if (CAN_SMASH_EVERYTHING(element))
3841 if (IS_CLASSIC_ENEMY(smashed) ||
3842 CAN_EXPLODE_SMASHED(smashed))
3847 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3849 if (smashed == EL_LAMP ||
3850 smashed == EL_LAMP_ACTIVE)
3855 else if (smashed == EL_NUT)
3857 Feld[x][y + 1] = EL_NUT_BREAKING;
3858 PlayLevelSound(x, y, SND_NUT_BREAKING);
3859 RaiseScoreElement(EL_NUT);
3862 else if (smashed == EL_PEARL)
3864 Feld[x][y + 1] = EL_PEARL_BREAKING;
3865 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3868 else if (smashed == EL_DIAMOND)
3870 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3871 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3874 else if (IS_BELT_SWITCH(smashed))
3876 ToggleBeltSwitch(x, y + 1);
3878 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3879 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3881 ToggleSwitchgateSwitch(x, y + 1);
3883 else if (smashed == EL_LIGHT_SWITCH ||
3884 smashed == EL_LIGHT_SWITCH_ACTIVE)
3886 ToggleLightSwitch(x, y + 1);
3891 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3894 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3896 CheckTriggeredElementChangeSide(x, y + 1, smashed,
3897 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
3898 CheckElementChangeSide(x, y + 1, smashed, CE_SWITCHED, CH_SIDE_TOP);
3903 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3908 /* play sound of magic wall / mill */
3910 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3911 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3913 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3914 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3915 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3916 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3921 /* play sound of object that hits the ground */
3922 if (lastline || object_hit)
3923 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3926 inline static void TurnRoundExt(int x, int y)
3938 { 0, 0 }, { 0, 0 }, { 0, 0 },
3943 int left, right, back;
3947 { MV_DOWN, MV_UP, MV_RIGHT },
3948 { MV_UP, MV_DOWN, MV_LEFT },
3950 { MV_LEFT, MV_RIGHT, MV_DOWN },
3954 { MV_RIGHT, MV_LEFT, MV_UP }
3957 int element = Feld[x][y];
3958 int move_pattern = element_info[element].move_pattern;
3960 int old_move_dir = MovDir[x][y];
3961 int left_dir = turn[old_move_dir].left;
3962 int right_dir = turn[old_move_dir].right;
3963 int back_dir = turn[old_move_dir].back;
3965 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3966 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3967 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3968 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3970 int left_x = x + left_dx, left_y = y + left_dy;
3971 int right_x = x + right_dx, right_y = y + right_dy;
3972 int move_x = x + move_dx, move_y = y + move_dy;
3976 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3978 TestIfBadThingTouchesOtherBadThing(x, y);
3980 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3981 MovDir[x][y] = right_dir;
3982 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3983 MovDir[x][y] = left_dir;
3985 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3987 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3991 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3992 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3994 TestIfBadThingTouchesOtherBadThing(x, y);
3996 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3997 MovDir[x][y] = left_dir;
3998 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3999 MovDir[x][y] = right_dir;
4001 if ((element == EL_SPACESHIP ||
4002 element == EL_SP_SNIKSNAK ||
4003 element == EL_SP_ELECTRON)
4004 && MovDir[x][y] != old_move_dir)
4006 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4010 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4012 TestIfBadThingTouchesOtherBadThing(x, y);
4014 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4015 MovDir[x][y] = left_dir;
4016 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4017 MovDir[x][y] = right_dir;
4019 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4021 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4024 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4026 TestIfBadThingTouchesOtherBadThing(x, y);
4028 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4029 MovDir[x][y] = left_dir;
4030 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4031 MovDir[x][y] = right_dir;
4033 if (MovDir[x][y] != old_move_dir)
4037 else if (element == EL_YAMYAM)
4039 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4040 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4042 if (can_turn_left && can_turn_right)
4043 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4044 else if (can_turn_left)
4045 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4046 else if (can_turn_right)
4047 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4049 MovDir[x][y] = back_dir;
4051 MovDelay[x][y] = 16 + 16 * RND(3);
4053 else if (element == EL_DARK_YAMYAM)
4055 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4057 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4060 if (can_turn_left && can_turn_right)
4061 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4062 else if (can_turn_left)
4063 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4064 else if (can_turn_right)
4065 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4067 MovDir[x][y] = back_dir;
4069 MovDelay[x][y] = 16 + 16 * RND(3);
4071 else if (element == EL_PACMAN)
4073 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4074 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4076 if (can_turn_left && can_turn_right)
4077 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4078 else if (can_turn_left)
4079 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4080 else if (can_turn_right)
4081 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4083 MovDir[x][y] = back_dir;
4085 MovDelay[x][y] = 6 + RND(40);
4087 else if (element == EL_PIG)
4089 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4090 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4091 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4092 boolean should_turn_left, should_turn_right, should_move_on;
4094 int rnd = RND(rnd_value);
4096 should_turn_left = (can_turn_left &&
4098 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4099 y + back_dy + left_dy)));
4100 should_turn_right = (can_turn_right &&
4102 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4103 y + back_dy + right_dy)));
4104 should_move_on = (can_move_on &&
4107 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4108 y + move_dy + left_dy) ||
4109 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4110 y + move_dy + right_dy)));
4112 if (should_turn_left || should_turn_right || should_move_on)
4114 if (should_turn_left && should_turn_right && should_move_on)
4115 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4116 rnd < 2 * rnd_value / 3 ? right_dir :
4118 else if (should_turn_left && should_turn_right)
4119 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4120 else if (should_turn_left && should_move_on)
4121 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4122 else if (should_turn_right && should_move_on)
4123 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4124 else if (should_turn_left)
4125 MovDir[x][y] = left_dir;
4126 else if (should_turn_right)
4127 MovDir[x][y] = right_dir;
4128 else if (should_move_on)
4129 MovDir[x][y] = old_move_dir;
4131 else if (can_move_on && rnd > rnd_value / 8)
4132 MovDir[x][y] = old_move_dir;
4133 else if (can_turn_left && can_turn_right)
4134 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4135 else if (can_turn_left && rnd > rnd_value / 8)
4136 MovDir[x][y] = left_dir;
4137 else if (can_turn_right && rnd > rnd_value/8)
4138 MovDir[x][y] = right_dir;
4140 MovDir[x][y] = back_dir;
4142 xx = x + move_xy[MovDir[x][y]].x;
4143 yy = y + move_xy[MovDir[x][y]].y;
4145 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4146 MovDir[x][y] = old_move_dir;
4150 else if (element == EL_DRAGON)
4152 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4153 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4154 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4156 int rnd = RND(rnd_value);
4159 if (FrameCounter < 1 && x == 0 && y == 29)
4160 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4163 if (can_move_on && rnd > rnd_value / 8)
4164 MovDir[x][y] = old_move_dir;
4165 else if (can_turn_left && can_turn_right)
4166 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4167 else if (can_turn_left && rnd > rnd_value / 8)
4168 MovDir[x][y] = left_dir;
4169 else if (can_turn_right && rnd > rnd_value / 8)
4170 MovDir[x][y] = right_dir;
4172 MovDir[x][y] = back_dir;
4174 xx = x + move_xy[MovDir[x][y]].x;
4175 yy = y + move_xy[MovDir[x][y]].y;
4178 if (FrameCounter < 1 && x == 0 && y == 29)
4179 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4180 xx, yy, Feld[xx][yy],
4185 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4186 MovDir[x][y] = old_move_dir;
4188 if (!IS_FREE(xx, yy))
4189 MovDir[x][y] = old_move_dir;
4193 if (FrameCounter < 1 && x == 0 && y == 29)
4194 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4199 else if (element == EL_MOLE)
4201 boolean can_move_on =
4202 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4203 IS_AMOEBOID(Feld[move_x][move_y]) ||
4204 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4207 boolean can_turn_left =
4208 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4209 IS_AMOEBOID(Feld[left_x][left_y])));
4211 boolean can_turn_right =
4212 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4213 IS_AMOEBOID(Feld[right_x][right_y])));
4215 if (can_turn_left && can_turn_right)
4216 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4217 else if (can_turn_left)
4218 MovDir[x][y] = left_dir;
4220 MovDir[x][y] = right_dir;
4223 if (MovDir[x][y] != old_move_dir)
4226 else if (element == EL_BALLOON)
4228 MovDir[x][y] = game.balloon_dir;
4231 else if (element == EL_SPRING)
4234 if (MovDir[x][y] & MV_HORIZONTAL &&
4235 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4236 MovDir[x][y] = MV_NO_MOVING;
4238 if (MovDir[x][y] & MV_HORIZONTAL &&
4239 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4240 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4241 MovDir[x][y] = MV_NO_MOVING;
4246 else if (element == EL_ROBOT ||
4247 element == EL_SATELLITE ||
4248 element == EL_PENGUIN)
4250 int attr_x = -1, attr_y = -1;
4261 for (i = 0; i < MAX_PLAYERS; i++)
4263 struct PlayerInfo *player = &stored_player[i];
4264 int jx = player->jx, jy = player->jy;
4266 if (!player->active)
4270 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4278 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4284 if (element == EL_PENGUIN)
4287 static int xy[4][2] =
4295 for (i = 0; i < NUM_DIRECTIONS; i++)
4297 int ex = x + xy[i][0];
4298 int ey = y + xy[i][1];
4300 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4309 MovDir[x][y] = MV_NO_MOVING;
4311 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4312 else if (attr_x > x)
4313 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4315 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4316 else if (attr_y > y)
4317 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4319 if (element == EL_ROBOT)
4323 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4324 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4325 Moving2Blocked(x, y, &newx, &newy);
4327 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4328 MovDelay[x][y] = 8 + 8 * !RND(3);
4330 MovDelay[x][y] = 16;
4332 else if (element == EL_PENGUIN)
4338 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4340 boolean first_horiz = RND(2);
4341 int new_move_dir = MovDir[x][y];
4344 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4345 Moving2Blocked(x, y, &newx, &newy);
4347 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4351 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4352 Moving2Blocked(x, y, &newx, &newy);
4354 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4357 MovDir[x][y] = old_move_dir;
4361 else /* (element == EL_SATELLITE) */
4367 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4369 boolean first_horiz = RND(2);
4370 int new_move_dir = MovDir[x][y];
4373 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4374 Moving2Blocked(x, y, &newx, &newy);
4376 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4380 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4381 Moving2Blocked(x, y, &newx, &newy);
4383 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4386 MovDir[x][y] = old_move_dir;
4391 else if (move_pattern == MV_TURNING_LEFT ||
4392 move_pattern == MV_TURNING_RIGHT ||
4393 move_pattern == MV_TURNING_LEFT_RIGHT ||
4394 move_pattern == MV_TURNING_RIGHT_LEFT ||
4395 move_pattern == MV_TURNING_RANDOM ||
4396 move_pattern == MV_ALL_DIRECTIONS)
4398 boolean can_turn_left =
4399 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4400 boolean can_turn_right =
4401 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4403 if (move_pattern == MV_TURNING_LEFT)
4404 MovDir[x][y] = left_dir;
4405 else if (move_pattern == MV_TURNING_RIGHT)
4406 MovDir[x][y] = right_dir;
4407 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4408 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4409 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4410 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4411 else if (move_pattern == MV_TURNING_RANDOM)
4412 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4413 can_turn_right && !can_turn_left ? right_dir :
4414 RND(2) ? left_dir : right_dir);
4415 else if (can_turn_left && can_turn_right)
4416 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4417 else if (can_turn_left)
4418 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4419 else if (can_turn_right)
4420 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4422 MovDir[x][y] = back_dir;
4424 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4426 else if (move_pattern == MV_HORIZONTAL ||
4427 move_pattern == MV_VERTICAL)
4429 if (move_pattern & old_move_dir)
4430 MovDir[x][y] = back_dir;
4431 else if (move_pattern == MV_HORIZONTAL)
4432 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4433 else if (move_pattern == MV_VERTICAL)
4434 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4436 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4438 else if (move_pattern & MV_ANY_DIRECTION)
4440 MovDir[x][y] = move_pattern;
4441 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4443 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4445 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4446 MovDir[x][y] = left_dir;
4447 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4448 MovDir[x][y] = right_dir;
4450 if (MovDir[x][y] != old_move_dir)
4451 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4453 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4455 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4456 MovDir[x][y] = right_dir;
4457 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4458 MovDir[x][y] = left_dir;
4460 if (MovDir[x][y] != old_move_dir)
4461 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4463 else if (move_pattern == MV_TOWARDS_PLAYER ||
4464 move_pattern == MV_AWAY_FROM_PLAYER)
4466 int attr_x = -1, attr_y = -1;
4468 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4479 for (i = 0; i < MAX_PLAYERS; i++)
4481 struct PlayerInfo *player = &stored_player[i];
4482 int jx = player->jx, jy = player->jy;
4484 if (!player->active)
4488 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4496 MovDir[x][y] = MV_NO_MOVING;
4498 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4499 else if (attr_x > x)
4500 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4502 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4503 else if (attr_y > y)
4504 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4506 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4508 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4510 boolean first_horiz = RND(2);
4511 int new_move_dir = MovDir[x][y];
4514 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4515 Moving2Blocked(x, y, &newx, &newy);
4517 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4521 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4522 Moving2Blocked(x, y, &newx, &newy);
4524 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4527 MovDir[x][y] = old_move_dir;
4530 else if (move_pattern == MV_WHEN_PUSHED ||
4531 move_pattern == MV_WHEN_DROPPED)
4533 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4534 MovDir[x][y] = MV_NO_MOVING;
4538 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4540 static int test_xy[7][2] =
4550 static int test_dir[7] =
4560 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4561 int move_preference = -1000000; /* start with very low preference */
4562 int new_move_dir = MV_NO_MOVING;
4563 int start_test = RND(4);
4566 for (i = 0; i < NUM_DIRECTIONS; i++)
4568 int move_dir = test_dir[start_test + i];
4569 int move_dir_preference;
4571 xx = x + test_xy[start_test + i][0];
4572 yy = y + test_xy[start_test + i][1];
4574 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4575 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4577 new_move_dir = move_dir;
4582 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4585 move_dir_preference = -1 * RunnerVisit[xx][yy];
4586 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4587 move_dir_preference = PlayerVisit[xx][yy];
4589 if (move_dir_preference > move_preference)
4591 /* prefer field that has not been visited for the longest time */
4592 move_preference = move_dir_preference;
4593 new_move_dir = move_dir;
4595 else if (move_dir_preference == move_preference &&
4596 move_dir == old_move_dir)
4598 /* prefer last direction when all directions are preferred equally */
4599 move_preference = move_dir_preference;
4600 new_move_dir = move_dir;
4604 MovDir[x][y] = new_move_dir;
4605 if (old_move_dir != new_move_dir)
4610 static void TurnRound(int x, int y)
4612 int direction = MovDir[x][y];
4615 GfxDir[x][y] = MovDir[x][y];
4621 GfxDir[x][y] = MovDir[x][y];
4624 if (direction != MovDir[x][y])
4629 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4632 GfxAction[x][y] = ACTION_WAITING;
4636 static boolean JustBeingPushed(int x, int y)
4640 for (i = 0; i < MAX_PLAYERS; i++)
4642 struct PlayerInfo *player = &stored_player[i];
4644 if (player->active && player->is_pushing && player->MovPos)
4646 int next_jx = player->jx + (player->jx - player->last_jx);
4647 int next_jy = player->jy + (player->jy - player->last_jy);
4649 if (x == next_jx && y == next_jy)
4657 void StartMoving(int x, int y)
4660 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4662 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4663 int element = Feld[x][y];
4669 if (MovDelay[x][y] == 0)
4670 GfxAction[x][y] = ACTION_DEFAULT;
4672 /* !!! this should be handled more generic (not only for mole) !!! */
4673 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4674 GfxAction[x][y] = ACTION_DEFAULT;
4677 if (CAN_FALL(element) && y < lev_fieldy - 1)
4679 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4680 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4681 if (JustBeingPushed(x, y))
4684 if (element == EL_QUICKSAND_FULL)
4686 if (IS_FREE(x, y + 1))
4688 InitMovingField(x, y, MV_DOWN);
4689 started_moving = TRUE;
4691 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4692 Store[x][y] = EL_ROCK;
4694 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4696 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4699 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4701 if (!MovDelay[x][y])
4702 MovDelay[x][y] = TILEY + 1;
4711 Feld[x][y] = EL_QUICKSAND_EMPTY;
4712 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4713 Store[x][y + 1] = Store[x][y];
4716 PlayLevelSoundAction(x, y, ACTION_FILLING);
4718 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4722 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4723 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4725 InitMovingField(x, y, MV_DOWN);
4726 started_moving = TRUE;
4728 Feld[x][y] = EL_QUICKSAND_FILLING;
4729 Store[x][y] = element;
4731 PlayLevelSoundAction(x, y, ACTION_FILLING);
4733 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4736 else if (element == EL_MAGIC_WALL_FULL)
4738 if (IS_FREE(x, y + 1))
4740 InitMovingField(x, y, MV_DOWN);
4741 started_moving = TRUE;
4743 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4744 Store[x][y] = EL_CHANGED(Store[x][y]);
4746 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4748 if (!MovDelay[x][y])
4749 MovDelay[x][y] = TILEY/4 + 1;
4758 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4759 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4760 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4764 else if (element == EL_BD_MAGIC_WALL_FULL)
4766 if (IS_FREE(x, y + 1))
4768 InitMovingField(x, y, MV_DOWN);
4769 started_moving = TRUE;
4771 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4772 Store[x][y] = EL_CHANGED2(Store[x][y]);
4774 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4776 if (!MovDelay[x][y])
4777 MovDelay[x][y] = TILEY/4 + 1;
4786 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4787 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4788 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4792 else if (CAN_PASS_MAGIC_WALL(element) &&
4793 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4794 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4796 InitMovingField(x, y, MV_DOWN);
4797 started_moving = TRUE;
4800 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4801 EL_BD_MAGIC_WALL_FILLING);
4802 Store[x][y] = element;
4805 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4807 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4810 SplashAcid(x, y + 1);
4812 InitMovingField(x, y, MV_DOWN);
4813 started_moving = TRUE;
4815 Store[x][y] = EL_ACID;
4817 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4818 GfxAction[x][y + 1] = ACTION_ACTIVE;
4822 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4823 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4824 (Feld[x][y + 1] == EL_BLOCKED)) ||
4825 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4826 CAN_SMASH(element) && WasJustFalling[x][y] &&
4827 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4831 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4832 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4833 WasJustMoving[x][y] && !Pushed[x][y + 1])
4835 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4836 WasJustMoving[x][y])
4841 /* this is needed for a special case not covered by calling "Impact()"
4842 from "ContinueMoving()": if an element moves to a tile directly below
4843 another element which was just falling on that tile (which was empty
4844 in the previous frame), the falling element above would just stop
4845 instead of smashing the element below (in previous version, the above
4846 element was just checked for "moving" instead of "falling", resulting
4847 in incorrect smashes caused by horizontal movement of the above
4848 element; also, the case of the player being the element to smash was
4849 simply not covered here... :-/ ) */
4852 WasJustMoving[x][y] = 0;
4853 WasJustFalling[x][y] = 0;
4858 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4860 if (MovDir[x][y] == MV_NO_MOVING)
4862 InitMovingField(x, y, MV_DOWN);
4863 started_moving = TRUE;
4866 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4868 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4869 MovDir[x][y] = MV_DOWN;
4871 InitMovingField(x, y, MV_DOWN);
4872 started_moving = TRUE;
4874 else if (element == EL_AMOEBA_DROP)
4876 Feld[x][y] = EL_AMOEBA_GROWING;
4877 Store[x][y] = EL_AMOEBA_WET;
4879 /* Store[x][y + 1] must be zero, because:
4880 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4883 #if OLD_GAME_BEHAVIOUR
4884 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4886 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4887 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4888 element != EL_DX_SUPABOMB)
4891 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4892 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4893 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4894 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4897 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4898 (IS_FREE(x - 1, y + 1) ||
4899 Feld[x - 1][y + 1] == EL_ACID));
4900 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4901 (IS_FREE(x + 1, y + 1) ||
4902 Feld[x + 1][y + 1] == EL_ACID));
4903 boolean can_fall_any = (can_fall_left || can_fall_right);
4904 boolean can_fall_both = (can_fall_left && can_fall_right);
4906 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4908 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4910 if (slippery_type == SLIPPERY_ONLY_LEFT)
4911 can_fall_right = FALSE;
4912 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4913 can_fall_left = FALSE;
4914 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4915 can_fall_right = FALSE;
4916 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4917 can_fall_left = FALSE;
4919 can_fall_any = (can_fall_left || can_fall_right);
4920 can_fall_both = (can_fall_left && can_fall_right);
4925 if (can_fall_both &&
4926 (game.emulation != EMU_BOULDERDASH &&
4927 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4928 can_fall_left = !(can_fall_right = RND(2));
4930 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4931 started_moving = TRUE;
4935 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4937 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4940 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4941 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4942 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4943 int belt_dir = game.belt_dir[belt_nr];
4945 if ((belt_dir == MV_LEFT && left_is_free) ||
4946 (belt_dir == MV_RIGHT && right_is_free))
4949 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4952 InitMovingField(x, y, belt_dir);
4953 started_moving = TRUE;
4956 Pushed[x][y] = TRUE;
4957 Pushed[nextx][y] = TRUE;
4960 GfxAction[x][y] = ACTION_DEFAULT;
4964 MovDir[x][y] = 0; /* if element was moving, stop it */
4969 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4970 if (CAN_MOVE(element) && !started_moving)
4972 int move_pattern = element_info[element].move_pattern;
4975 Moving2Blocked(x, y, &newx, &newy);
4978 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4981 if ((element == EL_SATELLITE ||
4982 element == EL_BALLOON ||
4983 element == EL_SPRING)
4984 && JustBeingPushed(x, y))
4989 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4990 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
4991 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
4994 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
4995 element, element_info[element].token_name,
4996 WasJustMoving[x][y],
4997 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
4998 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
4999 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5000 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5004 WasJustMoving[x][y] = 0;
5007 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5010 if (Feld[x][y] != element) /* element has changed */
5012 element = Feld[x][y];
5013 move_pattern = element_info[element].move_pattern;
5015 if (!CAN_MOVE(element))
5019 if (Feld[x][y] != element) /* element has changed */
5027 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5028 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5030 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5032 Moving2Blocked(x, y, &newx, &newy);
5033 if (Feld[newx][newy] == EL_BLOCKED)
5034 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5040 if (FrameCounter < 1 && x == 0 && y == 29)
5041 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5044 if (!MovDelay[x][y]) /* start new movement phase */
5046 /* all objects that can change their move direction after each step
5047 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5049 if (element != EL_YAMYAM &&
5050 element != EL_DARK_YAMYAM &&
5051 element != EL_PACMAN &&
5052 !(move_pattern & MV_ANY_DIRECTION) &&
5053 move_pattern != MV_TURNING_LEFT &&
5054 move_pattern != MV_TURNING_RIGHT &&
5055 move_pattern != MV_TURNING_LEFT_RIGHT &&
5056 move_pattern != MV_TURNING_RIGHT_LEFT &&
5057 move_pattern != MV_TURNING_RANDOM)
5062 if (FrameCounter < 1 && x == 0 && y == 29)
5063 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5066 if (MovDelay[x][y] && (element == EL_BUG ||
5067 element == EL_SPACESHIP ||
5068 element == EL_SP_SNIKSNAK ||
5069 element == EL_SP_ELECTRON ||
5070 element == EL_MOLE))
5071 DrawLevelField(x, y);
5075 if (MovDelay[x][y]) /* wait some time before next movement */
5080 if (element == EL_YAMYAM)
5083 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5084 DrawLevelElementAnimation(x, y, element);
5088 if (MovDelay[x][y]) /* element still has to wait some time */
5091 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5092 ResetGfxAnimation(x, y);
5096 if (GfxAction[x][y] != ACTION_WAITING)
5097 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5099 GfxAction[x][y] = ACTION_WAITING;
5103 if (element == EL_ROBOT ||
5105 element == EL_PACMAN ||
5107 element == EL_YAMYAM ||
5108 element == EL_DARK_YAMYAM)
5111 DrawLevelElementAnimation(x, y, element);
5113 DrawLevelElementAnimationIfNeeded(x, y, element);
5115 PlayLevelSoundAction(x, y, ACTION_WAITING);
5117 else if (element == EL_SP_ELECTRON)
5118 DrawLevelElementAnimationIfNeeded(x, y, element);
5119 else if (element == EL_DRAGON)
5122 int dir = MovDir[x][y];
5123 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5124 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5125 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5126 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5127 dir == MV_UP ? IMG_FLAMES_1_UP :
5128 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5129 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5132 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5135 GfxAction[x][y] = ACTION_ATTACKING;
5137 if (IS_PLAYER(x, y))
5138 DrawPlayerField(x, y);
5140 DrawLevelField(x, y);
5142 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5144 for (i = 1; i <= 3; i++)
5146 int xx = x + i * dx;
5147 int yy = y + i * dy;
5148 int sx = SCREENX(xx);
5149 int sy = SCREENY(yy);
5150 int flame_graphic = graphic + (i - 1);
5152 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5157 int flamed = MovingOrBlocked2Element(xx, yy);
5159 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5162 RemoveMovingField(xx, yy);
5164 Feld[xx][yy] = EL_FLAMES;
5165 if (IN_SCR_FIELD(sx, sy))
5167 DrawLevelFieldCrumbledSand(xx, yy);
5168 DrawGraphic(sx, sy, flame_graphic, frame);
5173 if (Feld[xx][yy] == EL_FLAMES)
5174 Feld[xx][yy] = EL_EMPTY;
5175 DrawLevelField(xx, yy);
5180 if (MovDelay[x][y]) /* element still has to wait some time */
5182 PlayLevelSoundAction(x, y, ACTION_WAITING);
5188 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5189 for all other elements GfxAction will be set by InitMovingField() */
5190 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5191 GfxAction[x][y] = ACTION_MOVING;
5195 /* now make next step */
5197 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5199 if (DONT_COLLIDE_WITH(element) &&
5200 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5201 !PLAYER_ENEMY_PROTECTED(newx, newy))
5204 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5208 /* player killed by element which is deadly when colliding with */
5210 KillHero(PLAYERINFO(newx, newy));
5217 else if (CAN_MOVE_INTO_ACID(element) &&
5218 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5219 (MovDir[x][y] == MV_DOWN ||
5220 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5222 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5223 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5227 else if ((element == EL_PENGUIN ||
5228 element == EL_ROBOT ||
5229 element == EL_SATELLITE ||
5230 element == EL_BALLOON ||
5231 IS_CUSTOM_ELEMENT(element)) &&
5232 IN_LEV_FIELD(newx, newy) &&
5233 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5236 SplashAcid(newx, newy);
5237 Store[x][y] = EL_ACID;
5239 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5241 if (Feld[newx][newy] == EL_EXIT_OPEN)
5245 DrawLevelField(x, y);
5247 Feld[x][y] = EL_EMPTY;
5248 DrawLevelField(x, y);
5251 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5252 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5253 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5255 local_player->friends_still_needed--;
5256 if (!local_player->friends_still_needed &&
5257 !local_player->GameOver && AllPlayersGone)
5258 local_player->LevelSolved = local_player->GameOver = TRUE;
5262 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5264 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5265 DrawLevelField(newx, newy);
5267 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5269 else if (!IS_FREE(newx, newy))
5271 GfxAction[x][y] = ACTION_WAITING;
5273 if (IS_PLAYER(x, y))
5274 DrawPlayerField(x, y);
5276 DrawLevelField(x, y);
5281 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5283 if (IS_FOOD_PIG(Feld[newx][newy]))
5285 if (IS_MOVING(newx, newy))
5286 RemoveMovingField(newx, newy);
5289 Feld[newx][newy] = EL_EMPTY;
5290 DrawLevelField(newx, newy);
5293 PlayLevelSound(x, y, SND_PIG_DIGGING);
5295 else if (!IS_FREE(newx, newy))
5297 if (IS_PLAYER(x, y))
5298 DrawPlayerField(x, y);
5300 DrawLevelField(x, y);
5309 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5312 else if (IS_CUSTOM_ELEMENT(element) &&
5313 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5317 !IS_FREE(newx, newy)
5322 int new_element = Feld[newx][newy];
5325 printf("::: '%s' digs '%s' [%d]\n",
5326 element_info[element].token_name,
5327 element_info[Feld[newx][newy]].token_name,
5328 StorePlayer[newx][newy]);
5331 if (!IS_FREE(newx, newy))
5333 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5334 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5337 /* no element can dig solid indestructible elements */
5338 if (IS_INDESTRUCTIBLE(new_element) &&
5339 !IS_DIGGABLE(new_element) &&
5340 !IS_COLLECTIBLE(new_element))
5343 if (AmoebaNr[newx][newy] &&
5344 (new_element == EL_AMOEBA_FULL ||
5345 new_element == EL_BD_AMOEBA ||
5346 new_element == EL_AMOEBA_GROWING))
5348 AmoebaCnt[AmoebaNr[newx][newy]]--;
5349 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5352 if (IS_MOVING(newx, newy))
5353 RemoveMovingField(newx, newy);
5356 RemoveField(newx, newy);
5357 DrawLevelField(newx, newy);
5360 PlayLevelSoundAction(x, y, action);
5363 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5364 element_info[element].can_leave_element = TRUE;
5366 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5368 RunnerVisit[x][y] = FrameCounter;
5369 PlayerVisit[x][y] /= 8; /* expire player visit path */
5375 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5377 if (!IS_FREE(newx, newy))
5379 if (IS_PLAYER(x, y))
5380 DrawPlayerField(x, y);
5382 DrawLevelField(x, y);
5388 boolean wanna_flame = !RND(10);
5389 int dx = newx - x, dy = newy - y;
5390 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5391 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5392 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5393 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5394 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5395 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5398 IS_CLASSIC_ENEMY(element1) ||
5399 IS_CLASSIC_ENEMY(element2)) &&
5400 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5401 element1 != EL_FLAMES && element2 != EL_FLAMES)
5404 ResetGfxAnimation(x, y);
5405 GfxAction[x][y] = ACTION_ATTACKING;
5408 if (IS_PLAYER(x, y))
5409 DrawPlayerField(x, y);
5411 DrawLevelField(x, y);
5413 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5415 MovDelay[x][y] = 50;
5417 Feld[newx][newy] = EL_FLAMES;
5418 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5419 Feld[newx1][newy1] = EL_FLAMES;
5420 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5421 Feld[newx2][newy2] = EL_FLAMES;
5427 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5428 Feld[newx][newy] == EL_DIAMOND)
5430 if (IS_MOVING(newx, newy))
5431 RemoveMovingField(newx, newy);
5434 Feld[newx][newy] = EL_EMPTY;
5435 DrawLevelField(newx, newy);
5438 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5440 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5441 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5443 if (AmoebaNr[newx][newy])
5445 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5446 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5447 Feld[newx][newy] == EL_BD_AMOEBA)
5448 AmoebaCnt[AmoebaNr[newx][newy]]--;
5453 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5455 if (IS_MOVING(newx, newy))
5458 RemoveMovingField(newx, newy);
5462 Feld[newx][newy] = EL_EMPTY;
5463 DrawLevelField(newx, newy);
5466 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5468 else if ((element == EL_PACMAN || element == EL_MOLE)
5469 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5471 if (AmoebaNr[newx][newy])
5473 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5474 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5475 Feld[newx][newy] == EL_BD_AMOEBA)
5476 AmoebaCnt[AmoebaNr[newx][newy]]--;
5479 if (element == EL_MOLE)
5481 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5482 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5484 ResetGfxAnimation(x, y);
5485 GfxAction[x][y] = ACTION_DIGGING;
5486 DrawLevelField(x, y);
5488 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5490 return; /* wait for shrinking amoeba */
5492 else /* element == EL_PACMAN */
5494 Feld[newx][newy] = EL_EMPTY;
5495 DrawLevelField(newx, newy);
5496 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5499 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5500 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5501 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5503 /* wait for shrinking amoeba to completely disappear */
5506 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5508 /* object was running against a wall */
5513 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5514 DrawLevelElementAnimation(x, y, element);
5516 if (element == EL_BUG ||
5517 element == EL_SPACESHIP ||
5518 element == EL_SP_SNIKSNAK)
5519 DrawLevelField(x, y);
5520 else if (element == EL_MOLE)
5521 DrawLevelField(x, y);
5522 else if (element == EL_BD_BUTTERFLY ||
5523 element == EL_BD_FIREFLY)
5524 DrawLevelElementAnimationIfNeeded(x, y, element);
5525 else if (element == EL_SATELLITE)
5526 DrawLevelElementAnimationIfNeeded(x, y, element);
5527 else if (element == EL_SP_ELECTRON)
5528 DrawLevelElementAnimationIfNeeded(x, y, element);
5531 if (DONT_TOUCH(element))
5532 TestIfBadThingTouchesHero(x, y);
5535 PlayLevelSoundAction(x, y, ACTION_WAITING);
5541 InitMovingField(x, y, MovDir[x][y]);
5543 PlayLevelSoundAction(x, y, ACTION_MOVING);
5547 ContinueMoving(x, y);
5550 void ContinueMoving(int x, int y)
5552 int element = Feld[x][y];
5553 struct ElementInfo *ei = &element_info[element];
5554 int direction = MovDir[x][y];
5555 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5556 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5557 int newx = x + dx, newy = y + dy;
5559 int nextx = newx + dx, nexty = newy + dy;
5562 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5563 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5565 boolean pushed_by_player = Pushed[x][y];
5568 MovPos[x][y] += getElementMoveStepsize(x, y);
5571 if (pushed_by_player && IS_PLAYER(x, y))
5573 /* special case: moving object pushed by player */
5574 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5577 if (pushed_by_player) /* special case: moving object pushed by player */
5578 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5581 if (ABS(MovPos[x][y]) < TILEX)
5583 DrawLevelField(x, y);
5585 return; /* element is still moving */
5588 /* element reached destination field */
5590 Feld[x][y] = EL_EMPTY;
5591 Feld[newx][newy] = element;
5592 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5594 if (element == EL_MOLE)
5596 Feld[x][y] = EL_SAND;
5598 DrawLevelFieldCrumbledSandNeighbours(x, y);
5600 else if (element == EL_QUICKSAND_FILLING)
5602 element = Feld[newx][newy] = get_next_element(element);
5603 Store[newx][newy] = Store[x][y];
5605 else if (element == EL_QUICKSAND_EMPTYING)
5607 Feld[x][y] = get_next_element(element);
5608 element = Feld[newx][newy] = Store[x][y];
5610 else if (element == EL_MAGIC_WALL_FILLING)
5612 element = Feld[newx][newy] = get_next_element(element);
5613 if (!game.magic_wall_active)
5614 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5615 Store[newx][newy] = Store[x][y];
5617 else if (element == EL_MAGIC_WALL_EMPTYING)
5619 Feld[x][y] = get_next_element(element);
5620 if (!game.magic_wall_active)
5621 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5622 element = Feld[newx][newy] = Store[x][y];
5624 else if (element == EL_BD_MAGIC_WALL_FILLING)
5626 element = Feld[newx][newy] = get_next_element(element);
5627 if (!game.magic_wall_active)
5628 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5629 Store[newx][newy] = Store[x][y];
5631 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5633 Feld[x][y] = get_next_element(element);
5634 if (!game.magic_wall_active)
5635 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5636 element = Feld[newx][newy] = Store[x][y];
5638 else if (element == EL_AMOEBA_DROPPING)
5640 Feld[x][y] = get_next_element(element);
5641 element = Feld[newx][newy] = Store[x][y];
5643 else if (element == EL_SOKOBAN_OBJECT)
5646 Feld[x][y] = Back[x][y];
5648 if (Back[newx][newy])
5649 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5651 Back[x][y] = Back[newx][newy] = 0;
5653 else if (Store[x][y] == EL_ACID)
5655 element = Feld[newx][newy] = EL_ACID;
5659 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5660 MovDelay[newx][newy] = 0;
5662 /* copy element change control values to new field */
5663 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5664 ChangePage[newx][newy] = ChangePage[x][y];
5665 Changed[newx][newy] = Changed[x][y];
5666 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5668 ChangeDelay[x][y] = 0;
5669 ChangePage[x][y] = -1;
5670 Changed[x][y] = CE_BITMASK_DEFAULT;
5671 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5673 /* copy animation control values to new field */
5674 GfxFrame[newx][newy] = GfxFrame[x][y];
5675 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5676 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5677 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5679 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5681 ResetGfxAnimation(x, y); /* reset animation values for old field */
5684 /* some elements can leave other elements behind after moving */
5685 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5686 ei->move_leave_element != EL_EMPTY &&
5687 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5688 ei->can_leave_element_last))
5690 Feld[x][y] = ei->move_leave_element;
5691 InitField(x, y, FALSE);
5693 if (GFX_CRUMBLED(Feld[x][y]))
5694 DrawLevelFieldCrumbledSandNeighbours(x, y);
5697 ei->can_leave_element_last = ei->can_leave_element;
5698 ei->can_leave_element = FALSE;
5702 /* 2.1.1 (does not work correctly for spring) */
5703 if (!CAN_MOVE(element))
5704 MovDir[newx][newy] = 0;
5708 /* (does not work for falling objects that slide horizontally) */
5709 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5710 MovDir[newx][newy] = 0;
5713 if (!CAN_MOVE(element) ||
5714 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5715 MovDir[newx][newy] = 0;
5718 if (!CAN_MOVE(element) ||
5719 (CAN_FALL(element) && direction == MV_DOWN))
5720 GfxDir[x][y] = MovDir[newx][newy] = 0;
5725 DrawLevelField(x, y);
5726 DrawLevelField(newx, newy);
5728 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5730 /* prevent pushed element from moving on in pushed direction */
5731 if (pushed_by_player && CAN_MOVE(element) &&
5732 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5733 !(element_info[element].move_pattern & direction))
5734 TurnRound(newx, newy);
5737 /* prevent elements on conveyor belt from moving on in last direction */
5738 if (pushed_by_conveyor && CAN_FALL(element) &&
5739 direction & MV_HORIZONTAL)
5740 MovDir[newx][newy] = 0;
5743 if (!pushed_by_player)
5745 WasJustMoving[newx][newy] = 3;
5747 if (CAN_FALL(element) && direction == MV_DOWN)
5748 WasJustFalling[newx][newy] = 3;
5751 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5753 TestIfBadThingTouchesHero(newx, newy);
5754 TestIfBadThingTouchesFriend(newx, newy);
5756 if (!IS_CUSTOM_ELEMENT(element))
5757 TestIfBadThingTouchesOtherBadThing(newx, newy);
5759 else if (element == EL_PENGUIN)
5760 TestIfFriendTouchesBadThing(newx, newy);
5762 if (CAN_FALL(element) && direction == MV_DOWN &&
5763 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5767 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5771 if (ChangePage[newx][newy] != -1) /* delayed change */
5772 ChangeElement(newx, newy, ChangePage[newx][newy]);
5777 TestIfElementHitsCustomElement(newx, newy, direction);
5781 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5783 int hitting_element = Feld[newx][newy];
5785 /* !!! fix side (direction) orientation here and elsewhere !!! */
5786 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
5790 if (IN_LEV_FIELD(nextx, nexty))
5792 int opposite_direction = MV_DIR_OPPOSITE(direction);
5793 int hitting_side = direction;
5794 int touched_side = opposite_direction;
5795 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5796 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5797 MovDir[nextx][nexty] != direction ||
5798 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5804 CheckElementChangeSide(nextx, nexty, touched_element,
5805 CE_HIT_BY_SOMETHING, opposite_direction);
5807 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5808 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5810 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5812 struct ElementChangeInfo *change =
5813 &element_info[hitting_element].change_page[i];
5815 if (change->can_change &&
5816 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5817 change->trigger_side & touched_side &&
5818 change->trigger_element == touched_element)
5820 CheckElementChangePage(newx, newy, hitting_element,
5821 CE_OTHER_IS_HITTING, i);
5827 if (IS_CUSTOM_ELEMENT(touched_element) &&
5828 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5830 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5832 struct ElementChangeInfo *change =
5833 &element_info[touched_element].change_page[i];
5835 if (change->can_change &&
5836 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5837 change->trigger_side & hitting_side &&
5838 change->trigger_element == hitting_element)
5840 CheckElementChangePage(nextx, nexty, touched_element,
5841 CE_OTHER_GETS_HIT, i);
5852 TestIfPlayerTouchesCustomElement(newx, newy);
5853 TestIfElementTouchesCustomElement(newx, newy);
5856 int AmoebeNachbarNr(int ax, int ay)
5859 int element = Feld[ax][ay];
5861 static int xy[4][2] =
5869 for (i = 0; i < NUM_DIRECTIONS; i++)
5871 int x = ax + xy[i][0];
5872 int y = ay + xy[i][1];
5874 if (!IN_LEV_FIELD(x, y))
5877 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5878 group_nr = AmoebaNr[x][y];
5884 void AmoebenVereinigen(int ax, int ay)
5886 int i, x, y, xx, yy;
5887 int new_group_nr = AmoebaNr[ax][ay];
5888 static int xy[4][2] =
5896 if (new_group_nr == 0)
5899 for (i = 0; i < NUM_DIRECTIONS; i++)
5904 if (!IN_LEV_FIELD(x, y))
5907 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5908 Feld[x][y] == EL_BD_AMOEBA ||
5909 Feld[x][y] == EL_AMOEBA_DEAD) &&
5910 AmoebaNr[x][y] != new_group_nr)
5912 int old_group_nr = AmoebaNr[x][y];
5914 if (old_group_nr == 0)
5917 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5918 AmoebaCnt[old_group_nr] = 0;
5919 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5920 AmoebaCnt2[old_group_nr] = 0;
5922 for (yy = 0; yy < lev_fieldy; yy++)
5924 for (xx = 0; xx < lev_fieldx; xx++)
5926 if (AmoebaNr[xx][yy] == old_group_nr)
5927 AmoebaNr[xx][yy] = new_group_nr;
5934 void AmoebeUmwandeln(int ax, int ay)
5938 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5940 int group_nr = AmoebaNr[ax][ay];
5945 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5946 printf("AmoebeUmwandeln(): This should never happen!\n");
5951 for (y = 0; y < lev_fieldy; y++)
5953 for (x = 0; x < lev_fieldx; x++)
5955 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5958 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5962 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5963 SND_AMOEBA_TURNING_TO_GEM :
5964 SND_AMOEBA_TURNING_TO_ROCK));
5969 static int xy[4][2] =
5977 for (i = 0; i < NUM_DIRECTIONS; i++)
5982 if (!IN_LEV_FIELD(x, y))
5985 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5987 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5988 SND_AMOEBA_TURNING_TO_GEM :
5989 SND_AMOEBA_TURNING_TO_ROCK));
5996 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5999 int group_nr = AmoebaNr[ax][ay];
6000 boolean done = FALSE;
6005 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6006 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6011 for (y = 0; y < lev_fieldy; y++)
6013 for (x = 0; x < lev_fieldx; x++)
6015 if (AmoebaNr[x][y] == group_nr &&
6016 (Feld[x][y] == EL_AMOEBA_DEAD ||
6017 Feld[x][y] == EL_BD_AMOEBA ||
6018 Feld[x][y] == EL_AMOEBA_GROWING))
6021 Feld[x][y] = new_element;
6022 InitField(x, y, FALSE);
6023 DrawLevelField(x, y);
6030 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6031 SND_BD_AMOEBA_TURNING_TO_ROCK :
6032 SND_BD_AMOEBA_TURNING_TO_GEM));
6035 void AmoebeWaechst(int x, int y)
6037 static unsigned long sound_delay = 0;
6038 static unsigned long sound_delay_value = 0;
6040 if (!MovDelay[x][y]) /* start new growing cycle */
6044 if (DelayReached(&sound_delay, sound_delay_value))
6047 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6049 if (Store[x][y] == EL_BD_AMOEBA)
6050 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6052 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6054 sound_delay_value = 30;
6058 if (MovDelay[x][y]) /* wait some time before growing bigger */
6061 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6063 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6064 6 - MovDelay[x][y]);
6066 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6069 if (!MovDelay[x][y])
6071 Feld[x][y] = Store[x][y];
6073 DrawLevelField(x, y);
6078 void AmoebaDisappearing(int x, int y)
6080 static unsigned long sound_delay = 0;
6081 static unsigned long sound_delay_value = 0;
6083 if (!MovDelay[x][y]) /* start new shrinking cycle */
6087 if (DelayReached(&sound_delay, sound_delay_value))
6088 sound_delay_value = 30;
6091 if (MovDelay[x][y]) /* wait some time before shrinking */
6094 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6096 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6097 6 - MovDelay[x][y]);
6099 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6102 if (!MovDelay[x][y])
6104 Feld[x][y] = EL_EMPTY;
6105 DrawLevelField(x, y);
6107 /* don't let mole enter this field in this cycle;
6108 (give priority to objects falling to this field from above) */
6114 void AmoebeAbleger(int ax, int ay)
6117 int element = Feld[ax][ay];
6118 int graphic = el2img(element);
6119 int newax = ax, neway = ay;
6120 static int xy[4][2] =
6128 if (!level.amoeba_speed)
6130 Feld[ax][ay] = EL_AMOEBA_DEAD;
6131 DrawLevelField(ax, ay);
6135 if (IS_ANIMATED(graphic))
6136 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6138 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6139 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6141 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6144 if (MovDelay[ax][ay])
6148 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6151 int x = ax + xy[start][0];
6152 int y = ay + xy[start][1];
6154 if (!IN_LEV_FIELD(x, y))
6157 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6158 if (IS_FREE(x, y) ||
6159 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6165 if (newax == ax && neway == ay)
6168 else /* normal or "filled" (BD style) amoeba */
6171 boolean waiting_for_player = FALSE;
6173 for (i = 0; i < NUM_DIRECTIONS; i++)
6175 int j = (start + i) % 4;
6176 int x = ax + xy[j][0];
6177 int y = ay + xy[j][1];
6179 if (!IN_LEV_FIELD(x, y))
6182 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6183 if (IS_FREE(x, y) ||
6184 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6190 else if (IS_PLAYER(x, y))
6191 waiting_for_player = TRUE;
6194 if (newax == ax && neway == ay) /* amoeba cannot grow */
6196 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6198 Feld[ax][ay] = EL_AMOEBA_DEAD;
6199 DrawLevelField(ax, ay);
6200 AmoebaCnt[AmoebaNr[ax][ay]]--;
6202 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6204 if (element == EL_AMOEBA_FULL)
6205 AmoebeUmwandeln(ax, ay);
6206 else if (element == EL_BD_AMOEBA)
6207 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6212 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6214 /* amoeba gets larger by growing in some direction */
6216 int new_group_nr = AmoebaNr[ax][ay];
6219 if (new_group_nr == 0)
6221 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6222 printf("AmoebeAbleger(): This should never happen!\n");
6227 AmoebaNr[newax][neway] = new_group_nr;
6228 AmoebaCnt[new_group_nr]++;
6229 AmoebaCnt2[new_group_nr]++;
6231 /* if amoeba touches other amoeba(s) after growing, unify them */
6232 AmoebenVereinigen(newax, neway);
6234 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6236 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6242 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6243 (neway == lev_fieldy - 1 && newax != ax))
6245 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6246 Store[newax][neway] = element;
6248 else if (neway == ay)
6250 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6252 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6254 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6259 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6260 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6261 Store[ax][ay] = EL_AMOEBA_DROP;
6262 ContinueMoving(ax, ay);
6266 DrawLevelField(newax, neway);
6269 void Life(int ax, int ay)
6272 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6274 int element = Feld[ax][ay];
6275 int graphic = el2img(element);
6276 boolean changed = FALSE;
6278 if (IS_ANIMATED(graphic))
6279 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6284 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6285 MovDelay[ax][ay] = life_time;
6287 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6290 if (MovDelay[ax][ay])
6294 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6296 int xx = ax+x1, yy = ay+y1;
6299 if (!IN_LEV_FIELD(xx, yy))
6302 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6304 int x = xx+x2, y = yy+y2;
6306 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6309 if (((Feld[x][y] == element ||
6310 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6312 (IS_FREE(x, y) && Stop[x][y]))
6316 if (xx == ax && yy == ay) /* field in the middle */
6318 if (nachbarn < life[0] || nachbarn > life[1])
6320 Feld[xx][yy] = EL_EMPTY;
6322 DrawLevelField(xx, yy);
6323 Stop[xx][yy] = TRUE;
6327 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6328 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6329 { /* free border field */
6330 if (nachbarn >= life[2] && nachbarn <= life[3])
6332 Feld[xx][yy] = element;
6333 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6335 DrawLevelField(xx, yy);
6336 Stop[xx][yy] = TRUE;
6343 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6344 SND_GAME_OF_LIFE_GROWING);
6347 static void InitRobotWheel(int x, int y)
6349 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6352 static void RunRobotWheel(int x, int y)
6354 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6357 static void StopRobotWheel(int x, int y)
6359 if (ZX == x && ZY == y)
6363 static void InitTimegateWheel(int x, int y)
6365 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6368 static void RunTimegateWheel(int x, int y)
6370 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6373 void CheckExit(int x, int y)
6375 if (local_player->gems_still_needed > 0 ||
6376 local_player->sokobanfields_still_needed > 0 ||
6377 local_player->lights_still_needed > 0)
6379 int element = Feld[x][y];
6380 int graphic = el2img(element);
6382 if (IS_ANIMATED(graphic))
6383 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6388 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6391 Feld[x][y] = EL_EXIT_OPENING;
6393 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6396 void CheckExitSP(int x, int y)
6398 if (local_player->gems_still_needed > 0)
6400 int element = Feld[x][y];
6401 int graphic = el2img(element);
6403 if (IS_ANIMATED(graphic))
6404 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6409 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6412 Feld[x][y] = EL_SP_EXIT_OPENING;
6414 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6417 static void CloseAllOpenTimegates()
6421 for (y = 0; y < lev_fieldy; y++)
6423 for (x = 0; x < lev_fieldx; x++)
6425 int element = Feld[x][y];
6427 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6429 Feld[x][y] = EL_TIMEGATE_CLOSING;
6431 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6433 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6440 void EdelsteinFunkeln(int x, int y)
6442 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6445 if (Feld[x][y] == EL_BD_DIAMOND)
6448 if (MovDelay[x][y] == 0) /* next animation frame */
6449 MovDelay[x][y] = 11 * !SimpleRND(500);
6451 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6455 if (setup.direct_draw && MovDelay[x][y])
6456 SetDrawtoField(DRAW_BUFFERED);
6458 DrawLevelElementAnimation(x, y, Feld[x][y]);
6460 if (MovDelay[x][y] != 0)
6462 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6463 10 - MovDelay[x][y]);
6465 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6467 if (setup.direct_draw)
6471 dest_x = FX + SCREENX(x) * TILEX;
6472 dest_y = FY + SCREENY(y) * TILEY;
6474 BlitBitmap(drawto_field, window,
6475 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6476 SetDrawtoField(DRAW_DIRECT);
6482 void MauerWaechst(int x, int y)
6486 if (!MovDelay[x][y]) /* next animation frame */
6487 MovDelay[x][y] = 3 * delay;
6489 if (MovDelay[x][y]) /* wait some time before next frame */
6493 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6495 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6496 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6498 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6501 if (!MovDelay[x][y])
6503 if (MovDir[x][y] == MV_LEFT)
6505 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6506 DrawLevelField(x - 1, y);
6508 else if (MovDir[x][y] == MV_RIGHT)
6510 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6511 DrawLevelField(x + 1, y);
6513 else if (MovDir[x][y] == MV_UP)
6515 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6516 DrawLevelField(x, y - 1);
6520 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6521 DrawLevelField(x, y + 1);
6524 Feld[x][y] = Store[x][y];
6526 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6527 DrawLevelField(x, y);
6532 void MauerAbleger(int ax, int ay)
6534 int element = Feld[ax][ay];
6535 int graphic = el2img(element);
6536 boolean oben_frei = FALSE, unten_frei = FALSE;
6537 boolean links_frei = FALSE, rechts_frei = FALSE;
6538 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6539 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6540 boolean new_wall = FALSE;
6542 if (IS_ANIMATED(graphic))
6543 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6545 if (!MovDelay[ax][ay]) /* start building new wall */
6546 MovDelay[ax][ay] = 6;
6548 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6551 if (MovDelay[ax][ay])
6555 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6557 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6559 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6561 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6564 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6565 element == EL_EXPANDABLE_WALL_ANY)
6569 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6570 Store[ax][ay-1] = element;
6571 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6572 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6573 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6574 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6579 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6580 Store[ax][ay+1] = element;
6581 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6582 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6583 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6584 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6589 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6590 element == EL_EXPANDABLE_WALL_ANY ||
6591 element == EL_EXPANDABLE_WALL)
6595 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6596 Store[ax-1][ay] = element;
6597 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6598 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6599 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6600 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6606 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6607 Store[ax+1][ay] = element;
6608 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6609 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6610 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6611 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6616 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6617 DrawLevelField(ax, ay);
6619 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6621 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6622 unten_massiv = TRUE;
6623 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6624 links_massiv = TRUE;
6625 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6626 rechts_massiv = TRUE;
6628 if (((oben_massiv && unten_massiv) ||
6629 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6630 element == EL_EXPANDABLE_WALL) &&
6631 ((links_massiv && rechts_massiv) ||
6632 element == EL_EXPANDABLE_WALL_VERTICAL))
6633 Feld[ax][ay] = EL_WALL;
6637 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6639 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6643 void CheckForDragon(int x, int y)
6646 boolean dragon_found = FALSE;
6647 static int xy[4][2] =
6655 for (i = 0; i < NUM_DIRECTIONS; i++)
6657 for (j = 0; j < 4; j++)
6659 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6661 if (IN_LEV_FIELD(xx, yy) &&
6662 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6664 if (Feld[xx][yy] == EL_DRAGON)
6665 dragon_found = TRUE;
6674 for (i = 0; i < NUM_DIRECTIONS; i++)
6676 for (j = 0; j < 3; j++)
6678 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6680 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6682 Feld[xx][yy] = EL_EMPTY;
6683 DrawLevelField(xx, yy);
6692 static void InitBuggyBase(int x, int y)
6694 int element = Feld[x][y];
6695 int activating_delay = FRAMES_PER_SECOND / 4;
6698 (element == EL_SP_BUGGY_BASE ?
6699 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6700 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6702 element == EL_SP_BUGGY_BASE_ACTIVE ?
6703 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6706 static void WarnBuggyBase(int x, int y)
6709 static int xy[4][2] =
6717 for (i = 0; i < NUM_DIRECTIONS; i++)
6719 int xx = x + xy[i][0], yy = y + xy[i][1];
6721 if (IS_PLAYER(xx, yy))
6723 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6730 static void InitTrap(int x, int y)
6732 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6735 static void ActivateTrap(int x, int y)
6737 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6740 static void ChangeActiveTrap(int x, int y)
6742 int graphic = IMG_TRAP_ACTIVE;
6744 /* if new animation frame was drawn, correct crumbled sand border */
6745 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6746 DrawLevelFieldCrumbledSand(x, y);
6749 static void ChangeElementNowExt(int x, int y, int target_element)
6751 int previous_move_direction = MovDir[x][y];
6753 /* check if element under player changes from accessible to unaccessible
6754 (needed for special case of dropping element which then changes) */
6755 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6756 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6763 Feld[x][y] = target_element;
6765 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6767 ResetGfxAnimation(x, y);
6768 ResetRandomAnimationValue(x, y);
6770 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6771 MovDir[x][y] = previous_move_direction;
6774 InitField_WithBug1(x, y, FALSE);
6776 InitField(x, y, FALSE);
6777 if (CAN_MOVE(Feld[x][y]))
6781 DrawLevelField(x, y);
6783 if (GFX_CRUMBLED(Feld[x][y]))
6784 DrawLevelFieldCrumbledSandNeighbours(x, y);
6786 TestIfBadThingTouchesHero(x, y);
6787 TestIfPlayerTouchesCustomElement(x, y);
6788 TestIfElementTouchesCustomElement(x, y);
6790 if (ELEM_IS_PLAYER(target_element))
6791 RelocatePlayer(x, y, target_element);
6794 static boolean ChangeElementNow(int x, int y, int element, int page)
6796 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6798 /* always use default change event to prevent running into a loop */
6799 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6800 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6802 /* do not change already changed elements with same change event */
6804 if (Changed[x][y] & ChangeEvent[x][y])
6811 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6813 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
6815 if (change->explode)
6822 if (change->use_content)
6824 boolean complete_change = TRUE;
6825 boolean can_change[3][3];
6828 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6830 boolean half_destructible;
6831 int ex = x + xx - 1;
6832 int ey = y + yy - 1;
6835 can_change[xx][yy] = TRUE;
6837 if (ex == x && ey == y) /* do not check changing element itself */
6840 if (change->content[xx][yy] == EL_EMPTY_SPACE)
6842 can_change[xx][yy] = FALSE; /* do not change empty borders */
6847 if (!IN_LEV_FIELD(ex, ey))
6849 can_change[xx][yy] = FALSE;
6850 complete_change = FALSE;
6857 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6858 e = MovingOrBlocked2Element(ex, ey);
6860 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6862 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
6863 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
6864 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
6866 can_change[xx][yy] = FALSE;
6867 complete_change = FALSE;
6871 if (!change->only_complete || complete_change)
6873 boolean something_has_changed = FALSE;
6875 if (change->only_complete && change->use_random_change &&
6876 RND(100) < change->random)
6879 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6881 int ex = x + xx - 1;
6882 int ey = y + yy - 1;
6884 if (can_change[xx][yy] && (!change->use_random_change ||
6885 RND(100) < change->random))
6887 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6888 RemoveMovingField(ex, ey);
6890 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6892 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
6894 something_has_changed = TRUE;
6896 /* for symmetry reasons, freeze newly created border elements */
6897 if (ex != x || ey != y)
6898 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6902 if (something_has_changed)
6903 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6908 ChangeElementNowExt(x, y, change->target_element);
6910 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6916 static void ChangeElement(int x, int y, int page)
6918 int element = MovingOrBlocked2Element(x, y);
6919 struct ElementInfo *ei = &element_info[element];
6920 struct ElementChangeInfo *change = &ei->change_page[page];
6924 if (!CAN_CHANGE(element))
6927 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
6928 x, y, element, element_info[element].token_name);
6929 printf("ChangeElement(): This should never happen!\n");
6935 if (ChangeDelay[x][y] == 0) /* initialize element change */
6937 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
6938 RND(change->delay_random * change->delay_frames)) + 1;
6940 ResetGfxAnimation(x, y);
6941 ResetRandomAnimationValue(x, y);
6943 if (change->pre_change_function)
6944 change->pre_change_function(x, y);
6947 ChangeDelay[x][y]--;
6949 if (ChangeDelay[x][y] != 0) /* continue element change */
6951 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6953 if (IS_ANIMATED(graphic))
6954 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6956 if (change->change_function)
6957 change->change_function(x, y);
6959 else /* finish element change */
6961 if (ChangePage[x][y] != -1) /* remember page from delayed change */
6963 page = ChangePage[x][y];
6964 ChangePage[x][y] = -1;
6968 if (IS_MOVING(x, y) && !change->explode)
6970 if (IS_MOVING(x, y)) /* never change a running system ;-) */
6973 ChangeDelay[x][y] = 1; /* try change after next move step */
6974 ChangePage[x][y] = page; /* remember page to use for change */
6979 if (ChangeElementNow(x, y, element, page))
6981 if (change->post_change_function)
6982 change->post_change_function(x, y);
6987 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
6988 int trigger_element,
6996 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
6999 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7001 int element = EL_CUSTOM_START + i;
7003 boolean change_element = FALSE;
7006 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7009 for (j = 0; j < element_info[element].num_change_pages; j++)
7011 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7013 if (change->can_change &&
7014 change->events & CH_EVENT_BIT(trigger_event) &&
7015 change->trigger_side & trigger_side &&
7016 change->trigger_player & trigger_player &&
7017 change->trigger_page & (1 << trigger_page) &&
7018 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7021 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7022 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7023 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7026 change_element = TRUE;
7033 if (!change_element)
7036 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7039 if (x == lx && y == ly) /* do not change trigger element itself */
7043 if (Feld[x][y] == element)
7045 ChangeDelay[x][y] = 1;
7046 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7047 ChangeElement(x, y, page);
7055 static boolean CheckElementChangeExt(int x, int y,
7062 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7065 if (Feld[x][y] == EL_BLOCKED)
7067 Blocked2Moving(x, y, &x, &y);
7068 element = Feld[x][y];
7072 if (trigger_page < 0)
7074 boolean change_element = FALSE;
7077 for (i = 0; i < element_info[element].num_change_pages; i++)
7079 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7081 if (change->can_change &&
7082 change->events & CH_EVENT_BIT(trigger_event) &&
7083 change->trigger_side & trigger_side &&
7084 change->trigger_player & trigger_player)
7086 change_element = TRUE;
7093 if (!change_element)
7099 /* !!! this check misses pages with same event, but different side !!! */
7101 if (trigger_page < 0)
7102 trigger_page = element_info[element].event_page_nr[trigger_event];
7104 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7108 ChangeDelay[x][y] = 1;
7109 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7110 ChangeElement(x, y, trigger_page);
7115 static void PlayPlayerSound(struct PlayerInfo *player)
7117 int jx = player->jx, jy = player->jy;
7118 int element = player->element_nr;
7119 int last_action = player->last_action_waiting;
7120 int action = player->action_waiting;
7122 if (player->is_waiting)
7124 if (action != last_action)
7125 PlayLevelSoundElementAction(jx, jy, element, action);
7127 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7131 if (action != last_action)
7132 StopSound(element_info[element].sound[last_action]);
7134 if (last_action == ACTION_SLEEPING)
7135 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7139 static void PlayAllPlayersSound()
7143 for (i = 0; i < MAX_PLAYERS; i++)
7144 if (stored_player[i].active)
7145 PlayPlayerSound(&stored_player[i]);
7148 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7150 boolean last_waiting = player->is_waiting;
7151 int move_dir = player->MovDir;
7153 player->last_action_waiting = player->action_waiting;
7157 if (!last_waiting) /* not waiting -> waiting */
7159 player->is_waiting = TRUE;
7161 player->frame_counter_bored =
7163 game.player_boring_delay_fixed +
7164 SimpleRND(game.player_boring_delay_random);
7165 player->frame_counter_sleeping =
7167 game.player_sleeping_delay_fixed +
7168 SimpleRND(game.player_sleeping_delay_random);
7170 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7173 if (game.player_sleeping_delay_fixed +
7174 game.player_sleeping_delay_random > 0 &&
7175 player->anim_delay_counter == 0 &&
7176 player->post_delay_counter == 0 &&
7177 FrameCounter >= player->frame_counter_sleeping)
7178 player->is_sleeping = TRUE;
7179 else if (game.player_boring_delay_fixed +
7180 game.player_boring_delay_random > 0 &&
7181 FrameCounter >= player->frame_counter_bored)
7182 player->is_bored = TRUE;
7184 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7185 player->is_bored ? ACTION_BORING :
7188 if (player->is_sleeping)
7190 if (player->num_special_action_sleeping > 0)
7192 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7194 int last_special_action = player->special_action_sleeping;
7195 int num_special_action = player->num_special_action_sleeping;
7196 int special_action =
7197 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7198 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7199 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7200 last_special_action + 1 : ACTION_SLEEPING);
7201 int special_graphic =
7202 el_act_dir2img(player->element_nr, special_action, move_dir);
7204 player->anim_delay_counter =
7205 graphic_info[special_graphic].anim_delay_fixed +
7206 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7207 player->post_delay_counter =
7208 graphic_info[special_graphic].post_delay_fixed +
7209 SimpleRND(graphic_info[special_graphic].post_delay_random);
7211 player->special_action_sleeping = special_action;
7214 if (player->anim_delay_counter > 0)
7216 player->action_waiting = player->special_action_sleeping;
7217 player->anim_delay_counter--;
7219 else if (player->post_delay_counter > 0)
7221 player->post_delay_counter--;
7225 else if (player->is_bored)
7227 if (player->num_special_action_bored > 0)
7229 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7231 int special_action =
7232 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7233 int special_graphic =
7234 el_act_dir2img(player->element_nr, special_action, move_dir);
7236 player->anim_delay_counter =
7237 graphic_info[special_graphic].anim_delay_fixed +
7238 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7239 player->post_delay_counter =
7240 graphic_info[special_graphic].post_delay_fixed +
7241 SimpleRND(graphic_info[special_graphic].post_delay_random);
7243 player->special_action_bored = special_action;
7246 if (player->anim_delay_counter > 0)
7248 player->action_waiting = player->special_action_bored;
7249 player->anim_delay_counter--;
7251 else if (player->post_delay_counter > 0)
7253 player->post_delay_counter--;
7258 else if (last_waiting) /* waiting -> not waiting */
7260 player->is_waiting = FALSE;
7261 player->is_bored = FALSE;
7262 player->is_sleeping = FALSE;
7264 player->frame_counter_bored = -1;
7265 player->frame_counter_sleeping = -1;
7267 player->anim_delay_counter = 0;
7268 player->post_delay_counter = 0;
7270 player->action_waiting = ACTION_DEFAULT;
7272 player->special_action_bored = ACTION_DEFAULT;
7273 player->special_action_sleeping = ACTION_DEFAULT;
7278 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7281 static byte stored_player_action[MAX_PLAYERS];
7282 static int num_stored_actions = 0;
7284 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7285 int left = player_action & JOY_LEFT;
7286 int right = player_action & JOY_RIGHT;
7287 int up = player_action & JOY_UP;
7288 int down = player_action & JOY_DOWN;
7289 int button1 = player_action & JOY_BUTTON_1;
7290 int button2 = player_action & JOY_BUTTON_2;
7291 int dx = (left ? -1 : right ? 1 : 0);
7292 int dy = (up ? -1 : down ? 1 : 0);
7295 stored_player_action[player->index_nr] = 0;
7296 num_stored_actions++;
7300 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7303 if (!player->active || tape.pausing)
7307 printf("::: [%d %d %d %d] [%d %d]\n",
7308 left, right, up, down, button1, button2);
7314 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7319 if (player->MovPos == 0)
7320 CheckGravityMovement(player);
7323 snapped = SnapField(player, dx, dy);
7327 dropped = DropElement(player);
7329 moved = MovePlayer(player, dx, dy);
7332 if (tape.single_step && tape.recording && !tape.pausing)
7334 if (button1 || (dropped && !moved))
7336 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7337 SnapField(player, 0, 0); /* stop snapping */
7341 SetPlayerWaiting(player, FALSE);
7344 return player_action;
7346 stored_player_action[player->index_nr] = player_action;
7352 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7355 /* no actions for this player (no input at player's configured device) */
7357 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7358 SnapField(player, 0, 0);
7359 CheckGravityMovementWhenNotMoving(player);
7361 if (player->MovPos == 0)
7362 SetPlayerWaiting(player, TRUE);
7364 if (player->MovPos == 0) /* needed for tape.playing */
7365 player->is_moving = FALSE;
7367 player->is_dropping = FALSE;
7373 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7375 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7377 TapeRecordAction(stored_player_action);
7378 num_stored_actions = 0;
7385 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7387 static byte stored_player_action[MAX_PLAYERS];
7388 static int num_stored_actions = 0;
7389 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7390 int left = player_action & JOY_LEFT;
7391 int right = player_action & JOY_RIGHT;
7392 int up = player_action & JOY_UP;
7393 int down = player_action & JOY_DOWN;
7394 int button1 = player_action & JOY_BUTTON_1;
7395 int button2 = player_action & JOY_BUTTON_2;
7396 int dx = (left ? -1 : right ? 1 : 0);
7397 int dy = (up ? -1 : down ? 1 : 0);
7399 stored_player_action[player->index_nr] = 0;
7400 num_stored_actions++;
7402 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7404 if (!player->active || tape.pausing)
7409 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7412 snapped = SnapField(player, dx, dy);
7416 dropped = DropElement(player);
7418 moved = MovePlayer(player, dx, dy);
7421 if (tape.single_step && tape.recording && !tape.pausing)
7423 if (button1 || (dropped && !moved))
7425 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7426 SnapField(player, 0, 0); /* stop snapping */
7430 stored_player_action[player->index_nr] = player_action;
7434 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7436 /* no actions for this player (no input at player's configured device) */
7438 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7439 SnapField(player, 0, 0);
7440 CheckGravityMovementWhenNotMoving(player);
7442 if (player->MovPos == 0)
7443 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7445 if (player->MovPos == 0) /* needed for tape.playing */
7446 player->is_moving = FALSE;
7449 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7451 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7453 TapeRecordAction(stored_player_action);
7454 num_stored_actions = 0;
7461 static unsigned long action_delay = 0;
7462 unsigned long action_delay_value;
7463 int magic_wall_x = 0, magic_wall_y = 0;
7464 int i, x, y, element, graphic;
7465 byte *recorded_player_action;
7466 byte summarized_player_action = 0;
7468 byte tape_action[MAX_PLAYERS];
7471 if (game_status != GAME_MODE_PLAYING)
7474 action_delay_value =
7475 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7477 if (tape.playing && tape.index_search && !tape.pausing)
7478 action_delay_value = 0;
7480 /* ---------- main game synchronization point ---------- */
7482 WaitUntilDelayReached(&action_delay, action_delay_value);
7484 if (network_playing && !network_player_action_received)
7488 printf("DEBUG: try to get network player actions in time\n");
7492 #if defined(PLATFORM_UNIX)
7493 /* last chance to get network player actions without main loop delay */
7497 if (game_status != GAME_MODE_PLAYING)
7500 if (!network_player_action_received)
7504 printf("DEBUG: failed to get network player actions in time\n");
7515 printf("::: getting new tape action [%d]\n", FrameCounter);
7518 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7521 if (recorded_player_action != NULL)
7522 for (i = 0; i < MAX_PLAYERS; i++)
7523 stored_player[i].action = recorded_player_action[i];
7526 for (i = 0; i < MAX_PLAYERS; i++)
7528 summarized_player_action |= stored_player[i].action;
7530 if (!network_playing)
7531 stored_player[i].effective_action = stored_player[i].action;
7534 #if defined(PLATFORM_UNIX)
7535 if (network_playing)
7536 SendToServer_MovePlayer(summarized_player_action);
7539 if (!options.network && !setup.team_mode)
7540 local_player->effective_action = summarized_player_action;
7543 for (i = 0; i < MAX_PLAYERS; i++)
7545 tape_action[i] = stored_player[i].effective_action;
7547 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7548 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7551 /* only save actions from input devices, but not programmed actions */
7553 TapeRecordAction(tape_action);
7556 for (i = 0; i < MAX_PLAYERS; i++)
7558 int actual_player_action = stored_player[i].effective_action;
7561 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7562 - rnd_equinox_tetrachloride 048
7563 - rnd_equinox_tetrachloride_ii 096
7564 - rnd_emanuel_schmieg 002
7565 - doctor_sloan_ww 020
7567 if (stored_player[i].MovPos == 0)
7568 CheckGravityMovement(&stored_player[i]);
7572 /* overwrite programmed action with tape action */
7573 if (stored_player[i].programmed_action)
7574 actual_player_action = stored_player[i].programmed_action;
7577 if (recorded_player_action)
7580 if (stored_player[i].programmed_action &&
7581 stored_player[i].programmed_action != recorded_player_action[i])
7582 printf("::: %d: %d <-> %d\n", i,
7583 stored_player[i].programmed_action, recorded_player_action[i]);
7587 actual_player_action = recorded_player_action[i];
7592 /* overwrite tape action with programmed action */
7593 if (stored_player[i].programmed_action)
7594 actual_player_action = stored_player[i].programmed_action;
7599 printf("::: action: %d: %x [%d]\n",
7600 stored_player[i].MovPos, actual_player_action, FrameCounter);
7604 PlayerActions(&stored_player[i], actual_player_action);
7606 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7608 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7609 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7612 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7617 TapeRecordAction(tape_action);
7620 network_player_action_received = FALSE;
7622 ScrollScreen(NULL, SCROLL_GO_ON);
7628 for (i = 0; i < MAX_PLAYERS; i++)
7629 stored_player[i].Frame++;
7633 /* for downwards compatibility, the following code emulates a fixed bug that
7634 occured when pushing elements (causing elements that just made their last
7635 pushing step to already (if possible) make their first falling step in the
7636 same game frame, which is bad); this code is also needed to use the famous
7637 "spring push bug" which is used in older levels and might be wanted to be
7638 used also in newer levels, but in this case the buggy pushing code is only
7639 affecting the "spring" element and no other elements */
7642 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7644 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7647 for (i = 0; i < MAX_PLAYERS; i++)
7649 struct PlayerInfo *player = &stored_player[i];
7654 if (player->active && player->is_pushing && player->is_moving &&
7656 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7657 Feld[x][y] == EL_SPRING))
7659 if (player->active && player->is_pushing && player->is_moving &&
7663 ContinueMoving(x, y);
7665 /* continue moving after pushing (this is actually a bug) */
7666 if (!IS_MOVING(x, y))
7675 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7677 Changed[x][y] = CE_BITMASK_DEFAULT;
7678 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7681 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7683 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7684 printf("GameActions(): This should never happen!\n");
7686 ChangePage[x][y] = -1;
7691 if (WasJustMoving[x][y] > 0)
7692 WasJustMoving[x][y]--;
7693 if (WasJustFalling[x][y] > 0)
7694 WasJustFalling[x][y]--;
7699 /* reset finished pushing action (not done in ContinueMoving() to allow
7700 continous pushing animation for elements with zero push delay) */
7701 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7703 ResetGfxAnimation(x, y);
7704 DrawLevelField(x, y);
7709 if (IS_BLOCKED(x, y))
7713 Blocked2Moving(x, y, &oldx, &oldy);
7714 if (!IS_MOVING(oldx, oldy))
7716 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7717 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7718 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7719 printf("GameActions(): This should never happen!\n");
7725 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7727 element = Feld[x][y];
7729 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7731 graphic = el2img(element);
7737 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7739 element = graphic = 0;
7743 if (graphic_info[graphic].anim_global_sync)
7744 GfxFrame[x][y] = FrameCounter;
7746 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7747 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7748 ResetRandomAnimationValue(x, y);
7750 SetRandomAnimationValue(x, y);
7753 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7756 if (IS_INACTIVE(element))
7758 if (IS_ANIMATED(graphic))
7759 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7765 /* this may take place after moving, so 'element' may have changed */
7767 if (IS_CHANGING(x, y))
7769 if (IS_CHANGING(x, y) &&
7770 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7774 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7775 element_info[element].event_page_nr[CE_DELAY]);
7777 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7780 element = Feld[x][y];
7781 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7785 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7790 element = Feld[x][y];
7791 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7793 if (element == EL_MOLE)
7794 printf("::: %d, %d, %d [%d]\n",
7795 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7799 if (element == EL_YAMYAM)
7800 printf("::: %d, %d, %d\n",
7801 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7805 if (IS_ANIMATED(graphic) &&
7809 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7812 if (element == EL_BUG)
7813 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7817 if (element == EL_MOLE)
7818 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7822 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7823 EdelsteinFunkeln(x, y);
7825 else if ((element == EL_ACID ||
7826 element == EL_EXIT_OPEN ||
7827 element == EL_SP_EXIT_OPEN ||
7828 element == EL_SP_TERMINAL ||
7829 element == EL_SP_TERMINAL_ACTIVE ||
7830 element == EL_EXTRA_TIME ||
7831 element == EL_SHIELD_NORMAL ||
7832 element == EL_SHIELD_DEADLY) &&
7833 IS_ANIMATED(graphic))
7834 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7835 else if (IS_MOVING(x, y))
7836 ContinueMoving(x, y);
7837 else if (IS_ACTIVE_BOMB(element))
7838 CheckDynamite(x, y);
7840 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7841 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7843 else if (element == EL_AMOEBA_GROWING)
7844 AmoebeWaechst(x, y);
7845 else if (element == EL_AMOEBA_SHRINKING)
7846 AmoebaDisappearing(x, y);
7848 #if !USE_NEW_AMOEBA_CODE
7849 else if (IS_AMOEBALIVE(element))
7850 AmoebeAbleger(x, y);
7853 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7855 else if (element == EL_EXIT_CLOSED)
7857 else if (element == EL_SP_EXIT_CLOSED)
7859 else if (element == EL_EXPANDABLE_WALL_GROWING)
7861 else if (element == EL_EXPANDABLE_WALL ||
7862 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7863 element == EL_EXPANDABLE_WALL_VERTICAL ||
7864 element == EL_EXPANDABLE_WALL_ANY)
7866 else if (element == EL_FLAMES)
7867 CheckForDragon(x, y);
7869 else if (IS_AUTO_CHANGING(element))
7870 ChangeElement(x, y);
7872 else if (element == EL_EXPLOSION)
7873 ; /* drawing of correct explosion animation is handled separately */
7874 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7875 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7878 /* this may take place after moving, so 'element' may have changed */
7879 if (IS_AUTO_CHANGING(Feld[x][y]))
7880 ChangeElement(x, y);
7883 if (IS_BELT_ACTIVE(element))
7884 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7886 if (game.magic_wall_active)
7888 int jx = local_player->jx, jy = local_player->jy;
7890 /* play the element sound at the position nearest to the player */
7891 if ((element == EL_MAGIC_WALL_FULL ||
7892 element == EL_MAGIC_WALL_ACTIVE ||
7893 element == EL_MAGIC_WALL_EMPTYING ||
7894 element == EL_BD_MAGIC_WALL_FULL ||
7895 element == EL_BD_MAGIC_WALL_ACTIVE ||
7896 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7897 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7905 #if USE_NEW_AMOEBA_CODE
7906 /* new experimental amoeba growth stuff */
7908 if (!(FrameCounter % 8))
7911 static unsigned long random = 1684108901;
7913 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7916 x = (random >> 10) % lev_fieldx;
7917 y = (random >> 20) % lev_fieldy;
7919 x = RND(lev_fieldx);
7920 y = RND(lev_fieldy);
7922 element = Feld[x][y];
7924 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7925 if (!IS_PLAYER(x,y) &&
7926 (element == EL_EMPTY ||
7927 element == EL_SAND ||
7928 element == EL_QUICKSAND_EMPTY ||
7929 element == EL_ACID_SPLASH_LEFT ||
7930 element == EL_ACID_SPLASH_RIGHT))
7932 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7933 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7934 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7935 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7936 Feld[x][y] = EL_AMOEBA_DROP;
7939 random = random * 129 + 1;
7945 if (game.explosions_delayed)
7948 game.explosions_delayed = FALSE;
7950 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7952 element = Feld[x][y];
7954 if (ExplodeField[x][y])
7955 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7956 else if (element == EL_EXPLOSION)
7957 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7959 ExplodeField[x][y] = EX_NO_EXPLOSION;
7962 game.explosions_delayed = TRUE;
7965 if (game.magic_wall_active)
7967 if (!(game.magic_wall_time_left % 4))
7969 int element = Feld[magic_wall_x][magic_wall_y];
7971 if (element == EL_BD_MAGIC_WALL_FULL ||
7972 element == EL_BD_MAGIC_WALL_ACTIVE ||
7973 element == EL_BD_MAGIC_WALL_EMPTYING)
7974 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7976 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7979 if (game.magic_wall_time_left > 0)
7981 game.magic_wall_time_left--;
7982 if (!game.magic_wall_time_left)
7984 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7986 element = Feld[x][y];
7988 if (element == EL_MAGIC_WALL_ACTIVE ||
7989 element == EL_MAGIC_WALL_FULL)
7991 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7992 DrawLevelField(x, y);
7994 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7995 element == EL_BD_MAGIC_WALL_FULL)
7997 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7998 DrawLevelField(x, y);
8002 game.magic_wall_active = FALSE;
8007 if (game.light_time_left > 0)
8009 game.light_time_left--;
8011 if (game.light_time_left == 0)
8012 RedrawAllLightSwitchesAndInvisibleElements();
8015 if (game.timegate_time_left > 0)
8017 game.timegate_time_left--;
8019 if (game.timegate_time_left == 0)
8020 CloseAllOpenTimegates();
8023 for (i = 0; i < MAX_PLAYERS; i++)
8025 struct PlayerInfo *player = &stored_player[i];
8027 if (SHIELD_ON(player))
8029 if (player->shield_deadly_time_left)
8030 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8031 else if (player->shield_normal_time_left)
8032 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8036 if (TimeFrames >= FRAMES_PER_SECOND)
8041 if (!level.use_step_counter)
8045 for (i = 0; i < MAX_PLAYERS; i++)
8047 struct PlayerInfo *player = &stored_player[i];
8049 if (SHIELD_ON(player))
8051 player->shield_normal_time_left--;
8053 if (player->shield_deadly_time_left > 0)
8054 player->shield_deadly_time_left--;
8062 if (TimeLeft <= 10 && setup.time_limit)
8063 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8065 DrawGameValue_Time(TimeLeft);
8067 if (!TimeLeft && setup.time_limit)
8068 for (i = 0; i < MAX_PLAYERS; i++)
8069 KillHero(&stored_player[i]);
8071 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8072 DrawGameValue_Time(TimePlayed);
8075 if (tape.recording || tape.playing)
8076 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8080 PlayAllPlayersSound();
8082 if (options.debug) /* calculate frames per second */
8084 static unsigned long fps_counter = 0;
8085 static int fps_frames = 0;
8086 unsigned long fps_delay_ms = Counter() - fps_counter;
8090 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8092 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8095 fps_counter = Counter();
8098 redraw_mask |= REDRAW_FPS;
8102 if (stored_player[0].jx != stored_player[0].last_jx ||
8103 stored_player[0].jy != stored_player[0].last_jy)
8104 printf("::: %d, %d, %d, %d, %d\n",
8105 stored_player[0].MovDir,
8106 stored_player[0].MovPos,
8107 stored_player[0].GfxPos,
8108 stored_player[0].Frame,
8109 stored_player[0].StepFrame);
8116 for (i = 0; i < MAX_PLAYERS; i++)
8119 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8121 stored_player[i].Frame += move_frames;
8123 if (stored_player[i].MovPos != 0)
8124 stored_player[i].StepFrame += move_frames;
8126 if (stored_player[i].drop_delay > 0)
8127 stored_player[i].drop_delay--;
8132 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8134 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8136 local_player->show_envelope = 0;
8141 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8143 int min_x = x, min_y = y, max_x = x, max_y = y;
8146 for (i = 0; i < MAX_PLAYERS; i++)
8148 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8150 if (!stored_player[i].active || &stored_player[i] == player)
8153 min_x = MIN(min_x, jx);
8154 min_y = MIN(min_y, jy);
8155 max_x = MAX(max_x, jx);
8156 max_y = MAX(max_y, jy);
8159 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8162 static boolean AllPlayersInVisibleScreen()
8166 for (i = 0; i < MAX_PLAYERS; i++)
8168 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8170 if (!stored_player[i].active)
8173 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8180 void ScrollLevel(int dx, int dy)
8182 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8185 BlitBitmap(drawto_field, drawto_field,
8186 FX + TILEX * (dx == -1) - softscroll_offset,
8187 FY + TILEY * (dy == -1) - softscroll_offset,
8188 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8189 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8190 FX + TILEX * (dx == 1) - softscroll_offset,
8191 FY + TILEY * (dy == 1) - softscroll_offset);
8195 x = (dx == 1 ? BX1 : BX2);
8196 for (y = BY1; y <= BY2; y++)
8197 DrawScreenField(x, y);
8202 y = (dy == 1 ? BY1 : BY2);
8203 for (x = BX1; x <= BX2; x++)
8204 DrawScreenField(x, y);
8207 redraw_mask |= REDRAW_FIELD;
8210 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8212 int nextx = x + dx, nexty = y + dy;
8213 int element = Feld[x][y];
8216 element != EL_SP_PORT_LEFT &&
8217 element != EL_SP_GRAVITY_PORT_LEFT &&
8218 element != EL_SP_PORT_HORIZONTAL &&
8219 element != EL_SP_PORT_ANY) ||
8221 element != EL_SP_PORT_RIGHT &&
8222 element != EL_SP_GRAVITY_PORT_RIGHT &&
8223 element != EL_SP_PORT_HORIZONTAL &&
8224 element != EL_SP_PORT_ANY) ||
8226 element != EL_SP_PORT_UP &&
8227 element != EL_SP_GRAVITY_PORT_UP &&
8228 element != EL_SP_PORT_VERTICAL &&
8229 element != EL_SP_PORT_ANY) ||
8231 element != EL_SP_PORT_DOWN &&
8232 element != EL_SP_GRAVITY_PORT_DOWN &&
8233 element != EL_SP_PORT_VERTICAL &&
8234 element != EL_SP_PORT_ANY) ||
8235 !IN_LEV_FIELD(nextx, nexty) ||
8236 !IS_FREE(nextx, nexty))
8242 static void CheckGravityMovement(struct PlayerInfo *player)
8244 if (game.gravity && !player->programmed_action)
8246 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8247 int move_dir_vertical = player->action & MV_VERTICAL;
8249 (player->last_move_dir & MV_HORIZONTAL ?
8250 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8251 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8252 int jx = player->jx, jy = player->jy;
8253 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8254 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8255 int new_jx = jx + dx, new_jy = jy + dy;
8256 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8258 boolean player_can_fall_down =
8259 (IN_LEV_FIELD(jx, jy + 1) &&
8260 (IS_FREE(jx, jy + 1) ||
8261 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8263 boolean player_can_fall_down =
8264 (IN_LEV_FIELD(jx, jy + 1) &&
8265 (IS_FREE(jx, jy + 1)));
8267 boolean player_is_moving_to_valid_field =
8270 !player_is_snapping &&
8272 IN_LEV_FIELD(new_jx, new_jy) &&
8273 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8274 Feld[new_jx][new_jy] == EL_SAND ||
8275 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8276 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8277 /* !!! extend EL_SAND to anything diggable !!! */
8279 boolean player_is_standing_on_valid_field =
8280 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8281 (IS_WALKABLE(Feld[jx][jy]) &&
8282 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8285 printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n",
8286 player_can_fall_down,
8287 player_is_standing_on_valid_field,
8288 player_is_moving_to_valid_field,
8289 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1));
8292 if (player_can_fall_down &&
8293 !player_is_standing_on_valid_field &&
8294 !player_is_moving_to_valid_field)
8297 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8298 jx, jy, FrameCounter);
8301 player->programmed_action = MV_DOWN;
8306 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8309 return CheckGravityMovement(player);
8312 if (game.gravity && !player->programmed_action)
8314 int jx = player->jx, jy = player->jy;
8315 boolean field_under_player_is_free =
8316 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8317 boolean player_is_standing_on_valid_field =
8318 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8319 (IS_WALKABLE(Feld[jx][jy]) &&
8320 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8322 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8323 player->programmed_action = MV_DOWN;
8329 -----------------------------------------------------------------------------
8330 dx, dy: direction (non-diagonal) to try to move the player to
8331 real_dx, real_dy: direction as read from input device (can be diagonal)
8334 boolean MovePlayerOneStep(struct PlayerInfo *player,
8335 int dx, int dy, int real_dx, int real_dy)
8338 static int trigger_sides[4][2] =
8340 /* enter side leave side */
8341 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8342 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8343 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8344 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8346 int move_direction = (dx == -1 ? MV_LEFT :
8347 dx == +1 ? MV_RIGHT :
8349 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8350 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8351 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8353 int jx = player->jx, jy = player->jy;
8354 int new_jx = jx + dx, new_jy = jy + dy;
8358 if (!player->active || (!dx && !dy))
8359 return MF_NO_ACTION;
8361 player->MovDir = (dx < 0 ? MV_LEFT :
8364 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8366 if (!IN_LEV_FIELD(new_jx, new_jy))
8367 return MF_NO_ACTION;
8369 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8370 return MF_NO_ACTION;
8373 element = MovingOrBlocked2Element(new_jx, new_jy);
8375 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8378 if (DONT_RUN_INTO(element))
8380 if (element == EL_ACID && dx == 0 && dy == 1)
8382 SplashAcid(new_jx, new_jy);
8383 Feld[jx][jy] = EL_PLAYER_1;
8384 InitMovingField(jx, jy, MV_DOWN);
8385 Store[jx][jy] = EL_ACID;
8386 ContinueMoving(jx, jy);
8390 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8395 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8396 if (can_move != MF_MOVING)
8399 /* check if DigField() has caused relocation of the player */
8400 if (player->jx != jx || player->jy != jy)
8401 return MF_NO_ACTION;
8403 StorePlayer[jx][jy] = 0;
8404 player->last_jx = jx;
8405 player->last_jy = jy;
8406 player->jx = new_jx;
8407 player->jy = new_jy;
8408 StorePlayer[new_jx][new_jy] = player->element_nr;
8411 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8413 player->step_counter++;
8415 player->drop_delay = 0;
8417 PlayerVisit[jx][jy] = FrameCounter;
8419 ScrollPlayer(player, SCROLL_INIT);
8422 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8424 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8426 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8429 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8431 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8432 CE_OTHER_GETS_ENTERED, enter_side);
8433 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8434 CE_ENTERED_BY_PLAYER, enter_side);
8441 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8443 int jx = player->jx, jy = player->jy;
8444 int old_jx = jx, old_jy = jy;
8445 int moved = MF_NO_ACTION;
8448 if (!player->active)
8453 if (player->MovPos == 0)
8455 player->is_moving = FALSE;
8456 player->is_digging = FALSE;
8457 player->is_collecting = FALSE;
8458 player->is_snapping = FALSE;
8459 player->is_pushing = FALSE;
8465 if (!player->active || (!dx && !dy))
8470 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8476 if (!FrameReached(&player->move_delay, player->move_delay_value))
8479 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8480 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8486 /* remove the last programmed player action */
8487 player->programmed_action = 0;
8491 /* should only happen if pre-1.2 tape recordings are played */
8492 /* this is only for backward compatibility */
8494 int original_move_delay_value = player->move_delay_value;
8497 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8501 /* scroll remaining steps with finest movement resolution */
8502 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8504 while (player->MovPos)
8506 ScrollPlayer(player, SCROLL_GO_ON);
8507 ScrollScreen(NULL, SCROLL_GO_ON);
8513 player->move_delay_value = original_move_delay_value;
8516 if (player->last_move_dir & MV_HORIZONTAL)
8518 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8519 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8523 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8524 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8530 if (moved & MF_MOVING && !ScreenMovPos &&
8531 (player == local_player || !options.network))
8533 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8534 int offset = (setup.scroll_delay ? 3 : 0);
8536 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8538 /* actual player has left the screen -- scroll in that direction */
8539 if (jx != old_jx) /* player has moved horizontally */
8540 scroll_x += (jx - old_jx);
8541 else /* player has moved vertically */
8542 scroll_y += (jy - old_jy);
8546 if (jx != old_jx) /* player has moved horizontally */
8548 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8549 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8550 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8552 /* don't scroll over playfield boundaries */
8553 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8554 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8556 /* don't scroll more than one field at a time */
8557 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8559 /* don't scroll against the player's moving direction */
8560 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8561 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8562 scroll_x = old_scroll_x;
8564 else /* player has moved vertically */
8566 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8567 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8568 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8570 /* don't scroll over playfield boundaries */
8571 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8572 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8574 /* don't scroll more than one field at a time */
8575 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8577 /* don't scroll against the player's moving direction */
8578 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8579 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8580 scroll_y = old_scroll_y;
8584 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8586 if (!options.network && !AllPlayersInVisibleScreen())
8588 scroll_x = old_scroll_x;
8589 scroll_y = old_scroll_y;
8593 ScrollScreen(player, SCROLL_INIT);
8594 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8601 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8603 if (!(moved & MF_MOVING) && !player->is_pushing)
8608 player->StepFrame = 0;
8610 if (moved & MF_MOVING)
8612 if (old_jx != jx && old_jy == jy)
8613 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8614 else if (old_jx == jx && old_jy != jy)
8615 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8617 DrawLevelField(jx, jy); /* for "crumbled sand" */
8619 player->last_move_dir = player->MovDir;
8620 player->is_moving = TRUE;
8622 player->is_snapping = FALSE;
8626 player->is_switching = FALSE;
8629 player->is_dropping = FALSE;
8634 static int trigger_sides[4][2] =
8636 /* enter side leave side */
8637 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8638 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8639 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8640 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8642 int move_direction = player->MovDir;
8643 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8644 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8647 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8649 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8651 player->index_bit, leave_side);
8652 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8654 player->index_bit, leave_side);
8657 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8659 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8660 CE_OTHER_GETS_ENTERED,
8661 player->index_bit, enter_side);
8662 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8663 player->index_bit, enter_side);
8674 CheckGravityMovementWhenNotMoving(player);
8677 player->last_move_dir = MV_NO_MOVING;
8679 player->is_moving = FALSE;
8682 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8684 TestIfHeroTouchesBadThing(jx, jy);
8685 TestIfPlayerTouchesCustomElement(jx, jy);
8688 if (!player->active)
8694 void ScrollPlayer(struct PlayerInfo *player, int mode)
8696 int jx = player->jx, jy = player->jy;
8697 int last_jx = player->last_jx, last_jy = player->last_jy;
8698 int move_stepsize = TILEX / player->move_delay_value;
8700 if (!player->active || !player->MovPos)
8703 if (mode == SCROLL_INIT)
8705 player->actual_frame_counter = FrameCounter;
8706 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8708 if (Feld[last_jx][last_jy] == EL_EMPTY)
8709 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8717 else if (!FrameReached(&player->actual_frame_counter, 1))
8720 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8721 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8723 if (!player->block_last_field &&
8724 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8725 Feld[last_jx][last_jy] = EL_EMPTY;
8727 /* before DrawPlayer() to draw correct player graphic for this case */
8728 if (player->MovPos == 0)
8729 CheckGravityMovement(player);
8732 DrawPlayer(player); /* needed here only to cleanup last field */
8735 if (player->MovPos == 0) /* player reached destination field */
8738 if (player->move_delay_reset_counter > 0)
8740 player->move_delay_reset_counter--;
8742 if (player->move_delay_reset_counter == 0)
8744 /* continue with normal speed after quickly moving through gate */
8745 HALVE_PLAYER_SPEED(player);
8747 /* be able to make the next move without delay */
8748 player->move_delay = 0;
8752 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8754 /* continue with normal speed after quickly moving through gate */
8755 HALVE_PLAYER_SPEED(player);
8757 /* be able to make the next move without delay */
8758 player->move_delay = 0;
8762 if (player->block_last_field &&
8763 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8764 Feld[last_jx][last_jy] = EL_EMPTY;
8766 player->last_jx = jx;
8767 player->last_jy = jy;
8769 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8770 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8771 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8773 DrawPlayer(player); /* needed here only to cleanup last field */
8776 if (local_player->friends_still_needed == 0 ||
8777 IS_SP_ELEMENT(Feld[jx][jy]))
8778 player->LevelSolved = player->GameOver = TRUE;
8782 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
8784 static int trigger_sides[4][2] =
8786 /* enter side leave side */
8787 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8788 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8789 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8790 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8792 int move_direction = player->MovDir;
8793 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8794 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8795 int old_jx = last_jx;
8796 int old_jy = last_jy;
8799 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8801 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8803 player->index_bit, leave_side);
8804 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8806 player->index_bit, leave_side);
8809 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8811 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8812 CE_OTHER_GETS_ENTERED,
8813 player->index_bit, enter_side);
8814 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8815 player->index_bit, enter_side);
8822 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8824 TestIfHeroTouchesBadThing(jx, jy);
8825 TestIfPlayerTouchesCustomElement(jx, jy);
8827 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8830 if (!player->active)
8834 if (level.use_step_counter)
8840 for (i = 0; i < MAX_PLAYERS; i++)
8842 struct PlayerInfo *player = &stored_player[i];
8844 if (SHIELD_ON(player))
8846 player->shield_normal_time_left--;
8848 if (player->shield_deadly_time_left > 0)
8849 player->shield_deadly_time_left--;
8857 if (TimeLeft <= 10 && setup.time_limit)
8858 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8860 DrawGameValue_Time(TimeLeft);
8862 if (!TimeLeft && setup.time_limit)
8863 for (i = 0; i < MAX_PLAYERS; i++)
8864 KillHero(&stored_player[i]);
8866 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8867 DrawGameValue_Time(TimePlayed);
8870 if (tape.single_step && tape.recording && !tape.pausing &&
8871 !player->programmed_action)
8872 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8876 void ScrollScreen(struct PlayerInfo *player, int mode)
8878 static unsigned long screen_frame_counter = 0;
8880 if (mode == SCROLL_INIT)
8882 /* set scrolling step size according to actual player's moving speed */
8883 ScrollStepSize = TILEX / player->move_delay_value;
8885 screen_frame_counter = FrameCounter;
8886 ScreenMovDir = player->MovDir;
8887 ScreenMovPos = player->MovPos;
8888 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8891 else if (!FrameReached(&screen_frame_counter, 1))
8896 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8897 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8898 redraw_mask |= REDRAW_FIELD;
8901 ScreenMovDir = MV_NO_MOVING;
8904 void TestIfPlayerTouchesCustomElement(int x, int y)
8906 static int xy[4][2] =
8913 static int trigger_sides[4][2] =
8915 /* center side border side */
8916 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8917 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8918 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8919 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8921 static int touch_dir[4] =
8928 int center_element = Feld[x][y]; /* should always be non-moving! */
8931 for (i = 0; i < NUM_DIRECTIONS; i++)
8933 int xx = x + xy[i][0];
8934 int yy = y + xy[i][1];
8935 int center_side = trigger_sides[i][0];
8936 int border_side = trigger_sides[i][1];
8939 if (!IN_LEV_FIELD(xx, yy))
8942 if (IS_PLAYER(x, y))
8944 struct PlayerInfo *player = PLAYERINFO(x, y);
8946 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8947 border_element = Feld[xx][yy]; /* may be moving! */
8948 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8949 border_element = Feld[xx][yy];
8950 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8951 border_element = MovingOrBlocked2Element(xx, yy);
8953 continue; /* center and border element do not touch */
8955 CheckTriggeredElementChangePlayer(xx, yy, border_element,
8956 CE_OTHER_GETS_TOUCHED,
8957 player->index_bit, border_side);
8958 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8959 player->index_bit, border_side);
8961 else if (IS_PLAYER(xx, yy))
8963 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8965 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8967 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8968 continue; /* center and border element do not touch */
8971 CheckTriggeredElementChangePlayer(x, y, center_element,
8972 CE_OTHER_GETS_TOUCHED,
8973 player->index_bit, center_side);
8974 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8975 player->index_bit, center_side);
8982 void TestIfElementTouchesCustomElement(int x, int y)
8984 static int xy[4][2] =
8991 static int trigger_sides[4][2] =
8993 /* center side border side */
8994 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8995 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8996 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8997 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8999 static int touch_dir[4] =
9006 boolean change_center_element = FALSE;
9007 int center_element_change_page = 0;
9008 int center_element = Feld[x][y]; /* should always be non-moving! */
9011 for (i = 0; i < NUM_DIRECTIONS; i++)
9013 int xx = x + xy[i][0];
9014 int yy = y + xy[i][1];
9015 int center_side = trigger_sides[i][0];
9016 int border_side = trigger_sides[i][1];
9019 if (!IN_LEV_FIELD(xx, yy))
9022 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9023 border_element = Feld[xx][yy]; /* may be moving! */
9024 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9025 border_element = Feld[xx][yy];
9026 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9027 border_element = MovingOrBlocked2Element(xx, yy);
9029 continue; /* center and border element do not touch */
9031 /* check for change of center element (but change it only once) */
9032 if (IS_CUSTOM_ELEMENT(center_element) &&
9033 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9034 !change_center_element)
9036 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9038 struct ElementChangeInfo *change =
9039 &element_info[center_element].change_page[j];
9041 if (change->can_change &&
9042 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9043 change->trigger_side & border_side &&
9045 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9047 change->trigger_element == border_element
9051 change_center_element = TRUE;
9052 center_element_change_page = j;
9059 /* check for change of border element */
9060 if (IS_CUSTOM_ELEMENT(border_element) &&
9061 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9063 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9065 struct ElementChangeInfo *change =
9066 &element_info[border_element].change_page[j];
9068 if (change->can_change &&
9069 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9070 change->trigger_side & center_side &&
9072 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9074 change->trigger_element == center_element
9078 CheckElementChangePage(xx, yy, border_element, CE_OTHER_IS_TOUCHING,
9086 if (change_center_element)
9087 CheckElementChangePage(x, y, center_element, CE_OTHER_IS_TOUCHING,
9088 center_element_change_page);
9091 void TestIfElementHitsCustomElement(int x, int y, int direction)
9093 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9094 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9095 int hitx = x + dx, hity = y + dy;
9096 int hitting_element = Feld[x][y];
9098 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9099 !IS_FREE(hitx, hity) &&
9100 (!IS_MOVING(hitx, hity) ||
9101 MovDir[hitx][hity] != direction ||
9102 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9105 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9109 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9113 CheckElementChangeSide(x, y, hitting_element, CE_HITTING_SOMETHING,
9116 if (IN_LEV_FIELD(hitx, hity))
9118 int opposite_direction = MV_DIR_OPPOSITE(direction);
9119 int hitting_side = direction;
9120 int touched_side = opposite_direction;
9121 int touched_element = MovingOrBlocked2Element(hitx, hity);
9123 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9124 MovDir[hitx][hity] != direction ||
9125 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9134 CheckElementChangeSide(hitx, hity, touched_element, CE_HIT_BY_SOMETHING,
9135 opposite_direction);
9137 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9138 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9140 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9142 struct ElementChangeInfo *change =
9143 &element_info[hitting_element].change_page[i];
9145 if (change->can_change &&
9146 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9147 change->trigger_side & touched_side &&
9150 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9152 change->trigger_element == touched_element
9156 CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_HITTING,
9163 if (IS_CUSTOM_ELEMENT(touched_element) &&
9164 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9166 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9168 struct ElementChangeInfo *change =
9169 &element_info[touched_element].change_page[i];
9171 if (change->can_change &&
9172 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9173 change->trigger_side & hitting_side &&
9175 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9177 change->trigger_element == hitting_element
9181 CheckElementChangePage(hitx, hity, touched_element,
9182 CE_OTHER_GETS_HIT, i);
9192 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9194 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9195 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9196 int hitx = x + dx, hity = y + dy;
9197 int hitting_element = Feld[x][y];
9199 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9200 !IS_FREE(hitx, hity) &&
9201 (!IS_MOVING(hitx, hity) ||
9202 MovDir[hitx][hity] != direction ||
9203 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9206 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9210 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9214 CheckElementChangeSide(x, y, hitting_element, EP_CAN_SMASH_EVERYTHING,
9217 if (IN_LEV_FIELD(hitx, hity))
9219 int opposite_direction = MV_DIR_OPPOSITE(direction);
9220 int hitting_side = direction;
9221 int touched_side = opposite_direction;
9222 int touched_element = MovingOrBlocked2Element(hitx, hity);
9224 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9225 MovDir[hitx][hity] != direction ||
9226 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9235 CheckElementChangeSide(hitx, hity, touched_element,
9236 CE_SMASHED_BY_SOMETHING, opposite_direction);
9238 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9239 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9241 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9243 struct ElementChangeInfo *change =
9244 &element_info[hitting_element].change_page[i];
9246 if (change->can_change &&
9247 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9248 change->trigger_side & touched_side &&
9251 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9253 change->trigger_element == touched_element
9257 CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_SMASHING,
9264 if (IS_CUSTOM_ELEMENT(touched_element) &&
9265 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9267 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9269 struct ElementChangeInfo *change =
9270 &element_info[touched_element].change_page[i];
9272 if (change->can_change &&
9273 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9274 change->trigger_side & hitting_side &&
9276 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9278 change->trigger_element == hitting_element
9282 CheckElementChangePage(hitx, hity, touched_element,
9283 CE_OTHER_GETS_SMASHED, i);
9293 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9295 int i, kill_x = -1, kill_y = -1;
9296 static int test_xy[4][2] =
9303 static int test_dir[4] =
9311 for (i = 0; i < NUM_DIRECTIONS; i++)
9313 int test_x, test_y, test_move_dir, test_element;
9315 test_x = good_x + test_xy[i][0];
9316 test_y = good_y + test_xy[i][1];
9317 if (!IN_LEV_FIELD(test_x, test_y))
9321 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9324 test_element = Feld[test_x][test_y];
9326 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9329 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9330 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9332 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9333 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9341 if (kill_x != -1 || kill_y != -1)
9343 if (IS_PLAYER(good_x, good_y))
9345 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9347 if (player->shield_deadly_time_left > 0)
9348 Bang(kill_x, kill_y);
9349 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9353 Bang(good_x, good_y);
9357 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9359 int i, kill_x = -1, kill_y = -1;
9360 int bad_element = Feld[bad_x][bad_y];
9361 static int test_xy[4][2] =
9368 static int touch_dir[4] =
9375 static int test_dir[4] =
9383 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9386 for (i = 0; i < NUM_DIRECTIONS; i++)
9388 int test_x, test_y, test_move_dir, test_element;
9390 test_x = bad_x + test_xy[i][0];
9391 test_y = bad_y + test_xy[i][1];
9392 if (!IN_LEV_FIELD(test_x, test_y))
9396 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9398 test_element = Feld[test_x][test_y];
9400 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9401 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9403 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9404 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9406 /* good thing is player or penguin that does not move away */
9407 if (IS_PLAYER(test_x, test_y))
9409 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9411 if (bad_element == EL_ROBOT && player->is_moving)
9412 continue; /* robot does not kill player if he is moving */
9414 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9416 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9417 continue; /* center and border element do not touch */
9424 else if (test_element == EL_PENGUIN)
9433 if (kill_x != -1 || kill_y != -1)
9435 if (IS_PLAYER(kill_x, kill_y))
9437 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9439 if (player->shield_deadly_time_left > 0)
9441 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9445 Bang(kill_x, kill_y);
9449 void TestIfHeroTouchesBadThing(int x, int y)
9451 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9454 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9456 TestIfGoodThingHitsBadThing(x, y, move_dir);
9459 void TestIfBadThingTouchesHero(int x, int y)
9461 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9464 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9466 TestIfBadThingHitsGoodThing(x, y, move_dir);
9469 void TestIfFriendTouchesBadThing(int x, int y)
9471 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9474 void TestIfBadThingTouchesFriend(int x, int y)
9476 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9479 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9481 int i, kill_x = bad_x, kill_y = bad_y;
9482 static int xy[4][2] =
9490 for (i = 0; i < NUM_DIRECTIONS; i++)
9494 x = bad_x + xy[i][0];
9495 y = bad_y + xy[i][1];
9496 if (!IN_LEV_FIELD(x, y))
9499 element = Feld[x][y];
9500 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9501 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9509 if (kill_x != bad_x || kill_y != bad_y)
9513 void KillHero(struct PlayerInfo *player)
9515 int jx = player->jx, jy = player->jy;
9517 if (!player->active)
9520 /* remove accessible field at the player's position */
9521 Feld[jx][jy] = EL_EMPTY;
9523 /* deactivate shield (else Bang()/Explode() would not work right) */
9524 player->shield_normal_time_left = 0;
9525 player->shield_deadly_time_left = 0;
9531 static void KillHeroUnlessEnemyProtected(int x, int y)
9533 if (!PLAYER_ENEMY_PROTECTED(x, y))
9534 KillHero(PLAYERINFO(x, y));
9537 static void KillHeroUnlessExplosionProtected(int x, int y)
9539 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9540 KillHero(PLAYERINFO(x, y));
9543 void BuryHero(struct PlayerInfo *player)
9545 int jx = player->jx, jy = player->jy;
9547 if (!player->active)
9551 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9553 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9555 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9557 player->GameOver = TRUE;
9561 void RemoveHero(struct PlayerInfo *player)
9563 int jx = player->jx, jy = player->jy;
9564 int i, found = FALSE;
9566 player->present = FALSE;
9567 player->active = FALSE;
9569 if (!ExplodeField[jx][jy])
9570 StorePlayer[jx][jy] = 0;
9572 for (i = 0; i < MAX_PLAYERS; i++)
9573 if (stored_player[i].active)
9577 AllPlayersGone = TRUE;
9584 =============================================================================
9585 checkDiagonalPushing()
9586 -----------------------------------------------------------------------------
9587 check if diagonal input device direction results in pushing of object
9588 (by checking if the alternative direction is walkable, diggable, ...)
9589 =============================================================================
9592 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9593 int x, int y, int real_dx, int real_dy)
9595 int jx, jy, dx, dy, xx, yy;
9597 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9600 /* diagonal direction: check alternative direction */
9605 xx = jx + (dx == 0 ? real_dx : 0);
9606 yy = jy + (dy == 0 ? real_dy : 0);
9608 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9612 =============================================================================
9614 -----------------------------------------------------------------------------
9615 x, y: field next to player (non-diagonal) to try to dig to
9616 real_dx, real_dy: direction as read from input device (can be diagonal)
9617 =============================================================================
9620 int DigField(struct PlayerInfo *player,
9621 int oldx, int oldy, int x, int y,
9622 int real_dx, int real_dy, int mode)
9624 static int trigger_sides[4] =
9626 CH_SIDE_RIGHT, /* moving left */
9627 CH_SIDE_LEFT, /* moving right */
9628 CH_SIDE_BOTTOM, /* moving up */
9629 CH_SIDE_TOP, /* moving down */
9632 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9634 int jx = oldx, jy = oldy;
9635 int dx = x - jx, dy = y - jy;
9636 int nextx = x + dx, nexty = y + dy;
9637 int move_direction = (dx == -1 ? MV_LEFT :
9638 dx == +1 ? MV_RIGHT :
9640 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9641 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9642 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
9643 int old_element = Feld[jx][jy];
9646 if (player->MovPos == 0)
9648 player->is_digging = FALSE;
9649 player->is_collecting = FALSE;
9652 if (player->MovPos == 0) /* last pushing move finished */
9653 player->is_pushing = FALSE;
9655 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9657 player->is_switching = FALSE;
9658 player->push_delay = 0;
9660 return MF_NO_ACTION;
9663 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9664 return MF_NO_ACTION;
9669 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9671 if (IS_TUBE(Feld[jx][jy]) ||
9672 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9676 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9677 int tube_leave_directions[][2] =
9679 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9680 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9681 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9682 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9683 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9684 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9685 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9686 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9687 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9688 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9689 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9690 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9693 while (tube_leave_directions[i][0] != tube_element)
9696 if (tube_leave_directions[i][0] == -1) /* should not happen */
9700 if (!(tube_leave_directions[i][1] & move_direction))
9701 return MF_NO_ACTION; /* tube has no opening in this direction */
9706 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9707 old_element = Back[jx][jy];
9711 if (IS_WALKABLE(old_element) &&
9712 !(element_info[old_element].access_direction & move_direction))
9713 return MF_NO_ACTION; /* field has no opening in this direction */
9715 element = Feld[x][y];
9717 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9718 game.engine_version >= VERSION_IDENT(2,2,0,0))
9719 return MF_NO_ACTION;
9723 case EL_SP_PORT_LEFT:
9724 case EL_SP_PORT_RIGHT:
9726 case EL_SP_PORT_DOWN:
9727 case EL_SP_PORT_HORIZONTAL:
9728 case EL_SP_PORT_VERTICAL:
9729 case EL_SP_PORT_ANY:
9730 case EL_SP_GRAVITY_PORT_LEFT:
9731 case EL_SP_GRAVITY_PORT_RIGHT:
9732 case EL_SP_GRAVITY_PORT_UP:
9733 case EL_SP_GRAVITY_PORT_DOWN:
9735 if (!canEnterSupaplexPort(x, y, dx, dy))
9736 return MF_NO_ACTION;
9739 element != EL_SP_PORT_LEFT &&
9740 element != EL_SP_GRAVITY_PORT_LEFT &&
9741 element != EL_SP_PORT_HORIZONTAL &&
9742 element != EL_SP_PORT_ANY) ||
9744 element != EL_SP_PORT_RIGHT &&
9745 element != EL_SP_GRAVITY_PORT_RIGHT &&
9746 element != EL_SP_PORT_HORIZONTAL &&
9747 element != EL_SP_PORT_ANY) ||
9749 element != EL_SP_PORT_UP &&
9750 element != EL_SP_GRAVITY_PORT_UP &&
9751 element != EL_SP_PORT_VERTICAL &&
9752 element != EL_SP_PORT_ANY) ||
9754 element != EL_SP_PORT_DOWN &&
9755 element != EL_SP_GRAVITY_PORT_DOWN &&
9756 element != EL_SP_PORT_VERTICAL &&
9757 element != EL_SP_PORT_ANY) ||
9758 !IN_LEV_FIELD(nextx, nexty) ||
9759 !IS_FREE(nextx, nexty))
9760 return MF_NO_ACTION;
9763 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9764 element == EL_SP_GRAVITY_PORT_RIGHT ||
9765 element == EL_SP_GRAVITY_PORT_UP ||
9766 element == EL_SP_GRAVITY_PORT_DOWN)
9767 game.gravity = !game.gravity;
9769 /* automatically move to the next field with double speed */
9770 player->programmed_action = move_direction;
9772 if (player->move_delay_reset_counter == 0)
9774 player->move_delay_reset_counter = 2; /* two double speed steps */
9776 DOUBLE_PLAYER_SPEED(player);
9779 player->move_delay_reset_counter = 2;
9781 DOUBLE_PLAYER_SPEED(player);
9785 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
9788 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9793 case EL_TUBE_VERTICAL:
9794 case EL_TUBE_HORIZONTAL:
9795 case EL_TUBE_VERTICAL_LEFT:
9796 case EL_TUBE_VERTICAL_RIGHT:
9797 case EL_TUBE_HORIZONTAL_UP:
9798 case EL_TUBE_HORIZONTAL_DOWN:
9799 case EL_TUBE_LEFT_UP:
9800 case EL_TUBE_LEFT_DOWN:
9801 case EL_TUBE_RIGHT_UP:
9802 case EL_TUBE_RIGHT_DOWN:
9805 int tube_enter_directions[][2] =
9807 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9808 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9809 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9810 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9811 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9812 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9813 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9814 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9815 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9816 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9817 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9818 { -1, MV_NO_MOVING }
9821 while (tube_enter_directions[i][0] != element)
9824 if (tube_enter_directions[i][0] == -1) /* should not happen */
9828 if (!(tube_enter_directions[i][1] & move_direction))
9829 return MF_NO_ACTION; /* tube has no opening in this direction */
9831 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
9838 if (IS_WALKABLE(element))
9840 int sound_action = ACTION_WALKING;
9842 if (!(element_info[element].access_direction & opposite_direction))
9843 return MF_NO_ACTION; /* field not accessible from this direction */
9845 if (element >= EL_GATE_1 && element <= EL_GATE_4)
9847 if (!player->key[element - EL_GATE_1])
9848 return MF_NO_ACTION;
9850 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
9852 if (!player->key[element - EL_GATE_1_GRAY])
9853 return MF_NO_ACTION;
9855 else if (element == EL_EXIT_OPEN ||
9856 element == EL_SP_EXIT_OPEN ||
9857 element == EL_SP_EXIT_OPENING)
9859 sound_action = ACTION_PASSING; /* player is passing exit */
9861 else if (element == EL_EMPTY)
9863 sound_action = ACTION_MOVING; /* nothing to walk on */
9866 /* play sound from background or player, whatever is available */
9867 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
9868 PlayLevelSoundElementAction(x, y, element, sound_action);
9870 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9874 else if (IS_PASSABLE(element))
9876 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
9877 return MF_NO_ACTION;
9879 if (IS_CUSTOM_ELEMENT(element) &&
9880 !(element_info[element].access_direction & opposite_direction))
9881 return MF_NO_ACTION; /* field not accessible from this direction */
9884 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9885 return MF_NO_ACTION;
9888 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
9890 if (!player->key[element - EL_EM_GATE_1])
9891 return MF_NO_ACTION;
9893 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
9895 if (!player->key[element - EL_EM_GATE_1_GRAY])
9896 return MF_NO_ACTION;
9899 /* automatically move to the next field with double speed */
9900 player->programmed_action = move_direction;
9902 if (player->move_delay_reset_counter == 0)
9904 player->move_delay_reset_counter = 2; /* two double speed steps */
9906 DOUBLE_PLAYER_SPEED(player);
9909 player->move_delay_reset_counter = 2;
9911 DOUBLE_PLAYER_SPEED(player);
9914 PlayLevelSoundAction(x, y, ACTION_PASSING);
9918 else if (IS_DIGGABLE(element))
9922 if (mode != DF_SNAP)
9925 GfxElement[x][y] = GFX_ELEMENT(element);
9928 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
9930 player->is_digging = TRUE;
9933 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9935 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
9936 player->index_bit, CH_SIDE_ANY);
9939 if (mode == DF_SNAP)
9940 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9945 else if (IS_COLLECTIBLE(element))
9949 if (mode != DF_SNAP)
9951 GfxElement[x][y] = element;
9952 player->is_collecting = TRUE;
9955 if (element == EL_SPEED_PILL)
9956 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9957 else if (element == EL_EXTRA_TIME && level.time > 0)
9960 DrawGameValue_Time(TimeLeft);
9962 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9964 player->shield_normal_time_left += 10;
9965 if (element == EL_SHIELD_DEADLY)
9966 player->shield_deadly_time_left += 10;
9968 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9970 if (player->inventory_size < MAX_INVENTORY_SIZE)
9971 player->inventory_element[player->inventory_size++] = element;
9973 DrawGameValue_Dynamite(local_player->inventory_size);
9975 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9977 player->dynabomb_count++;
9978 player->dynabombs_left++;
9980 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9982 player->dynabomb_size++;
9984 else if (element == EL_DYNABOMB_INCREASE_POWER)
9986 player->dynabomb_xl = TRUE;
9988 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
9989 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
9991 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
9992 element - EL_KEY_1 : element - EL_EM_KEY_1);
9994 player->key[key_nr] = TRUE;
9996 DrawGameValue_Keys(player);
9998 redraw_mask |= REDRAW_DOOR_1;
10000 else if (IS_ENVELOPE(element))
10003 player->show_envelope = element;
10005 ShowEnvelope(element - EL_ENVELOPE_1);
10008 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10012 if (element_info[element].collect_count == 0)
10013 player->inventory_infinite_element = element;
10015 for (i = 0; i < element_info[element].collect_count; i++)
10016 if (player->inventory_size < MAX_INVENTORY_SIZE)
10017 player->inventory_element[player->inventory_size++] = element;
10019 DrawGameValue_Dynamite(local_player->inventory_size);
10021 else if (element_info[element].collect_count > 0)
10023 local_player->gems_still_needed -=
10024 element_info[element].collect_count;
10025 if (local_player->gems_still_needed < 0)
10026 local_player->gems_still_needed = 0;
10028 DrawGameValue_Emeralds(local_player->gems_still_needed);
10031 RaiseScoreElement(element);
10032 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10034 CheckTriggeredElementChangePlayer(x, y, element,
10035 CE_OTHER_GETS_COLLECTED,
10036 player->index_bit, CH_SIDE_ANY);
10039 if (mode == DF_SNAP)
10040 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10045 else if (IS_PUSHABLE(element))
10047 if (mode == DF_SNAP && element != EL_BD_ROCK)
10048 return MF_NO_ACTION;
10050 if (CAN_FALL(element) && dy)
10051 return MF_NO_ACTION;
10053 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10054 !(element == EL_SPRING && level.use_spring_bug))
10055 return MF_NO_ACTION;
10058 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10059 ((move_direction & MV_VERTICAL &&
10060 ((element_info[element].move_pattern & MV_LEFT &&
10061 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10062 (element_info[element].move_pattern & MV_RIGHT &&
10063 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10064 (move_direction & MV_HORIZONTAL &&
10065 ((element_info[element].move_pattern & MV_UP &&
10066 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10067 (element_info[element].move_pattern & MV_DOWN &&
10068 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10069 return MF_NO_ACTION;
10073 /* do not push elements already moving away faster than player */
10074 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10075 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10076 return MF_NO_ACTION;
10078 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10079 return MF_NO_ACTION;
10083 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10085 if (player->push_delay_value == -1)
10086 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10088 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10090 if (!player->is_pushing)
10091 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10095 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10096 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10097 !player_is_pushing))
10098 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10101 if (!player->is_pushing &&
10102 game.engine_version >= VERSION_IDENT(2,2,0,7))
10103 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10107 printf("::: push delay: %ld [%d, %d] [%d]\n",
10108 player->push_delay_value, FrameCounter, game.engine_version,
10109 player->is_pushing);
10112 player->is_pushing = TRUE;
10114 if (!(IN_LEV_FIELD(nextx, nexty) &&
10115 (IS_FREE(nextx, nexty) ||
10116 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10117 IS_SB_ELEMENT(element)))))
10118 return MF_NO_ACTION;
10120 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10121 return MF_NO_ACTION;
10123 if (player->push_delay == 0) /* new pushing; restart delay */
10124 player->push_delay = FrameCounter;
10126 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10127 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10128 element != EL_SPRING && element != EL_BALLOON)
10130 /* make sure that there is no move delay before next try to push */
10131 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10132 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10134 return MF_NO_ACTION;
10138 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10141 if (IS_SB_ELEMENT(element))
10143 if (element == EL_SOKOBAN_FIELD_FULL)
10145 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10146 local_player->sokobanfields_still_needed++;
10149 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10151 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10152 local_player->sokobanfields_still_needed--;
10155 Feld[x][y] = EL_SOKOBAN_OBJECT;
10157 if (Back[x][y] == Back[nextx][nexty])
10158 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10159 else if (Back[x][y] != 0)
10160 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10163 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10166 if (local_player->sokobanfields_still_needed == 0 &&
10167 game.emulation == EMU_SOKOBAN)
10169 player->LevelSolved = player->GameOver = TRUE;
10170 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10174 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10176 InitMovingField(x, y, move_direction);
10177 GfxAction[x][y] = ACTION_PUSHING;
10179 if (mode == DF_SNAP)
10180 ContinueMoving(x, y);
10182 MovPos[x][y] = (dx != 0 ? dx : dy);
10184 Pushed[x][y] = TRUE;
10185 Pushed[nextx][nexty] = TRUE;
10187 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10188 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10190 player->push_delay_value = -1; /* get new value later */
10192 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10193 player->index_bit, dig_side);
10194 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10195 player->index_bit, dig_side);
10199 else if (IS_SWITCHABLE(element))
10201 if (PLAYER_SWITCHING(player, x, y))
10204 player->is_switching = TRUE;
10205 player->switch_x = x;
10206 player->switch_y = y;
10208 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10210 if (element == EL_ROBOT_WHEEL)
10212 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10216 DrawLevelField(x, y);
10218 else if (element == EL_SP_TERMINAL)
10222 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10224 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10226 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10227 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10230 else if (IS_BELT_SWITCH(element))
10232 ToggleBeltSwitch(x, y);
10234 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10235 element == EL_SWITCHGATE_SWITCH_DOWN)
10237 ToggleSwitchgateSwitch(x, y);
10239 else if (element == EL_LIGHT_SWITCH ||
10240 element == EL_LIGHT_SWITCH_ACTIVE)
10242 ToggleLightSwitch(x, y);
10245 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10246 SND_LIGHT_SWITCH_ACTIVATING :
10247 SND_LIGHT_SWITCH_DEACTIVATING);
10250 else if (element == EL_TIMEGATE_SWITCH)
10252 ActivateTimegateSwitch(x, y);
10254 else if (element == EL_BALLOON_SWITCH_LEFT ||
10255 element == EL_BALLOON_SWITCH_RIGHT ||
10256 element == EL_BALLOON_SWITCH_UP ||
10257 element == EL_BALLOON_SWITCH_DOWN ||
10258 element == EL_BALLOON_SWITCH_ANY)
10260 if (element == EL_BALLOON_SWITCH_ANY)
10261 game.balloon_dir = move_direction;
10263 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10264 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10265 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10266 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10269 else if (element == EL_LAMP)
10271 Feld[x][y] = EL_LAMP_ACTIVE;
10272 local_player->lights_still_needed--;
10274 DrawLevelField(x, y);
10276 else if (element == EL_TIME_ORB_FULL)
10278 Feld[x][y] = EL_TIME_ORB_EMPTY;
10280 DrawGameValue_Time(TimeLeft);
10282 DrawLevelField(x, y);
10285 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10293 if (!PLAYER_SWITCHING(player, x, y))
10295 player->is_switching = TRUE;
10296 player->switch_x = x;
10297 player->switch_y = y;
10299 CheckTriggeredElementChangePlayer(x, y, element,
10300 CE_OTHER_IS_SWITCHING,
10301 player->index_bit, dig_side);
10302 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10303 player->index_bit, dig_side);
10306 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10307 player->index_bit, dig_side);
10308 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10309 player->index_bit, dig_side);
10312 return MF_NO_ACTION;
10315 player->push_delay = 0;
10317 if (Feld[x][y] != element) /* really digged/collected something */
10318 player->is_collecting = !player->is_digging;
10323 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10325 int jx = player->jx, jy = player->jy;
10326 int x = jx + dx, y = jy + dy;
10327 int snap_direction = (dx == -1 ? MV_LEFT :
10328 dx == +1 ? MV_RIGHT :
10330 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10333 if (player->MovPos)
10336 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10340 if (!player->active || !IN_LEV_FIELD(x, y))
10348 if (player->MovPos == 0)
10349 player->is_pushing = FALSE;
10351 player->is_snapping = FALSE;
10353 if (player->MovPos == 0)
10355 player->is_moving = FALSE;
10356 player->is_digging = FALSE;
10357 player->is_collecting = FALSE;
10363 if (player->is_snapping)
10366 player->MovDir = snap_direction;
10369 if (player->MovPos == 0)
10372 player->is_moving = FALSE;
10373 player->is_digging = FALSE;
10374 player->is_collecting = FALSE;
10377 player->is_dropping = FALSE;
10379 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10382 player->is_snapping = TRUE;
10385 if (player->MovPos == 0)
10388 player->is_moving = FALSE;
10389 player->is_digging = FALSE;
10390 player->is_collecting = FALSE;
10393 DrawLevelField(x, y);
10399 boolean DropElement(struct PlayerInfo *player)
10401 int jx = player->jx, jy = player->jy;
10402 int old_element = Feld[jx][jy];
10403 int new_element = (player->inventory_size > 0 ?
10404 player->inventory_element[player->inventory_size - 1] :
10405 player->inventory_infinite_element != EL_UNDEFINED ?
10406 player->inventory_infinite_element :
10407 player->dynabombs_left > 0 ?
10408 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10411 /* check if player is active, not moving and ready to drop */
10412 if (!player->active || player->MovPos || player->drop_delay > 0)
10415 /* check if player has anything that can be dropped */
10417 if (new_element == EL_UNDEFINED)
10420 if (player->inventory_size == 0 &&
10421 player->inventory_infinite_element == EL_UNDEFINED &&
10422 player->dynabombs_left == 0)
10426 /* check if anything can be dropped at the current position */
10427 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10430 /* collected custom elements can only be dropped on empty fields */
10432 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10435 if (player->inventory_size > 0 &&
10436 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10437 && old_element != EL_EMPTY)
10441 if (old_element != EL_EMPTY)
10442 Back[jx][jy] = old_element; /* store old element on this field */
10444 ResetGfxAnimation(jx, jy);
10445 ResetRandomAnimationValue(jx, jy);
10447 if (player->inventory_size > 0 ||
10448 player->inventory_infinite_element != EL_UNDEFINED)
10450 if (player->inventory_size > 0)
10452 player->inventory_size--;
10455 new_element = player->inventory_element[player->inventory_size];
10458 DrawGameValue_Dynamite(local_player->inventory_size);
10460 if (new_element == EL_DYNAMITE)
10461 new_element = EL_DYNAMITE_ACTIVE;
10462 else if (new_element == EL_SP_DISK_RED)
10463 new_element = EL_SP_DISK_RED_ACTIVE;
10466 Feld[jx][jy] = new_element;
10468 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10469 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10471 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10474 /* needed if previous element just changed to "empty" in the last frame */
10475 Changed[jx][jy] = 0; /* allow another change */
10478 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10479 CE_OTHER_GETS_DROPPED,
10480 player->index_bit, CH_SIDE_ANY);
10481 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10482 player->index_bit, CH_SIDE_ANY);
10484 TestIfElementTouchesCustomElement(jx, jy);
10486 else /* player is dropping a dyna bomb */
10488 player->dynabombs_left--;
10491 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10494 Feld[jx][jy] = new_element;
10496 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10497 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10499 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10506 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10509 InitField_WithBug1(jx, jy, FALSE);
10511 InitField(jx, jy, FALSE);
10512 if (CAN_MOVE(Feld[jx][jy]))
10513 InitMovDir(jx, jy);
10517 new_element = Feld[jx][jy];
10519 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10520 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10522 int move_stepsize = element_info[new_element].move_stepsize;
10523 int direction, dx, dy, nextx, nexty;
10525 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10526 MovDir[jx][jy] = player->MovDir;
10528 direction = MovDir[jx][jy];
10529 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10530 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10534 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10537 WasJustMoving[jx][jy] = 3;
10539 InitMovingField(jx, jy, direction);
10540 ContinueMoving(jx, jy);
10545 Changed[jx][jy] = 0; /* allow another change */
10548 TestIfElementHitsCustomElement(jx, jy, direction);
10550 CheckElementChangeSide(jx, jy, new_element, CE_HITTING_SOMETHING,
10555 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10559 player->drop_delay = 8 + 8 + 8;
10564 player->is_dropping = TRUE;
10570 /* ------------------------------------------------------------------------- */
10571 /* game sound playing functions */
10572 /* ------------------------------------------------------------------------- */
10574 static int *loop_sound_frame = NULL;
10575 static int *loop_sound_volume = NULL;
10577 void InitPlayLevelSound()
10579 int num_sounds = getSoundListSize();
10581 checked_free(loop_sound_frame);
10582 checked_free(loop_sound_volume);
10584 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10585 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10588 static void PlayLevelSound(int x, int y, int nr)
10590 int sx = SCREENX(x), sy = SCREENY(y);
10591 int volume, stereo_position;
10592 int max_distance = 8;
10593 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10595 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10596 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10599 if (!IN_LEV_FIELD(x, y) ||
10600 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10601 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10604 volume = SOUND_MAX_VOLUME;
10606 if (!IN_SCR_FIELD(sx, sy))
10608 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10609 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10611 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10614 stereo_position = (SOUND_MAX_LEFT +
10615 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10616 (SCR_FIELDX + 2 * max_distance));
10618 if (IS_LOOP_SOUND(nr))
10620 /* This assures that quieter loop sounds do not overwrite louder ones,
10621 while restarting sound volume comparison with each new game frame. */
10623 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10626 loop_sound_volume[nr] = volume;
10627 loop_sound_frame[nr] = FrameCounter;
10630 PlaySoundExt(nr, volume, stereo_position, type);
10633 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10635 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10636 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10637 y < LEVELY(BY1) ? LEVELY(BY1) :
10638 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10642 static void PlayLevelSoundAction(int x, int y, int action)
10644 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10647 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10649 int sound_effect = element_info[element].sound[action];
10651 if (sound_effect != SND_UNDEFINED)
10652 PlayLevelSound(x, y, sound_effect);
10655 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10658 int sound_effect = element_info[element].sound[action];
10660 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10661 PlayLevelSound(x, y, sound_effect);
10664 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10666 int sound_effect = element_info[Feld[x][y]].sound[action];
10668 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10669 PlayLevelSound(x, y, sound_effect);
10672 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10674 int sound_effect = element_info[Feld[x][y]].sound[action];
10676 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10677 StopSound(sound_effect);
10680 static void PlayLevelMusic()
10682 if (levelset.music[level_nr] != MUS_UNDEFINED)
10683 PlayMusic(levelset.music[level_nr]); /* from config file */
10685 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10688 void RaiseScore(int value)
10690 local_player->score += value;
10692 DrawGameValue_Score(local_player->score);
10695 void RaiseScoreElement(int element)
10700 case EL_BD_DIAMOND:
10701 case EL_EMERALD_YELLOW:
10702 case EL_EMERALD_RED:
10703 case EL_EMERALD_PURPLE:
10704 case EL_SP_INFOTRON:
10705 RaiseScore(level.score[SC_EMERALD]);
10708 RaiseScore(level.score[SC_DIAMOND]);
10711 RaiseScore(level.score[SC_CRYSTAL]);
10714 RaiseScore(level.score[SC_PEARL]);
10717 case EL_BD_BUTTERFLY:
10718 case EL_SP_ELECTRON:
10719 RaiseScore(level.score[SC_BUG]);
10722 case EL_BD_FIREFLY:
10723 case EL_SP_SNIKSNAK:
10724 RaiseScore(level.score[SC_SPACESHIP]);
10727 case EL_DARK_YAMYAM:
10728 RaiseScore(level.score[SC_YAMYAM]);
10731 RaiseScore(level.score[SC_ROBOT]);
10734 RaiseScore(level.score[SC_PACMAN]);
10737 RaiseScore(level.score[SC_NUT]);
10740 case EL_SP_DISK_RED:
10741 case EL_DYNABOMB_INCREASE_NUMBER:
10742 case EL_DYNABOMB_INCREASE_SIZE:
10743 case EL_DYNABOMB_INCREASE_POWER:
10744 RaiseScore(level.score[SC_DYNAMITE]);
10746 case EL_SHIELD_NORMAL:
10747 case EL_SHIELD_DEADLY:
10748 RaiseScore(level.score[SC_SHIELD]);
10750 case EL_EXTRA_TIME:
10751 RaiseScore(level.score[SC_TIME_BONUS]);
10757 RaiseScore(level.score[SC_KEY]);
10760 RaiseScore(element_info[element].collect_score);
10765 void RequestQuitGame(boolean ask_if_really_quit)
10767 if (AllPlayersGone ||
10768 !ask_if_really_quit ||
10769 level_editor_test_game ||
10770 Request("Do you really want to quit the game ?",
10771 REQ_ASK | REQ_STAY_CLOSED))
10773 #if defined(PLATFORM_UNIX)
10774 if (options.network)
10775 SendToServer_StopPlaying();
10779 game_status = GAME_MODE_MAIN;
10787 if (tape.playing && tape.index_search)
10789 SetDrawDeactivationMask(REDRAW_NONE);
10790 audio.sound_deactivated = FALSE;
10794 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10797 if (tape.playing && tape.index_search)
10799 SetDrawDeactivationMask(REDRAW_FIELD);
10800 audio.sound_deactivated = TRUE;
10808 /* ---------- new game button stuff ---------------------------------------- */
10810 /* graphic position values for game buttons */
10811 #define GAME_BUTTON_XSIZE 30
10812 #define GAME_BUTTON_YSIZE 30
10813 #define GAME_BUTTON_XPOS 5
10814 #define GAME_BUTTON_YPOS 215
10815 #define SOUND_BUTTON_XPOS 5
10816 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10818 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10819 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10820 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10821 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10822 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10823 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10830 } gamebutton_info[NUM_GAME_BUTTONS] =
10833 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10838 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10839 GAME_CTRL_ID_PAUSE,
10843 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10848 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10849 SOUND_CTRL_ID_MUSIC,
10850 "background music on/off"
10853 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10854 SOUND_CTRL_ID_LOOPS,
10855 "sound loops on/off"
10858 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10859 SOUND_CTRL_ID_SIMPLE,
10860 "normal sounds on/off"
10864 void CreateGameButtons()
10868 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10870 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10871 struct GadgetInfo *gi;
10874 unsigned long event_mask;
10875 int gd_xoffset, gd_yoffset;
10876 int gd_x1, gd_x2, gd_y1, gd_y2;
10879 gd_xoffset = gamebutton_info[i].x;
10880 gd_yoffset = gamebutton_info[i].y;
10881 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10882 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10884 if (id == GAME_CTRL_ID_STOP ||
10885 id == GAME_CTRL_ID_PAUSE ||
10886 id == GAME_CTRL_ID_PLAY)
10888 button_type = GD_TYPE_NORMAL_BUTTON;
10890 event_mask = GD_EVENT_RELEASED;
10891 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10892 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10896 button_type = GD_TYPE_CHECK_BUTTON;
10898 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10899 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10900 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10901 event_mask = GD_EVENT_PRESSED;
10902 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10903 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10906 gi = CreateGadget(GDI_CUSTOM_ID, id,
10907 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10908 GDI_X, DX + gd_xoffset,
10909 GDI_Y, DY + gd_yoffset,
10910 GDI_WIDTH, GAME_BUTTON_XSIZE,
10911 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10912 GDI_TYPE, button_type,
10913 GDI_STATE, GD_BUTTON_UNPRESSED,
10914 GDI_CHECKED, checked,
10915 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10916 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10917 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10918 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10919 GDI_EVENT_MASK, event_mask,
10920 GDI_CALLBACK_ACTION, HandleGameButtons,
10924 Error(ERR_EXIT, "cannot create gadget");
10926 game_gadget[id] = gi;
10930 void FreeGameButtons()
10934 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10935 FreeGadget(game_gadget[i]);
10938 static void MapGameButtons()
10942 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10943 MapGadget(game_gadget[i]);
10946 void UnmapGameButtons()
10950 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10951 UnmapGadget(game_gadget[i]);
10954 static void HandleGameButtons(struct GadgetInfo *gi)
10956 int id = gi->custom_id;
10958 if (game_status != GAME_MODE_PLAYING)
10963 case GAME_CTRL_ID_STOP:
10964 RequestQuitGame(TRUE);
10967 case GAME_CTRL_ID_PAUSE:
10968 if (options.network)
10970 #if defined(PLATFORM_UNIX)
10972 SendToServer_ContinuePlaying();
10974 SendToServer_PausePlaying();
10978 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10981 case GAME_CTRL_ID_PLAY:
10984 #if defined(PLATFORM_UNIX)
10985 if (options.network)
10986 SendToServer_ContinuePlaying();
10990 tape.pausing = FALSE;
10991 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10996 case SOUND_CTRL_ID_MUSIC:
10997 if (setup.sound_music)
10999 setup.sound_music = FALSE;
11002 else if (audio.music_available)
11004 setup.sound = setup.sound_music = TRUE;
11006 SetAudioMode(setup.sound);
11012 case SOUND_CTRL_ID_LOOPS:
11013 if (setup.sound_loops)
11014 setup.sound_loops = FALSE;
11015 else if (audio.loops_available)
11017 setup.sound = setup.sound_loops = TRUE;
11018 SetAudioMode(setup.sound);
11022 case SOUND_CTRL_ID_SIMPLE:
11023 if (setup.sound_simple)
11024 setup.sound_simple = FALSE;
11025 else if (audio.sound_available)
11027 setup.sound = setup.sound_simple = TRUE;
11028 SetAudioMode(setup.sound);