1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define GET_TARGET_ELEMENT(e, ch) \
107 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
108 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
110 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
111 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
114 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
115 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 (CAN_MOVE_INTO_ACID(e) && \
117 Feld[x][y] == EL_ACID) || \
120 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 (CAN_MOVE_INTO_ACID(e) && \
123 Feld[x][y] == EL_ACID) || \
126 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
127 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
129 (CAN_MOVE_INTO_ACID(e) && \
130 Feld[x][y] == EL_ACID) || \
131 (DONT_COLLIDE_WITH(e) && \
133 !PLAYER_ENEMY_PROTECTED(x, y))))
136 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
139 (DONT_COLLIDE_WITH(e) && \
141 !PLAYER_ENEMY_PROTECTED(x, y))))
144 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
145 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
148 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
149 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
151 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
152 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
156 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
159 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
160 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
164 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
165 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
167 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
168 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
170 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
171 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
173 #define PIG_CAN_ENTER_FIELD(e, x, y) \
174 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
176 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
177 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
178 IS_FOOD_PENGUIN(Feld[x][y])))
179 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
180 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
182 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
183 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
185 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
186 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
190 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
191 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
192 (CAN_MOVE_INTO_ACID(e) && \
193 Feld[x][y] == EL_ACID) || \
194 Feld[x][y] == EL_DIAMOND))
196 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
197 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
198 (CAN_MOVE_INTO_ACID(e) && \
199 Feld[x][y] == EL_ACID) || \
200 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
202 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
203 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
204 (CAN_MOVE_INTO_ACID(e) && \
205 Feld[x][y] == EL_ACID) || \
206 IS_AMOEBOID(Feld[x][y])))
208 #define PIG_CAN_ENTER_FIELD(e, x, y) \
209 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
210 (CAN_MOVE_INTO_ACID(e) && \
211 Feld[x][y] == EL_ACID) || \
212 IS_FOOD_PIG(Feld[x][y])))
214 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
215 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
216 (CAN_MOVE_INTO_ACID(e) && \
217 Feld[x][y] == EL_ACID) || \
218 IS_FOOD_PENGUIN(Feld[x][y]) || \
219 Feld[x][y] == EL_EXIT_OPEN))
221 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
223 (CAN_MOVE_INTO_ACID(e) && \
224 Feld[x][y] == EL_ACID)))
226 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
227 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
228 (CAN_MOVE_INTO_ACID(e) && \
229 Feld[x][y] == EL_ACID) || \
232 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
233 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
234 (CAN_MOVE_INTO_ACID(e) && \
235 Feld[x][y] == EL_ACID)))
239 #define GROUP_NR(e) ((e) - EL_GROUP_START)
240 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
241 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
242 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
244 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
245 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
248 #define CE_ENTER_FIELD_COND(e, x, y) \
249 (!IS_PLAYER(x, y) && \
250 (Feld[x][y] == EL_ACID || \
251 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
253 #define CE_ENTER_FIELD_COND(e, x, y) \
254 (!IS_PLAYER(x, y) && \
255 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
258 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
259 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
261 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
262 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
264 /* game button identifiers */
265 #define GAME_CTRL_ID_STOP 0
266 #define GAME_CTRL_ID_PAUSE 1
267 #define GAME_CTRL_ID_PLAY 2
268 #define SOUND_CTRL_ID_MUSIC 3
269 #define SOUND_CTRL_ID_LOOPS 4
270 #define SOUND_CTRL_ID_SIMPLE 5
272 #define NUM_GAME_BUTTONS 6
275 /* forward declaration for internal use */
277 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
278 static boolean MovePlayer(struct PlayerInfo *, int, int);
279 static void ScrollPlayer(struct PlayerInfo *, int);
280 static void ScrollScreen(struct PlayerInfo *, int);
282 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
284 static void InitBeltMovement(void);
285 static void CloseAllOpenTimegates(void);
286 static void CheckGravityMovement(struct PlayerInfo *);
287 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
288 static void KillHeroUnlessEnemyProtected(int, int);
289 static void KillHeroUnlessExplosionProtected(int, int);
291 static void TestIfPlayerTouchesCustomElement(int, int);
292 static void TestIfElementTouchesCustomElement(int, int);
293 static void TestIfElementHitsCustomElement(int, int, int);
295 static void TestIfElementSmashesCustomElement(int, int, int);
298 static void ChangeElement(int, int, int);
300 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
301 #define CheckTriggeredElementChange(x, y, e, ev) \
302 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
304 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
305 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
306 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
307 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
308 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
309 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
312 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
313 #define CheckElementChange(x, y, e, te, ev) \
314 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
315 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
316 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
317 #define CheckElementChangeSide(x, y, e, te, ev, s) \
318 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
319 #define CheckElementChangePage(x, y, e, te, ev, p) \
320 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
322 static void PlayLevelSound(int, int, int);
323 static void PlayLevelSoundNearest(int, int, int);
324 static void PlayLevelSoundAction(int, int, int);
325 static void PlayLevelSoundElementAction(int, int, int, int);
326 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
327 static void PlayLevelSoundActionIfLoop(int, int, int);
328 static void StopLevelSoundActionIfLoop(int, int, int);
329 static void PlayLevelMusic();
331 static void MapGameButtons();
332 static void HandleGameButtons(struct GadgetInfo *);
334 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
337 /* ------------------------------------------------------------------------- */
338 /* definition of elements that automatically change to other elements after */
339 /* a specified time, eventually calling a function when changing */
340 /* ------------------------------------------------------------------------- */
342 /* forward declaration for changer functions */
343 static void InitBuggyBase(int x, int y);
344 static void WarnBuggyBase(int x, int y);
346 static void InitTrap(int x, int y);
347 static void ActivateTrap(int x, int y);
348 static void ChangeActiveTrap(int x, int y);
350 static void InitRobotWheel(int x, int y);
351 static void RunRobotWheel(int x, int y);
352 static void StopRobotWheel(int x, int y);
354 static void InitTimegateWheel(int x, int y);
355 static void RunTimegateWheel(int x, int y);
357 struct ChangingElementInfo
362 void (*pre_change_function)(int x, int y);
363 void (*change_function)(int x, int y);
364 void (*post_change_function)(int x, int y);
367 static struct ChangingElementInfo change_delay_list[] =
418 EL_SWITCHGATE_OPENING,
426 EL_SWITCHGATE_CLOSING,
427 EL_SWITCHGATE_CLOSED,
459 EL_ACID_SPLASH_RIGHT,
468 EL_SP_BUGGY_BASE_ACTIVATING,
475 EL_SP_BUGGY_BASE_ACTIVATING,
476 EL_SP_BUGGY_BASE_ACTIVE,
483 EL_SP_BUGGY_BASE_ACTIVE,
507 EL_ROBOT_WHEEL_ACTIVE,
515 EL_TIMEGATE_SWITCH_ACTIVE,
536 int push_delay_fixed, push_delay_random;
541 { EL_BALLOON, 0, 0 },
543 { EL_SOKOBAN_OBJECT, 2, 0 },
544 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
545 { EL_SATELLITE, 2, 0 },
546 { EL_SP_DISK_YELLOW, 2, 0 },
548 { EL_UNDEFINED, 0, 0 },
556 move_stepsize_list[] =
558 { EL_AMOEBA_DROP, 2 },
559 { EL_AMOEBA_DROPPING, 2 },
560 { EL_QUICKSAND_FILLING, 1 },
561 { EL_QUICKSAND_EMPTYING, 1 },
562 { EL_MAGIC_WALL_FILLING, 2 },
563 { EL_BD_MAGIC_WALL_FILLING, 2 },
564 { EL_MAGIC_WALL_EMPTYING, 2 },
565 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
575 collect_count_list[] =
578 { EL_BD_DIAMOND, 1 },
579 { EL_EMERALD_YELLOW, 1 },
580 { EL_EMERALD_RED, 1 },
581 { EL_EMERALD_PURPLE, 1 },
583 { EL_SP_INFOTRON, 1 },
597 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
598 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
599 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
600 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
601 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
602 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
603 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
604 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
605 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
606 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
607 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
612 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
614 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
615 CH_EVENT_BIT(CE_DELAY))
616 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
617 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
618 IS_JUST_CHANGING(x, y))
620 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
623 void GetPlayerConfig()
625 if (!audio.sound_available)
626 setup.sound_simple = FALSE;
628 if (!audio.loops_available)
629 setup.sound_loops = FALSE;
631 if (!audio.music_available)
632 setup.sound_music = FALSE;
634 if (!video.fullscreen_available)
635 setup.fullscreen = FALSE;
637 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
639 SetAudioMode(setup.sound);
643 static int getBeltNrFromBeltElement(int element)
645 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
646 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
647 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
650 static int getBeltNrFromBeltActiveElement(int element)
652 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
653 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
654 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
657 static int getBeltNrFromBeltSwitchElement(int element)
659 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
660 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
661 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
664 static int getBeltDirNrFromBeltSwitchElement(int element)
666 static int belt_base_element[4] =
668 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
669 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
670 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
671 EL_CONVEYOR_BELT_4_SWITCH_LEFT
674 int belt_nr = getBeltNrFromBeltSwitchElement(element);
675 int belt_dir_nr = element - belt_base_element[belt_nr];
677 return (belt_dir_nr % 3);
680 static int getBeltDirFromBeltSwitchElement(int element)
682 static int belt_move_dir[3] =
689 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
691 return belt_move_dir[belt_dir_nr];
694 static void InitPlayerField(int x, int y, int element, boolean init_game)
696 if (element == EL_SP_MURPHY)
700 if (stored_player[0].present)
702 Feld[x][y] = EL_SP_MURPHY_CLONE;
708 stored_player[0].use_murphy_graphic = TRUE;
711 Feld[x][y] = EL_PLAYER_1;
717 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
718 int jx = player->jx, jy = player->jy;
720 player->present = TRUE;
722 player->block_last_field = (element == EL_SP_MURPHY ?
723 level.sp_block_last_field :
724 level.block_last_field);
726 if (!options.network || player->connected)
728 player->active = TRUE;
730 /* remove potentially duplicate players */
731 if (StorePlayer[jx][jy] == Feld[x][y])
732 StorePlayer[jx][jy] = 0;
734 StorePlayer[x][y] = Feld[x][y];
738 printf("Player %d activated.\n", player->element_nr);
739 printf("[Local player is %d and currently %s.]\n",
740 local_player->element_nr,
741 local_player->active ? "active" : "not active");
745 Feld[x][y] = EL_EMPTY;
746 player->jx = player->last_jx = x;
747 player->jy = player->last_jy = y;
751 static void InitField(int x, int y, boolean init_game)
753 int element = Feld[x][y];
762 InitPlayerField(x, y, element, init_game);
765 case EL_SOKOBAN_FIELD_PLAYER:
766 element = Feld[x][y] = EL_PLAYER_1;
767 InitField(x, y, init_game);
769 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
770 InitField(x, y, init_game);
773 case EL_SOKOBAN_FIELD_EMPTY:
774 local_player->sokobanfields_still_needed++;
778 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
779 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
780 else if (x > 0 && Feld[x-1][y] == EL_ACID)
781 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
782 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
783 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
784 else if (y > 0 && Feld[x][y-1] == EL_ACID)
785 Feld[x][y] = EL_ACID_POOL_BOTTOM;
786 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
787 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
795 case EL_SPACESHIP_RIGHT:
796 case EL_SPACESHIP_UP:
797 case EL_SPACESHIP_LEFT:
798 case EL_SPACESHIP_DOWN:
800 case EL_BD_BUTTERFLY_RIGHT:
801 case EL_BD_BUTTERFLY_UP:
802 case EL_BD_BUTTERFLY_LEFT:
803 case EL_BD_BUTTERFLY_DOWN:
804 case EL_BD_BUTTERFLY:
805 case EL_BD_FIREFLY_RIGHT:
806 case EL_BD_FIREFLY_UP:
807 case EL_BD_FIREFLY_LEFT:
808 case EL_BD_FIREFLY_DOWN:
810 case EL_PACMAN_RIGHT:
834 if (y == lev_fieldy - 1)
836 Feld[x][y] = EL_AMOEBA_GROWING;
837 Store[x][y] = EL_AMOEBA_WET;
841 case EL_DYNAMITE_ACTIVE:
842 case EL_SP_DISK_RED_ACTIVE:
843 case EL_DYNABOMB_PLAYER_1_ACTIVE:
844 case EL_DYNABOMB_PLAYER_2_ACTIVE:
845 case EL_DYNABOMB_PLAYER_3_ACTIVE:
846 case EL_DYNABOMB_PLAYER_4_ACTIVE:
851 local_player->lights_still_needed++;
855 local_player->friends_still_needed++;
860 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
865 Feld[x][y] = EL_EMPTY;
870 case EL_EM_KEY_1_FILE:
871 Feld[x][y] = EL_EM_KEY_1;
873 case EL_EM_KEY_2_FILE:
874 Feld[x][y] = EL_EM_KEY_2;
876 case EL_EM_KEY_3_FILE:
877 Feld[x][y] = EL_EM_KEY_3;
879 case EL_EM_KEY_4_FILE:
880 Feld[x][y] = EL_EM_KEY_4;
884 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
885 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
886 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
887 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
888 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
889 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
890 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
891 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
892 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
893 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
894 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
895 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
898 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
899 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
900 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
902 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
904 game.belt_dir[belt_nr] = belt_dir;
905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
907 else /* more than one switch -- set it like the first switch */
909 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
914 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
916 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
919 case EL_LIGHT_SWITCH_ACTIVE:
921 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
925 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
927 else if (IS_GROUP_ELEMENT(element))
929 struct ElementGroupInfo *group = element_info[element].group;
930 int last_anim_random_frame = gfx.anim_random_frame;
933 if (group->choice_mode == ANIM_RANDOM)
934 gfx.anim_random_frame = RND(group->num_elements_resolved);
936 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
937 group->choice_mode, 0,
940 if (group->choice_mode == ANIM_RANDOM)
941 gfx.anim_random_frame = last_anim_random_frame;
945 Feld[x][y] = group->element_resolved[element_pos];
947 InitField(x, y, init_game);
953 static inline void InitField_WithBug1(int x, int y, boolean init_game)
955 InitField(x, y, init_game);
957 /* not needed to call InitMovDir() -- already done by InitField()! */
958 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
959 CAN_MOVE(Feld[x][y]))
963 static inline void InitField_WithBug2(int x, int y, boolean init_game)
965 int old_element = Feld[x][y];
967 InitField(x, y, init_game);
969 /* not needed to call InitMovDir() -- already done by InitField()! */
970 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
971 CAN_MOVE(old_element) &&
972 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
975 /* this case is in fact a combination of not less than three bugs:
976 first, it calls InitMovDir() for elements that can move, although this is
977 already done by InitField(); then, it checks the element that was at this
978 field _before_ the call to InitField() (which can change it)
983 inline void DrawGameValue_Emeralds(int value)
985 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
988 inline void DrawGameValue_Dynamite(int value)
990 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
993 inline void DrawGameValue_Keys(struct PlayerInfo *player)
997 for (i = 0; i < MAX_KEYS; i++)
999 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1000 el2edimg(EL_KEY_1 + i));
1003 inline void DrawGameValue_Score(int value)
1005 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1008 inline void DrawGameValue_Time(int value)
1011 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1013 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1016 inline void DrawGameValue_Level(int value)
1019 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1022 /* misuse area for displaying emeralds to draw bigger level number */
1023 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1024 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1026 /* now copy it to the area for displaying level number */
1027 BlitBitmap(drawto, drawto,
1028 DX_EMERALDS, DY_EMERALDS + 1,
1029 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1030 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1031 DX_LEVEL - 1, DY_LEVEL + 1);
1033 /* restore the area for displaying emeralds */
1034 DrawGameValue_Emeralds(local_player->gems_still_needed);
1036 /* yes, this is all really ugly :-) */
1040 void DrawGameDoorValues()
1044 DrawGameValue_Level(level_nr);
1046 for (i = 0; i < MAX_PLAYERS; i++)
1047 DrawGameValue_Keys(&stored_player[i]);
1049 DrawGameValue_Emeralds(local_player->gems_still_needed);
1050 DrawGameValue_Dynamite(local_player->inventory_size);
1051 DrawGameValue_Score(local_player->score);
1052 DrawGameValue_Time(TimeLeft);
1055 static void resolve_group_element(int group_element, int recursion_depth)
1057 static int group_nr;
1058 static struct ElementGroupInfo *group;
1059 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1062 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1064 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1065 group_element - EL_GROUP_START + 1);
1067 /* replace element which caused too deep recursion by question mark */
1068 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1073 if (recursion_depth == 0) /* initialization */
1075 group = element_info[group_element].group;
1076 group_nr = group_element - EL_GROUP_START;
1078 group->num_elements_resolved = 0;
1079 group->choice_pos = 0;
1082 for (i = 0; i < actual_group->num_elements; i++)
1084 int element = actual_group->element[i];
1086 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1089 if (IS_GROUP_ELEMENT(element))
1090 resolve_group_element(element, recursion_depth + 1);
1093 group->element_resolved[group->num_elements_resolved++] = element;
1094 element_info[element].in_group[group_nr] = TRUE;
1099 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1101 printf("::: group %d: %d resolved elements\n",
1102 group_element - EL_GROUP_START, group->num_elements_resolved);
1103 for (i = 0; i < group->num_elements_resolved; i++)
1104 printf("::: - %d ['%s']\n", group->element_resolved[i],
1105 element_info[group->element_resolved[i]].token_name);
1112 =============================================================================
1114 -----------------------------------------------------------------------------
1115 initialize game engine due to level / tape version number
1116 =============================================================================
1119 static void InitGameEngine()
1123 /* set game engine from tape file when re-playing, else from level file */
1124 game.engine_version = (tape.playing ? tape.engine_version :
1125 level.game_version);
1127 /* dynamically adjust element properties according to game engine version */
1128 InitElementPropertiesEngine(game.engine_version);
1131 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1132 printf(" tape version == %06d [%s] [file: %06d]\n",
1133 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1135 printf(" => game.engine_version == %06d\n", game.engine_version);
1138 /* ---------- recursively resolve group elements ------------------------- */
1140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1141 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1142 element_info[i].in_group[j] = FALSE;
1144 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1145 resolve_group_element(EL_GROUP_START + i, 0);
1147 /* ---------- initialize player's initial move delay --------------------- */
1149 /* dynamically adjust player properties according to game engine version */
1150 game.initial_move_delay =
1151 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1152 INITIAL_MOVE_DELAY_OFF);
1154 /* dynamically adjust player properties according to level information */
1155 game.initial_move_delay_value =
1156 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1158 /* ---------- initialize player's initial push delay --------------------- */
1160 /* dynamically adjust player properties according to game engine version */
1161 game.initial_push_delay_value =
1162 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1164 /* ---------- initialize changing elements ------------------------------- */
1166 /* initialize changing elements information */
1167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1169 struct ElementInfo *ei = &element_info[i];
1171 /* this pointer might have been changed in the level editor */
1172 ei->change = &ei->change_page[0];
1174 if (!IS_CUSTOM_ELEMENT(i))
1176 ei->change->target_element = EL_EMPTY_SPACE;
1177 ei->change->delay_fixed = 0;
1178 ei->change->delay_random = 0;
1179 ei->change->delay_frames = 1;
1182 ei->change_events = CE_BITMASK_DEFAULT;
1183 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1185 ei->event_page_nr[j] = 0;
1186 ei->event_page[j] = &ei->change_page[0];
1190 /* add changing elements from pre-defined list */
1191 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1193 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1194 struct ElementInfo *ei = &element_info[ch_delay->element];
1196 ei->change->target_element = ch_delay->target_element;
1197 ei->change->delay_fixed = ch_delay->change_delay;
1199 ei->change->pre_change_function = ch_delay->pre_change_function;
1200 ei->change->change_function = ch_delay->change_function;
1201 ei->change->post_change_function = ch_delay->post_change_function;
1203 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1207 /* add change events from custom element configuration */
1208 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1210 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1212 for (j = 0; j < ei->num_change_pages; j++)
1214 if (!ei->change_page[j].can_change)
1217 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1219 /* only add event page for the first page found with this event */
1220 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1221 !(ei->change_events & CH_EVENT_BIT(k)))
1223 ei->change_events |= CH_EVENT_BIT(k);
1224 ei->event_page_nr[k] = j;
1225 ei->event_page[k] = &ei->change_page[j];
1233 /* add change events from custom element configuration */
1234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1236 int element = EL_CUSTOM_START + i;
1238 /* only add custom elements that change after fixed/random frame delay */
1239 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1240 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1244 /* ---------- initialize run-time trigger player and element ------------- */
1246 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1248 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1250 for (j = 0; j < ei->num_change_pages; j++)
1252 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1253 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1257 /* ---------- initialize trigger events ---------------------------------- */
1259 /* initialize trigger events information */
1260 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1261 trigger_events[i] = EP_BITMASK_DEFAULT;
1264 /* add trigger events from element change event properties */
1265 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1267 struct ElementInfo *ei = &element_info[i];
1269 for (j = 0; j < ei->num_change_pages; j++)
1271 if (!ei->change_page[j].can_change)
1274 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1276 int trigger_element = ei->change_page[j].trigger_element;
1278 if (IS_GROUP_ELEMENT(trigger_element))
1280 struct ElementGroupInfo *group = element_info[trigger_element].group;
1282 for (k = 0; k < group->num_elements_resolved; k++)
1283 trigger_events[group->element_resolved[k]]
1284 |= ei->change_page[j].events;
1287 trigger_events[trigger_element] |= ei->change_page[j].events;
1292 /* add trigger events from element change event properties */
1293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1294 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1295 trigger_events[element_info[i].change->trigger_element] |=
1296 element_info[i].change->events;
1299 /* ---------- initialize push delay -------------------------------------- */
1301 /* initialize push delay values to default */
1302 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1304 if (!IS_CUSTOM_ELEMENT(i))
1306 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1307 element_info[i].push_delay_random = game.default_push_delay_random;
1311 /* set push delay value for certain elements from pre-defined list */
1312 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1314 int e = push_delay_list[i].element;
1316 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1317 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1320 /* set push delay value for Supaplex elements for newer engine versions */
1321 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1323 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1325 if (IS_SP_ELEMENT(i))
1327 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1328 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1333 /* ---------- initialize move stepsize ----------------------------------- */
1335 /* initialize move stepsize values to default */
1336 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1337 if (!IS_CUSTOM_ELEMENT(i))
1338 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1340 /* set move stepsize value for certain elements from pre-defined list */
1341 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1343 int e = move_stepsize_list[i].element;
1345 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1348 /* ---------- initialize move dig/leave ---------------------------------- */
1350 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1352 element_info[i].can_leave_element = FALSE;
1353 element_info[i].can_leave_element_last = FALSE;
1356 /* ---------- initialize gem count --------------------------------------- */
1358 /* initialize gem count values for each element */
1359 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1360 if (!IS_CUSTOM_ELEMENT(i))
1361 element_info[i].collect_count = 0;
1363 /* add gem count values for all elements from pre-defined list */
1364 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1365 element_info[collect_count_list[i].element].collect_count =
1366 collect_count_list[i].count;
1368 /* ---------- initialize access direction -------------------------------- */
1370 /* initialize access direction values to default */
1371 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1372 if (!IS_CUSTOM_ELEMENT(i))
1373 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1375 /* set access direction value for certain elements from pre-defined list */
1376 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1377 element_info[tube_access[i].element].access_direction =
1378 tube_access[i].direction;
1383 =============================================================================
1385 -----------------------------------------------------------------------------
1386 initialize and start new game
1387 =============================================================================
1392 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1393 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1394 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1401 #if USE_NEW_AMOEBA_CODE
1402 printf("Using new amoeba code.\n");
1404 printf("Using old amoeba code.\n");
1409 /* don't play tapes over network */
1410 network_playing = (options.network && !tape.playing);
1412 for (i = 0; i < MAX_PLAYERS; i++)
1414 struct PlayerInfo *player = &stored_player[i];
1416 player->index_nr = i;
1417 player->index_bit = (1 << i);
1418 player->element_nr = EL_PLAYER_1 + i;
1420 player->present = FALSE;
1421 player->active = FALSE;
1424 player->effective_action = 0;
1425 player->programmed_action = 0;
1428 player->gems_still_needed = level.gems_needed;
1429 player->sokobanfields_still_needed = 0;
1430 player->lights_still_needed = 0;
1431 player->friends_still_needed = 0;
1433 for (j = 0; j < MAX_KEYS; j++)
1434 player->key[j] = FALSE;
1436 player->dynabomb_count = 0;
1437 player->dynabomb_size = 1;
1438 player->dynabombs_left = 0;
1439 player->dynabomb_xl = FALSE;
1441 player->MovDir = MV_NO_MOVING;
1444 player->GfxDir = MV_NO_MOVING;
1445 player->GfxAction = ACTION_DEFAULT;
1447 player->StepFrame = 0;
1449 player->use_murphy_graphic = FALSE;
1451 player->block_last_field = FALSE;
1452 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1454 player->actual_frame_counter = 0;
1456 player->step_counter = 0;
1458 player->last_move_dir = MV_NO_MOVING;
1460 player->is_waiting = FALSE;
1461 player->is_moving = FALSE;
1462 player->is_digging = FALSE;
1463 player->is_snapping = FALSE;
1464 player->is_collecting = FALSE;
1465 player->is_pushing = FALSE;
1466 player->is_switching = FALSE;
1467 player->is_dropping = FALSE;
1469 player->is_bored = FALSE;
1470 player->is_sleeping = FALSE;
1472 player->frame_counter_bored = -1;
1473 player->frame_counter_sleeping = -1;
1475 player->anim_delay_counter = 0;
1476 player->post_delay_counter = 0;
1478 player->action_waiting = ACTION_DEFAULT;
1479 player->last_action_waiting = ACTION_DEFAULT;
1480 player->special_action_bored = ACTION_DEFAULT;
1481 player->special_action_sleeping = ACTION_DEFAULT;
1483 player->num_special_action_bored = 0;
1484 player->num_special_action_sleeping = 0;
1486 /* determine number of special actions for bored and sleeping animation */
1487 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1489 boolean found = FALSE;
1491 for (k = 0; k < NUM_DIRECTIONS; k++)
1492 if (el_act_dir2img(player->element_nr, j, k) !=
1493 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1497 player->num_special_action_bored++;
1501 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1503 boolean found = FALSE;
1505 for (k = 0; k < NUM_DIRECTIONS; k++)
1506 if (el_act_dir2img(player->element_nr, j, k) !=
1507 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1511 player->num_special_action_sleeping++;
1516 player->switch_x = -1;
1517 player->switch_y = -1;
1519 player->show_envelope = 0;
1521 player->move_delay = game.initial_move_delay;
1522 player->move_delay_value = game.initial_move_delay_value;
1524 player->move_delay_reset_counter = 0;
1526 player->push_delay = 0;
1527 player->push_delay_value = game.initial_push_delay_value;
1529 player->drop_delay = 0;
1531 player->last_jx = player->last_jy = 0;
1532 player->jx = player->jy = 0;
1534 player->shield_normal_time_left = 0;
1535 player->shield_deadly_time_left = 0;
1537 player->inventory_infinite_element = EL_UNDEFINED;
1538 player->inventory_size = 0;
1540 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1541 SnapField(player, 0, 0);
1543 player->LevelSolved = FALSE;
1544 player->GameOver = FALSE;
1547 network_player_action_received = FALSE;
1549 #if defined(PLATFORM_UNIX)
1550 /* initial null action */
1551 if (network_playing)
1552 SendToServer_MovePlayer(MV_NO_MOVING);
1560 TimeLeft = level.time;
1563 ScreenMovDir = MV_NO_MOVING;
1567 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1569 AllPlayersGone = FALSE;
1571 game.yamyam_content_nr = 0;
1572 game.magic_wall_active = FALSE;
1573 game.magic_wall_time_left = 0;
1574 game.light_time_left = 0;
1575 game.timegate_time_left = 0;
1576 game.switchgate_pos = 0;
1577 game.balloon_dir = MV_NO_MOVING;
1578 game.gravity = level.initial_gravity;
1579 game.explosions_delayed = TRUE;
1581 game.envelope_active = FALSE;
1583 for (i = 0; i < NUM_BELTS; i++)
1585 game.belt_dir[i] = MV_NO_MOVING;
1586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1592 for (x = 0; x < lev_fieldx; x++)
1594 for (y = 0; y < lev_fieldy; y++)
1596 Feld[x][y] = level.field[x][y];
1597 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1598 ChangeDelay[x][y] = 0;
1599 ChangePage[x][y] = -1;
1600 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1602 WasJustMoving[x][y] = 0;
1603 WasJustFalling[x][y] = 0;
1605 Pushed[x][y] = FALSE;
1607 Changed[x][y] = CE_BITMASK_DEFAULT;
1608 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1610 ExplodePhase[x][y] = 0;
1611 ExplodeDelay[x][y] = 0;
1612 ExplodeField[x][y] = EX_NO_EXPLOSION;
1614 RunnerVisit[x][y] = 0;
1615 PlayerVisit[x][y] = 0;
1618 GfxRandom[x][y] = INIT_GFX_RANDOM();
1619 GfxElement[x][y] = EL_UNDEFINED;
1620 GfxAction[x][y] = ACTION_DEFAULT;
1621 GfxDir[x][y] = MV_NO_MOVING;
1625 for (y = 0; y < lev_fieldy; y++)
1627 for (x = 0; x < lev_fieldx; x++)
1629 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1631 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1633 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1636 InitField(x, y, TRUE);
1642 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1643 emulate_sb ? EMU_SOKOBAN :
1644 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1646 /* initialize explosion and ignition delay */
1647 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1649 if (!IS_CUSTOM_ELEMENT(i))
1652 int delay = ((IS_SP_ELEMENT(i) &&
1653 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1654 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1655 int last_phase = (num_phase + 1) * delay;
1656 int half_phase = (num_phase / 2) * delay;
1658 element_info[i].explosion_delay = last_phase - 1;
1659 element_info[i].ignition_delay = half_phase;
1662 if (i == EL_BLACK_ORB)
1663 element_info[i].ignition_delay = 0;
1665 if (i == EL_BLACK_ORB)
1666 element_info[i].ignition_delay = 1;
1671 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1672 element_info[i].explosion_delay = 1;
1674 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1675 element_info[i].ignition_delay = 1;
1679 /* correct non-moving belts to start moving left */
1680 for (i = 0; i < NUM_BELTS; i++)
1681 if (game.belt_dir[i] == MV_NO_MOVING)
1682 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1684 /* check if any connected player was not found in playfield */
1685 for (i = 0; i < MAX_PLAYERS; i++)
1687 struct PlayerInfo *player = &stored_player[i];
1689 if (player->connected && !player->present)
1691 for (j = 0; j < MAX_PLAYERS; j++)
1693 struct PlayerInfo *some_player = &stored_player[j];
1694 int jx = some_player->jx, jy = some_player->jy;
1696 /* assign first free player found that is present in the playfield */
1697 if (some_player->present && !some_player->connected)
1699 player->present = TRUE;
1700 player->active = TRUE;
1702 some_player->present = FALSE;
1703 some_player->active = FALSE;
1706 player->element_nr = some_player->element_nr;
1709 StorePlayer[jx][jy] = player->element_nr;
1710 player->jx = player->last_jx = jx;
1711 player->jy = player->last_jy = jy;
1721 /* when playing a tape, eliminate all players which do not participate */
1723 for (i = 0; i < MAX_PLAYERS; i++)
1725 if (stored_player[i].active && !tape.player_participates[i])
1727 struct PlayerInfo *player = &stored_player[i];
1728 int jx = player->jx, jy = player->jy;
1730 player->active = FALSE;
1731 StorePlayer[jx][jy] = 0;
1732 Feld[jx][jy] = EL_EMPTY;
1736 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1738 /* when in single player mode, eliminate all but the first active player */
1740 for (i = 0; i < MAX_PLAYERS; i++)
1742 if (stored_player[i].active)
1744 for (j = i + 1; j < MAX_PLAYERS; j++)
1746 if (stored_player[j].active)
1748 struct PlayerInfo *player = &stored_player[j];
1749 int jx = player->jx, jy = player->jy;
1751 player->active = FALSE;
1752 player->present = FALSE;
1754 StorePlayer[jx][jy] = 0;
1755 Feld[jx][jy] = EL_EMPTY;
1762 /* when recording the game, store which players take part in the game */
1765 for (i = 0; i < MAX_PLAYERS; i++)
1766 if (stored_player[i].active)
1767 tape.player_participates[i] = TRUE;
1772 for (i = 0; i < MAX_PLAYERS; i++)
1774 struct PlayerInfo *player = &stored_player[i];
1776 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1781 if (local_player == player)
1782 printf("Player %d is local player.\n", i+1);
1786 if (BorderElement == EL_EMPTY)
1789 SBX_Right = lev_fieldx - SCR_FIELDX;
1791 SBY_Lower = lev_fieldy - SCR_FIELDY;
1796 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1798 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1801 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1802 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1804 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1805 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1807 /* if local player not found, look for custom element that might create
1808 the player (make some assumptions about the right custom element) */
1809 if (!local_player->present)
1811 int start_x = 0, start_y = 0;
1812 int found_rating = 0;
1813 int found_element = EL_UNDEFINED;
1815 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1817 int element = Feld[x][y];
1822 if (!IS_CUSTOM_ELEMENT(element))
1825 if (CAN_CHANGE(element))
1827 for (i = 0; i < element_info[element].num_change_pages; i++)
1829 content = element_info[element].change_page[i].target_element;
1830 is_player = ELEM_IS_PLAYER(content);
1832 if (is_player && (found_rating < 3 || element < found_element))
1838 found_element = element;
1843 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1845 content = element_info[element].content[xx][yy];
1846 is_player = ELEM_IS_PLAYER(content);
1848 if (is_player && (found_rating < 2 || element < found_element))
1850 start_x = x + xx - 1;
1851 start_y = y + yy - 1;
1854 found_element = element;
1857 if (!CAN_CHANGE(element))
1860 for (i = 0; i < element_info[element].num_change_pages; i++)
1862 content= element_info[element].change_page[i].target_content[xx][yy];
1863 is_player = ELEM_IS_PLAYER(content);
1865 if (is_player && (found_rating < 1 || element < found_element))
1867 start_x = x + xx - 1;
1868 start_y = y + yy - 1;
1871 found_element = element;
1877 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1878 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1881 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1882 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1888 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1889 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1890 local_player->jx - MIDPOSX);
1892 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1893 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1894 local_player->jy - MIDPOSY);
1896 scroll_x = SBX_Left;
1897 scroll_y = SBY_Upper;
1898 if (local_player->jx >= SBX_Left + MIDPOSX)
1899 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1900 local_player->jx - MIDPOSX :
1902 if (local_player->jy >= SBY_Upper + MIDPOSY)
1903 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1904 local_player->jy - MIDPOSY :
1909 CloseDoor(DOOR_CLOSE_1);
1914 /* after drawing the level, correct some elements */
1915 if (game.timegate_time_left == 0)
1916 CloseAllOpenTimegates();
1918 if (setup.soft_scrolling)
1919 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1921 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1924 /* copy default game door content to main double buffer */
1925 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1926 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1928 DrawGameDoorValues();
1932 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1933 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1934 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1938 /* copy actual game door content to door double buffer for OpenDoor() */
1939 BlitBitmap(drawto, bitmap_db_door,
1940 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1942 OpenDoor(DOOR_OPEN_ALL);
1944 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1946 if (setup.sound_music)
1949 KeyboardAutoRepeatOffUnlessAutoplay();
1953 for (i = 0; i < MAX_PLAYERS; i++)
1954 printf("Player %d %sactive.\n",
1955 i + 1, (stored_player[i].active ? "" : "not "));
1959 printf("::: starting game [%d]\n", FrameCounter);
1963 void InitMovDir(int x, int y)
1965 int i, element = Feld[x][y];
1966 static int xy[4][2] =
1973 static int direction[3][4] =
1975 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1976 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1977 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1986 Feld[x][y] = EL_BUG;
1987 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1990 case EL_SPACESHIP_RIGHT:
1991 case EL_SPACESHIP_UP:
1992 case EL_SPACESHIP_LEFT:
1993 case EL_SPACESHIP_DOWN:
1994 Feld[x][y] = EL_SPACESHIP;
1995 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1998 case EL_BD_BUTTERFLY_RIGHT:
1999 case EL_BD_BUTTERFLY_UP:
2000 case EL_BD_BUTTERFLY_LEFT:
2001 case EL_BD_BUTTERFLY_DOWN:
2002 Feld[x][y] = EL_BD_BUTTERFLY;
2003 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2006 case EL_BD_FIREFLY_RIGHT:
2007 case EL_BD_FIREFLY_UP:
2008 case EL_BD_FIREFLY_LEFT:
2009 case EL_BD_FIREFLY_DOWN:
2010 Feld[x][y] = EL_BD_FIREFLY;
2011 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2014 case EL_PACMAN_RIGHT:
2016 case EL_PACMAN_LEFT:
2017 case EL_PACMAN_DOWN:
2018 Feld[x][y] = EL_PACMAN;
2019 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2022 case EL_SP_SNIKSNAK:
2023 MovDir[x][y] = MV_UP;
2026 case EL_SP_ELECTRON:
2027 MovDir[x][y] = MV_LEFT;
2034 Feld[x][y] = EL_MOLE;
2035 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2039 if (IS_CUSTOM_ELEMENT(element))
2041 struct ElementInfo *ei = &element_info[element];
2042 int move_direction_initial = ei->move_direction_initial;
2043 int move_pattern = ei->move_pattern;
2045 if (move_direction_initial == MV_START_PREVIOUS)
2047 if (MovDir[x][y] != MV_NO_MOVING)
2050 move_direction_initial = MV_START_AUTOMATIC;
2053 if (move_direction_initial == MV_START_RANDOM)
2054 MovDir[x][y] = 1 << RND(4);
2055 else if (move_direction_initial & MV_ANY_DIRECTION)
2056 MovDir[x][y] = move_direction_initial;
2057 else if (move_pattern == MV_ALL_DIRECTIONS ||
2058 move_pattern == MV_TURNING_LEFT ||
2059 move_pattern == MV_TURNING_RIGHT ||
2060 move_pattern == MV_TURNING_LEFT_RIGHT ||
2061 move_pattern == MV_TURNING_RIGHT_LEFT ||
2062 move_pattern == MV_TURNING_RANDOM)
2063 MovDir[x][y] = 1 << RND(4);
2064 else if (move_pattern == MV_HORIZONTAL)
2065 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2066 else if (move_pattern == MV_VERTICAL)
2067 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2068 else if (move_pattern & MV_ANY_DIRECTION)
2069 MovDir[x][y] = element_info[element].move_pattern;
2070 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2071 move_pattern == MV_ALONG_RIGHT_SIDE)
2073 for (i = 0; i < NUM_DIRECTIONS; i++)
2075 int x1 = x + xy[i][0];
2076 int y1 = y + xy[i][1];
2078 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2080 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2081 MovDir[x][y] = direction[0][i];
2083 MovDir[x][y] = direction[1][i];
2092 MovDir[x][y] = 1 << RND(4);
2094 if (element != EL_BUG &&
2095 element != EL_SPACESHIP &&
2096 element != EL_BD_BUTTERFLY &&
2097 element != EL_BD_FIREFLY)
2100 for (i = 0; i < NUM_DIRECTIONS; i++)
2102 int x1 = x + xy[i][0];
2103 int y1 = y + xy[i][1];
2105 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2107 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2109 MovDir[x][y] = direction[0][i];
2112 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2113 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2115 MovDir[x][y] = direction[1][i];
2124 GfxDir[x][y] = MovDir[x][y];
2127 void InitAmoebaNr(int x, int y)
2130 int group_nr = AmoebeNachbarNr(x, y);
2134 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2136 if (AmoebaCnt[i] == 0)
2144 AmoebaNr[x][y] = group_nr;
2145 AmoebaCnt[group_nr]++;
2146 AmoebaCnt2[group_nr]++;
2152 boolean raise_level = FALSE;
2154 if (local_player->MovPos)
2158 if (tape.auto_play) /* tape might already be stopped here */
2159 tape.auto_play_level_solved = TRUE;
2161 if (tape.playing && tape.auto_play)
2162 tape.auto_play_level_solved = TRUE;
2165 local_player->LevelSolved = FALSE;
2167 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2171 if (!tape.playing && setup.sound_loops)
2172 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2173 SND_CTRL_PLAY_LOOP);
2175 while (TimeLeft > 0)
2177 if (!tape.playing && !setup.sound_loops)
2178 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2179 if (TimeLeft > 0 && !(TimeLeft % 10))
2180 RaiseScore(level.score[SC_TIME_BONUS]);
2181 if (TimeLeft > 100 && !(TimeLeft % 10))
2186 DrawGameValue_Time(TimeLeft);
2194 if (!tape.playing && setup.sound_loops)
2195 StopSound(SND_GAME_LEVELTIME_BONUS);
2197 else if (level.time == 0) /* level without time limit */
2199 if (!tape.playing && setup.sound_loops)
2200 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2201 SND_CTRL_PLAY_LOOP);
2203 while (TimePlayed < 999)
2205 if (!tape.playing && !setup.sound_loops)
2206 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2207 if (TimePlayed < 999 && !(TimePlayed % 10))
2208 RaiseScore(level.score[SC_TIME_BONUS]);
2209 if (TimePlayed < 900 && !(TimePlayed % 10))
2214 DrawGameValue_Time(TimePlayed);
2222 if (!tape.playing && setup.sound_loops)
2223 StopSound(SND_GAME_LEVELTIME_BONUS);
2226 /* close exit door after last player */
2227 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2228 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2230 int element = Feld[ExitX][ExitY];
2232 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2233 EL_SP_EXIT_CLOSING);
2235 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2238 /* Hero disappears */
2239 DrawLevelField(ExitX, ExitY);
2245 CloseDoor(DOOR_CLOSE_1);
2250 SaveTape(tape.level_nr); /* Ask to save tape */
2253 if (level_nr == leveldir_current->handicap_level)
2255 leveldir_current->handicap_level++;
2256 SaveLevelSetup_SeriesInfo();
2259 if (level_editor_test_game)
2260 local_player->score = -1; /* no highscore when playing from editor */
2261 else if (level_nr < leveldir_current->last_level)
2262 raise_level = TRUE; /* advance to next level */
2264 if ((hi_pos = NewHiScore()) >= 0)
2266 game_status = GAME_MODE_SCORES;
2267 DrawHallOfFame(hi_pos);
2276 game_status = GAME_MODE_MAIN;
2293 LoadScore(level_nr);
2295 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2296 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2299 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2301 if (local_player->score > highscore[k].Score)
2303 /* player has made it to the hall of fame */
2305 if (k < MAX_SCORE_ENTRIES - 1)
2307 int m = MAX_SCORE_ENTRIES - 1;
2310 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2311 if (!strcmp(setup.player_name, highscore[l].Name))
2313 if (m == k) /* player's new highscore overwrites his old one */
2317 for (l = m; l > k; l--)
2319 strcpy(highscore[l].Name, highscore[l - 1].Name);
2320 highscore[l].Score = highscore[l - 1].Score;
2327 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2328 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2329 highscore[k].Score = local_player->score;
2335 else if (!strncmp(setup.player_name, highscore[k].Name,
2336 MAX_PLAYER_NAME_LEN))
2337 break; /* player already there with a higher score */
2343 SaveScore(level_nr);
2348 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2350 if (player->GfxAction != action || player->GfxDir != dir)
2353 printf("Player frame reset! (%d => %d, %d => %d)\n",
2354 player->GfxAction, action, player->GfxDir, dir);
2357 player->GfxAction = action;
2358 player->GfxDir = dir;
2360 player->StepFrame = 0;
2364 static void ResetRandomAnimationValue(int x, int y)
2366 GfxRandom[x][y] = INIT_GFX_RANDOM();
2369 static void ResetGfxAnimation(int x, int y)
2372 GfxAction[x][y] = ACTION_DEFAULT;
2373 GfxDir[x][y] = MovDir[x][y];
2376 void InitMovingField(int x, int y, int direction)
2378 int element = Feld[x][y];
2379 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2380 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2384 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2385 ResetGfxAnimation(x, y);
2387 MovDir[newx][newy] = MovDir[x][y] = direction;
2388 GfxDir[x][y] = direction;
2390 if (Feld[newx][newy] == EL_EMPTY)
2391 Feld[newx][newy] = EL_BLOCKED;
2393 if (direction == MV_DOWN && CAN_FALL(element))
2394 GfxAction[x][y] = ACTION_FALLING;
2396 GfxAction[x][y] = ACTION_MOVING;
2398 GfxFrame[newx][newy] = GfxFrame[x][y];
2399 GfxRandom[newx][newy] = GfxRandom[x][y];
2400 GfxAction[newx][newy] = GfxAction[x][y];
2401 GfxDir[newx][newy] = GfxDir[x][y];
2404 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2406 int direction = MovDir[x][y];
2407 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2408 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2414 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2416 int oldx = x, oldy = y;
2417 int direction = MovDir[x][y];
2419 if (direction == MV_LEFT)
2421 else if (direction == MV_RIGHT)
2423 else if (direction == MV_UP)
2425 else if (direction == MV_DOWN)
2428 *comes_from_x = oldx;
2429 *comes_from_y = oldy;
2432 int MovingOrBlocked2Element(int x, int y)
2434 int element = Feld[x][y];
2436 if (element == EL_BLOCKED)
2440 Blocked2Moving(x, y, &oldx, &oldy);
2441 return Feld[oldx][oldy];
2447 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2449 /* like MovingOrBlocked2Element(), but if element is moving
2450 and (x,y) is the field the moving element is just leaving,
2451 return EL_BLOCKED instead of the element value */
2452 int element = Feld[x][y];
2454 if (IS_MOVING(x, y))
2456 if (element == EL_BLOCKED)
2460 Blocked2Moving(x, y, &oldx, &oldy);
2461 return Feld[oldx][oldy];
2470 static void RemoveField(int x, int y)
2472 Feld[x][y] = EL_EMPTY;
2479 ChangeDelay[x][y] = 0;
2480 ChangePage[x][y] = -1;
2481 Pushed[x][y] = FALSE;
2483 GfxElement[x][y] = EL_UNDEFINED;
2484 GfxAction[x][y] = ACTION_DEFAULT;
2485 GfxDir[x][y] = MV_NO_MOVING;
2488 void RemoveMovingField(int x, int y)
2490 int oldx = x, oldy = y, newx = x, newy = y;
2491 int element = Feld[x][y];
2492 int next_element = EL_UNDEFINED;
2494 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2497 if (IS_MOVING(x, y))
2499 Moving2Blocked(x, y, &newx, &newy);
2501 if (Feld[newx][newy] != EL_BLOCKED)
2504 if (Feld[newx][newy] != EL_BLOCKED)
2506 /* element is moving, but target field is not free (blocked), but
2507 already occupied by something different (example: acid pool);
2508 in this case, only remove the moving field, but not the target */
2510 RemoveField(oldx, oldy);
2512 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2514 DrawLevelField(oldx, oldy);
2520 else if (element == EL_BLOCKED)
2522 Blocked2Moving(x, y, &oldx, &oldy);
2523 if (!IS_MOVING(oldx, oldy))
2527 if (element == EL_BLOCKED &&
2528 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2529 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2530 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2531 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2532 next_element = get_next_element(Feld[oldx][oldy]);
2534 RemoveField(oldx, oldy);
2535 RemoveField(newx, newy);
2537 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2539 if (next_element != EL_UNDEFINED)
2540 Feld[oldx][oldy] = next_element;
2542 DrawLevelField(oldx, oldy);
2543 DrawLevelField(newx, newy);
2546 void DrawDynamite(int x, int y)
2548 int sx = SCREENX(x), sy = SCREENY(y);
2549 int graphic = el2img(Feld[x][y]);
2552 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2555 if (IS_WALKABLE_INSIDE(Back[x][y]))
2559 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2560 else if (Store[x][y])
2561 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2563 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2566 if (Back[x][y] || Store[x][y])
2567 DrawGraphicThruMask(sx, sy, graphic, frame);
2569 DrawGraphic(sx, sy, graphic, frame);
2571 if (game.emulation == EMU_SUPAPLEX)
2572 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2573 else if (Store[x][y])
2574 DrawGraphicThruMask(sx, sy, graphic, frame);
2576 DrawGraphic(sx, sy, graphic, frame);
2580 void CheckDynamite(int x, int y)
2582 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2586 if (MovDelay[x][y] != 0)
2589 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2596 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2598 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2599 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2600 StopSound(SND_DYNAMITE_ACTIVE);
2602 StopSound(SND_DYNABOMB_ACTIVE);
2608 void RelocatePlayer(int x, int y, int element_raw)
2610 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2611 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2612 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2613 boolean no_delay = (tape.index_search);
2614 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2615 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2618 if (player->GameOver) /* do not reanimate dead player */
2621 RemoveField(x, y); /* temporarily remove newly placed player */
2622 DrawLevelField(x, y);
2624 if (player->present)
2626 while (player->MovPos)
2628 ScrollPlayer(player, SCROLL_GO_ON);
2629 ScrollScreen(NULL, SCROLL_GO_ON);
2635 Delay(wait_delay_value);
2638 DrawPlayer(player); /* needed here only to cleanup last field */
2639 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2641 player->is_moving = FALSE;
2644 old_jx = player->jx;
2645 old_jy = player->jy;
2647 Feld[x][y] = element;
2648 InitPlayerField(x, y, element, TRUE);
2650 if (player != local_player) /* do not visually relocate other players */
2653 if (level.instant_relocation)
2655 scroll_x += (local_player->jx - old_jx);
2656 scroll_y += (local_player->jy - old_jy);
2658 /* don't scroll over playfield boundaries */
2659 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2660 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2662 /* don't scroll over playfield boundaries */
2663 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2664 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2666 RedrawPlayfield(TRUE, 0,0,0,0);
2670 int scroll_xx = -999, scroll_yy = -999;
2672 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2674 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2677 int fx = FX, fy = FY;
2679 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2680 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2681 local_player->jx - MIDPOSX);
2683 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2684 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2685 local_player->jy - MIDPOSY);
2687 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2688 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2691 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2694 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2701 fx += dx * TILEX / 2;
2702 fy += dy * TILEY / 2;
2704 ScrollLevel(dx, dy);
2707 /* scroll in two steps of half tile size to make things smoother */
2708 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2710 Delay(wait_delay_value);
2712 /* scroll second step to align at full tile size */
2714 Delay(wait_delay_value);
2719 void Explode(int ex, int ey, int phase, int mode)
2726 /* !!! eliminate this variable !!! */
2727 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2732 int last_phase = num_phase * delay;
2733 int half_phase = (num_phase / 2) * delay;
2734 int first_phase_after_start = EX_PHASE_START + 1;
2738 if (game.explosions_delayed)
2740 ExplodeField[ex][ey] = mode;
2744 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2746 int center_element = Feld[ex][ey];
2749 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2753 /* --- This is only really needed (and now handled) in "Impact()". --- */
2754 /* do not explode moving elements that left the explode field in time */
2755 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2756 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2760 if (mode == EX_NORMAL || mode == EX_CENTER)
2761 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2763 /* remove things displayed in background while burning dynamite */
2764 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2767 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2769 /* put moving element to center field (and let it explode there) */
2770 center_element = MovingOrBlocked2Element(ex, ey);
2771 RemoveMovingField(ex, ey);
2772 Feld[ex][ey] = center_element;
2778 last_phase = element_info[center_element].explosion_delay + 1;
2780 last_phase = element_info[center_element].explosion_delay;
2784 printf("::: %d -> %d\n", center_element, last_phase);
2788 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2790 int xx = x - ex + 1;
2791 int yy = y - ey + 1;
2795 if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
2798 if (!IN_LEV_FIELD(x, y) ||
2799 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2800 (x != ex || y != ey)))
2804 element = Feld[x][y];
2806 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2808 element = MovingOrBlocked2Element(x, y);
2810 if (!IS_EXPLOSION_PROOF(element))
2811 RemoveMovingField(x, y);
2817 if (IS_EXPLOSION_PROOF(element))
2820 /* indestructible elements can only explode in center (but not flames) */
2821 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2822 element == EL_FLAMES)
2827 if ((IS_INDESTRUCTIBLE(element) &&
2828 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2829 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2830 element == EL_FLAMES)
2834 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2836 if (IS_ACTIVE_BOMB(element))
2838 /* re-activate things under the bomb like gate or penguin */
2839 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2846 /* save walkable background elements while explosion on same tile */
2848 if (IS_INDESTRUCTIBLE(element))
2849 Back[x][y] = element;
2851 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2852 Back[x][y] = element;
2855 /* ignite explodable elements reached by other explosion */
2856 if (element == EL_EXPLOSION)
2857 element = Store2[x][y];
2860 if (AmoebaNr[x][y] &&
2861 (element == EL_AMOEBA_FULL ||
2862 element == EL_BD_AMOEBA ||
2863 element == EL_AMOEBA_GROWING))
2865 AmoebaCnt[AmoebaNr[x][y]]--;
2866 AmoebaCnt2[AmoebaNr[x][y]]--;
2872 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2874 switch(StorePlayer[ex][ey])
2877 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2880 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2883 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2887 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2892 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
2893 Store[x][y] = EL_EMPTY;
2895 if (game.emulation == EMU_SUPAPLEX)
2896 Store[x][y] = EL_EMPTY;
2899 else if (center_element == EL_MOLE)
2900 Store[x][y] = EL_EMERALD_RED;
2901 else if (center_element == EL_PENGUIN)
2902 Store[x][y] = EL_EMERALD_PURPLE;
2903 else if (center_element == EL_BUG)
2904 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2905 else if (center_element == EL_BD_BUTTERFLY)
2906 Store[x][y] = EL_BD_DIAMOND;
2907 else if (center_element == EL_SP_ELECTRON)
2908 Store[x][y] = EL_SP_INFOTRON;
2909 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2910 Store[x][y] = level.amoeba_content;
2911 else if (center_element == EL_YAMYAM)
2912 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2913 else if (IS_CUSTOM_ELEMENT(center_element) &&
2914 element_info[center_element].content[xx][yy] != EL_EMPTY)
2915 Store[x][y] = element_info[center_element].content[xx][yy];
2916 else if (element == EL_WALL_EMERALD)
2917 Store[x][y] = EL_EMERALD;
2918 else if (element == EL_WALL_DIAMOND)
2919 Store[x][y] = EL_DIAMOND;
2920 else if (element == EL_WALL_BD_DIAMOND)
2921 Store[x][y] = EL_BD_DIAMOND;
2922 else if (element == EL_WALL_EMERALD_YELLOW)
2923 Store[x][y] = EL_EMERALD_YELLOW;
2924 else if (element == EL_WALL_EMERALD_RED)
2925 Store[x][y] = EL_EMERALD_RED;
2926 else if (element == EL_WALL_EMERALD_PURPLE)
2927 Store[x][y] = EL_EMERALD_PURPLE;
2928 else if (element == EL_WALL_PEARL)
2929 Store[x][y] = EL_PEARL;
2930 else if (element == EL_WALL_CRYSTAL)
2931 Store[x][y] = EL_CRYSTAL;
2932 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2933 Store[x][y] = element_info[element].content[1][1];
2935 Store[x][y] = EL_EMPTY;
2937 if (x != ex || y != ey ||
2938 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2939 Store2[x][y] = element;
2942 if (AmoebaNr[x][y] &&
2943 (element == EL_AMOEBA_FULL ||
2944 element == EL_BD_AMOEBA ||
2945 element == EL_AMOEBA_GROWING))
2947 AmoebaCnt[AmoebaNr[x][y]]--;
2948 AmoebaCnt2[AmoebaNr[x][y]]--;
2954 MovDir[x][y] = MovPos[x][y] = 0;
2955 GfxDir[x][y] = MovDir[x][y];
2960 Feld[x][y] = EL_EXPLOSION;
2962 GfxElement[x][y] = center_element;
2964 GfxElement[x][y] = EL_UNDEFINED;
2967 ExplodePhase[x][y] = 1;
2969 ExplodeDelay[x][y] = last_phase;
2974 GfxFrame[x][y] = 0; /* animation does not start until next frame */
2976 GfxFrame[x][y] = -1; /* animation does not start until next frame */
2983 if (center_element == EL_YAMYAM)
2984 game.yamyam_content_nr =
2985 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2998 GfxFrame[x][y] = 0; /* restart explosion animation */
3002 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3006 last_phase = ExplodeDelay[x][y];
3009 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3013 /* activate this even in non-DEBUG version until cause for crash in
3014 getGraphicAnimationFrame() (see below) is found and eliminated */
3018 if (GfxElement[x][y] == EL_UNDEFINED)
3021 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3022 printf("Explode(): This should never happen!\n");
3025 GfxElement[x][y] = EL_EMPTY;
3031 border_element = Store2[x][y];
3032 if (IS_PLAYER(x, y))
3033 border_element = StorePlayer[x][y];
3036 printf("::: phase == %d\n", phase);
3039 if (phase == element_info[border_element].ignition_delay ||
3040 phase == last_phase)
3042 boolean border_explosion = FALSE;
3045 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3047 if (IS_PLAYER(x, y))
3050 KillHeroUnlessExplosionProtected(x, y);
3051 border_explosion = TRUE;
3054 if (phase == last_phase)
3055 printf("::: IS_PLAYER\n");
3058 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3060 Feld[x][y] = Store2[x][y];
3063 border_explosion = TRUE;
3066 if (phase == last_phase)
3067 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3070 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3072 AmoebeUmwandeln(x, y);
3074 border_explosion = TRUE;
3077 if (phase == last_phase)
3078 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3079 element_info[border_element].explosion_delay,
3080 element_info[border_element].ignition_delay,
3086 /* if an element just explodes due to another explosion (chain-reaction),
3087 do not immediately end the new explosion when it was the last frame of
3088 the explosion (as it would be done in the following "if"-statement!) */
3089 if (border_explosion && phase == last_phase)
3096 if (phase == first_phase_after_start)
3098 int element = Store2[x][y];
3100 if (element == EL_BLACK_ORB)
3102 Feld[x][y] = Store2[x][y];
3107 else if (phase == half_phase)
3109 int element = Store2[x][y];
3111 if (IS_PLAYER(x, y))
3112 KillHeroUnlessExplosionProtected(x, y);
3113 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3115 Feld[x][y] = Store2[x][y];
3119 else if (element == EL_AMOEBA_TO_DIAMOND)
3120 AmoebeUmwandeln(x, y);
3124 if (phase == last_phase)
3129 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3132 element = Feld[x][y] = Store[x][y];
3133 Store[x][y] = Store2[x][y] = 0;
3134 GfxElement[x][y] = EL_UNDEFINED;
3136 /* player can escape from explosions and might therefore be still alive */
3137 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3138 element <= EL_PLAYER_IS_EXPLODING_4)
3139 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3141 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3142 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3143 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3146 /* restore probably existing indestructible background element */
3147 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3148 element = Feld[x][y] = Back[x][y];
3151 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3152 GfxDir[x][y] = MV_NO_MOVING;
3153 ChangeDelay[x][y] = 0;
3154 ChangePage[x][y] = -1;
3157 InitField_WithBug2(x, y, FALSE);
3159 InitField(x, y, FALSE);
3161 /* !!! not needed !!! */
3163 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3164 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3167 if (CAN_MOVE(element))
3172 DrawLevelField(x, y);
3174 TestIfElementTouchesCustomElement(x, y);
3176 if (GFX_CRUMBLED(element))
3177 DrawLevelFieldCrumbledSandNeighbours(x, y);
3179 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3180 StorePlayer[x][y] = 0;
3182 if (ELEM_IS_PLAYER(element))
3183 RelocatePlayer(x, y, element);
3186 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3188 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3192 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3194 int stored = Store[x][y];
3195 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3196 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3200 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3202 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3206 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3210 printf("::: %d / %d [%d - %d]\n",
3211 GfxFrame[x][y], phase - delay, phase, delay);
3215 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3216 element_info[GfxElement[x][y]].token_name,
3221 DrawLevelFieldCrumbledSand(x, y);
3223 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3225 DrawLevelElement(x, y, Back[x][y]);
3226 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3228 else if (IS_WALKABLE_UNDER(Back[x][y]))
3230 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3231 DrawLevelElementThruMask(x, y, Back[x][y]);
3233 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3234 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3238 void DynaExplode(int ex, int ey)
3241 int dynabomb_element = Feld[ex][ey];
3242 int dynabomb_size = 1;
3243 boolean dynabomb_xl = FALSE;
3244 struct PlayerInfo *player;
3245 static int xy[4][2] =
3253 if (IS_ACTIVE_BOMB(dynabomb_element))
3255 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3256 dynabomb_size = player->dynabomb_size;
3257 dynabomb_xl = player->dynabomb_xl;
3258 player->dynabombs_left++;
3261 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3263 for (i = 0; i < NUM_DIRECTIONS; i++)
3265 for (j = 1; j <= dynabomb_size; j++)
3267 int x = ex + j * xy[i][0];
3268 int y = ey + j * xy[i][1];
3271 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3274 element = Feld[x][y];
3276 /* do not restart explosions of fields with active bombs */
3277 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3280 Explode(x, y, EX_PHASE_START, EX_BORDER);
3282 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3283 if (element != EL_EMPTY &&
3284 element != EL_SAND &&
3285 element != EL_EXPLOSION &&
3292 void Bang(int x, int y)
3295 int element = MovingOrBlocked2Element(x, y);
3297 int element = Feld[x][y];
3301 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3303 if (IS_PLAYER(x, y))
3306 struct PlayerInfo *player = PLAYERINFO(x, y);
3308 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3309 player->element_nr);
3314 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3316 if (game.emulation == EMU_SUPAPLEX)
3317 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3319 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3324 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3332 case EL_BD_BUTTERFLY:
3335 case EL_DARK_YAMYAM:
3339 RaiseScoreElement(element);
3340 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3342 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3343 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3344 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3345 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3346 case EL_DYNABOMB_INCREASE_NUMBER:
3347 case EL_DYNABOMB_INCREASE_SIZE:
3348 case EL_DYNABOMB_INCREASE_POWER:
3353 case EL_LAMP_ACTIVE:
3355 case EL_AMOEBA_TO_DIAMOND:
3357 if (IS_PLAYER(x, y))
3358 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3360 Explode(x, y, EX_PHASE_START, EX_CENTER);
3363 if (CAN_EXPLODE_DYNA(element))
3365 else if (CAN_EXPLODE_1X1(element))
3366 Explode(x, y, EX_PHASE_START, EX_CENTER);
3368 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3372 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3375 void SplashAcid(int x, int y)
3378 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3379 (!IN_LEV_FIELD(x - 1, y - 2) ||
3380 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3381 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3383 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3384 (!IN_LEV_FIELD(x + 1, y - 2) ||
3385 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3386 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3388 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3390 /* input: position of element entering acid (obsolete) */
3392 int element = Feld[x][y];
3394 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3397 if (element != EL_ACID_SPLASH_LEFT &&
3398 element != EL_ACID_SPLASH_RIGHT)
3400 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3402 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3403 (!IN_LEV_FIELD(x - 1, y - 1) ||
3404 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3405 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3407 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3408 (!IN_LEV_FIELD(x + 1, y - 1) ||
3409 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3410 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3415 static void InitBeltMovement()
3417 static int belt_base_element[4] =
3419 EL_CONVEYOR_BELT_1_LEFT,
3420 EL_CONVEYOR_BELT_2_LEFT,
3421 EL_CONVEYOR_BELT_3_LEFT,
3422 EL_CONVEYOR_BELT_4_LEFT
3424 static int belt_base_active_element[4] =
3426 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3427 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3428 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3429 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3434 /* set frame order for belt animation graphic according to belt direction */
3435 for (i = 0; i < NUM_BELTS; i++)
3439 for (j = 0; j < NUM_BELT_PARTS; j++)
3441 int element = belt_base_active_element[belt_nr] + j;
3442 int graphic = el2img(element);
3444 if (game.belt_dir[i] == MV_LEFT)
3445 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3447 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3451 for (y = 0; y < lev_fieldy; y++)
3453 for (x = 0; x < lev_fieldx; x++)
3455 int element = Feld[x][y];
3457 for (i = 0; i < NUM_BELTS; i++)
3459 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3461 int e_belt_nr = getBeltNrFromBeltElement(element);
3464 if (e_belt_nr == belt_nr)
3466 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3468 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3476 static void ToggleBeltSwitch(int x, int y)
3478 static int belt_base_element[4] =
3480 EL_CONVEYOR_BELT_1_LEFT,
3481 EL_CONVEYOR_BELT_2_LEFT,
3482 EL_CONVEYOR_BELT_3_LEFT,
3483 EL_CONVEYOR_BELT_4_LEFT
3485 static int belt_base_active_element[4] =
3487 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3488 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3489 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3490 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3492 static int belt_base_switch_element[4] =
3494 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3495 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3496 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3497 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3499 static int belt_move_dir[4] =
3507 int element = Feld[x][y];
3508 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3509 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3510 int belt_dir = belt_move_dir[belt_dir_nr];
3513 if (!IS_BELT_SWITCH(element))
3516 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3517 game.belt_dir[belt_nr] = belt_dir;
3519 if (belt_dir_nr == 3)
3522 /* set frame order for belt animation graphic according to belt direction */
3523 for (i = 0; i < NUM_BELT_PARTS; i++)
3525 int element = belt_base_active_element[belt_nr] + i;
3526 int graphic = el2img(element);
3528 if (belt_dir == MV_LEFT)
3529 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3531 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3534 for (yy = 0; yy < lev_fieldy; yy++)
3536 for (xx = 0; xx < lev_fieldx; xx++)
3538 int element = Feld[xx][yy];
3540 if (IS_BELT_SWITCH(element))
3542 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3544 if (e_belt_nr == belt_nr)
3546 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3547 DrawLevelField(xx, yy);
3550 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3552 int e_belt_nr = getBeltNrFromBeltElement(element);
3554 if (e_belt_nr == belt_nr)
3556 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3558 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3559 DrawLevelField(xx, yy);
3562 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3564 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3566 if (e_belt_nr == belt_nr)
3568 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3570 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3571 DrawLevelField(xx, yy);
3578 static void ToggleSwitchgateSwitch(int x, int y)
3582 game.switchgate_pos = !game.switchgate_pos;
3584 for (yy = 0; yy < lev_fieldy; yy++)
3586 for (xx = 0; xx < lev_fieldx; xx++)
3588 int element = Feld[xx][yy];
3590 if (element == EL_SWITCHGATE_SWITCH_UP ||
3591 element == EL_SWITCHGATE_SWITCH_DOWN)
3593 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3594 DrawLevelField(xx, yy);
3596 else if (element == EL_SWITCHGATE_OPEN ||
3597 element == EL_SWITCHGATE_OPENING)
3599 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3601 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3603 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3606 else if (element == EL_SWITCHGATE_CLOSED ||
3607 element == EL_SWITCHGATE_CLOSING)
3609 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3611 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3613 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3620 static int getInvisibleActiveFromInvisibleElement(int element)
3622 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3623 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3624 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3628 static int getInvisibleFromInvisibleActiveElement(int element)
3630 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3631 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3632 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3636 static void RedrawAllLightSwitchesAndInvisibleElements()
3640 for (y = 0; y < lev_fieldy; y++)
3642 for (x = 0; x < lev_fieldx; x++)
3644 int element = Feld[x][y];
3646 if (element == EL_LIGHT_SWITCH &&
3647 game.light_time_left > 0)
3649 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3650 DrawLevelField(x, y);
3652 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3653 game.light_time_left == 0)
3655 Feld[x][y] = EL_LIGHT_SWITCH;
3656 DrawLevelField(x, y);
3658 else if (element == EL_INVISIBLE_STEELWALL ||
3659 element == EL_INVISIBLE_WALL ||
3660 element == EL_INVISIBLE_SAND)
3662 if (game.light_time_left > 0)
3663 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3665 DrawLevelField(x, y);
3667 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3668 element == EL_INVISIBLE_WALL_ACTIVE ||
3669 element == EL_INVISIBLE_SAND_ACTIVE)
3671 if (game.light_time_left == 0)
3672 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3674 DrawLevelField(x, y);
3680 static void ToggleLightSwitch(int x, int y)
3682 int element = Feld[x][y];
3684 game.light_time_left =
3685 (element == EL_LIGHT_SWITCH ?
3686 level.time_light * FRAMES_PER_SECOND : 0);
3688 RedrawAllLightSwitchesAndInvisibleElements();
3691 static void ActivateTimegateSwitch(int x, int y)
3695 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3697 for (yy = 0; yy < lev_fieldy; yy++)
3699 for (xx = 0; xx < lev_fieldx; xx++)
3701 int element = Feld[xx][yy];
3703 if (element == EL_TIMEGATE_CLOSED ||
3704 element == EL_TIMEGATE_CLOSING)
3706 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3707 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3711 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3713 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3714 DrawLevelField(xx, yy);
3721 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3724 inline static int getElementMoveStepsize(int x, int y)
3726 int element = Feld[x][y];
3727 int direction = MovDir[x][y];
3728 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3729 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3730 int horiz_move = (dx != 0);
3731 int sign = (horiz_move ? dx : dy);
3732 int step = sign * element_info[element].move_stepsize;
3734 /* special values for move stepsize for spring and things on conveyor belt */
3738 if (element == EL_SPRING)
3739 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3740 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3741 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3742 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3744 if (CAN_FALL(element) &&
3745 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3746 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3747 else if (element == EL_SPRING)
3748 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3755 void Impact(int x, int y)
3757 boolean lastline = (y == lev_fieldy-1);
3758 boolean object_hit = FALSE;
3759 boolean impact = (lastline || object_hit);
3760 int element = Feld[x][y];
3761 int smashed = EL_STEELWALL;
3763 if (!lastline) /* check if element below was hit */
3765 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3768 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3769 MovDir[x][y + 1] != MV_DOWN ||
3770 MovPos[x][y + 1] <= TILEY / 2));
3773 object_hit = !IS_FREE(x, y + 1);
3776 /* do not smash moving elements that left the smashed field in time */
3777 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3778 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3782 smashed = MovingOrBlocked2Element(x, y + 1);
3784 impact = (lastline || object_hit);
3787 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3789 SplashAcid(x, y + 1);
3793 /* only reset graphic animation if graphic really changes after impact */
3795 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3797 ResetGfxAnimation(x, y);
3798 DrawLevelField(x, y);
3801 if (impact && CAN_EXPLODE_IMPACT(element))
3806 else if (impact && element == EL_PEARL)
3808 Feld[x][y] = EL_PEARL_BREAKING;
3809 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3812 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3814 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3819 if (impact && element == EL_AMOEBA_DROP)
3821 if (object_hit && IS_PLAYER(x, y + 1))
3822 KillHeroUnlessEnemyProtected(x, y + 1);
3823 else if (object_hit && smashed == EL_PENGUIN)
3827 Feld[x][y] = EL_AMOEBA_GROWING;
3828 Store[x][y] = EL_AMOEBA_WET;
3830 ResetRandomAnimationValue(x, y);
3835 if (object_hit) /* check which object was hit */
3837 if (CAN_PASS_MAGIC_WALL(element) &&
3838 (smashed == EL_MAGIC_WALL ||
3839 smashed == EL_BD_MAGIC_WALL))
3842 int activated_magic_wall =
3843 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3844 EL_BD_MAGIC_WALL_ACTIVE);
3846 /* activate magic wall / mill */
3847 for (yy = 0; yy < lev_fieldy; yy++)
3848 for (xx = 0; xx < lev_fieldx; xx++)
3849 if (Feld[xx][yy] == smashed)
3850 Feld[xx][yy] = activated_magic_wall;
3852 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3853 game.magic_wall_active = TRUE;
3855 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3856 SND_MAGIC_WALL_ACTIVATING :
3857 SND_BD_MAGIC_WALL_ACTIVATING));
3860 if (IS_PLAYER(x, y + 1))
3862 if (CAN_SMASH_PLAYER(element))
3864 KillHeroUnlessEnemyProtected(x, y + 1);
3868 else if (smashed == EL_PENGUIN)
3870 if (CAN_SMASH_PLAYER(element))
3876 else if (element == EL_BD_DIAMOND)
3878 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3884 else if (((element == EL_SP_INFOTRON ||
3885 element == EL_SP_ZONK) &&
3886 (smashed == EL_SP_SNIKSNAK ||
3887 smashed == EL_SP_ELECTRON ||
3888 smashed == EL_SP_DISK_ORANGE)) ||
3889 (element == EL_SP_INFOTRON &&
3890 smashed == EL_SP_DISK_YELLOW))
3896 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3902 else if (CAN_SMASH_EVERYTHING(element))
3904 if (IS_CLASSIC_ENEMY(smashed) ||
3905 CAN_EXPLODE_SMASHED(smashed))
3910 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3912 if (smashed == EL_LAMP ||
3913 smashed == EL_LAMP_ACTIVE)
3918 else if (smashed == EL_NUT)
3920 Feld[x][y + 1] = EL_NUT_BREAKING;
3921 PlayLevelSound(x, y, SND_NUT_BREAKING);
3922 RaiseScoreElement(EL_NUT);
3925 else if (smashed == EL_PEARL)
3927 Feld[x][y + 1] = EL_PEARL_BREAKING;
3928 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3931 else if (smashed == EL_DIAMOND)
3933 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3934 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3937 else if (IS_BELT_SWITCH(smashed))
3939 ToggleBeltSwitch(x, y + 1);
3941 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3942 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3944 ToggleSwitchgateSwitch(x, y + 1);
3946 else if (smashed == EL_LIGHT_SWITCH ||
3947 smashed == EL_LIGHT_SWITCH_ACTIVE)
3949 ToggleLightSwitch(x, y + 1);
3954 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3957 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3959 CheckTriggeredElementChangeSide(x, y + 1, smashed,
3960 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
3961 CheckElementChangeSide(x, y + 1, smashed, element,
3962 CE_SWITCHED, CH_SIDE_TOP);
3967 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3972 /* play sound of magic wall / mill */
3974 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3975 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3977 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3978 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3979 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3980 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3985 /* play sound of object that hits the ground */
3986 if (lastline || object_hit)
3987 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3990 inline static void TurnRoundExt(int x, int y)
4002 { 0, 0 }, { 0, 0 }, { 0, 0 },
4007 int left, right, back;
4011 { MV_DOWN, MV_UP, MV_RIGHT },
4012 { MV_UP, MV_DOWN, MV_LEFT },
4014 { MV_LEFT, MV_RIGHT, MV_DOWN },
4018 { MV_RIGHT, MV_LEFT, MV_UP }
4021 int element = Feld[x][y];
4022 int move_pattern = element_info[element].move_pattern;
4024 int old_move_dir = MovDir[x][y];
4025 int left_dir = turn[old_move_dir].left;
4026 int right_dir = turn[old_move_dir].right;
4027 int back_dir = turn[old_move_dir].back;
4029 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4030 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4031 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4032 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4034 int left_x = x + left_dx, left_y = y + left_dy;
4035 int right_x = x + right_dx, right_y = y + right_dy;
4036 int move_x = x + move_dx, move_y = y + move_dy;
4040 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4042 TestIfBadThingTouchesOtherBadThing(x, y);
4044 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4045 MovDir[x][y] = right_dir;
4046 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4047 MovDir[x][y] = left_dir;
4049 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4051 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4055 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4056 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4058 TestIfBadThingTouchesOtherBadThing(x, y);
4060 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4061 MovDir[x][y] = left_dir;
4062 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4063 MovDir[x][y] = right_dir;
4065 if ((element == EL_SPACESHIP ||
4066 element == EL_SP_SNIKSNAK ||
4067 element == EL_SP_ELECTRON)
4068 && MovDir[x][y] != old_move_dir)
4070 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4074 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4076 TestIfBadThingTouchesOtherBadThing(x, y);
4078 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4079 MovDir[x][y] = left_dir;
4080 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4081 MovDir[x][y] = right_dir;
4083 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4085 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4088 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4090 TestIfBadThingTouchesOtherBadThing(x, y);
4092 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4093 MovDir[x][y] = left_dir;
4094 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4095 MovDir[x][y] = right_dir;
4097 if (MovDir[x][y] != old_move_dir)
4101 else if (element == EL_YAMYAM)
4103 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4104 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4106 if (can_turn_left && can_turn_right)
4107 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4108 else if (can_turn_left)
4109 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4110 else if (can_turn_right)
4111 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4113 MovDir[x][y] = back_dir;
4115 MovDelay[x][y] = 16 + 16 * RND(3);
4117 else if (element == EL_DARK_YAMYAM)
4119 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4121 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4124 if (can_turn_left && can_turn_right)
4125 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4126 else if (can_turn_left)
4127 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4128 else if (can_turn_right)
4129 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4131 MovDir[x][y] = back_dir;
4133 MovDelay[x][y] = 16 + 16 * RND(3);
4135 else if (element == EL_PACMAN)
4137 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4138 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4140 if (can_turn_left && can_turn_right)
4141 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4142 else if (can_turn_left)
4143 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4144 else if (can_turn_right)
4145 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4147 MovDir[x][y] = back_dir;
4149 MovDelay[x][y] = 6 + RND(40);
4151 else if (element == EL_PIG)
4153 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4154 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4155 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4156 boolean should_turn_left, should_turn_right, should_move_on;
4158 int rnd = RND(rnd_value);
4160 should_turn_left = (can_turn_left &&
4162 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4163 y + back_dy + left_dy)));
4164 should_turn_right = (can_turn_right &&
4166 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4167 y + back_dy + right_dy)));
4168 should_move_on = (can_move_on &&
4171 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4172 y + move_dy + left_dy) ||
4173 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4174 y + move_dy + right_dy)));
4176 if (should_turn_left || should_turn_right || should_move_on)
4178 if (should_turn_left && should_turn_right && should_move_on)
4179 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4180 rnd < 2 * rnd_value / 3 ? right_dir :
4182 else if (should_turn_left && should_turn_right)
4183 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4184 else if (should_turn_left && should_move_on)
4185 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4186 else if (should_turn_right && should_move_on)
4187 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4188 else if (should_turn_left)
4189 MovDir[x][y] = left_dir;
4190 else if (should_turn_right)
4191 MovDir[x][y] = right_dir;
4192 else if (should_move_on)
4193 MovDir[x][y] = old_move_dir;
4195 else if (can_move_on && rnd > rnd_value / 8)
4196 MovDir[x][y] = old_move_dir;
4197 else if (can_turn_left && can_turn_right)
4198 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4199 else if (can_turn_left && rnd > rnd_value / 8)
4200 MovDir[x][y] = left_dir;
4201 else if (can_turn_right && rnd > rnd_value/8)
4202 MovDir[x][y] = right_dir;
4204 MovDir[x][y] = back_dir;
4206 xx = x + move_xy[MovDir[x][y]].x;
4207 yy = y + move_xy[MovDir[x][y]].y;
4209 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4210 MovDir[x][y] = old_move_dir;
4214 else if (element == EL_DRAGON)
4216 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4217 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4218 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4220 int rnd = RND(rnd_value);
4223 if (FrameCounter < 1 && x == 0 && y == 29)
4224 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4227 if (can_move_on && rnd > rnd_value / 8)
4228 MovDir[x][y] = old_move_dir;
4229 else if (can_turn_left && can_turn_right)
4230 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4231 else if (can_turn_left && rnd > rnd_value / 8)
4232 MovDir[x][y] = left_dir;
4233 else if (can_turn_right && rnd > rnd_value / 8)
4234 MovDir[x][y] = right_dir;
4236 MovDir[x][y] = back_dir;
4238 xx = x + move_xy[MovDir[x][y]].x;
4239 yy = y + move_xy[MovDir[x][y]].y;
4242 if (FrameCounter < 1 && x == 0 && y == 29)
4243 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4244 xx, yy, Feld[xx][yy],
4249 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4250 MovDir[x][y] = old_move_dir;
4252 if (!IS_FREE(xx, yy))
4253 MovDir[x][y] = old_move_dir;
4257 if (FrameCounter < 1 && x == 0 && y == 29)
4258 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4263 else if (element == EL_MOLE)
4265 boolean can_move_on =
4266 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4267 IS_AMOEBOID(Feld[move_x][move_y]) ||
4268 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4271 boolean can_turn_left =
4272 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4273 IS_AMOEBOID(Feld[left_x][left_y])));
4275 boolean can_turn_right =
4276 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4277 IS_AMOEBOID(Feld[right_x][right_y])));
4279 if (can_turn_left && can_turn_right)
4280 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4281 else if (can_turn_left)
4282 MovDir[x][y] = left_dir;
4284 MovDir[x][y] = right_dir;
4287 if (MovDir[x][y] != old_move_dir)
4290 else if (element == EL_BALLOON)
4292 MovDir[x][y] = game.balloon_dir;
4295 else if (element == EL_SPRING)
4298 if (MovDir[x][y] & MV_HORIZONTAL &&
4299 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4300 MovDir[x][y] = MV_NO_MOVING;
4302 if (MovDir[x][y] & MV_HORIZONTAL &&
4303 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4304 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4305 MovDir[x][y] = MV_NO_MOVING;
4310 else if (element == EL_ROBOT ||
4311 element == EL_SATELLITE ||
4312 element == EL_PENGUIN)
4314 int attr_x = -1, attr_y = -1;
4325 for (i = 0; i < MAX_PLAYERS; i++)
4327 struct PlayerInfo *player = &stored_player[i];
4328 int jx = player->jx, jy = player->jy;
4330 if (!player->active)
4334 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4342 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4348 if (element == EL_PENGUIN)
4351 static int xy[4][2] =
4359 for (i = 0; i < NUM_DIRECTIONS; i++)
4361 int ex = x + xy[i][0];
4362 int ey = y + xy[i][1];
4364 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4373 MovDir[x][y] = MV_NO_MOVING;
4375 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4376 else if (attr_x > x)
4377 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4379 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4380 else if (attr_y > y)
4381 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4383 if (element == EL_ROBOT)
4387 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4388 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4389 Moving2Blocked(x, y, &newx, &newy);
4391 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4392 MovDelay[x][y] = 8 + 8 * !RND(3);
4394 MovDelay[x][y] = 16;
4396 else if (element == EL_PENGUIN)
4402 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4404 boolean first_horiz = RND(2);
4405 int new_move_dir = MovDir[x][y];
4408 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4409 Moving2Blocked(x, y, &newx, &newy);
4411 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4415 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4416 Moving2Blocked(x, y, &newx, &newy);
4418 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4421 MovDir[x][y] = old_move_dir;
4425 else /* (element == EL_SATELLITE) */
4431 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4433 boolean first_horiz = RND(2);
4434 int new_move_dir = MovDir[x][y];
4437 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4438 Moving2Blocked(x, y, &newx, &newy);
4440 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4444 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4445 Moving2Blocked(x, y, &newx, &newy);
4447 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4450 MovDir[x][y] = old_move_dir;
4455 else if (move_pattern == MV_TURNING_LEFT ||
4456 move_pattern == MV_TURNING_RIGHT ||
4457 move_pattern == MV_TURNING_LEFT_RIGHT ||
4458 move_pattern == MV_TURNING_RIGHT_LEFT ||
4459 move_pattern == MV_TURNING_RANDOM ||
4460 move_pattern == MV_ALL_DIRECTIONS)
4462 boolean can_turn_left =
4463 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4464 boolean can_turn_right =
4465 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4467 if (move_pattern == MV_TURNING_LEFT)
4468 MovDir[x][y] = left_dir;
4469 else if (move_pattern == MV_TURNING_RIGHT)
4470 MovDir[x][y] = right_dir;
4471 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4472 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4473 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4474 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4475 else if (move_pattern == MV_TURNING_RANDOM)
4476 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4477 can_turn_right && !can_turn_left ? right_dir :
4478 RND(2) ? left_dir : right_dir);
4479 else if (can_turn_left && can_turn_right)
4480 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4481 else if (can_turn_left)
4482 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4483 else if (can_turn_right)
4484 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4486 MovDir[x][y] = back_dir;
4488 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4490 else if (move_pattern == MV_HORIZONTAL ||
4491 move_pattern == MV_VERTICAL)
4493 if (move_pattern & old_move_dir)
4494 MovDir[x][y] = back_dir;
4495 else if (move_pattern == MV_HORIZONTAL)
4496 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4497 else if (move_pattern == MV_VERTICAL)
4498 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4500 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4502 else if (move_pattern & MV_ANY_DIRECTION)
4504 MovDir[x][y] = move_pattern;
4505 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4507 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4509 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4510 MovDir[x][y] = left_dir;
4511 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4512 MovDir[x][y] = right_dir;
4514 if (MovDir[x][y] != old_move_dir)
4515 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4517 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4519 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4520 MovDir[x][y] = right_dir;
4521 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4522 MovDir[x][y] = left_dir;
4524 if (MovDir[x][y] != old_move_dir)
4525 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4527 else if (move_pattern == MV_TOWARDS_PLAYER ||
4528 move_pattern == MV_AWAY_FROM_PLAYER)
4530 int attr_x = -1, attr_y = -1;
4532 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4543 for (i = 0; i < MAX_PLAYERS; i++)
4545 struct PlayerInfo *player = &stored_player[i];
4546 int jx = player->jx, jy = player->jy;
4548 if (!player->active)
4552 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4560 MovDir[x][y] = MV_NO_MOVING;
4562 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4563 else if (attr_x > x)
4564 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4566 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4567 else if (attr_y > y)
4568 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4570 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4572 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4574 boolean first_horiz = RND(2);
4575 int new_move_dir = MovDir[x][y];
4578 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4579 Moving2Blocked(x, y, &newx, &newy);
4581 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4585 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4586 Moving2Blocked(x, y, &newx, &newy);
4588 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4591 MovDir[x][y] = old_move_dir;
4594 else if (move_pattern == MV_WHEN_PUSHED ||
4595 move_pattern == MV_WHEN_DROPPED)
4597 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4598 MovDir[x][y] = MV_NO_MOVING;
4602 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4604 static int test_xy[7][2] =
4614 static int test_dir[7] =
4624 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4625 int move_preference = -1000000; /* start with very low preference */
4626 int new_move_dir = MV_NO_MOVING;
4627 int start_test = RND(4);
4630 for (i = 0; i < NUM_DIRECTIONS; i++)
4632 int move_dir = test_dir[start_test + i];
4633 int move_dir_preference;
4635 xx = x + test_xy[start_test + i][0];
4636 yy = y + test_xy[start_test + i][1];
4638 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4639 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4641 new_move_dir = move_dir;
4646 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4649 move_dir_preference = -1 * RunnerVisit[xx][yy];
4650 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4651 move_dir_preference = PlayerVisit[xx][yy];
4653 if (move_dir_preference > move_preference)
4655 /* prefer field that has not been visited for the longest time */
4656 move_preference = move_dir_preference;
4657 new_move_dir = move_dir;
4659 else if (move_dir_preference == move_preference &&
4660 move_dir == old_move_dir)
4662 /* prefer last direction when all directions are preferred equally */
4663 move_preference = move_dir_preference;
4664 new_move_dir = move_dir;
4668 MovDir[x][y] = new_move_dir;
4669 if (old_move_dir != new_move_dir)
4674 static void TurnRound(int x, int y)
4676 int direction = MovDir[x][y];
4679 GfxDir[x][y] = MovDir[x][y];
4685 GfxDir[x][y] = MovDir[x][y];
4688 if (direction != MovDir[x][y])
4693 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4696 GfxAction[x][y] = ACTION_WAITING;
4700 static boolean JustBeingPushed(int x, int y)
4704 for (i = 0; i < MAX_PLAYERS; i++)
4706 struct PlayerInfo *player = &stored_player[i];
4708 if (player->active && player->is_pushing && player->MovPos)
4710 int next_jx = player->jx + (player->jx - player->last_jx);
4711 int next_jy = player->jy + (player->jy - player->last_jy);
4713 if (x == next_jx && y == next_jy)
4721 void StartMoving(int x, int y)
4724 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4726 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4727 int element = Feld[x][y];
4733 if (MovDelay[x][y] == 0)
4734 GfxAction[x][y] = ACTION_DEFAULT;
4736 /* !!! this should be handled more generic (not only for mole) !!! */
4737 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4738 GfxAction[x][y] = ACTION_DEFAULT;
4741 if (CAN_FALL(element) && y < lev_fieldy - 1)
4743 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4744 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4745 if (JustBeingPushed(x, y))
4748 if (element == EL_QUICKSAND_FULL)
4750 if (IS_FREE(x, y + 1))
4752 InitMovingField(x, y, MV_DOWN);
4753 started_moving = TRUE;
4755 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4756 Store[x][y] = EL_ROCK;
4758 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4760 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4763 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4765 if (!MovDelay[x][y])
4766 MovDelay[x][y] = TILEY + 1;
4775 Feld[x][y] = EL_QUICKSAND_EMPTY;
4776 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4777 Store[x][y + 1] = Store[x][y];
4780 PlayLevelSoundAction(x, y, ACTION_FILLING);
4782 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4786 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4787 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4789 InitMovingField(x, y, MV_DOWN);
4790 started_moving = TRUE;
4792 Feld[x][y] = EL_QUICKSAND_FILLING;
4793 Store[x][y] = element;
4795 PlayLevelSoundAction(x, y, ACTION_FILLING);
4797 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4800 else if (element == EL_MAGIC_WALL_FULL)
4802 if (IS_FREE(x, y + 1))
4804 InitMovingField(x, y, MV_DOWN);
4805 started_moving = TRUE;
4807 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4808 Store[x][y] = EL_CHANGED(Store[x][y]);
4810 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4812 if (!MovDelay[x][y])
4813 MovDelay[x][y] = TILEY/4 + 1;
4822 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4823 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4824 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4828 else if (element == EL_BD_MAGIC_WALL_FULL)
4830 if (IS_FREE(x, y + 1))
4832 InitMovingField(x, y, MV_DOWN);
4833 started_moving = TRUE;
4835 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4836 Store[x][y] = EL_CHANGED2(Store[x][y]);
4838 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4840 if (!MovDelay[x][y])
4841 MovDelay[x][y] = TILEY/4 + 1;
4850 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4851 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4852 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4856 else if (CAN_PASS_MAGIC_WALL(element) &&
4857 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4858 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4860 InitMovingField(x, y, MV_DOWN);
4861 started_moving = TRUE;
4864 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4865 EL_BD_MAGIC_WALL_FILLING);
4866 Store[x][y] = element;
4869 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4871 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4874 SplashAcid(x, y + 1);
4876 InitMovingField(x, y, MV_DOWN);
4877 started_moving = TRUE;
4879 Store[x][y] = EL_ACID;
4881 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4882 GfxAction[x][y + 1] = ACTION_ACTIVE;
4886 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4887 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4888 (Feld[x][y + 1] == EL_BLOCKED)) ||
4889 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4890 CAN_SMASH(element) && WasJustFalling[x][y] &&
4891 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4895 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4896 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4897 WasJustMoving[x][y] && !Pushed[x][y + 1])
4899 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4900 WasJustMoving[x][y])
4905 /* this is needed for a special case not covered by calling "Impact()"
4906 from "ContinueMoving()": if an element moves to a tile directly below
4907 another element which was just falling on that tile (which was empty
4908 in the previous frame), the falling element above would just stop
4909 instead of smashing the element below (in previous version, the above
4910 element was just checked for "moving" instead of "falling", resulting
4911 in incorrect smashes caused by horizontal movement of the above
4912 element; also, the case of the player being the element to smash was
4913 simply not covered here... :-/ ) */
4916 WasJustMoving[x][y] = 0;
4917 WasJustFalling[x][y] = 0;
4922 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4924 if (MovDir[x][y] == MV_NO_MOVING)
4926 InitMovingField(x, y, MV_DOWN);
4927 started_moving = TRUE;
4930 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4932 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4933 MovDir[x][y] = MV_DOWN;
4935 InitMovingField(x, y, MV_DOWN);
4936 started_moving = TRUE;
4938 else if (element == EL_AMOEBA_DROP)
4940 Feld[x][y] = EL_AMOEBA_GROWING;
4941 Store[x][y] = EL_AMOEBA_WET;
4943 /* Store[x][y + 1] must be zero, because:
4944 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4947 #if OLD_GAME_BEHAVIOUR
4948 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4950 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4951 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4952 element != EL_DX_SUPABOMB)
4955 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4956 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4957 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4958 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4961 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4962 (IS_FREE(x - 1, y + 1) ||
4963 Feld[x - 1][y + 1] == EL_ACID));
4964 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4965 (IS_FREE(x + 1, y + 1) ||
4966 Feld[x + 1][y + 1] == EL_ACID));
4967 boolean can_fall_any = (can_fall_left || can_fall_right);
4968 boolean can_fall_both = (can_fall_left && can_fall_right);
4970 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4972 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4974 if (slippery_type == SLIPPERY_ONLY_LEFT)
4975 can_fall_right = FALSE;
4976 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4977 can_fall_left = FALSE;
4978 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4979 can_fall_right = FALSE;
4980 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4981 can_fall_left = FALSE;
4983 can_fall_any = (can_fall_left || can_fall_right);
4984 can_fall_both = (can_fall_left && can_fall_right);
4989 if (can_fall_both &&
4990 (game.emulation != EMU_BOULDERDASH &&
4991 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4992 can_fall_left = !(can_fall_right = RND(2));
4994 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4995 started_moving = TRUE;
4999 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5001 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5004 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5005 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5006 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5007 int belt_dir = game.belt_dir[belt_nr];
5009 if ((belt_dir == MV_LEFT && left_is_free) ||
5010 (belt_dir == MV_RIGHT && right_is_free))
5013 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5016 InitMovingField(x, y, belt_dir);
5017 started_moving = TRUE;
5020 Pushed[x][y] = TRUE;
5021 Pushed[nextx][y] = TRUE;
5024 GfxAction[x][y] = ACTION_DEFAULT;
5028 MovDir[x][y] = 0; /* if element was moving, stop it */
5033 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5034 if (CAN_MOVE(element) && !started_moving)
5036 int move_pattern = element_info[element].move_pattern;
5039 Moving2Blocked(x, y, &newx, &newy);
5042 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5045 if ((element == EL_SATELLITE ||
5046 element == EL_BALLOON ||
5047 element == EL_SPRING)
5048 && JustBeingPushed(x, y))
5053 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5054 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5055 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5058 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5059 element, element_info[element].token_name,
5060 WasJustMoving[x][y],
5061 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5062 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5063 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5064 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5068 WasJustMoving[x][y] = 0;
5071 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5074 if (Feld[x][y] != element) /* element has changed */
5076 element = Feld[x][y];
5077 move_pattern = element_info[element].move_pattern;
5079 if (!CAN_MOVE(element))
5083 if (Feld[x][y] != element) /* element has changed */
5091 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5092 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5094 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5096 Moving2Blocked(x, y, &newx, &newy);
5097 if (Feld[newx][newy] == EL_BLOCKED)
5098 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5104 if (FrameCounter < 1 && x == 0 && y == 29)
5105 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5108 if (!MovDelay[x][y]) /* start new movement phase */
5110 /* all objects that can change their move direction after each step
5111 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5113 if (element != EL_YAMYAM &&
5114 element != EL_DARK_YAMYAM &&
5115 element != EL_PACMAN &&
5116 !(move_pattern & MV_ANY_DIRECTION) &&
5117 move_pattern != MV_TURNING_LEFT &&
5118 move_pattern != MV_TURNING_RIGHT &&
5119 move_pattern != MV_TURNING_LEFT_RIGHT &&
5120 move_pattern != MV_TURNING_RIGHT_LEFT &&
5121 move_pattern != MV_TURNING_RANDOM)
5126 if (FrameCounter < 1 && x == 0 && y == 29)
5127 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5130 if (MovDelay[x][y] && (element == EL_BUG ||
5131 element == EL_SPACESHIP ||
5132 element == EL_SP_SNIKSNAK ||
5133 element == EL_SP_ELECTRON ||
5134 element == EL_MOLE))
5135 DrawLevelField(x, y);
5139 if (MovDelay[x][y]) /* wait some time before next movement */
5144 if (element == EL_YAMYAM)
5147 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5148 DrawLevelElementAnimation(x, y, element);
5152 if (MovDelay[x][y]) /* element still has to wait some time */
5155 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5156 ResetGfxAnimation(x, y);
5160 if (GfxAction[x][y] != ACTION_WAITING)
5161 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5163 GfxAction[x][y] = ACTION_WAITING;
5167 if (element == EL_ROBOT ||
5169 element == EL_PACMAN ||
5171 element == EL_YAMYAM ||
5172 element == EL_DARK_YAMYAM)
5175 DrawLevelElementAnimation(x, y, element);
5177 DrawLevelElementAnimationIfNeeded(x, y, element);
5179 PlayLevelSoundAction(x, y, ACTION_WAITING);
5181 else if (element == EL_SP_ELECTRON)
5182 DrawLevelElementAnimationIfNeeded(x, y, element);
5183 else if (element == EL_DRAGON)
5186 int dir = MovDir[x][y];
5187 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5188 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5189 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5190 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5191 dir == MV_UP ? IMG_FLAMES_1_UP :
5192 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5193 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5196 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5199 GfxAction[x][y] = ACTION_ATTACKING;
5201 if (IS_PLAYER(x, y))
5202 DrawPlayerField(x, y);
5204 DrawLevelField(x, y);
5206 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5208 for (i = 1; i <= 3; i++)
5210 int xx = x + i * dx;
5211 int yy = y + i * dy;
5212 int sx = SCREENX(xx);
5213 int sy = SCREENY(yy);
5214 int flame_graphic = graphic + (i - 1);
5216 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5221 int flamed = MovingOrBlocked2Element(xx, yy);
5223 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5226 RemoveMovingField(xx, yy);
5228 Feld[xx][yy] = EL_FLAMES;
5229 if (IN_SCR_FIELD(sx, sy))
5231 DrawLevelFieldCrumbledSand(xx, yy);
5232 DrawGraphic(sx, sy, flame_graphic, frame);
5237 if (Feld[xx][yy] == EL_FLAMES)
5238 Feld[xx][yy] = EL_EMPTY;
5239 DrawLevelField(xx, yy);
5244 if (MovDelay[x][y]) /* element still has to wait some time */
5246 PlayLevelSoundAction(x, y, ACTION_WAITING);
5252 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5253 for all other elements GfxAction will be set by InitMovingField() */
5254 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5255 GfxAction[x][y] = ACTION_MOVING;
5259 /* now make next step */
5261 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5263 if (DONT_COLLIDE_WITH(element) &&
5264 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5265 !PLAYER_ENEMY_PROTECTED(newx, newy))
5268 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5272 /* player killed by element which is deadly when colliding with */
5274 KillHero(PLAYERINFO(newx, newy));
5281 else if (CAN_MOVE_INTO_ACID(element) &&
5282 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5283 (MovDir[x][y] == MV_DOWN ||
5284 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5286 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5287 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5291 else if ((element == EL_PENGUIN ||
5292 element == EL_ROBOT ||
5293 element == EL_SATELLITE ||
5294 element == EL_BALLOON ||
5295 IS_CUSTOM_ELEMENT(element)) &&
5296 IN_LEV_FIELD(newx, newy) &&
5297 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5300 SplashAcid(newx, newy);
5301 Store[x][y] = EL_ACID;
5303 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5305 if (Feld[newx][newy] == EL_EXIT_OPEN)
5309 DrawLevelField(x, y);
5311 Feld[x][y] = EL_EMPTY;
5312 DrawLevelField(x, y);
5315 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5316 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5317 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5319 local_player->friends_still_needed--;
5320 if (!local_player->friends_still_needed &&
5321 !local_player->GameOver && AllPlayersGone)
5322 local_player->LevelSolved = local_player->GameOver = TRUE;
5326 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5328 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5329 DrawLevelField(newx, newy);
5331 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5333 else if (!IS_FREE(newx, newy))
5335 GfxAction[x][y] = ACTION_WAITING;
5337 if (IS_PLAYER(x, y))
5338 DrawPlayerField(x, y);
5340 DrawLevelField(x, y);
5345 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5347 if (IS_FOOD_PIG(Feld[newx][newy]))
5349 if (IS_MOVING(newx, newy))
5350 RemoveMovingField(newx, newy);
5353 Feld[newx][newy] = EL_EMPTY;
5354 DrawLevelField(newx, newy);
5357 PlayLevelSound(x, y, SND_PIG_DIGGING);
5359 else if (!IS_FREE(newx, newy))
5361 if (IS_PLAYER(x, y))
5362 DrawPlayerField(x, y);
5364 DrawLevelField(x, y);
5373 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5376 else if (IS_CUSTOM_ELEMENT(element) &&
5377 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5381 !IS_FREE(newx, newy)
5386 int new_element = Feld[newx][newy];
5389 printf("::: '%s' digs '%s' [%d]\n",
5390 element_info[element].token_name,
5391 element_info[Feld[newx][newy]].token_name,
5392 StorePlayer[newx][newy]);
5395 if (!IS_FREE(newx, newy))
5397 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5398 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5401 /* no element can dig solid indestructible elements */
5402 if (IS_INDESTRUCTIBLE(new_element) &&
5403 !IS_DIGGABLE(new_element) &&
5404 !IS_COLLECTIBLE(new_element))
5407 if (AmoebaNr[newx][newy] &&
5408 (new_element == EL_AMOEBA_FULL ||
5409 new_element == EL_BD_AMOEBA ||
5410 new_element == EL_AMOEBA_GROWING))
5412 AmoebaCnt[AmoebaNr[newx][newy]]--;
5413 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5416 if (IS_MOVING(newx, newy))
5417 RemoveMovingField(newx, newy);
5420 RemoveField(newx, newy);
5421 DrawLevelField(newx, newy);
5424 PlayLevelSoundAction(x, y, action);
5427 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5428 element_info[element].can_leave_element = TRUE;
5430 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5432 RunnerVisit[x][y] = FrameCounter;
5433 PlayerVisit[x][y] /= 8; /* expire player visit path */
5439 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5441 if (!IS_FREE(newx, newy))
5443 if (IS_PLAYER(x, y))
5444 DrawPlayerField(x, y);
5446 DrawLevelField(x, y);
5452 boolean wanna_flame = !RND(10);
5453 int dx = newx - x, dy = newy - y;
5454 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5455 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5456 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5457 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5458 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5459 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5462 IS_CLASSIC_ENEMY(element1) ||
5463 IS_CLASSIC_ENEMY(element2)) &&
5464 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5465 element1 != EL_FLAMES && element2 != EL_FLAMES)
5468 ResetGfxAnimation(x, y);
5469 GfxAction[x][y] = ACTION_ATTACKING;
5472 if (IS_PLAYER(x, y))
5473 DrawPlayerField(x, y);
5475 DrawLevelField(x, y);
5477 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5479 MovDelay[x][y] = 50;
5481 Feld[newx][newy] = EL_FLAMES;
5482 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5483 Feld[newx1][newy1] = EL_FLAMES;
5484 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5485 Feld[newx2][newy2] = EL_FLAMES;
5491 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5492 Feld[newx][newy] == EL_DIAMOND)
5494 if (IS_MOVING(newx, newy))
5495 RemoveMovingField(newx, newy);
5498 Feld[newx][newy] = EL_EMPTY;
5499 DrawLevelField(newx, newy);
5502 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5504 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5505 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5507 if (AmoebaNr[newx][newy])
5509 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5510 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5511 Feld[newx][newy] == EL_BD_AMOEBA)
5512 AmoebaCnt[AmoebaNr[newx][newy]]--;
5517 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5519 if (IS_MOVING(newx, newy))
5522 RemoveMovingField(newx, newy);
5526 Feld[newx][newy] = EL_EMPTY;
5527 DrawLevelField(newx, newy);
5530 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5532 else if ((element == EL_PACMAN || element == EL_MOLE)
5533 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5535 if (AmoebaNr[newx][newy])
5537 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5538 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5539 Feld[newx][newy] == EL_BD_AMOEBA)
5540 AmoebaCnt[AmoebaNr[newx][newy]]--;
5543 if (element == EL_MOLE)
5545 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5546 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5548 ResetGfxAnimation(x, y);
5549 GfxAction[x][y] = ACTION_DIGGING;
5550 DrawLevelField(x, y);
5552 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5554 return; /* wait for shrinking amoeba */
5556 else /* element == EL_PACMAN */
5558 Feld[newx][newy] = EL_EMPTY;
5559 DrawLevelField(newx, newy);
5560 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5563 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5564 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5565 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5567 /* wait for shrinking amoeba to completely disappear */
5570 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5572 /* object was running against a wall */
5577 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5578 DrawLevelElementAnimation(x, y, element);
5580 if (element == EL_BUG ||
5581 element == EL_SPACESHIP ||
5582 element == EL_SP_SNIKSNAK)
5583 DrawLevelField(x, y);
5584 else if (element == EL_MOLE)
5585 DrawLevelField(x, y);
5586 else if (element == EL_BD_BUTTERFLY ||
5587 element == EL_BD_FIREFLY)
5588 DrawLevelElementAnimationIfNeeded(x, y, element);
5589 else if (element == EL_SATELLITE)
5590 DrawLevelElementAnimationIfNeeded(x, y, element);
5591 else if (element == EL_SP_ELECTRON)
5592 DrawLevelElementAnimationIfNeeded(x, y, element);
5595 if (DONT_TOUCH(element))
5596 TestIfBadThingTouchesHero(x, y);
5599 PlayLevelSoundAction(x, y, ACTION_WAITING);
5605 InitMovingField(x, y, MovDir[x][y]);
5607 PlayLevelSoundAction(x, y, ACTION_MOVING);
5611 ContinueMoving(x, y);
5614 void ContinueMoving(int x, int y)
5616 int element = Feld[x][y];
5617 struct ElementInfo *ei = &element_info[element];
5618 int direction = MovDir[x][y];
5619 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5620 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5621 int newx = x + dx, newy = y + dy;
5623 int nextx = newx + dx, nexty = newy + dy;
5626 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5627 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5629 boolean pushed_by_player = Pushed[x][y];
5632 MovPos[x][y] += getElementMoveStepsize(x, y);
5635 if (pushed_by_player && IS_PLAYER(x, y))
5637 /* special case: moving object pushed by player */
5638 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5641 if (pushed_by_player) /* special case: moving object pushed by player */
5642 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5645 if (ABS(MovPos[x][y]) < TILEX)
5647 DrawLevelField(x, y);
5649 return; /* element is still moving */
5652 /* element reached destination field */
5654 Feld[x][y] = EL_EMPTY;
5655 Feld[newx][newy] = element;
5656 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5658 if (element == EL_MOLE)
5660 Feld[x][y] = EL_SAND;
5662 DrawLevelFieldCrumbledSandNeighbours(x, y);
5664 else if (element == EL_QUICKSAND_FILLING)
5666 element = Feld[newx][newy] = get_next_element(element);
5667 Store[newx][newy] = Store[x][y];
5669 else if (element == EL_QUICKSAND_EMPTYING)
5671 Feld[x][y] = get_next_element(element);
5672 element = Feld[newx][newy] = Store[x][y];
5674 else if (element == EL_MAGIC_WALL_FILLING)
5676 element = Feld[newx][newy] = get_next_element(element);
5677 if (!game.magic_wall_active)
5678 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5679 Store[newx][newy] = Store[x][y];
5681 else if (element == EL_MAGIC_WALL_EMPTYING)
5683 Feld[x][y] = get_next_element(element);
5684 if (!game.magic_wall_active)
5685 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5686 element = Feld[newx][newy] = Store[x][y];
5688 else if (element == EL_BD_MAGIC_WALL_FILLING)
5690 element = Feld[newx][newy] = get_next_element(element);
5691 if (!game.magic_wall_active)
5692 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5693 Store[newx][newy] = Store[x][y];
5695 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5697 Feld[x][y] = get_next_element(element);
5698 if (!game.magic_wall_active)
5699 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5700 element = Feld[newx][newy] = Store[x][y];
5702 else if (element == EL_AMOEBA_DROPPING)
5704 Feld[x][y] = get_next_element(element);
5705 element = Feld[newx][newy] = Store[x][y];
5707 else if (element == EL_SOKOBAN_OBJECT)
5710 Feld[x][y] = Back[x][y];
5712 if (Back[newx][newy])
5713 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5715 Back[x][y] = Back[newx][newy] = 0;
5717 else if (Store[x][y] == EL_ACID)
5719 element = Feld[newx][newy] = EL_ACID;
5723 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5724 MovDelay[newx][newy] = 0;
5726 /* copy element change control values to new field */
5727 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5728 ChangePage[newx][newy] = ChangePage[x][y];
5729 Changed[newx][newy] = Changed[x][y];
5730 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5732 ChangeDelay[x][y] = 0;
5733 ChangePage[x][y] = -1;
5734 Changed[x][y] = CE_BITMASK_DEFAULT;
5735 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5737 /* copy animation control values to new field */
5738 GfxFrame[newx][newy] = GfxFrame[x][y];
5739 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5740 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5741 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5743 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5745 ResetGfxAnimation(x, y); /* reset animation values for old field */
5748 /* some elements can leave other elements behind after moving */
5749 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5750 ei->move_leave_element != EL_EMPTY &&
5751 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5752 ei->can_leave_element_last))
5754 Feld[x][y] = ei->move_leave_element;
5755 InitField(x, y, FALSE);
5757 if (GFX_CRUMBLED(Feld[x][y]))
5758 DrawLevelFieldCrumbledSandNeighbours(x, y);
5761 ei->can_leave_element_last = ei->can_leave_element;
5762 ei->can_leave_element = FALSE;
5766 /* 2.1.1 (does not work correctly for spring) */
5767 if (!CAN_MOVE(element))
5768 MovDir[newx][newy] = 0;
5772 /* (does not work for falling objects that slide horizontally) */
5773 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5774 MovDir[newx][newy] = 0;
5777 if (!CAN_MOVE(element) ||
5778 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5779 MovDir[newx][newy] = 0;
5782 if (!CAN_MOVE(element) ||
5783 (CAN_FALL(element) && direction == MV_DOWN))
5784 GfxDir[x][y] = MovDir[newx][newy] = 0;
5789 DrawLevelField(x, y);
5790 DrawLevelField(newx, newy);
5792 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5794 /* prevent pushed element from moving on in pushed direction */
5795 if (pushed_by_player && CAN_MOVE(element) &&
5796 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5797 !(element_info[element].move_pattern & direction))
5798 TurnRound(newx, newy);
5801 /* prevent elements on conveyor belt from moving on in last direction */
5802 if (pushed_by_conveyor && CAN_FALL(element) &&
5803 direction & MV_HORIZONTAL)
5804 MovDir[newx][newy] = 0;
5807 if (!pushed_by_player)
5809 WasJustMoving[newx][newy] = 3;
5811 if (CAN_FALL(element) && direction == MV_DOWN)
5812 WasJustFalling[newx][newy] = 3;
5815 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5817 TestIfBadThingTouchesHero(newx, newy);
5818 TestIfBadThingTouchesFriend(newx, newy);
5820 if (!IS_CUSTOM_ELEMENT(element))
5821 TestIfBadThingTouchesOtherBadThing(newx, newy);
5823 else if (element == EL_PENGUIN)
5824 TestIfFriendTouchesBadThing(newx, newy);
5826 if (CAN_FALL(element) && direction == MV_DOWN &&
5827 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5831 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5835 if (ChangePage[newx][newy] != -1) /* delayed change */
5836 ChangeElement(newx, newy, ChangePage[newx][newy]);
5841 TestIfElementHitsCustomElement(newx, newy, direction);
5845 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5847 int hitting_element = Feld[newx][newy];
5849 /* !!! fix side (direction) orientation here and elsewhere !!! */
5850 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
5854 if (IN_LEV_FIELD(nextx, nexty))
5856 int opposite_direction = MV_DIR_OPPOSITE(direction);
5857 int hitting_side = direction;
5858 int touched_side = opposite_direction;
5859 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5860 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5861 MovDir[nextx][nexty] != direction ||
5862 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5868 CheckElementChangeSide(nextx, nexty, touched_element,
5869 CE_HIT_BY_SOMETHING, opposite_direction);
5871 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5872 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5874 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5876 struct ElementChangeInfo *change =
5877 &element_info[hitting_element].change_page[i];
5879 if (change->can_change &&
5880 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5881 change->trigger_side & touched_side &&
5882 change->trigger_element == touched_element)
5884 CheckElementChangePage(newx, newy, hitting_element,
5885 touched_element, CE_OTHER_IS_HITTING, i);
5891 if (IS_CUSTOM_ELEMENT(touched_element) &&
5892 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5894 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5896 struct ElementChangeInfo *change =
5897 &element_info[touched_element].change_page[i];
5899 if (change->can_change &&
5900 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5901 change->trigger_side & hitting_side &&
5902 change->trigger_element == hitting_element)
5904 CheckElementChangePage(nextx, nexty, touched_element,
5905 hitting_element, CE_OTHER_GETS_HIT, i);
5916 TestIfPlayerTouchesCustomElement(newx, newy);
5917 TestIfElementTouchesCustomElement(newx, newy);
5920 int AmoebeNachbarNr(int ax, int ay)
5923 int element = Feld[ax][ay];
5925 static int xy[4][2] =
5933 for (i = 0; i < NUM_DIRECTIONS; i++)
5935 int x = ax + xy[i][0];
5936 int y = ay + xy[i][1];
5938 if (!IN_LEV_FIELD(x, y))
5941 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5942 group_nr = AmoebaNr[x][y];
5948 void AmoebenVereinigen(int ax, int ay)
5950 int i, x, y, xx, yy;
5951 int new_group_nr = AmoebaNr[ax][ay];
5952 static int xy[4][2] =
5960 if (new_group_nr == 0)
5963 for (i = 0; i < NUM_DIRECTIONS; i++)
5968 if (!IN_LEV_FIELD(x, y))
5971 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5972 Feld[x][y] == EL_BD_AMOEBA ||
5973 Feld[x][y] == EL_AMOEBA_DEAD) &&
5974 AmoebaNr[x][y] != new_group_nr)
5976 int old_group_nr = AmoebaNr[x][y];
5978 if (old_group_nr == 0)
5981 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5982 AmoebaCnt[old_group_nr] = 0;
5983 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5984 AmoebaCnt2[old_group_nr] = 0;
5986 for (yy = 0; yy < lev_fieldy; yy++)
5988 for (xx = 0; xx < lev_fieldx; xx++)
5990 if (AmoebaNr[xx][yy] == old_group_nr)
5991 AmoebaNr[xx][yy] = new_group_nr;
5998 void AmoebeUmwandeln(int ax, int ay)
6002 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6004 int group_nr = AmoebaNr[ax][ay];
6009 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6010 printf("AmoebeUmwandeln(): This should never happen!\n");
6015 for (y = 0; y < lev_fieldy; y++)
6017 for (x = 0; x < lev_fieldx; x++)
6019 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6022 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6026 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6027 SND_AMOEBA_TURNING_TO_GEM :
6028 SND_AMOEBA_TURNING_TO_ROCK));
6033 static int xy[4][2] =
6041 for (i = 0; i < NUM_DIRECTIONS; i++)
6046 if (!IN_LEV_FIELD(x, y))
6049 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6051 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6052 SND_AMOEBA_TURNING_TO_GEM :
6053 SND_AMOEBA_TURNING_TO_ROCK));
6060 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6063 int group_nr = AmoebaNr[ax][ay];
6064 boolean done = FALSE;
6069 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6070 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6075 for (y = 0; y < lev_fieldy; y++)
6077 for (x = 0; x < lev_fieldx; x++)
6079 if (AmoebaNr[x][y] == group_nr &&
6080 (Feld[x][y] == EL_AMOEBA_DEAD ||
6081 Feld[x][y] == EL_BD_AMOEBA ||
6082 Feld[x][y] == EL_AMOEBA_GROWING))
6085 Feld[x][y] = new_element;
6086 InitField(x, y, FALSE);
6087 DrawLevelField(x, y);
6094 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6095 SND_BD_AMOEBA_TURNING_TO_ROCK :
6096 SND_BD_AMOEBA_TURNING_TO_GEM));
6099 void AmoebeWaechst(int x, int y)
6101 static unsigned long sound_delay = 0;
6102 static unsigned long sound_delay_value = 0;
6104 if (!MovDelay[x][y]) /* start new growing cycle */
6108 if (DelayReached(&sound_delay, sound_delay_value))
6111 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6113 if (Store[x][y] == EL_BD_AMOEBA)
6114 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6116 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6118 sound_delay_value = 30;
6122 if (MovDelay[x][y]) /* wait some time before growing bigger */
6125 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6127 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6128 6 - MovDelay[x][y]);
6130 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6133 if (!MovDelay[x][y])
6135 Feld[x][y] = Store[x][y];
6137 DrawLevelField(x, y);
6142 void AmoebaDisappearing(int x, int y)
6144 static unsigned long sound_delay = 0;
6145 static unsigned long sound_delay_value = 0;
6147 if (!MovDelay[x][y]) /* start new shrinking cycle */
6151 if (DelayReached(&sound_delay, sound_delay_value))
6152 sound_delay_value = 30;
6155 if (MovDelay[x][y]) /* wait some time before shrinking */
6158 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6160 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6161 6 - MovDelay[x][y]);
6163 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6166 if (!MovDelay[x][y])
6168 Feld[x][y] = EL_EMPTY;
6169 DrawLevelField(x, y);
6171 /* don't let mole enter this field in this cycle;
6172 (give priority to objects falling to this field from above) */
6178 void AmoebeAbleger(int ax, int ay)
6181 int element = Feld[ax][ay];
6182 int graphic = el2img(element);
6183 int newax = ax, neway = ay;
6184 static int xy[4][2] =
6192 if (!level.amoeba_speed)
6194 Feld[ax][ay] = EL_AMOEBA_DEAD;
6195 DrawLevelField(ax, ay);
6199 if (IS_ANIMATED(graphic))
6200 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6202 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6203 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6205 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6208 if (MovDelay[ax][ay])
6212 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6215 int x = ax + xy[start][0];
6216 int y = ay + xy[start][1];
6218 if (!IN_LEV_FIELD(x, y))
6221 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6222 if (IS_FREE(x, y) ||
6223 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6229 if (newax == ax && neway == ay)
6232 else /* normal or "filled" (BD style) amoeba */
6235 boolean waiting_for_player = FALSE;
6237 for (i = 0; i < NUM_DIRECTIONS; i++)
6239 int j = (start + i) % 4;
6240 int x = ax + xy[j][0];
6241 int y = ay + xy[j][1];
6243 if (!IN_LEV_FIELD(x, y))
6246 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6247 if (IS_FREE(x, y) ||
6248 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6254 else if (IS_PLAYER(x, y))
6255 waiting_for_player = TRUE;
6258 if (newax == ax && neway == ay) /* amoeba cannot grow */
6260 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6262 Feld[ax][ay] = EL_AMOEBA_DEAD;
6263 DrawLevelField(ax, ay);
6264 AmoebaCnt[AmoebaNr[ax][ay]]--;
6266 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6268 if (element == EL_AMOEBA_FULL)
6269 AmoebeUmwandeln(ax, ay);
6270 else if (element == EL_BD_AMOEBA)
6271 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6276 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6278 /* amoeba gets larger by growing in some direction */
6280 int new_group_nr = AmoebaNr[ax][ay];
6283 if (new_group_nr == 0)
6285 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6286 printf("AmoebeAbleger(): This should never happen!\n");
6291 AmoebaNr[newax][neway] = new_group_nr;
6292 AmoebaCnt[new_group_nr]++;
6293 AmoebaCnt2[new_group_nr]++;
6295 /* if amoeba touches other amoeba(s) after growing, unify them */
6296 AmoebenVereinigen(newax, neway);
6298 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6300 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6306 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6307 (neway == lev_fieldy - 1 && newax != ax))
6309 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6310 Store[newax][neway] = element;
6312 else if (neway == ay)
6314 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6316 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6318 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6323 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6324 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6325 Store[ax][ay] = EL_AMOEBA_DROP;
6326 ContinueMoving(ax, ay);
6330 DrawLevelField(newax, neway);
6333 void Life(int ax, int ay)
6336 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6338 int element = Feld[ax][ay];
6339 int graphic = el2img(element);
6340 boolean changed = FALSE;
6342 if (IS_ANIMATED(graphic))
6343 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6348 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6349 MovDelay[ax][ay] = life_time;
6351 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6354 if (MovDelay[ax][ay])
6358 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6360 int xx = ax+x1, yy = ay+y1;
6363 if (!IN_LEV_FIELD(xx, yy))
6366 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6368 int x = xx+x2, y = yy+y2;
6370 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6373 if (((Feld[x][y] == element ||
6374 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6376 (IS_FREE(x, y) && Stop[x][y]))
6380 if (xx == ax && yy == ay) /* field in the middle */
6382 if (nachbarn < life[0] || nachbarn > life[1])
6384 Feld[xx][yy] = EL_EMPTY;
6386 DrawLevelField(xx, yy);
6387 Stop[xx][yy] = TRUE;
6391 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6392 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6393 { /* free border field */
6394 if (nachbarn >= life[2] && nachbarn <= life[3])
6396 Feld[xx][yy] = element;
6397 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6399 DrawLevelField(xx, yy);
6400 Stop[xx][yy] = TRUE;
6407 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6408 SND_GAME_OF_LIFE_GROWING);
6411 static void InitRobotWheel(int x, int y)
6413 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6416 static void RunRobotWheel(int x, int y)
6418 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6421 static void StopRobotWheel(int x, int y)
6423 if (ZX == x && ZY == y)
6427 static void InitTimegateWheel(int x, int y)
6429 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6432 static void RunTimegateWheel(int x, int y)
6434 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6437 void CheckExit(int x, int y)
6439 if (local_player->gems_still_needed > 0 ||
6440 local_player->sokobanfields_still_needed > 0 ||
6441 local_player->lights_still_needed > 0)
6443 int element = Feld[x][y];
6444 int graphic = el2img(element);
6446 if (IS_ANIMATED(graphic))
6447 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6452 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6455 Feld[x][y] = EL_EXIT_OPENING;
6457 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6460 void CheckExitSP(int x, int y)
6462 if (local_player->gems_still_needed > 0)
6464 int element = Feld[x][y];
6465 int graphic = el2img(element);
6467 if (IS_ANIMATED(graphic))
6468 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6473 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6476 Feld[x][y] = EL_SP_EXIT_OPENING;
6478 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6481 static void CloseAllOpenTimegates()
6485 for (y = 0; y < lev_fieldy; y++)
6487 for (x = 0; x < lev_fieldx; x++)
6489 int element = Feld[x][y];
6491 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6493 Feld[x][y] = EL_TIMEGATE_CLOSING;
6495 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6497 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6504 void EdelsteinFunkeln(int x, int y)
6506 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6509 if (Feld[x][y] == EL_BD_DIAMOND)
6512 if (MovDelay[x][y] == 0) /* next animation frame */
6513 MovDelay[x][y] = 11 * !SimpleRND(500);
6515 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6519 if (setup.direct_draw && MovDelay[x][y])
6520 SetDrawtoField(DRAW_BUFFERED);
6522 DrawLevelElementAnimation(x, y, Feld[x][y]);
6524 if (MovDelay[x][y] != 0)
6526 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6527 10 - MovDelay[x][y]);
6529 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6531 if (setup.direct_draw)
6535 dest_x = FX + SCREENX(x) * TILEX;
6536 dest_y = FY + SCREENY(y) * TILEY;
6538 BlitBitmap(drawto_field, window,
6539 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6540 SetDrawtoField(DRAW_DIRECT);
6546 void MauerWaechst(int x, int y)
6550 if (!MovDelay[x][y]) /* next animation frame */
6551 MovDelay[x][y] = 3 * delay;
6553 if (MovDelay[x][y]) /* wait some time before next frame */
6557 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6559 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6560 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6562 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6565 if (!MovDelay[x][y])
6567 if (MovDir[x][y] == MV_LEFT)
6569 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6570 DrawLevelField(x - 1, y);
6572 else if (MovDir[x][y] == MV_RIGHT)
6574 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6575 DrawLevelField(x + 1, y);
6577 else if (MovDir[x][y] == MV_UP)
6579 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6580 DrawLevelField(x, y - 1);
6584 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6585 DrawLevelField(x, y + 1);
6588 Feld[x][y] = Store[x][y];
6590 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6591 DrawLevelField(x, y);
6596 void MauerAbleger(int ax, int ay)
6598 int element = Feld[ax][ay];
6599 int graphic = el2img(element);
6600 boolean oben_frei = FALSE, unten_frei = FALSE;
6601 boolean links_frei = FALSE, rechts_frei = FALSE;
6602 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6603 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6604 boolean new_wall = FALSE;
6606 if (IS_ANIMATED(graphic))
6607 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6609 if (!MovDelay[ax][ay]) /* start building new wall */
6610 MovDelay[ax][ay] = 6;
6612 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6615 if (MovDelay[ax][ay])
6619 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6621 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6623 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6625 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6628 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6629 element == EL_EXPANDABLE_WALL_ANY)
6633 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6634 Store[ax][ay-1] = element;
6635 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6636 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6637 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6638 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6643 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6644 Store[ax][ay+1] = element;
6645 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6646 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6647 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6648 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6653 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6654 element == EL_EXPANDABLE_WALL_ANY ||
6655 element == EL_EXPANDABLE_WALL)
6659 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6660 Store[ax-1][ay] = element;
6661 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6662 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6663 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6664 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6670 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6671 Store[ax+1][ay] = element;
6672 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6673 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6674 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6675 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6680 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6681 DrawLevelField(ax, ay);
6683 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6685 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6686 unten_massiv = TRUE;
6687 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6688 links_massiv = TRUE;
6689 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6690 rechts_massiv = TRUE;
6692 if (((oben_massiv && unten_massiv) ||
6693 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6694 element == EL_EXPANDABLE_WALL) &&
6695 ((links_massiv && rechts_massiv) ||
6696 element == EL_EXPANDABLE_WALL_VERTICAL))
6697 Feld[ax][ay] = EL_WALL;
6701 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6703 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6707 void CheckForDragon(int x, int y)
6710 boolean dragon_found = FALSE;
6711 static int xy[4][2] =
6719 for (i = 0; i < NUM_DIRECTIONS; i++)
6721 for (j = 0; j < 4; j++)
6723 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6725 if (IN_LEV_FIELD(xx, yy) &&
6726 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6728 if (Feld[xx][yy] == EL_DRAGON)
6729 dragon_found = TRUE;
6738 for (i = 0; i < NUM_DIRECTIONS; i++)
6740 for (j = 0; j < 3; j++)
6742 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6744 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6746 Feld[xx][yy] = EL_EMPTY;
6747 DrawLevelField(xx, yy);
6756 static void InitBuggyBase(int x, int y)
6758 int element = Feld[x][y];
6759 int activating_delay = FRAMES_PER_SECOND / 4;
6762 (element == EL_SP_BUGGY_BASE ?
6763 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6764 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6766 element == EL_SP_BUGGY_BASE_ACTIVE ?
6767 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6770 static void WarnBuggyBase(int x, int y)
6773 static int xy[4][2] =
6781 for (i = 0; i < NUM_DIRECTIONS; i++)
6783 int xx = x + xy[i][0], yy = y + xy[i][1];
6785 if (IS_PLAYER(xx, yy))
6787 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6794 static void InitTrap(int x, int y)
6796 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6799 static void ActivateTrap(int x, int y)
6801 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6804 static void ChangeActiveTrap(int x, int y)
6806 int graphic = IMG_TRAP_ACTIVE;
6808 /* if new animation frame was drawn, correct crumbled sand border */
6809 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6810 DrawLevelFieldCrumbledSand(x, y);
6813 static void ChangeElementNowExt(int x, int y, int target_element)
6815 int previous_move_direction = MovDir[x][y];
6817 /* check if element under player changes from accessible to unaccessible
6818 (needed for special case of dropping element which then changes) */
6819 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6820 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6827 Feld[x][y] = target_element;
6829 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6831 ResetGfxAnimation(x, y);
6832 ResetRandomAnimationValue(x, y);
6834 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6835 MovDir[x][y] = previous_move_direction;
6838 InitField_WithBug1(x, y, FALSE);
6840 InitField(x, y, FALSE);
6841 if (CAN_MOVE(Feld[x][y]))
6845 DrawLevelField(x, y);
6847 if (GFX_CRUMBLED(Feld[x][y]))
6848 DrawLevelFieldCrumbledSandNeighbours(x, y);
6850 TestIfBadThingTouchesHero(x, y);
6851 TestIfPlayerTouchesCustomElement(x, y);
6852 TestIfElementTouchesCustomElement(x, y);
6854 if (ELEM_IS_PLAYER(target_element))
6855 RelocatePlayer(x, y, target_element);
6858 static boolean ChangeElementNow(int x, int y, int element, int page)
6860 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6863 /* always use default change event to prevent running into a loop */
6864 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6865 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6867 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
6869 /* reset actual trigger element and player */
6870 change->actual_trigger_element = EL_EMPTY;
6871 change->actual_trigger_player = EL_PLAYER_1;
6874 /* do not change already changed elements with same change event */
6876 if (Changed[x][y] & ChangeEvent[x][y])
6883 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6885 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
6887 if (change->explode)
6894 if (change->use_target_content)
6896 boolean complete_replace = TRUE;
6897 boolean can_replace[3][3];
6900 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6903 boolean is_diggable;
6904 boolean is_destructible;
6905 int ex = x + xx - 1;
6906 int ey = y + yy - 1;
6907 int content_element = change->target_content[xx][yy];
6910 can_replace[xx][yy] = TRUE;
6912 if (ex == x && ey == y) /* do not check changing element itself */
6915 if (content_element == EL_EMPTY_SPACE)
6917 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6922 if (!IN_LEV_FIELD(ex, ey))
6924 can_replace[xx][yy] = FALSE;
6925 complete_replace = FALSE;
6932 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6933 e = MovingOrBlocked2Element(ex, ey);
6936 is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
6937 IS_WALKABLE(content_element)));
6938 is_diggable = (is_empty || IS_DIGGABLE(e));
6939 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
6941 can_replace[xx][yy] =
6942 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
6943 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
6944 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
6946 if (!can_replace[xx][yy])
6947 complete_replace = FALSE;
6949 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
6950 IS_WALKABLE(content_element)));
6952 half_destructible = (empty_for_element || IS_DIGGABLE(e));
6954 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6957 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
6958 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
6959 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
6961 can_replace[xx][yy] = FALSE;
6962 complete_replace = FALSE;
6967 if (!change->only_if_complete || complete_replace)
6969 boolean something_has_changed = FALSE;
6971 if (change->only_if_complete && change->use_random_replace &&
6972 RND(100) < change->random_percentage)
6975 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6977 int ex = x + xx - 1;
6978 int ey = y + yy - 1;
6979 int content_element;
6981 if (can_replace[xx][yy] && (!change->use_random_replace ||
6982 RND(100) < change->random_percentage))
6984 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6985 RemoveMovingField(ex, ey);
6987 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6989 content_element = change->target_content[xx][yy];
6990 target_element = GET_TARGET_ELEMENT(content_element, change);
6992 ChangeElementNowExt(ex, ey, target_element);
6994 something_has_changed = TRUE;
6996 /* for symmetry reasons, freeze newly created border elements */
6997 if (ex != x || ey != y)
6998 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7002 if (something_has_changed)
7003 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7008 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7010 ChangeElementNowExt(x, y, target_element);
7012 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7018 static void ChangeElement(int x, int y, int page)
7020 int element = MovingOrBlocked2Element(x, y);
7021 struct ElementInfo *ei = &element_info[element];
7022 struct ElementChangeInfo *change = &ei->change_page[page];
7026 if (!CAN_CHANGE(element))
7029 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7030 x, y, element, element_info[element].token_name);
7031 printf("ChangeElement(): This should never happen!\n");
7037 if (ChangeDelay[x][y] == 0) /* initialize element change */
7039 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7040 RND(change->delay_random * change->delay_frames)) + 1;
7042 ResetGfxAnimation(x, y);
7043 ResetRandomAnimationValue(x, y);
7045 if (change->pre_change_function)
7046 change->pre_change_function(x, y);
7049 ChangeDelay[x][y]--;
7051 if (ChangeDelay[x][y] != 0) /* continue element change */
7053 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7055 if (IS_ANIMATED(graphic))
7056 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7058 if (change->change_function)
7059 change->change_function(x, y);
7061 else /* finish element change */
7063 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7065 page = ChangePage[x][y];
7066 ChangePage[x][y] = -1;
7068 change = &ei->change_page[page];
7072 if (IS_MOVING(x, y) && !change->explode)
7074 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7077 ChangeDelay[x][y] = 1; /* try change after next move step */
7078 ChangePage[x][y] = page; /* remember page to use for change */
7083 if (ChangeElementNow(x, y, element, page))
7085 if (change->post_change_function)
7086 change->post_change_function(x, y);
7091 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7092 int trigger_element,
7099 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7101 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7104 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7106 int element = EL_CUSTOM_START + i;
7108 boolean change_element = FALSE;
7111 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7114 for (j = 0; j < element_info[element].num_change_pages; j++)
7116 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7118 if (change->can_change &&
7119 change->events & CH_EVENT_BIT(trigger_event) &&
7120 change->trigger_side & trigger_side &&
7121 change->trigger_player & trigger_player &&
7122 change->trigger_page & trigger_page_bits &&
7123 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7126 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7127 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7128 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7131 change_element = TRUE;
7134 change->actual_trigger_element = trigger_element;
7135 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7141 if (!change_element)
7144 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7147 if (x == lx && y == ly) /* do not change trigger element itself */
7151 if (Feld[x][y] == element)
7153 ChangeDelay[x][y] = 1;
7154 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7155 ChangeElement(x, y, page);
7163 static boolean CheckElementChangeExt(int x, int y,
7165 int trigger_element,
7171 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7174 if (Feld[x][y] == EL_BLOCKED)
7176 Blocked2Moving(x, y, &x, &y);
7177 element = Feld[x][y];
7181 if (trigger_page < 0)
7183 boolean change_element = FALSE;
7186 for (i = 0; i < element_info[element].num_change_pages; i++)
7188 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7190 if (change->can_change &&
7191 change->events & CH_EVENT_BIT(trigger_event) &&
7192 change->trigger_side & trigger_side &&
7193 change->trigger_player & trigger_player)
7195 change_element = TRUE;
7198 change->actual_trigger_element = trigger_element;
7199 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7205 if (!change_element)
7210 struct ElementInfo *ei = &element_info[element];
7211 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7213 change->actual_trigger_element = trigger_element;
7214 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7219 /* !!! this check misses pages with same event, but different side !!! */
7221 if (trigger_page < 0)
7222 trigger_page = element_info[element].event_page_nr[trigger_event];
7224 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7228 ChangeDelay[x][y] = 1;
7229 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7230 ChangeElement(x, y, trigger_page);
7235 static void PlayPlayerSound(struct PlayerInfo *player)
7237 int jx = player->jx, jy = player->jy;
7238 int element = player->element_nr;
7239 int last_action = player->last_action_waiting;
7240 int action = player->action_waiting;
7242 if (player->is_waiting)
7244 if (action != last_action)
7245 PlayLevelSoundElementAction(jx, jy, element, action);
7247 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7251 if (action != last_action)
7252 StopSound(element_info[element].sound[last_action]);
7254 if (last_action == ACTION_SLEEPING)
7255 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7259 static void PlayAllPlayersSound()
7263 for (i = 0; i < MAX_PLAYERS; i++)
7264 if (stored_player[i].active)
7265 PlayPlayerSound(&stored_player[i]);
7268 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7270 boolean last_waiting = player->is_waiting;
7271 int move_dir = player->MovDir;
7273 player->last_action_waiting = player->action_waiting;
7277 if (!last_waiting) /* not waiting -> waiting */
7279 player->is_waiting = TRUE;
7281 player->frame_counter_bored =
7283 game.player_boring_delay_fixed +
7284 SimpleRND(game.player_boring_delay_random);
7285 player->frame_counter_sleeping =
7287 game.player_sleeping_delay_fixed +
7288 SimpleRND(game.player_sleeping_delay_random);
7290 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7293 if (game.player_sleeping_delay_fixed +
7294 game.player_sleeping_delay_random > 0 &&
7295 player->anim_delay_counter == 0 &&
7296 player->post_delay_counter == 0 &&
7297 FrameCounter >= player->frame_counter_sleeping)
7298 player->is_sleeping = TRUE;
7299 else if (game.player_boring_delay_fixed +
7300 game.player_boring_delay_random > 0 &&
7301 FrameCounter >= player->frame_counter_bored)
7302 player->is_bored = TRUE;
7304 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7305 player->is_bored ? ACTION_BORING :
7308 if (player->is_sleeping)
7310 if (player->num_special_action_sleeping > 0)
7312 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7314 int last_special_action = player->special_action_sleeping;
7315 int num_special_action = player->num_special_action_sleeping;
7316 int special_action =
7317 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7318 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7319 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7320 last_special_action + 1 : ACTION_SLEEPING);
7321 int special_graphic =
7322 el_act_dir2img(player->element_nr, special_action, move_dir);
7324 player->anim_delay_counter =
7325 graphic_info[special_graphic].anim_delay_fixed +
7326 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7327 player->post_delay_counter =
7328 graphic_info[special_graphic].post_delay_fixed +
7329 SimpleRND(graphic_info[special_graphic].post_delay_random);
7331 player->special_action_sleeping = special_action;
7334 if (player->anim_delay_counter > 0)
7336 player->action_waiting = player->special_action_sleeping;
7337 player->anim_delay_counter--;
7339 else if (player->post_delay_counter > 0)
7341 player->post_delay_counter--;
7345 else if (player->is_bored)
7347 if (player->num_special_action_bored > 0)
7349 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7351 int special_action =
7352 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7353 int special_graphic =
7354 el_act_dir2img(player->element_nr, special_action, move_dir);
7356 player->anim_delay_counter =
7357 graphic_info[special_graphic].anim_delay_fixed +
7358 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7359 player->post_delay_counter =
7360 graphic_info[special_graphic].post_delay_fixed +
7361 SimpleRND(graphic_info[special_graphic].post_delay_random);
7363 player->special_action_bored = special_action;
7366 if (player->anim_delay_counter > 0)
7368 player->action_waiting = player->special_action_bored;
7369 player->anim_delay_counter--;
7371 else if (player->post_delay_counter > 0)
7373 player->post_delay_counter--;
7378 else if (last_waiting) /* waiting -> not waiting */
7380 player->is_waiting = FALSE;
7381 player->is_bored = FALSE;
7382 player->is_sleeping = FALSE;
7384 player->frame_counter_bored = -1;
7385 player->frame_counter_sleeping = -1;
7387 player->anim_delay_counter = 0;
7388 player->post_delay_counter = 0;
7390 player->action_waiting = ACTION_DEFAULT;
7392 player->special_action_bored = ACTION_DEFAULT;
7393 player->special_action_sleeping = ACTION_DEFAULT;
7398 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7401 static byte stored_player_action[MAX_PLAYERS];
7402 static int num_stored_actions = 0;
7404 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7405 int left = player_action & JOY_LEFT;
7406 int right = player_action & JOY_RIGHT;
7407 int up = player_action & JOY_UP;
7408 int down = player_action & JOY_DOWN;
7409 int button1 = player_action & JOY_BUTTON_1;
7410 int button2 = player_action & JOY_BUTTON_2;
7411 int dx = (left ? -1 : right ? 1 : 0);
7412 int dy = (up ? -1 : down ? 1 : 0);
7415 stored_player_action[player->index_nr] = 0;
7416 num_stored_actions++;
7420 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7423 if (!player->active || tape.pausing)
7427 printf("::: [%d %d %d %d] [%d %d]\n",
7428 left, right, up, down, button1, button2);
7434 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7439 if (player->MovPos == 0)
7440 CheckGravityMovement(player);
7443 snapped = SnapField(player, dx, dy);
7447 dropped = DropElement(player);
7449 moved = MovePlayer(player, dx, dy);
7452 if (tape.single_step && tape.recording && !tape.pausing)
7454 if (button1 || (dropped && !moved))
7456 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7457 SnapField(player, 0, 0); /* stop snapping */
7461 SetPlayerWaiting(player, FALSE);
7464 return player_action;
7466 stored_player_action[player->index_nr] = player_action;
7472 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7475 /* no actions for this player (no input at player's configured device) */
7477 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7478 SnapField(player, 0, 0);
7479 CheckGravityMovementWhenNotMoving(player);
7481 if (player->MovPos == 0)
7482 SetPlayerWaiting(player, TRUE);
7484 if (player->MovPos == 0) /* needed for tape.playing */
7485 player->is_moving = FALSE;
7487 player->is_dropping = FALSE;
7493 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7495 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7497 TapeRecordAction(stored_player_action);
7498 num_stored_actions = 0;
7505 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7507 static byte stored_player_action[MAX_PLAYERS];
7508 static int num_stored_actions = 0;
7509 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7510 int left = player_action & JOY_LEFT;
7511 int right = player_action & JOY_RIGHT;
7512 int up = player_action & JOY_UP;
7513 int down = player_action & JOY_DOWN;
7514 int button1 = player_action & JOY_BUTTON_1;
7515 int button2 = player_action & JOY_BUTTON_2;
7516 int dx = (left ? -1 : right ? 1 : 0);
7517 int dy = (up ? -1 : down ? 1 : 0);
7519 stored_player_action[player->index_nr] = 0;
7520 num_stored_actions++;
7522 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7524 if (!player->active || tape.pausing)
7529 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7532 snapped = SnapField(player, dx, dy);
7536 dropped = DropElement(player);
7538 moved = MovePlayer(player, dx, dy);
7541 if (tape.single_step && tape.recording && !tape.pausing)
7543 if (button1 || (dropped && !moved))
7545 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7546 SnapField(player, 0, 0); /* stop snapping */
7550 stored_player_action[player->index_nr] = player_action;
7554 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7556 /* no actions for this player (no input at player's configured device) */
7558 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7559 SnapField(player, 0, 0);
7560 CheckGravityMovementWhenNotMoving(player);
7562 if (player->MovPos == 0)
7563 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7565 if (player->MovPos == 0) /* needed for tape.playing */
7566 player->is_moving = FALSE;
7569 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7571 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7573 TapeRecordAction(stored_player_action);
7574 num_stored_actions = 0;
7581 static unsigned long action_delay = 0;
7582 unsigned long action_delay_value;
7583 int magic_wall_x = 0, magic_wall_y = 0;
7584 int i, x, y, element, graphic;
7585 byte *recorded_player_action;
7586 byte summarized_player_action = 0;
7588 byte tape_action[MAX_PLAYERS];
7591 if (game_status != GAME_MODE_PLAYING)
7594 action_delay_value =
7595 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7597 if (tape.playing && tape.index_search && !tape.pausing)
7598 action_delay_value = 0;
7600 /* ---------- main game synchronization point ---------- */
7602 WaitUntilDelayReached(&action_delay, action_delay_value);
7604 if (network_playing && !network_player_action_received)
7608 printf("DEBUG: try to get network player actions in time\n");
7612 #if defined(PLATFORM_UNIX)
7613 /* last chance to get network player actions without main loop delay */
7617 if (game_status != GAME_MODE_PLAYING)
7620 if (!network_player_action_received)
7624 printf("DEBUG: failed to get network player actions in time\n");
7635 printf("::: getting new tape action [%d]\n", FrameCounter);
7638 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7641 if (recorded_player_action == NULL && tape.pausing)
7646 printf("::: %d\n", stored_player[0].action);
7650 if (recorded_player_action != NULL)
7651 for (i = 0; i < MAX_PLAYERS; i++)
7652 stored_player[i].action = recorded_player_action[i];
7655 for (i = 0; i < MAX_PLAYERS; i++)
7657 summarized_player_action |= stored_player[i].action;
7659 if (!network_playing)
7660 stored_player[i].effective_action = stored_player[i].action;
7663 #if defined(PLATFORM_UNIX)
7664 if (network_playing)
7665 SendToServer_MovePlayer(summarized_player_action);
7668 if (!options.network && !setup.team_mode)
7669 local_player->effective_action = summarized_player_action;
7672 if (recorded_player_action != NULL)
7673 for (i = 0; i < MAX_PLAYERS; i++)
7674 stored_player[i].effective_action = recorded_player_action[i];
7678 for (i = 0; i < MAX_PLAYERS; i++)
7680 tape_action[i] = stored_player[i].effective_action;
7682 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7683 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7686 /* only save actions from input devices, but not programmed actions */
7688 TapeRecordAction(tape_action);
7691 for (i = 0; i < MAX_PLAYERS; i++)
7693 int actual_player_action = stored_player[i].effective_action;
7696 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7697 - rnd_equinox_tetrachloride 048
7698 - rnd_equinox_tetrachloride_ii 096
7699 - rnd_emanuel_schmieg 002
7700 - doctor_sloan_ww 001, 020
7702 if (stored_player[i].MovPos == 0)
7703 CheckGravityMovement(&stored_player[i]);
7707 /* overwrite programmed action with tape action */
7708 if (stored_player[i].programmed_action)
7709 actual_player_action = stored_player[i].programmed_action;
7713 if (stored_player[i].programmed_action)
7714 printf("::: %d\n", stored_player[i].programmed_action);
7717 if (recorded_player_action)
7720 if (stored_player[i].programmed_action &&
7721 stored_player[i].programmed_action != recorded_player_action[i])
7722 printf("::: %d: %d <-> %d\n", i,
7723 stored_player[i].programmed_action, recorded_player_action[i]);
7727 actual_player_action = recorded_player_action[i];
7732 /* overwrite tape action with programmed action */
7733 if (stored_player[i].programmed_action)
7734 actual_player_action = stored_player[i].programmed_action;
7739 printf("::: action: %d: %x [%d]\n",
7740 stored_player[i].MovPos, actual_player_action, FrameCounter);
7744 PlayerActions(&stored_player[i], actual_player_action);
7746 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7748 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7749 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7752 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7757 TapeRecordAction(tape_action);
7760 network_player_action_received = FALSE;
7762 ScrollScreen(NULL, SCROLL_GO_ON);
7768 for (i = 0; i < MAX_PLAYERS; i++)
7769 stored_player[i].Frame++;
7773 /* for downwards compatibility, the following code emulates a fixed bug that
7774 occured when pushing elements (causing elements that just made their last
7775 pushing step to already (if possible) make their first falling step in the
7776 same game frame, which is bad); this code is also needed to use the famous
7777 "spring push bug" which is used in older levels and might be wanted to be
7778 used also in newer levels, but in this case the buggy pushing code is only
7779 affecting the "spring" element and no other elements */
7782 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7784 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7787 for (i = 0; i < MAX_PLAYERS; i++)
7789 struct PlayerInfo *player = &stored_player[i];
7794 if (player->active && player->is_pushing && player->is_moving &&
7796 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7797 Feld[x][y] == EL_SPRING))
7799 if (player->active && player->is_pushing && player->is_moving &&
7803 ContinueMoving(x, y);
7805 /* continue moving after pushing (this is actually a bug) */
7806 if (!IS_MOVING(x, y))
7815 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7817 Changed[x][y] = CE_BITMASK_DEFAULT;
7818 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7821 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7823 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7824 printf("GameActions(): This should never happen!\n");
7826 ChangePage[x][y] = -1;
7831 if (WasJustMoving[x][y] > 0)
7832 WasJustMoving[x][y]--;
7833 if (WasJustFalling[x][y] > 0)
7834 WasJustFalling[x][y]--;
7839 /* reset finished pushing action (not done in ContinueMoving() to allow
7840 continous pushing animation for elements with zero push delay) */
7841 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7843 ResetGfxAnimation(x, y);
7844 DrawLevelField(x, y);
7849 if (IS_BLOCKED(x, y))
7853 Blocked2Moving(x, y, &oldx, &oldy);
7854 if (!IS_MOVING(oldx, oldy))
7856 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7857 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7858 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7859 printf("GameActions(): This should never happen!\n");
7865 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7867 element = Feld[x][y];
7869 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7871 graphic = el2img(element);
7877 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7879 element = graphic = 0;
7883 if (graphic_info[graphic].anim_global_sync)
7884 GfxFrame[x][y] = FrameCounter;
7886 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7887 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7888 ResetRandomAnimationValue(x, y);
7890 SetRandomAnimationValue(x, y);
7893 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7896 if (IS_INACTIVE(element))
7898 if (IS_ANIMATED(graphic))
7899 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7905 /* this may take place after moving, so 'element' may have changed */
7907 if (IS_CHANGING(x, y))
7909 if (IS_CHANGING(x, y) &&
7910 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7914 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7915 element_info[element].event_page_nr[CE_DELAY]);
7917 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7920 element = Feld[x][y];
7921 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7925 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7930 element = Feld[x][y];
7931 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7933 if (element == EL_MOLE)
7934 printf("::: %d, %d, %d [%d]\n",
7935 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7939 if (element == EL_YAMYAM)
7940 printf("::: %d, %d, %d\n",
7941 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7945 if (IS_ANIMATED(graphic) &&
7949 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7952 if (element == EL_BUG)
7953 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7957 if (element == EL_MOLE)
7958 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7962 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7963 EdelsteinFunkeln(x, y);
7965 else if ((element == EL_ACID ||
7966 element == EL_EXIT_OPEN ||
7967 element == EL_SP_EXIT_OPEN ||
7968 element == EL_SP_TERMINAL ||
7969 element == EL_SP_TERMINAL_ACTIVE ||
7970 element == EL_EXTRA_TIME ||
7971 element == EL_SHIELD_NORMAL ||
7972 element == EL_SHIELD_DEADLY) &&
7973 IS_ANIMATED(graphic))
7974 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7975 else if (IS_MOVING(x, y))
7976 ContinueMoving(x, y);
7977 else if (IS_ACTIVE_BOMB(element))
7978 CheckDynamite(x, y);
7980 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7981 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7983 else if (element == EL_AMOEBA_GROWING)
7984 AmoebeWaechst(x, y);
7985 else if (element == EL_AMOEBA_SHRINKING)
7986 AmoebaDisappearing(x, y);
7988 #if !USE_NEW_AMOEBA_CODE
7989 else if (IS_AMOEBALIVE(element))
7990 AmoebeAbleger(x, y);
7993 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7995 else if (element == EL_EXIT_CLOSED)
7997 else if (element == EL_SP_EXIT_CLOSED)
7999 else if (element == EL_EXPANDABLE_WALL_GROWING)
8001 else if (element == EL_EXPANDABLE_WALL ||
8002 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8003 element == EL_EXPANDABLE_WALL_VERTICAL ||
8004 element == EL_EXPANDABLE_WALL_ANY)
8006 else if (element == EL_FLAMES)
8007 CheckForDragon(x, y);
8009 else if (IS_AUTO_CHANGING(element))
8010 ChangeElement(x, y);
8012 else if (element == EL_EXPLOSION)
8013 ; /* drawing of correct explosion animation is handled separately */
8014 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8015 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8018 /* this may take place after moving, so 'element' may have changed */
8019 if (IS_AUTO_CHANGING(Feld[x][y]))
8020 ChangeElement(x, y);
8023 if (IS_BELT_ACTIVE(element))
8024 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8026 if (game.magic_wall_active)
8028 int jx = local_player->jx, jy = local_player->jy;
8030 /* play the element sound at the position nearest to the player */
8031 if ((element == EL_MAGIC_WALL_FULL ||
8032 element == EL_MAGIC_WALL_ACTIVE ||
8033 element == EL_MAGIC_WALL_EMPTYING ||
8034 element == EL_BD_MAGIC_WALL_FULL ||
8035 element == EL_BD_MAGIC_WALL_ACTIVE ||
8036 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8037 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8045 #if USE_NEW_AMOEBA_CODE
8046 /* new experimental amoeba growth stuff */
8048 if (!(FrameCounter % 8))
8051 static unsigned long random = 1684108901;
8053 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8056 x = (random >> 10) % lev_fieldx;
8057 y = (random >> 20) % lev_fieldy;
8059 x = RND(lev_fieldx);
8060 y = RND(lev_fieldy);
8062 element = Feld[x][y];
8064 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8065 if (!IS_PLAYER(x,y) &&
8066 (element == EL_EMPTY ||
8067 element == EL_SAND ||
8068 element == EL_QUICKSAND_EMPTY ||
8069 element == EL_ACID_SPLASH_LEFT ||
8070 element == EL_ACID_SPLASH_RIGHT))
8072 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8073 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8074 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8075 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8076 Feld[x][y] = EL_AMOEBA_DROP;
8079 random = random * 129 + 1;
8085 if (game.explosions_delayed)
8088 game.explosions_delayed = FALSE;
8090 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8092 element = Feld[x][y];
8094 if (ExplodeField[x][y])
8095 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8096 else if (element == EL_EXPLOSION)
8097 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
8099 ExplodeField[x][y] = EX_NO_EXPLOSION;
8102 game.explosions_delayed = TRUE;
8105 if (game.magic_wall_active)
8107 if (!(game.magic_wall_time_left % 4))
8109 int element = Feld[magic_wall_x][magic_wall_y];
8111 if (element == EL_BD_MAGIC_WALL_FULL ||
8112 element == EL_BD_MAGIC_WALL_ACTIVE ||
8113 element == EL_BD_MAGIC_WALL_EMPTYING)
8114 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8116 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8119 if (game.magic_wall_time_left > 0)
8121 game.magic_wall_time_left--;
8122 if (!game.magic_wall_time_left)
8124 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8126 element = Feld[x][y];
8128 if (element == EL_MAGIC_WALL_ACTIVE ||
8129 element == EL_MAGIC_WALL_FULL)
8131 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8132 DrawLevelField(x, y);
8134 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8135 element == EL_BD_MAGIC_WALL_FULL)
8137 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8138 DrawLevelField(x, y);
8142 game.magic_wall_active = FALSE;
8147 if (game.light_time_left > 0)
8149 game.light_time_left--;
8151 if (game.light_time_left == 0)
8152 RedrawAllLightSwitchesAndInvisibleElements();
8155 if (game.timegate_time_left > 0)
8157 game.timegate_time_left--;
8159 if (game.timegate_time_left == 0)
8160 CloseAllOpenTimegates();
8163 for (i = 0; i < MAX_PLAYERS; i++)
8165 struct PlayerInfo *player = &stored_player[i];
8167 if (SHIELD_ON(player))
8169 if (player->shield_deadly_time_left)
8170 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8171 else if (player->shield_normal_time_left)
8172 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8176 if (TimeFrames >= FRAMES_PER_SECOND)
8181 if (!level.use_step_counter)
8185 for (i = 0; i < MAX_PLAYERS; i++)
8187 struct PlayerInfo *player = &stored_player[i];
8189 if (SHIELD_ON(player))
8191 player->shield_normal_time_left--;
8193 if (player->shield_deadly_time_left > 0)
8194 player->shield_deadly_time_left--;
8202 if (TimeLeft <= 10 && setup.time_limit)
8203 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8205 DrawGameValue_Time(TimeLeft);
8207 if (!TimeLeft && setup.time_limit)
8208 for (i = 0; i < MAX_PLAYERS; i++)
8209 KillHero(&stored_player[i]);
8211 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8212 DrawGameValue_Time(TimePlayed);
8215 if (tape.recording || tape.playing)
8216 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8220 PlayAllPlayersSound();
8222 if (options.debug) /* calculate frames per second */
8224 static unsigned long fps_counter = 0;
8225 static int fps_frames = 0;
8226 unsigned long fps_delay_ms = Counter() - fps_counter;
8230 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8232 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8235 fps_counter = Counter();
8238 redraw_mask |= REDRAW_FPS;
8242 if (stored_player[0].jx != stored_player[0].last_jx ||
8243 stored_player[0].jy != stored_player[0].last_jy)
8244 printf("::: %d, %d, %d, %d, %d\n",
8245 stored_player[0].MovDir,
8246 stored_player[0].MovPos,
8247 stored_player[0].GfxPos,
8248 stored_player[0].Frame,
8249 stored_player[0].StepFrame);
8256 for (i = 0; i < MAX_PLAYERS; i++)
8259 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8261 stored_player[i].Frame += move_frames;
8263 if (stored_player[i].MovPos != 0)
8264 stored_player[i].StepFrame += move_frames;
8266 if (stored_player[i].drop_delay > 0)
8267 stored_player[i].drop_delay--;
8272 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8274 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8276 local_player->show_envelope = 0;
8281 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8283 int min_x = x, min_y = y, max_x = x, max_y = y;
8286 for (i = 0; i < MAX_PLAYERS; i++)
8288 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8290 if (!stored_player[i].active || &stored_player[i] == player)
8293 min_x = MIN(min_x, jx);
8294 min_y = MIN(min_y, jy);
8295 max_x = MAX(max_x, jx);
8296 max_y = MAX(max_y, jy);
8299 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8302 static boolean AllPlayersInVisibleScreen()
8306 for (i = 0; i < MAX_PLAYERS; i++)
8308 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8310 if (!stored_player[i].active)
8313 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8320 void ScrollLevel(int dx, int dy)
8322 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8325 BlitBitmap(drawto_field, drawto_field,
8326 FX + TILEX * (dx == -1) - softscroll_offset,
8327 FY + TILEY * (dy == -1) - softscroll_offset,
8328 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8329 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8330 FX + TILEX * (dx == 1) - softscroll_offset,
8331 FY + TILEY * (dy == 1) - softscroll_offset);
8335 x = (dx == 1 ? BX1 : BX2);
8336 for (y = BY1; y <= BY2; y++)
8337 DrawScreenField(x, y);
8342 y = (dy == 1 ? BY1 : BY2);
8343 for (x = BX1; x <= BX2; x++)
8344 DrawScreenField(x, y);
8347 redraw_mask |= REDRAW_FIELD;
8350 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8352 int nextx = x + dx, nexty = y + dy;
8353 int element = Feld[x][y];
8356 element != EL_SP_PORT_LEFT &&
8357 element != EL_SP_GRAVITY_PORT_LEFT &&
8358 element != EL_SP_PORT_HORIZONTAL &&
8359 element != EL_SP_PORT_ANY) ||
8361 element != EL_SP_PORT_RIGHT &&
8362 element != EL_SP_GRAVITY_PORT_RIGHT &&
8363 element != EL_SP_PORT_HORIZONTAL &&
8364 element != EL_SP_PORT_ANY) ||
8366 element != EL_SP_PORT_UP &&
8367 element != EL_SP_GRAVITY_PORT_UP &&
8368 element != EL_SP_PORT_VERTICAL &&
8369 element != EL_SP_PORT_ANY) ||
8371 element != EL_SP_PORT_DOWN &&
8372 element != EL_SP_GRAVITY_PORT_DOWN &&
8373 element != EL_SP_PORT_VERTICAL &&
8374 element != EL_SP_PORT_ANY) ||
8375 !IN_LEV_FIELD(nextx, nexty) ||
8376 !IS_FREE(nextx, nexty))
8382 static void CheckGravityMovement(struct PlayerInfo *player)
8384 if (game.gravity && !player->programmed_action)
8387 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8388 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8390 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8391 int move_dir_vertical = player->action & MV_VERTICAL;
8394 (player->last_move_dir & MV_HORIZONTAL ?
8395 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8396 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8397 int jx = player->jx, jy = player->jy;
8398 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8399 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8400 int new_jx = jx + dx, new_jy = jy + dy;
8402 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8404 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8407 boolean player_can_fall_down =
8408 (IN_LEV_FIELD(jx, jy + 1) &&
8409 (IS_FREE(jx, jy + 1) ||
8410 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8412 boolean player_can_fall_down =
8413 (IN_LEV_FIELD(jx, jy + 1) &&
8414 (IS_FREE(jx, jy + 1)));
8416 boolean player_is_moving_to_valid_field =
8419 !player_is_snapping &&
8421 IN_LEV_FIELD(new_jx, new_jy) &&
8422 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8423 Feld[new_jx][new_jy] == EL_SAND ||
8424 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8425 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8426 /* !!! extend EL_SAND to anything diggable !!! */
8428 boolean player_is_standing_on_valid_field =
8429 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8430 (IS_WALKABLE(Feld[jx][jy]) &&
8431 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8434 printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n",
8435 player_can_fall_down,
8436 player_is_standing_on_valid_field,
8437 player_is_moving_to_valid_field,
8438 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1));
8441 if (player_can_fall_down &&
8442 !player_is_standing_on_valid_field &&
8443 !player_is_moving_to_valid_field)
8446 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8447 jx, jy, FrameCounter);
8450 player->programmed_action = MV_DOWN;
8455 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8458 return CheckGravityMovement(player);
8461 if (game.gravity && !player->programmed_action)
8463 int jx = player->jx, jy = player->jy;
8464 boolean field_under_player_is_free =
8465 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8466 boolean player_is_standing_on_valid_field =
8467 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8468 (IS_WALKABLE(Feld[jx][jy]) &&
8469 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8471 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8472 player->programmed_action = MV_DOWN;
8478 -----------------------------------------------------------------------------
8479 dx, dy: direction (non-diagonal) to try to move the player to
8480 real_dx, real_dy: direction as read from input device (can be diagonal)
8483 boolean MovePlayerOneStep(struct PlayerInfo *player,
8484 int dx, int dy, int real_dx, int real_dy)
8487 static int trigger_sides[4][2] =
8489 /* enter side leave side */
8490 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8491 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8492 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8493 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8495 int move_direction = (dx == -1 ? MV_LEFT :
8496 dx == +1 ? MV_RIGHT :
8498 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8499 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8500 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8502 int jx = player->jx, jy = player->jy;
8503 int new_jx = jx + dx, new_jy = jy + dy;
8507 if (!player->active || (!dx && !dy))
8508 return MF_NO_ACTION;
8510 player->MovDir = (dx < 0 ? MV_LEFT :
8513 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8515 if (!IN_LEV_FIELD(new_jx, new_jy))
8516 return MF_NO_ACTION;
8518 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8519 return MF_NO_ACTION;
8522 element = MovingOrBlocked2Element(new_jx, new_jy);
8524 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8527 if (DONT_RUN_INTO(element))
8529 if (element == EL_ACID && dx == 0 && dy == 1)
8531 SplashAcid(new_jx, new_jy);
8532 Feld[jx][jy] = EL_PLAYER_1;
8533 InitMovingField(jx, jy, MV_DOWN);
8534 Store[jx][jy] = EL_ACID;
8535 ContinueMoving(jx, jy);
8539 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8544 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8545 if (can_move != MF_MOVING)
8548 /* check if DigField() has caused relocation of the player */
8549 if (player->jx != jx || player->jy != jy)
8550 return MF_NO_ACTION;
8552 StorePlayer[jx][jy] = 0;
8553 player->last_jx = jx;
8554 player->last_jy = jy;
8555 player->jx = new_jx;
8556 player->jy = new_jy;
8557 StorePlayer[new_jx][new_jy] = player->element_nr;
8560 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8562 player->step_counter++;
8564 player->drop_delay = 0;
8566 PlayerVisit[jx][jy] = FrameCounter;
8568 ScrollPlayer(player, SCROLL_INIT);
8571 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8573 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8575 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8578 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8580 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8581 CE_OTHER_GETS_ENTERED, enter_side);
8582 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8583 CE_ENTERED_BY_PLAYER, enter_side);
8590 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8592 int jx = player->jx, jy = player->jy;
8593 int old_jx = jx, old_jy = jy;
8594 int moved = MF_NO_ACTION;
8597 if (!player->active)
8602 if (player->MovPos == 0)
8604 player->is_moving = FALSE;
8605 player->is_digging = FALSE;
8606 player->is_collecting = FALSE;
8607 player->is_snapping = FALSE;
8608 player->is_pushing = FALSE;
8614 if (!player->active || (!dx && !dy))
8619 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8625 if (!FrameReached(&player->move_delay, player->move_delay_value))
8628 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8629 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8635 /* remove the last programmed player action */
8636 player->programmed_action = 0;
8640 /* should only happen if pre-1.2 tape recordings are played */
8641 /* this is only for backward compatibility */
8643 int original_move_delay_value = player->move_delay_value;
8646 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8650 /* scroll remaining steps with finest movement resolution */
8651 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8653 while (player->MovPos)
8655 ScrollPlayer(player, SCROLL_GO_ON);
8656 ScrollScreen(NULL, SCROLL_GO_ON);
8662 player->move_delay_value = original_move_delay_value;
8665 if (player->last_move_dir & MV_HORIZONTAL)
8667 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8668 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8672 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8673 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8679 if (moved & MF_MOVING && !ScreenMovPos &&
8680 (player == local_player || !options.network))
8682 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8683 int offset = (setup.scroll_delay ? 3 : 0);
8685 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8687 /* actual player has left the screen -- scroll in that direction */
8688 if (jx != old_jx) /* player has moved horizontally */
8689 scroll_x += (jx - old_jx);
8690 else /* player has moved vertically */
8691 scroll_y += (jy - old_jy);
8695 if (jx != old_jx) /* player has moved horizontally */
8697 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8698 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8699 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8701 /* don't scroll over playfield boundaries */
8702 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8703 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8705 /* don't scroll more than one field at a time */
8706 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8708 /* don't scroll against the player's moving direction */
8709 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8710 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8711 scroll_x = old_scroll_x;
8713 else /* player has moved vertically */
8715 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8716 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8717 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8719 /* don't scroll over playfield boundaries */
8720 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8721 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8723 /* don't scroll more than one field at a time */
8724 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8726 /* don't scroll against the player's moving direction */
8727 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8728 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8729 scroll_y = old_scroll_y;
8733 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8735 if (!options.network && !AllPlayersInVisibleScreen())
8737 scroll_x = old_scroll_x;
8738 scroll_y = old_scroll_y;
8742 ScrollScreen(player, SCROLL_INIT);
8743 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8750 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8752 if (!(moved & MF_MOVING) && !player->is_pushing)
8757 player->StepFrame = 0;
8759 if (moved & MF_MOVING)
8761 if (old_jx != jx && old_jy == jy)
8762 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8763 else if (old_jx == jx && old_jy != jy)
8764 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8766 DrawLevelField(jx, jy); /* for "crumbled sand" */
8768 player->last_move_dir = player->MovDir;
8769 player->is_moving = TRUE;
8771 player->is_snapping = FALSE;
8775 player->is_switching = FALSE;
8778 player->is_dropping = FALSE;
8782 /* !!! ENABLE THIS FOR OLD 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];
8797 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8799 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8801 player->index_bit, leave_side);
8802 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8804 player->index_bit, leave_side);
8807 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8809 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8810 CE_OTHER_GETS_ENTERED,
8811 player->index_bit, enter_side);
8812 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8813 player->index_bit, enter_side);
8824 CheckGravityMovementWhenNotMoving(player);
8827 player->last_move_dir = MV_NO_MOVING;
8829 player->is_moving = FALSE;
8832 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8834 TestIfHeroTouchesBadThing(jx, jy);
8835 TestIfPlayerTouchesCustomElement(jx, jy);
8838 if (!player->active)
8844 void ScrollPlayer(struct PlayerInfo *player, int mode)
8846 int jx = player->jx, jy = player->jy;
8847 int last_jx = player->last_jx, last_jy = player->last_jy;
8848 int move_stepsize = TILEX / player->move_delay_value;
8850 if (!player->active || !player->MovPos)
8853 if (mode == SCROLL_INIT)
8855 player->actual_frame_counter = FrameCounter;
8856 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8858 if (Feld[last_jx][last_jy] == EL_EMPTY)
8859 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8867 else if (!FrameReached(&player->actual_frame_counter, 1))
8870 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8871 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8873 if (!player->block_last_field &&
8874 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8875 Feld[last_jx][last_jy] = EL_EMPTY;
8877 /* before DrawPlayer() to draw correct player graphic for this case */
8878 if (player->MovPos == 0)
8879 CheckGravityMovement(player);
8882 DrawPlayer(player); /* needed here only to cleanup last field */
8885 if (player->MovPos == 0) /* player reached destination field */
8888 if (player->move_delay_reset_counter > 0)
8890 player->move_delay_reset_counter--;
8892 if (player->move_delay_reset_counter == 0)
8894 /* continue with normal speed after quickly moving through gate */
8895 HALVE_PLAYER_SPEED(player);
8897 /* be able to make the next move without delay */
8898 player->move_delay = 0;
8902 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8904 /* continue with normal speed after quickly moving through gate */
8905 HALVE_PLAYER_SPEED(player);
8907 /* be able to make the next move without delay */
8908 player->move_delay = 0;
8912 if (player->block_last_field &&
8913 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8914 Feld[last_jx][last_jy] = EL_EMPTY;
8916 player->last_jx = jx;
8917 player->last_jy = jy;
8919 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8920 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8921 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8923 DrawPlayer(player); /* needed here only to cleanup last field */
8926 if (local_player->friends_still_needed == 0 ||
8927 IS_SP_ELEMENT(Feld[jx][jy]))
8928 player->LevelSolved = player->GameOver = TRUE;
8932 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
8933 /* this breaks one level: "machine", level 000 */
8935 static int trigger_sides[4][2] =
8937 /* enter side leave side */
8938 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8939 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8940 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8941 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8943 int move_direction = player->MovDir;
8944 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8945 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8946 int old_jx = last_jx;
8947 int old_jy = last_jy;
8950 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8952 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8954 player->index_bit, leave_side);
8955 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8957 player->index_bit, leave_side);
8960 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8962 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8963 CE_OTHER_GETS_ENTERED,
8964 player->index_bit, enter_side);
8965 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8966 player->index_bit, enter_side);
8973 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8975 TestIfHeroTouchesBadThing(jx, jy);
8976 TestIfPlayerTouchesCustomElement(jx, jy);
8978 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8981 if (!player->active)
8985 if (level.use_step_counter)
8991 for (i = 0; i < MAX_PLAYERS; i++)
8993 struct PlayerInfo *player = &stored_player[i];
8995 if (SHIELD_ON(player))
8997 player->shield_normal_time_left--;
8999 if (player->shield_deadly_time_left > 0)
9000 player->shield_deadly_time_left--;
9008 if (TimeLeft <= 10 && setup.time_limit)
9009 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9011 DrawGameValue_Time(TimeLeft);
9013 if (!TimeLeft && setup.time_limit)
9014 for (i = 0; i < MAX_PLAYERS; i++)
9015 KillHero(&stored_player[i]);
9017 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9018 DrawGameValue_Time(TimePlayed);
9021 if (tape.single_step && tape.recording && !tape.pausing &&
9022 !player->programmed_action)
9023 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9027 void ScrollScreen(struct PlayerInfo *player, int mode)
9029 static unsigned long screen_frame_counter = 0;
9031 if (mode == SCROLL_INIT)
9033 /* set scrolling step size according to actual player's moving speed */
9034 ScrollStepSize = TILEX / player->move_delay_value;
9036 screen_frame_counter = FrameCounter;
9037 ScreenMovDir = player->MovDir;
9038 ScreenMovPos = player->MovPos;
9039 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9042 else if (!FrameReached(&screen_frame_counter, 1))
9047 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9048 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9049 redraw_mask |= REDRAW_FIELD;
9052 ScreenMovDir = MV_NO_MOVING;
9055 void TestIfPlayerTouchesCustomElement(int x, int y)
9057 static int xy[4][2] =
9064 static int trigger_sides[4][2] =
9066 /* center side border side */
9067 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9068 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9069 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9070 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9072 static int touch_dir[4] =
9079 int center_element = Feld[x][y]; /* should always be non-moving! */
9082 for (i = 0; i < NUM_DIRECTIONS; i++)
9084 int xx = x + xy[i][0];
9085 int yy = y + xy[i][1];
9086 int center_side = trigger_sides[i][0];
9087 int border_side = trigger_sides[i][1];
9090 if (!IN_LEV_FIELD(xx, yy))
9093 if (IS_PLAYER(x, y))
9095 struct PlayerInfo *player = PLAYERINFO(x, y);
9097 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9098 border_element = Feld[xx][yy]; /* may be moving! */
9099 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9100 border_element = Feld[xx][yy];
9101 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9102 border_element = MovingOrBlocked2Element(xx, yy);
9104 continue; /* center and border element do not touch */
9106 CheckTriggeredElementChangePlayer(xx, yy, border_element,
9107 CE_OTHER_GETS_TOUCHED,
9108 player->index_bit, border_side);
9109 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9110 player->index_bit, border_side);
9112 else if (IS_PLAYER(xx, yy))
9114 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9116 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9118 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9119 continue; /* center and border element do not touch */
9122 CheckTriggeredElementChangePlayer(x, y, center_element,
9123 CE_OTHER_GETS_TOUCHED,
9124 player->index_bit, center_side);
9125 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9126 player->index_bit, center_side);
9133 void TestIfElementTouchesCustomElement(int x, int y)
9135 static int xy[4][2] =
9142 static int trigger_sides[4][2] =
9144 /* center side border side */
9145 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9146 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9147 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9148 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9150 static int touch_dir[4] =
9157 boolean change_center_element = FALSE;
9158 int center_element_change_page = 0;
9159 int center_element = Feld[x][y]; /* should always be non-moving! */
9160 int border_trigger_element;
9163 for (i = 0; i < NUM_DIRECTIONS; i++)
9165 int xx = x + xy[i][0];
9166 int yy = y + xy[i][1];
9167 int center_side = trigger_sides[i][0];
9168 int border_side = trigger_sides[i][1];
9171 if (!IN_LEV_FIELD(xx, yy))
9174 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9175 border_element = Feld[xx][yy]; /* may be moving! */
9176 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9177 border_element = Feld[xx][yy];
9178 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9179 border_element = MovingOrBlocked2Element(xx, yy);
9181 continue; /* center and border element do not touch */
9183 /* check for change of center element (but change it only once) */
9184 if (IS_CUSTOM_ELEMENT(center_element) &&
9185 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9186 !change_center_element)
9188 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9190 struct ElementChangeInfo *change =
9191 &element_info[center_element].change_page[j];
9193 if (change->can_change &&
9194 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9195 change->trigger_side & border_side &&
9197 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9199 change->trigger_element == border_element
9203 change_center_element = TRUE;
9204 center_element_change_page = j;
9205 border_trigger_element = border_element;
9212 /* check for change of border element */
9213 if (IS_CUSTOM_ELEMENT(border_element) &&
9214 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9216 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9218 struct ElementChangeInfo *change =
9219 &element_info[border_element].change_page[j];
9221 if (change->can_change &&
9222 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9223 change->trigger_side & center_side &&
9225 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9227 change->trigger_element == center_element
9232 printf("::: border_element %d, %d\n", x, y);
9235 CheckElementChangePage(xx, yy, border_element, center_element,
9236 CE_OTHER_IS_TOUCHING, j);
9243 if (change_center_element)
9246 printf("::: center_element %d, %d\n", x, y);
9249 CheckElementChangePage(x, y, center_element, border_trigger_element,
9250 CE_OTHER_IS_TOUCHING, center_element_change_page);
9254 void TestIfElementHitsCustomElement(int x, int y, int direction)
9256 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9257 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9258 int hitx = x + dx, hity = y + dy;
9259 int hitting_element = Feld[x][y];
9260 int touched_element;
9262 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9263 !IS_FREE(hitx, hity) &&
9264 (!IS_MOVING(hitx, hity) ||
9265 MovDir[hitx][hity] != direction ||
9266 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9269 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9273 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9277 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9278 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9280 CheckElementChangeSide(x, y, hitting_element, touched_element,
9281 CE_HITTING_SOMETHING, direction);
9283 if (IN_LEV_FIELD(hitx, hity))
9285 int opposite_direction = MV_DIR_OPPOSITE(direction);
9286 int hitting_side = direction;
9287 int touched_side = opposite_direction;
9289 int touched_element = MovingOrBlocked2Element(hitx, hity);
9292 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9293 MovDir[hitx][hity] != direction ||
9294 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9303 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9304 CE_HIT_BY_SOMETHING, opposite_direction);
9306 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9307 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9309 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9311 struct ElementChangeInfo *change =
9312 &element_info[hitting_element].change_page[i];
9314 if (change->can_change &&
9315 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9316 change->trigger_side & touched_side &&
9319 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9321 change->trigger_element == touched_element
9325 CheckElementChangePage(x, y, hitting_element, touched_element,
9326 CE_OTHER_IS_HITTING, i);
9332 if (IS_CUSTOM_ELEMENT(touched_element) &&
9333 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9335 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9337 struct ElementChangeInfo *change =
9338 &element_info[touched_element].change_page[i];
9340 if (change->can_change &&
9341 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9342 change->trigger_side & hitting_side &&
9344 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9346 change->trigger_element == hitting_element
9350 CheckElementChangePage(hitx, hity, touched_element,
9351 hitting_element, CE_OTHER_GETS_HIT, i);
9361 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9363 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9364 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9365 int hitx = x + dx, hity = y + dy;
9366 int hitting_element = Feld[x][y];
9367 int touched_element;
9369 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9370 !IS_FREE(hitx, hity) &&
9371 (!IS_MOVING(hitx, hity) ||
9372 MovDir[hitx][hity] != direction ||
9373 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9376 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9380 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9384 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9385 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9387 CheckElementChangeSide(x, y, hitting_element, touched_element,
9388 EP_CAN_SMASH_EVERYTHING, direction);
9390 if (IN_LEV_FIELD(hitx, hity))
9392 int opposite_direction = MV_DIR_OPPOSITE(direction);
9393 int hitting_side = direction;
9394 int touched_side = opposite_direction;
9396 int touched_element = MovingOrBlocked2Element(hitx, hity);
9399 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9400 MovDir[hitx][hity] != direction ||
9401 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9410 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9411 CE_SMASHED_BY_SOMETHING, opposite_direction);
9413 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9414 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9416 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9418 struct ElementChangeInfo *change =
9419 &element_info[hitting_element].change_page[i];
9421 if (change->can_change &&
9422 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9423 change->trigger_side & touched_side &&
9426 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9428 change->trigger_element == touched_element
9432 CheckElementChangePage(x, y, hitting_element, touched_element,
9433 CE_OTHER_IS_SMASHING, i);
9439 if (IS_CUSTOM_ELEMENT(touched_element) &&
9440 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9442 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9444 struct ElementChangeInfo *change =
9445 &element_info[touched_element].change_page[i];
9447 if (change->can_change &&
9448 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9449 change->trigger_side & hitting_side &&
9451 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9453 change->trigger_element == hitting_element
9457 CheckElementChangePage(hitx, hity, touched_element,
9458 hitting_element, CE_OTHER_GETS_SMASHED, i);
9468 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9470 int i, kill_x = -1, kill_y = -1;
9471 static int test_xy[4][2] =
9478 static int test_dir[4] =
9486 for (i = 0; i < NUM_DIRECTIONS; i++)
9488 int test_x, test_y, test_move_dir, test_element;
9490 test_x = good_x + test_xy[i][0];
9491 test_y = good_y + test_xy[i][1];
9492 if (!IN_LEV_FIELD(test_x, test_y))
9496 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9499 test_element = Feld[test_x][test_y];
9501 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9504 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9505 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9507 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9508 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9516 if (kill_x != -1 || kill_y != -1)
9518 if (IS_PLAYER(good_x, good_y))
9520 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9522 if (player->shield_deadly_time_left > 0)
9523 Bang(kill_x, kill_y);
9524 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9528 Bang(good_x, good_y);
9532 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9534 int i, kill_x = -1, kill_y = -1;
9535 int bad_element = Feld[bad_x][bad_y];
9536 static int test_xy[4][2] =
9543 static int touch_dir[4] =
9550 static int test_dir[4] =
9558 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9561 for (i = 0; i < NUM_DIRECTIONS; i++)
9563 int test_x, test_y, test_move_dir, test_element;
9565 test_x = bad_x + test_xy[i][0];
9566 test_y = bad_y + test_xy[i][1];
9567 if (!IN_LEV_FIELD(test_x, test_y))
9571 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9573 test_element = Feld[test_x][test_y];
9575 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9576 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9578 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9579 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9581 /* good thing is player or penguin that does not move away */
9582 if (IS_PLAYER(test_x, test_y))
9584 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9586 if (bad_element == EL_ROBOT && player->is_moving)
9587 continue; /* robot does not kill player if he is moving */
9589 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9591 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9592 continue; /* center and border element do not touch */
9599 else if (test_element == EL_PENGUIN)
9608 if (kill_x != -1 || kill_y != -1)
9610 if (IS_PLAYER(kill_x, kill_y))
9612 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9614 if (player->shield_deadly_time_left > 0)
9616 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9620 Bang(kill_x, kill_y);
9624 void TestIfHeroTouchesBadThing(int x, int y)
9626 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9629 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9631 TestIfGoodThingHitsBadThing(x, y, move_dir);
9634 void TestIfBadThingTouchesHero(int x, int y)
9636 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9639 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9641 TestIfBadThingHitsGoodThing(x, y, move_dir);
9644 void TestIfFriendTouchesBadThing(int x, int y)
9646 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9649 void TestIfBadThingTouchesFriend(int x, int y)
9651 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9654 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9656 int i, kill_x = bad_x, kill_y = bad_y;
9657 static int xy[4][2] =
9665 for (i = 0; i < NUM_DIRECTIONS; i++)
9669 x = bad_x + xy[i][0];
9670 y = bad_y + xy[i][1];
9671 if (!IN_LEV_FIELD(x, y))
9674 element = Feld[x][y];
9675 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9676 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9684 if (kill_x != bad_x || kill_y != bad_y)
9688 void KillHero(struct PlayerInfo *player)
9690 int jx = player->jx, jy = player->jy;
9692 if (!player->active)
9695 /* remove accessible field at the player's position */
9696 Feld[jx][jy] = EL_EMPTY;
9698 /* deactivate shield (else Bang()/Explode() would not work right) */
9699 player->shield_normal_time_left = 0;
9700 player->shield_deadly_time_left = 0;
9706 static void KillHeroUnlessEnemyProtected(int x, int y)
9708 if (!PLAYER_ENEMY_PROTECTED(x, y))
9709 KillHero(PLAYERINFO(x, y));
9712 static void KillHeroUnlessExplosionProtected(int x, int y)
9714 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9715 KillHero(PLAYERINFO(x, y));
9718 void BuryHero(struct PlayerInfo *player)
9720 int jx = player->jx, jy = player->jy;
9722 if (!player->active)
9726 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9728 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9730 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9732 player->GameOver = TRUE;
9736 void RemoveHero(struct PlayerInfo *player)
9738 int jx = player->jx, jy = player->jy;
9739 int i, found = FALSE;
9741 player->present = FALSE;
9742 player->active = FALSE;
9744 if (!ExplodeField[jx][jy])
9745 StorePlayer[jx][jy] = 0;
9747 for (i = 0; i < MAX_PLAYERS; i++)
9748 if (stored_player[i].active)
9752 AllPlayersGone = TRUE;
9759 =============================================================================
9760 checkDiagonalPushing()
9761 -----------------------------------------------------------------------------
9762 check if diagonal input device direction results in pushing of object
9763 (by checking if the alternative direction is walkable, diggable, ...)
9764 =============================================================================
9767 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9768 int x, int y, int real_dx, int real_dy)
9770 int jx, jy, dx, dy, xx, yy;
9772 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9775 /* diagonal direction: check alternative direction */
9780 xx = jx + (dx == 0 ? real_dx : 0);
9781 yy = jy + (dy == 0 ? real_dy : 0);
9783 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9787 =============================================================================
9789 -----------------------------------------------------------------------------
9790 x, y: field next to player (non-diagonal) to try to dig to
9791 real_dx, real_dy: direction as read from input device (can be diagonal)
9792 =============================================================================
9795 int DigField(struct PlayerInfo *player,
9796 int oldx, int oldy, int x, int y,
9797 int real_dx, int real_dy, int mode)
9799 static int trigger_sides[4] =
9801 CH_SIDE_RIGHT, /* moving left */
9802 CH_SIDE_LEFT, /* moving right */
9803 CH_SIDE_BOTTOM, /* moving up */
9804 CH_SIDE_TOP, /* moving down */
9807 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9809 int jx = oldx, jy = oldy;
9810 int dx = x - jx, dy = y - jy;
9811 int nextx = x + dx, nexty = y + dy;
9812 int move_direction = (dx == -1 ? MV_LEFT :
9813 dx == +1 ? MV_RIGHT :
9815 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9816 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9817 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
9818 int old_element = Feld[jx][jy];
9821 if (player->MovPos == 0)
9823 player->is_digging = FALSE;
9824 player->is_collecting = FALSE;
9827 if (player->MovPos == 0) /* last pushing move finished */
9828 player->is_pushing = FALSE;
9830 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9832 player->is_switching = FALSE;
9833 player->push_delay = 0;
9835 return MF_NO_ACTION;
9838 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9839 return MF_NO_ACTION;
9844 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9846 if (IS_TUBE(Feld[jx][jy]) ||
9847 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9851 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9852 int tube_leave_directions[][2] =
9854 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9855 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9856 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9857 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9858 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9859 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9860 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9861 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9862 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9863 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9864 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9865 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9868 while (tube_leave_directions[i][0] != tube_element)
9871 if (tube_leave_directions[i][0] == -1) /* should not happen */
9875 if (!(tube_leave_directions[i][1] & move_direction))
9876 return MF_NO_ACTION; /* tube has no opening in this direction */
9881 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9882 old_element = Back[jx][jy];
9886 if (IS_WALKABLE(old_element) &&
9887 !(element_info[old_element].access_direction & move_direction))
9888 return MF_NO_ACTION; /* field has no opening in this direction */
9890 element = Feld[x][y];
9892 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9893 game.engine_version >= VERSION_IDENT(2,2,0,0))
9894 return MF_NO_ACTION;
9898 case EL_SP_PORT_LEFT:
9899 case EL_SP_PORT_RIGHT:
9901 case EL_SP_PORT_DOWN:
9902 case EL_SP_PORT_HORIZONTAL:
9903 case EL_SP_PORT_VERTICAL:
9904 case EL_SP_PORT_ANY:
9905 case EL_SP_GRAVITY_PORT_LEFT:
9906 case EL_SP_GRAVITY_PORT_RIGHT:
9907 case EL_SP_GRAVITY_PORT_UP:
9908 case EL_SP_GRAVITY_PORT_DOWN:
9910 if (!canEnterSupaplexPort(x, y, dx, dy))
9911 return MF_NO_ACTION;
9914 element != EL_SP_PORT_LEFT &&
9915 element != EL_SP_GRAVITY_PORT_LEFT &&
9916 element != EL_SP_PORT_HORIZONTAL &&
9917 element != EL_SP_PORT_ANY) ||
9919 element != EL_SP_PORT_RIGHT &&
9920 element != EL_SP_GRAVITY_PORT_RIGHT &&
9921 element != EL_SP_PORT_HORIZONTAL &&
9922 element != EL_SP_PORT_ANY) ||
9924 element != EL_SP_PORT_UP &&
9925 element != EL_SP_GRAVITY_PORT_UP &&
9926 element != EL_SP_PORT_VERTICAL &&
9927 element != EL_SP_PORT_ANY) ||
9929 element != EL_SP_PORT_DOWN &&
9930 element != EL_SP_GRAVITY_PORT_DOWN &&
9931 element != EL_SP_PORT_VERTICAL &&
9932 element != EL_SP_PORT_ANY) ||
9933 !IN_LEV_FIELD(nextx, nexty) ||
9934 !IS_FREE(nextx, nexty))
9935 return MF_NO_ACTION;
9938 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9939 element == EL_SP_GRAVITY_PORT_RIGHT ||
9940 element == EL_SP_GRAVITY_PORT_UP ||
9941 element == EL_SP_GRAVITY_PORT_DOWN)
9942 game.gravity = !game.gravity;
9944 /* automatically move to the next field with double speed */
9945 player->programmed_action = move_direction;
9947 if (player->move_delay_reset_counter == 0)
9949 player->move_delay_reset_counter = 2; /* two double speed steps */
9951 DOUBLE_PLAYER_SPEED(player);
9954 player->move_delay_reset_counter = 2;
9956 DOUBLE_PLAYER_SPEED(player);
9960 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
9963 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9968 case EL_TUBE_VERTICAL:
9969 case EL_TUBE_HORIZONTAL:
9970 case EL_TUBE_VERTICAL_LEFT:
9971 case EL_TUBE_VERTICAL_RIGHT:
9972 case EL_TUBE_HORIZONTAL_UP:
9973 case EL_TUBE_HORIZONTAL_DOWN:
9974 case EL_TUBE_LEFT_UP:
9975 case EL_TUBE_LEFT_DOWN:
9976 case EL_TUBE_RIGHT_UP:
9977 case EL_TUBE_RIGHT_DOWN:
9980 int tube_enter_directions[][2] =
9982 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9983 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9984 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9985 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9986 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9987 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9988 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9989 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9990 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9991 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9992 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9993 { -1, MV_NO_MOVING }
9996 while (tube_enter_directions[i][0] != element)
9999 if (tube_enter_directions[i][0] == -1) /* should not happen */
10003 if (!(tube_enter_directions[i][1] & move_direction))
10004 return MF_NO_ACTION; /* tube has no opening in this direction */
10006 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10013 if (IS_WALKABLE(element))
10015 int sound_action = ACTION_WALKING;
10017 if (!(element_info[element].access_direction & opposite_direction))
10018 return MF_NO_ACTION; /* field not accessible from this direction */
10020 if (element >= EL_GATE_1 && element <= EL_GATE_4)
10022 if (!player->key[element - EL_GATE_1])
10023 return MF_NO_ACTION;
10025 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
10027 if (!player->key[element - EL_GATE_1_GRAY])
10028 return MF_NO_ACTION;
10030 else if (element == EL_EXIT_OPEN ||
10031 element == EL_SP_EXIT_OPEN ||
10032 element == EL_SP_EXIT_OPENING)
10034 sound_action = ACTION_PASSING; /* player is passing exit */
10036 else if (element == EL_EMPTY)
10038 sound_action = ACTION_MOVING; /* nothing to walk on */
10041 /* play sound from background or player, whatever is available */
10042 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
10043 PlayLevelSoundElementAction(x, y, element, sound_action);
10045 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10049 else if (IS_PASSABLE(element))
10051 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10052 return MF_NO_ACTION;
10054 if (IS_CUSTOM_ELEMENT(element) &&
10055 !(element_info[element].access_direction & opposite_direction))
10056 return MF_NO_ACTION; /* field not accessible from this direction */
10059 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10060 return MF_NO_ACTION;
10063 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
10065 if (!player->key[element - EL_EM_GATE_1])
10066 return MF_NO_ACTION;
10068 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
10070 if (!player->key[element - EL_EM_GATE_1_GRAY])
10071 return MF_NO_ACTION;
10074 /* automatically move to the next field with double speed */
10075 player->programmed_action = move_direction;
10077 if (player->move_delay_reset_counter == 0)
10079 player->move_delay_reset_counter = 2; /* two double speed steps */
10081 DOUBLE_PLAYER_SPEED(player);
10084 player->move_delay_reset_counter = 2;
10086 DOUBLE_PLAYER_SPEED(player);
10089 PlayLevelSoundAction(x, y, ACTION_PASSING);
10093 else if (IS_DIGGABLE(element))
10097 if (mode != DF_SNAP)
10100 GfxElement[x][y] = GFX_ELEMENT(element);
10103 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
10105 player->is_digging = TRUE;
10108 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10110 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
10111 player->index_bit, CH_SIDE_ANY);
10114 if (mode == DF_SNAP)
10115 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10120 else if (IS_COLLECTIBLE(element))
10124 if (mode != DF_SNAP)
10126 GfxElement[x][y] = element;
10127 player->is_collecting = TRUE;
10130 if (element == EL_SPEED_PILL)
10131 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
10132 else if (element == EL_EXTRA_TIME && level.time > 0)
10135 DrawGameValue_Time(TimeLeft);
10137 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
10139 player->shield_normal_time_left += 10;
10140 if (element == EL_SHIELD_DEADLY)
10141 player->shield_deadly_time_left += 10;
10143 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
10145 if (player->inventory_size < MAX_INVENTORY_SIZE)
10146 player->inventory_element[player->inventory_size++] = element;
10148 DrawGameValue_Dynamite(local_player->inventory_size);
10150 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
10152 player->dynabomb_count++;
10153 player->dynabombs_left++;
10155 else if (element == EL_DYNABOMB_INCREASE_SIZE)
10157 player->dynabomb_size++;
10159 else if (element == EL_DYNABOMB_INCREASE_POWER)
10161 player->dynabomb_xl = TRUE;
10163 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
10164 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
10166 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
10167 element - EL_KEY_1 : element - EL_EM_KEY_1);
10169 player->key[key_nr] = TRUE;
10171 DrawGameValue_Keys(player);
10173 redraw_mask |= REDRAW_DOOR_1;
10175 else if (IS_ENVELOPE(element))
10178 player->show_envelope = element;
10180 ShowEnvelope(element - EL_ENVELOPE_1);
10183 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10187 if (element_info[element].collect_count == 0)
10188 player->inventory_infinite_element = element;
10190 for (i = 0; i < element_info[element].collect_count; i++)
10191 if (player->inventory_size < MAX_INVENTORY_SIZE)
10192 player->inventory_element[player->inventory_size++] = element;
10194 DrawGameValue_Dynamite(local_player->inventory_size);
10196 else if (element_info[element].collect_count > 0)
10198 local_player->gems_still_needed -=
10199 element_info[element].collect_count;
10200 if (local_player->gems_still_needed < 0)
10201 local_player->gems_still_needed = 0;
10203 DrawGameValue_Emeralds(local_player->gems_still_needed);
10206 RaiseScoreElement(element);
10207 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10209 CheckTriggeredElementChangePlayer(x, y, element,
10210 CE_OTHER_GETS_COLLECTED,
10211 player->index_bit, CH_SIDE_ANY);
10214 if (mode == DF_SNAP)
10215 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10220 else if (IS_PUSHABLE(element))
10222 if (mode == DF_SNAP && element != EL_BD_ROCK)
10223 return MF_NO_ACTION;
10225 if (CAN_FALL(element) && dy)
10226 return MF_NO_ACTION;
10228 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10229 !(element == EL_SPRING && level.use_spring_bug))
10230 return MF_NO_ACTION;
10233 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10234 ((move_direction & MV_VERTICAL &&
10235 ((element_info[element].move_pattern & MV_LEFT &&
10236 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10237 (element_info[element].move_pattern & MV_RIGHT &&
10238 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10239 (move_direction & MV_HORIZONTAL &&
10240 ((element_info[element].move_pattern & MV_UP &&
10241 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10242 (element_info[element].move_pattern & MV_DOWN &&
10243 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10244 return MF_NO_ACTION;
10248 /* do not push elements already moving away faster than player */
10249 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10250 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10251 return MF_NO_ACTION;
10253 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10254 return MF_NO_ACTION;
10258 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10260 if (player->push_delay_value == -1)
10261 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10263 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10265 if (!player->is_pushing)
10266 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10270 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10271 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10272 !player_is_pushing))
10273 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10276 if (!player->is_pushing &&
10277 game.engine_version >= VERSION_IDENT(2,2,0,7))
10278 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10282 printf("::: push delay: %ld [%d, %d] [%d]\n",
10283 player->push_delay_value, FrameCounter, game.engine_version,
10284 player->is_pushing);
10287 player->is_pushing = TRUE;
10289 if (!(IN_LEV_FIELD(nextx, nexty) &&
10290 (IS_FREE(nextx, nexty) ||
10291 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10292 IS_SB_ELEMENT(element)))))
10293 return MF_NO_ACTION;
10295 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10296 return MF_NO_ACTION;
10298 if (player->push_delay == 0) /* new pushing; restart delay */
10299 player->push_delay = FrameCounter;
10301 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10302 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10303 element != EL_SPRING && element != EL_BALLOON)
10305 /* make sure that there is no move delay before next try to push */
10306 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10307 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10309 return MF_NO_ACTION;
10313 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10316 if (IS_SB_ELEMENT(element))
10318 if (element == EL_SOKOBAN_FIELD_FULL)
10320 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10321 local_player->sokobanfields_still_needed++;
10324 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10326 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10327 local_player->sokobanfields_still_needed--;
10330 Feld[x][y] = EL_SOKOBAN_OBJECT;
10332 if (Back[x][y] == Back[nextx][nexty])
10333 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10334 else if (Back[x][y] != 0)
10335 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10338 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10341 if (local_player->sokobanfields_still_needed == 0 &&
10342 game.emulation == EMU_SOKOBAN)
10344 player->LevelSolved = player->GameOver = TRUE;
10345 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10349 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10351 InitMovingField(x, y, move_direction);
10352 GfxAction[x][y] = ACTION_PUSHING;
10354 if (mode == DF_SNAP)
10355 ContinueMoving(x, y);
10357 MovPos[x][y] = (dx != 0 ? dx : dy);
10359 Pushed[x][y] = TRUE;
10360 Pushed[nextx][nexty] = TRUE;
10362 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10363 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10365 player->push_delay_value = -1; /* get new value later */
10367 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10368 player->index_bit, dig_side);
10369 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10370 player->index_bit, dig_side);
10374 else if (IS_SWITCHABLE(element))
10376 if (PLAYER_SWITCHING(player, x, y))
10379 player->is_switching = TRUE;
10380 player->switch_x = x;
10381 player->switch_y = y;
10383 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10385 if (element == EL_ROBOT_WHEEL)
10387 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10391 DrawLevelField(x, y);
10393 else if (element == EL_SP_TERMINAL)
10397 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10399 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10401 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10402 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10405 else if (IS_BELT_SWITCH(element))
10407 ToggleBeltSwitch(x, y);
10409 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10410 element == EL_SWITCHGATE_SWITCH_DOWN)
10412 ToggleSwitchgateSwitch(x, y);
10414 else if (element == EL_LIGHT_SWITCH ||
10415 element == EL_LIGHT_SWITCH_ACTIVE)
10417 ToggleLightSwitch(x, y);
10420 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10421 SND_LIGHT_SWITCH_ACTIVATING :
10422 SND_LIGHT_SWITCH_DEACTIVATING);
10425 else if (element == EL_TIMEGATE_SWITCH)
10427 ActivateTimegateSwitch(x, y);
10429 else if (element == EL_BALLOON_SWITCH_LEFT ||
10430 element == EL_BALLOON_SWITCH_RIGHT ||
10431 element == EL_BALLOON_SWITCH_UP ||
10432 element == EL_BALLOON_SWITCH_DOWN ||
10433 element == EL_BALLOON_SWITCH_ANY)
10435 if (element == EL_BALLOON_SWITCH_ANY)
10436 game.balloon_dir = move_direction;
10438 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10439 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10440 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10441 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10444 else if (element == EL_LAMP)
10446 Feld[x][y] = EL_LAMP_ACTIVE;
10447 local_player->lights_still_needed--;
10449 DrawLevelField(x, y);
10451 else if (element == EL_TIME_ORB_FULL)
10453 Feld[x][y] = EL_TIME_ORB_EMPTY;
10455 DrawGameValue_Time(TimeLeft);
10457 DrawLevelField(x, y);
10460 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10468 if (!PLAYER_SWITCHING(player, x, y))
10470 player->is_switching = TRUE;
10471 player->switch_x = x;
10472 player->switch_y = y;
10474 CheckTriggeredElementChangePlayer(x, y, element,
10475 CE_OTHER_IS_SWITCHING,
10476 player->index_bit, dig_side);
10477 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10478 player->index_bit, dig_side);
10481 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10482 player->index_bit, dig_side);
10483 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10484 player->index_bit, dig_side);
10487 return MF_NO_ACTION;
10490 player->push_delay = 0;
10492 if (Feld[x][y] != element) /* really digged/collected something */
10493 player->is_collecting = !player->is_digging;
10498 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10500 int jx = player->jx, jy = player->jy;
10501 int x = jx + dx, y = jy + dy;
10502 int snap_direction = (dx == -1 ? MV_LEFT :
10503 dx == +1 ? MV_RIGHT :
10505 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10508 if (player->MovPos)
10511 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10515 if (!player->active || !IN_LEV_FIELD(x, y))
10523 if (player->MovPos == 0)
10524 player->is_pushing = FALSE;
10526 player->is_snapping = FALSE;
10528 if (player->MovPos == 0)
10530 player->is_moving = FALSE;
10531 player->is_digging = FALSE;
10532 player->is_collecting = FALSE;
10538 if (player->is_snapping)
10541 player->MovDir = snap_direction;
10544 if (player->MovPos == 0)
10547 player->is_moving = FALSE;
10548 player->is_digging = FALSE;
10549 player->is_collecting = FALSE;
10552 player->is_dropping = FALSE;
10554 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10557 player->is_snapping = TRUE;
10560 if (player->MovPos == 0)
10563 player->is_moving = FALSE;
10564 player->is_digging = FALSE;
10565 player->is_collecting = FALSE;
10568 DrawLevelField(x, y);
10574 boolean DropElement(struct PlayerInfo *player)
10576 int jx = player->jx, jy = player->jy;
10577 int old_element = Feld[jx][jy];
10578 int new_element = (player->inventory_size > 0 ?
10579 player->inventory_element[player->inventory_size - 1] :
10580 player->inventory_infinite_element != EL_UNDEFINED ?
10581 player->inventory_infinite_element :
10582 player->dynabombs_left > 0 ?
10583 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10586 /* check if player is active, not moving and ready to drop */
10587 if (!player->active || player->MovPos || player->drop_delay > 0)
10590 /* check if player has anything that can be dropped */
10592 if (new_element == EL_UNDEFINED)
10595 if (player->inventory_size == 0 &&
10596 player->inventory_infinite_element == EL_UNDEFINED &&
10597 player->dynabombs_left == 0)
10601 /* check if anything can be dropped at the current position */
10602 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10605 /* collected custom elements can only be dropped on empty fields */
10607 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10610 if (player->inventory_size > 0 &&
10611 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10612 && old_element != EL_EMPTY)
10616 if (old_element != EL_EMPTY)
10617 Back[jx][jy] = old_element; /* store old element on this field */
10619 ResetGfxAnimation(jx, jy);
10620 ResetRandomAnimationValue(jx, jy);
10622 if (player->inventory_size > 0 ||
10623 player->inventory_infinite_element != EL_UNDEFINED)
10625 if (player->inventory_size > 0)
10627 player->inventory_size--;
10630 new_element = player->inventory_element[player->inventory_size];
10633 DrawGameValue_Dynamite(local_player->inventory_size);
10635 if (new_element == EL_DYNAMITE)
10636 new_element = EL_DYNAMITE_ACTIVE;
10637 else if (new_element == EL_SP_DISK_RED)
10638 new_element = EL_SP_DISK_RED_ACTIVE;
10641 Feld[jx][jy] = new_element;
10643 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10644 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10646 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10649 /* needed if previous element just changed to "empty" in the last frame */
10650 Changed[jx][jy] = 0; /* allow another change */
10653 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10654 CE_OTHER_GETS_DROPPED,
10655 player->index_bit, CH_SIDE_ANY);
10656 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10657 player->index_bit, CH_SIDE_ANY);
10659 TestIfElementTouchesCustomElement(jx, jy);
10661 else /* player is dropping a dyna bomb */
10663 player->dynabombs_left--;
10666 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10669 Feld[jx][jy] = new_element;
10671 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10672 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10674 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10681 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10684 InitField_WithBug1(jx, jy, FALSE);
10686 InitField(jx, jy, FALSE);
10687 if (CAN_MOVE(Feld[jx][jy]))
10688 InitMovDir(jx, jy);
10692 new_element = Feld[jx][jy];
10694 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10695 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10697 int move_stepsize = element_info[new_element].move_stepsize;
10698 int direction, dx, dy, nextx, nexty;
10700 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10701 MovDir[jx][jy] = player->MovDir;
10703 direction = MovDir[jx][jy];
10704 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10705 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10709 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10712 WasJustMoving[jx][jy] = 3;
10714 InitMovingField(jx, jy, direction);
10715 ContinueMoving(jx, jy);
10720 Changed[jx][jy] = 0; /* allow another change */
10723 TestIfElementHitsCustomElement(jx, jy, direction);
10725 CheckElementChangeSide(jx, jy, new_element, touched_element,
10726 CE_HITTING_SOMETHING, direction);
10730 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10734 player->drop_delay = 8 + 8 + 8;
10739 player->is_dropping = TRUE;
10745 /* ------------------------------------------------------------------------- */
10746 /* game sound playing functions */
10747 /* ------------------------------------------------------------------------- */
10749 static int *loop_sound_frame = NULL;
10750 static int *loop_sound_volume = NULL;
10752 void InitPlayLevelSound()
10754 int num_sounds = getSoundListSize();
10756 checked_free(loop_sound_frame);
10757 checked_free(loop_sound_volume);
10759 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10760 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10763 static void PlayLevelSound(int x, int y, int nr)
10765 int sx = SCREENX(x), sy = SCREENY(y);
10766 int volume, stereo_position;
10767 int max_distance = 8;
10768 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10770 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10771 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10774 if (!IN_LEV_FIELD(x, y) ||
10775 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10776 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10779 volume = SOUND_MAX_VOLUME;
10781 if (!IN_SCR_FIELD(sx, sy))
10783 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10784 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10786 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10789 stereo_position = (SOUND_MAX_LEFT +
10790 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10791 (SCR_FIELDX + 2 * max_distance));
10793 if (IS_LOOP_SOUND(nr))
10795 /* This assures that quieter loop sounds do not overwrite louder ones,
10796 while restarting sound volume comparison with each new game frame. */
10798 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10801 loop_sound_volume[nr] = volume;
10802 loop_sound_frame[nr] = FrameCounter;
10805 PlaySoundExt(nr, volume, stereo_position, type);
10808 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10810 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10811 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10812 y < LEVELY(BY1) ? LEVELY(BY1) :
10813 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10817 static void PlayLevelSoundAction(int x, int y, int action)
10819 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10822 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10824 int sound_effect = element_info[element].sound[action];
10826 if (sound_effect != SND_UNDEFINED)
10827 PlayLevelSound(x, y, sound_effect);
10830 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10833 int sound_effect = element_info[element].sound[action];
10835 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10836 PlayLevelSound(x, y, sound_effect);
10839 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10841 int sound_effect = element_info[Feld[x][y]].sound[action];
10843 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10844 PlayLevelSound(x, y, sound_effect);
10847 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10849 int sound_effect = element_info[Feld[x][y]].sound[action];
10851 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10852 StopSound(sound_effect);
10855 static void PlayLevelMusic()
10857 if (levelset.music[level_nr] != MUS_UNDEFINED)
10858 PlayMusic(levelset.music[level_nr]); /* from config file */
10860 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10863 void RaiseScore(int value)
10865 local_player->score += value;
10867 DrawGameValue_Score(local_player->score);
10870 void RaiseScoreElement(int element)
10875 case EL_BD_DIAMOND:
10876 case EL_EMERALD_YELLOW:
10877 case EL_EMERALD_RED:
10878 case EL_EMERALD_PURPLE:
10879 case EL_SP_INFOTRON:
10880 RaiseScore(level.score[SC_EMERALD]);
10883 RaiseScore(level.score[SC_DIAMOND]);
10886 RaiseScore(level.score[SC_CRYSTAL]);
10889 RaiseScore(level.score[SC_PEARL]);
10892 case EL_BD_BUTTERFLY:
10893 case EL_SP_ELECTRON:
10894 RaiseScore(level.score[SC_BUG]);
10897 case EL_BD_FIREFLY:
10898 case EL_SP_SNIKSNAK:
10899 RaiseScore(level.score[SC_SPACESHIP]);
10902 case EL_DARK_YAMYAM:
10903 RaiseScore(level.score[SC_YAMYAM]);
10906 RaiseScore(level.score[SC_ROBOT]);
10909 RaiseScore(level.score[SC_PACMAN]);
10912 RaiseScore(level.score[SC_NUT]);
10915 case EL_SP_DISK_RED:
10916 case EL_DYNABOMB_INCREASE_NUMBER:
10917 case EL_DYNABOMB_INCREASE_SIZE:
10918 case EL_DYNABOMB_INCREASE_POWER:
10919 RaiseScore(level.score[SC_DYNAMITE]);
10921 case EL_SHIELD_NORMAL:
10922 case EL_SHIELD_DEADLY:
10923 RaiseScore(level.score[SC_SHIELD]);
10925 case EL_EXTRA_TIME:
10926 RaiseScore(level.score[SC_TIME_BONUS]);
10932 RaiseScore(level.score[SC_KEY]);
10935 RaiseScore(element_info[element].collect_score);
10940 void RequestQuitGame(boolean ask_if_really_quit)
10942 if (AllPlayersGone ||
10943 !ask_if_really_quit ||
10944 level_editor_test_game ||
10945 Request("Do you really want to quit the game ?",
10946 REQ_ASK | REQ_STAY_CLOSED))
10948 #if defined(PLATFORM_UNIX)
10949 if (options.network)
10950 SendToServer_StopPlaying();
10954 game_status = GAME_MODE_MAIN;
10962 if (tape.playing && tape.index_search)
10964 SetDrawDeactivationMask(REDRAW_NONE);
10965 audio.sound_deactivated = FALSE;
10969 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10972 if (tape.playing && tape.index_search)
10974 SetDrawDeactivationMask(REDRAW_FIELD);
10975 audio.sound_deactivated = TRUE;
10983 /* ---------- new game button stuff ---------------------------------------- */
10985 /* graphic position values for game buttons */
10986 #define GAME_BUTTON_XSIZE 30
10987 #define GAME_BUTTON_YSIZE 30
10988 #define GAME_BUTTON_XPOS 5
10989 #define GAME_BUTTON_YPOS 215
10990 #define SOUND_BUTTON_XPOS 5
10991 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10993 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10994 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10995 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10996 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10997 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10998 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11005 } gamebutton_info[NUM_GAME_BUTTONS] =
11008 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
11013 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
11014 GAME_CTRL_ID_PAUSE,
11018 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
11023 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
11024 SOUND_CTRL_ID_MUSIC,
11025 "background music on/off"
11028 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
11029 SOUND_CTRL_ID_LOOPS,
11030 "sound loops on/off"
11033 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
11034 SOUND_CTRL_ID_SIMPLE,
11035 "normal sounds on/off"
11039 void CreateGameButtons()
11043 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11045 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
11046 struct GadgetInfo *gi;
11049 unsigned long event_mask;
11050 int gd_xoffset, gd_yoffset;
11051 int gd_x1, gd_x2, gd_y1, gd_y2;
11054 gd_xoffset = gamebutton_info[i].x;
11055 gd_yoffset = gamebutton_info[i].y;
11056 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
11057 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
11059 if (id == GAME_CTRL_ID_STOP ||
11060 id == GAME_CTRL_ID_PAUSE ||
11061 id == GAME_CTRL_ID_PLAY)
11063 button_type = GD_TYPE_NORMAL_BUTTON;
11065 event_mask = GD_EVENT_RELEASED;
11066 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11067 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11071 button_type = GD_TYPE_CHECK_BUTTON;
11073 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
11074 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
11075 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
11076 event_mask = GD_EVENT_PRESSED;
11077 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
11078 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11081 gi = CreateGadget(GDI_CUSTOM_ID, id,
11082 GDI_INFO_TEXT, gamebutton_info[i].infotext,
11083 GDI_X, DX + gd_xoffset,
11084 GDI_Y, DY + gd_yoffset,
11085 GDI_WIDTH, GAME_BUTTON_XSIZE,
11086 GDI_HEIGHT, GAME_BUTTON_YSIZE,
11087 GDI_TYPE, button_type,
11088 GDI_STATE, GD_BUTTON_UNPRESSED,
11089 GDI_CHECKED, checked,
11090 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
11091 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
11092 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
11093 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
11094 GDI_EVENT_MASK, event_mask,
11095 GDI_CALLBACK_ACTION, HandleGameButtons,
11099 Error(ERR_EXIT, "cannot create gadget");
11101 game_gadget[id] = gi;
11105 void FreeGameButtons()
11109 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11110 FreeGadget(game_gadget[i]);
11113 static void MapGameButtons()
11117 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11118 MapGadget(game_gadget[i]);
11121 void UnmapGameButtons()
11125 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11126 UnmapGadget(game_gadget[i]);
11129 static void HandleGameButtons(struct GadgetInfo *gi)
11131 int id = gi->custom_id;
11133 if (game_status != GAME_MODE_PLAYING)
11138 case GAME_CTRL_ID_STOP:
11139 RequestQuitGame(TRUE);
11142 case GAME_CTRL_ID_PAUSE:
11143 if (options.network)
11145 #if defined(PLATFORM_UNIX)
11147 SendToServer_ContinuePlaying();
11149 SendToServer_PausePlaying();
11153 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11156 case GAME_CTRL_ID_PLAY:
11159 #if defined(PLATFORM_UNIX)
11160 if (options.network)
11161 SendToServer_ContinuePlaying();
11165 tape.pausing = FALSE;
11166 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
11171 case SOUND_CTRL_ID_MUSIC:
11172 if (setup.sound_music)
11174 setup.sound_music = FALSE;
11177 else if (audio.music_available)
11179 setup.sound = setup.sound_music = TRUE;
11181 SetAudioMode(setup.sound);
11187 case SOUND_CTRL_ID_LOOPS:
11188 if (setup.sound_loops)
11189 setup.sound_loops = FALSE;
11190 else if (audio.loops_available)
11192 setup.sound = setup.sound_loops = TRUE;
11193 SetAudioMode(setup.sound);
11197 case SOUND_CTRL_ID_SIMPLE:
11198 if (setup.sound_simple)
11199 setup.sound_simple = FALSE;
11200 else if (audio.sound_available)
11202 setup.sound = setup.sound_simple = TRUE;
11203 SetAudioMode(setup.sound);