1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
42 /* for MovePlayer() */
43 #define MF_NO_ACTION 0
47 /* for ScrollPlayer() */
49 #define SCROLL_GO_ON 1
52 #define EX_PHASE_START 0
53 #define EX_TYPE_NONE 0
54 #define EX_TYPE_NORMAL (1 << 0)
55 #define EX_TYPE_CENTER (1 << 1)
56 #define EX_TYPE_BORDER (1 << 2)
57 #define EX_TYPE_CROSS (1 << 3)
58 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
60 /* special positions in the game control window (relative to control window) */
63 #define XX_EMERALDS 29
64 #define YY_EMERALDS 54
65 #define XX_DYNAMITE 29
66 #define YY_DYNAMITE 89
75 /* special positions in the game control window (relative to main window) */
76 #define DX_LEVEL (DX + XX_LEVEL)
77 #define DY_LEVEL (DY + YY_LEVEL)
78 #define DX_EMERALDS (DX + XX_EMERALDS)
79 #define DY_EMERALDS (DY + YY_EMERALDS)
80 #define DX_DYNAMITE (DX + XX_DYNAMITE)
81 #define DY_DYNAMITE (DY + YY_DYNAMITE)
82 #define DX_KEYS (DX + XX_KEYS)
83 #define DY_KEYS (DY + YY_KEYS)
84 #define DX_SCORE (DX + XX_SCORE)
85 #define DY_SCORE (DY + YY_SCORE)
86 #define DX_TIME1 (DX + XX_TIME1)
87 #define DX_TIME2 (DX + XX_TIME2)
88 #define DY_TIME (DY + YY_TIME)
90 /* values for initial player move delay (initial delay counter value) */
91 #define INITIAL_MOVE_DELAY_OFF -1
92 #define INITIAL_MOVE_DELAY_ON 0
94 /* values for player movement speed (which is in fact a delay value) */
95 #define MOVE_DELAY_MIN_SPEED 32
96 #define MOVE_DELAY_NORMAL_SPEED 8
97 #define MOVE_DELAY_HIGH_SPEED 4
98 #define MOVE_DELAY_MAX_SPEED 1
101 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
102 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
104 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
105 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
107 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
108 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
110 /* values for other actions */
111 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
112 #define MOVE_STEPSIZE_MIN (1)
113 #define MOVE_STEPSIZE_MAX (TILEX)
115 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
116 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
118 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
120 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
121 RND(element_info[e].push_delay_random))
122 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
123 RND(element_info[e].drop_delay_random))
124 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
125 RND(element_info[e].move_delay_random))
126 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
127 (element_info[e].move_delay_random))
128 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
129 RND((c)->delay_random * (c)->delay_frames))
131 #define GET_TARGET_ELEMENT(e, ch) \
132 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
133 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
135 #define GET_VALID_PLAYER_ELEMENT(e) \
136 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
138 #define CAN_GROW_INTO(e) \
139 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
141 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
151 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
152 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
153 (CAN_MOVE_INTO_ACID(e) && \
154 Feld[x][y] == EL_ACID) || \
157 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
158 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
160 (CAN_MOVE_INTO_ACID(e) && \
161 Feld[x][y] == EL_ACID) || \
162 (DONT_COLLIDE_WITH(e) && \
164 !PLAYER_ENEMY_PROTECTED(x, y))))
166 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
169 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
175 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
178 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
181 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
184 #define PIG_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
187 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
189 IS_FOOD_PENGUIN(Feld[x][y])))
190 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
191 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
193 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
196 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
199 #define GROUP_NR(e) ((e) - EL_GROUP_START)
200 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
201 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
202 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
204 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
205 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
207 #define CE_ENTER_FIELD_COND(e, x, y) \
208 (!IS_PLAYER(x, y) && \
209 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
211 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
212 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
214 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
215 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
217 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
218 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
219 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
220 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
222 /* game button identifiers */
223 #define GAME_CTRL_ID_STOP 0
224 #define GAME_CTRL_ID_PAUSE 1
225 #define GAME_CTRL_ID_PLAY 2
226 #define SOUND_CTRL_ID_MUSIC 3
227 #define SOUND_CTRL_ID_LOOPS 4
228 #define SOUND_CTRL_ID_SIMPLE 5
230 #define NUM_GAME_BUTTONS 6
233 /* forward declaration for internal use */
235 static void AdvanceFrameAndPlayerCounters(int);
237 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
238 static boolean MovePlayer(struct PlayerInfo *, int, int);
239 static void ScrollPlayer(struct PlayerInfo *, int);
240 static void ScrollScreen(struct PlayerInfo *, int);
242 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
244 static void InitBeltMovement(void);
245 static void CloseAllOpenTimegates(void);
246 static void CheckGravityMovement(struct PlayerInfo *);
247 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
248 static void KillPlayerUnlessEnemyProtected(int, int);
249 static void KillPlayerUnlessExplosionProtected(int, int);
251 static void TestIfPlayerTouchesCustomElement(int, int);
252 static void TestIfElementTouchesCustomElement(int, int);
253 static void TestIfElementHitsCustomElement(int, int, int);
255 static void TestIfElementSmashesCustomElement(int, int, int);
258 static void ChangeElement(int, int, int);
260 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
261 #define CheckTriggeredElementChange(e, ev) \
262 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
263 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
264 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
265 #define CheckTriggeredElementChangeBySide(e, ev, s) \
266 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
267 #define CheckTriggeredElementChangeByPage(e, ev, p) \
268 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
270 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
271 #define CheckElementChange(x, y, e, te, ev) \
272 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
273 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
274 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
275 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
276 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
278 static void PlayLevelSound(int, int, int);
279 static void PlayLevelSoundNearest(int, int, int);
280 static void PlayLevelSoundAction(int, int, int);
281 static void PlayLevelSoundElementAction(int, int, int, int);
282 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
283 static void PlayLevelSoundActionIfLoop(int, int, int);
284 static void StopLevelSoundActionIfLoop(int, int, int);
285 static void PlayLevelMusic();
287 static void MapGameButtons();
288 static void HandleGameButtons(struct GadgetInfo *);
290 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
293 /* ------------------------------------------------------------------------- */
294 /* definition of elements that automatically change to other elements after */
295 /* a specified time, eventually calling a function when changing */
296 /* ------------------------------------------------------------------------- */
298 /* forward declaration for changer functions */
299 static void InitBuggyBase(int x, int y);
300 static void WarnBuggyBase(int x, int y);
302 static void InitTrap(int x, int y);
303 static void ActivateTrap(int x, int y);
304 static void ChangeActiveTrap(int x, int y);
306 static void InitRobotWheel(int x, int y);
307 static void RunRobotWheel(int x, int y);
308 static void StopRobotWheel(int x, int y);
310 static void InitTimegateWheel(int x, int y);
311 static void RunTimegateWheel(int x, int y);
313 struct ChangingElementInfo
318 void (*pre_change_function)(int x, int y);
319 void (*change_function)(int x, int y);
320 void (*post_change_function)(int x, int y);
323 static struct ChangingElementInfo change_delay_list[] =
374 EL_SWITCHGATE_OPENING,
382 EL_SWITCHGATE_CLOSING,
383 EL_SWITCHGATE_CLOSED,
415 EL_ACID_SPLASH_RIGHT,
424 EL_SP_BUGGY_BASE_ACTIVATING,
431 EL_SP_BUGGY_BASE_ACTIVATING,
432 EL_SP_BUGGY_BASE_ACTIVE,
439 EL_SP_BUGGY_BASE_ACTIVE,
463 EL_ROBOT_WHEEL_ACTIVE,
471 EL_TIMEGATE_SWITCH_ACTIVE,
492 int push_delay_fixed, push_delay_random;
497 { EL_BALLOON, 0, 0 },
499 { EL_SOKOBAN_OBJECT, 2, 0 },
500 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
501 { EL_SATELLITE, 2, 0 },
502 { EL_SP_DISK_YELLOW, 2, 0 },
504 { EL_UNDEFINED, 0, 0 },
512 move_stepsize_list[] =
514 { EL_AMOEBA_DROP, 2 },
515 { EL_AMOEBA_DROPPING, 2 },
516 { EL_QUICKSAND_FILLING, 1 },
517 { EL_QUICKSAND_EMPTYING, 1 },
518 { EL_MAGIC_WALL_FILLING, 2 },
519 { EL_BD_MAGIC_WALL_FILLING, 2 },
520 { EL_MAGIC_WALL_EMPTYING, 2 },
521 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
531 collect_count_list[] =
534 { EL_BD_DIAMOND, 1 },
535 { EL_EMERALD_YELLOW, 1 },
536 { EL_EMERALD_RED, 1 },
537 { EL_EMERALD_PURPLE, 1 },
539 { EL_SP_INFOTRON, 1 },
551 access_direction_list[] =
553 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
554 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
555 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
556 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
557 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
558 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
559 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
560 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
561 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
562 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
563 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
565 { EL_SP_PORT_LEFT, MV_RIGHT },
566 { EL_SP_PORT_RIGHT, MV_LEFT },
567 { EL_SP_PORT_UP, MV_DOWN },
568 { EL_SP_PORT_DOWN, MV_UP },
569 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
570 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
571 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
572 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
573 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
574 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
575 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
576 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
577 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
578 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
579 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
580 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
581 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
582 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
583 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
585 { EL_UNDEFINED, MV_NO_MOVING }
588 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
590 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
591 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
592 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
593 IS_JUST_CHANGING(x, y))
595 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
598 void GetPlayerConfig()
600 if (!audio.sound_available)
601 setup.sound_simple = FALSE;
603 if (!audio.loops_available)
604 setup.sound_loops = FALSE;
606 if (!audio.music_available)
607 setup.sound_music = FALSE;
609 if (!video.fullscreen_available)
610 setup.fullscreen = FALSE;
612 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
614 SetAudioMode(setup.sound);
618 static int getBeltNrFromBeltElement(int element)
620 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
621 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
622 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
625 static int getBeltNrFromBeltActiveElement(int element)
627 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
628 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
629 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
632 static int getBeltNrFromBeltSwitchElement(int element)
634 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
635 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
636 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
639 static int getBeltDirNrFromBeltSwitchElement(int element)
641 static int belt_base_element[4] =
643 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
644 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
645 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
646 EL_CONVEYOR_BELT_4_SWITCH_LEFT
649 int belt_nr = getBeltNrFromBeltSwitchElement(element);
650 int belt_dir_nr = element - belt_base_element[belt_nr];
652 return (belt_dir_nr % 3);
655 static int getBeltDirFromBeltSwitchElement(int element)
657 static int belt_move_dir[3] =
664 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
666 return belt_move_dir[belt_dir_nr];
669 static void InitPlayerField(int x, int y, int element, boolean init_game)
671 if (element == EL_SP_MURPHY)
675 if (stored_player[0].present)
677 Feld[x][y] = EL_SP_MURPHY_CLONE;
683 stored_player[0].use_murphy_graphic = TRUE;
686 Feld[x][y] = EL_PLAYER_1;
692 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
693 int jx = player->jx, jy = player->jy;
695 player->present = TRUE;
697 player->block_last_field = (element == EL_SP_MURPHY ?
698 level.sp_block_last_field :
699 level.block_last_field);
701 /* ---------- initialize player's last field block delay --------------- */
703 /* always start with reliable default value (no adjustment needed) */
704 player->block_delay_adjustment = 0;
706 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
707 if (player->block_last_field && element == EL_SP_MURPHY)
708 player->block_delay_adjustment = 1;
710 /* special case 2: in game engines before 3.1.1, blocking was different */
711 if (game.use_block_last_field_bug)
712 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
714 if (!options.network || player->connected)
716 player->active = TRUE;
718 /* remove potentially duplicate players */
719 if (StorePlayer[jx][jy] == Feld[x][y])
720 StorePlayer[jx][jy] = 0;
722 StorePlayer[x][y] = Feld[x][y];
726 printf("Player %d activated.\n", player->element_nr);
727 printf("[Local player is %d and currently %s.]\n",
728 local_player->element_nr,
729 local_player->active ? "active" : "not active");
733 Feld[x][y] = EL_EMPTY;
735 player->jx = player->last_jx = x;
736 player->jy = player->last_jy = y;
740 static void InitField(int x, int y, boolean init_game)
742 int element = Feld[x][y];
751 InitPlayerField(x, y, element, init_game);
754 case EL_SOKOBAN_FIELD_PLAYER:
755 element = Feld[x][y] = EL_PLAYER_1;
756 InitField(x, y, init_game);
758 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
759 InitField(x, y, init_game);
762 case EL_SOKOBAN_FIELD_EMPTY:
763 local_player->sokobanfields_still_needed++;
767 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
768 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
769 else if (x > 0 && Feld[x-1][y] == EL_ACID)
770 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
771 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
772 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
773 else if (y > 0 && Feld[x][y-1] == EL_ACID)
774 Feld[x][y] = EL_ACID_POOL_BOTTOM;
775 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
776 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
784 case EL_SPACESHIP_RIGHT:
785 case EL_SPACESHIP_UP:
786 case EL_SPACESHIP_LEFT:
787 case EL_SPACESHIP_DOWN:
789 case EL_BD_BUTTERFLY_RIGHT:
790 case EL_BD_BUTTERFLY_UP:
791 case EL_BD_BUTTERFLY_LEFT:
792 case EL_BD_BUTTERFLY_DOWN:
793 case EL_BD_BUTTERFLY:
794 case EL_BD_FIREFLY_RIGHT:
795 case EL_BD_FIREFLY_UP:
796 case EL_BD_FIREFLY_LEFT:
797 case EL_BD_FIREFLY_DOWN:
799 case EL_PACMAN_RIGHT:
823 if (y == lev_fieldy - 1)
825 Feld[x][y] = EL_AMOEBA_GROWING;
826 Store[x][y] = EL_AMOEBA_WET;
830 case EL_DYNAMITE_ACTIVE:
831 case EL_SP_DISK_RED_ACTIVE:
832 case EL_DYNABOMB_PLAYER_1_ACTIVE:
833 case EL_DYNABOMB_PLAYER_2_ACTIVE:
834 case EL_DYNABOMB_PLAYER_3_ACTIVE:
835 case EL_DYNABOMB_PLAYER_4_ACTIVE:
840 local_player->lights_still_needed++;
844 local_player->friends_still_needed++;
849 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
852 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
853 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
854 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
855 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
856 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
857 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
858 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
859 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
860 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
861 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
862 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
863 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
866 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
867 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
868 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
870 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
872 game.belt_dir[belt_nr] = belt_dir;
873 game.belt_dir_nr[belt_nr] = belt_dir_nr;
875 else /* more than one switch -- set it like the first switch */
877 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
882 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
884 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
887 case EL_LIGHT_SWITCH_ACTIVE:
889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
893 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
895 else if (IS_GROUP_ELEMENT(element))
897 struct ElementGroupInfo *group = element_info[element].group;
898 int last_anim_random_frame = gfx.anim_random_frame;
901 if (group->choice_mode == ANIM_RANDOM)
902 gfx.anim_random_frame = RND(group->num_elements_resolved);
904 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
905 group->choice_mode, 0,
908 if (group->choice_mode == ANIM_RANDOM)
909 gfx.anim_random_frame = last_anim_random_frame;
913 Feld[x][y] = group->element_resolved[element_pos];
915 InitField(x, y, init_game);
920 #if USE_NEW_COLLECT_COUNT
921 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
925 static inline void InitField_WithBug1(int x, int y, boolean init_game)
927 InitField(x, y, init_game);
929 /* not needed to call InitMovDir() -- already done by InitField()! */
930 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
931 CAN_MOVE(Feld[x][y]))
935 static inline void InitField_WithBug2(int x, int y, boolean init_game)
937 int old_element = Feld[x][y];
939 InitField(x, y, init_game);
941 /* not needed to call InitMovDir() -- already done by InitField()! */
942 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
943 CAN_MOVE(old_element) &&
944 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
947 /* this case is in fact a combination of not less than three bugs:
948 first, it calls InitMovDir() for elements that can move, although this is
949 already done by InitField(); then, it checks the element that was at this
950 field _before_ the call to InitField() (which can change it); lastly, it
951 was not called for "mole with direction" elements, which were treated as
952 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
956 inline void DrawGameValue_Emeralds(int value)
958 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
961 inline void DrawGameValue_Dynamite(int value)
963 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
966 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
970 /* currently only 4 of 8 possible keys are displayed */
971 for (i = 0; i < STD_NUM_KEYS; i++)
974 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
975 el2edimg(EL_KEY_1 + i));
977 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
978 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
979 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
983 inline void DrawGameValue_Score(int value)
985 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
988 inline void DrawGameValue_Time(int value)
991 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
993 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
996 inline void DrawGameValue_Level(int value)
999 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1002 /* misuse area for displaying emeralds to draw bigger level number */
1003 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1004 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1006 /* now copy it to the area for displaying level number */
1007 BlitBitmap(drawto, drawto,
1008 DX_EMERALDS, DY_EMERALDS + 1,
1009 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1010 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1011 DX_LEVEL - 1, DY_LEVEL + 1);
1013 /* restore the area for displaying emeralds */
1014 DrawGameValue_Emeralds(local_player->gems_still_needed);
1016 /* yes, this is all really ugly :-) */
1020 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1023 int key[MAX_NUM_KEYS];
1026 for (i = 0; i < MAX_NUM_KEYS; i++)
1027 key[i] = key_bits & (1 << i);
1029 DrawGameValue_Level(level_nr);
1031 DrawGameValue_Emeralds(emeralds);
1032 DrawGameValue_Dynamite(dynamite);
1033 DrawGameValue_Score(score);
1034 DrawGameValue_Time(time);
1036 DrawGameValue_Keys(key);
1039 void DrawGameDoorValues()
1043 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1045 DrawGameDoorValues_EM();
1050 DrawGameValue_Level(level_nr);
1052 DrawGameValue_Emeralds(local_player->gems_still_needed);
1053 DrawGameValue_Dynamite(local_player->inventory_size);
1054 DrawGameValue_Score(local_player->score);
1055 DrawGameValue_Time(TimeLeft);
1057 for (i = 0; i < MAX_PLAYERS; i++)
1058 DrawGameValue_Keys(stored_player[i].key);
1061 static void resolve_group_element(int group_element, int recursion_depth)
1063 static int group_nr;
1064 static struct ElementGroupInfo *group;
1065 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1068 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1070 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1071 group_element - EL_GROUP_START + 1);
1073 /* replace element which caused too deep recursion by question mark */
1074 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1079 if (recursion_depth == 0) /* initialization */
1081 group = element_info[group_element].group;
1082 group_nr = group_element - EL_GROUP_START;
1084 group->num_elements_resolved = 0;
1085 group->choice_pos = 0;
1088 for (i = 0; i < actual_group->num_elements; i++)
1090 int element = actual_group->element[i];
1092 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1095 if (IS_GROUP_ELEMENT(element))
1096 resolve_group_element(element, recursion_depth + 1);
1099 group->element_resolved[group->num_elements_resolved++] = element;
1100 element_info[element].in_group[group_nr] = TRUE;
1107 =============================================================================
1109 -----------------------------------------------------------------------------
1110 initialize game engine due to level / tape version number
1111 =============================================================================
1114 static void InitGameEngine()
1118 /* set game engine from tape file when re-playing, else from level file */
1119 game.engine_version = (tape.playing ? tape.engine_version :
1120 level.game_version);
1122 /* ---------------------------------------------------------------------- */
1123 /* set flags for bugs and changes according to active game engine version */
1124 /* ---------------------------------------------------------------------- */
1127 Summary of bugfix/change:
1128 Fixed handling for custom elements that change when pushed by the player.
1130 Fixed/changed in version:
1134 Before 3.1.0, custom elements that "change when pushing" changed directly
1135 after the player started pushing them (until then handled in "DigField()").
1136 Since 3.1.0, these custom elements are not changed until the "pushing"
1137 move of the element is finished (now handled in "ContinueMoving()").
1139 Affected levels/tapes:
1140 The first condition is generally needed for all levels/tapes before version
1141 3.1.0, which might use the old behaviour before it was changed; known tapes
1142 that are affected are some tapes from the level set "Walpurgis Gardens" by
1144 The second condition is an exception from the above case and is needed for
1145 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1146 above (including some development versions of 3.1.0), but before it was
1147 known that this change would break tapes like the above and was fixed in
1148 3.1.1, so that the changed behaviour was active although the engine version
1149 while recording maybe was before 3.1.0. There is at least one tape that is
1150 affected by this exception, which is the tape for the one-level set "Bug
1151 Machine" by Juergen Bonhagen.
1154 game.use_change_when_pushing_bug =
1155 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1157 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1158 tape.game_version < VERSION_IDENT(3,1,1,0)));
1161 Summary of bugfix/change:
1162 Fixed handling for blocking the field the player leaves when moving.
1164 Fixed/changed in version:
1168 Before 3.1.1, when "block last field when moving" was enabled, the field
1169 the player is leaving when moving was blocked for the time of the move,
1170 and was directly unblocked afterwards. This resulted in the last field
1171 being blocked for exactly one less than the number of frames of one player
1172 move. Additionally, even when blocking was disabled, the last field was
1173 blocked for exactly one frame.
1174 Since 3.1.1, due to changes in player movement handling, the last field
1175 is not blocked at all when blocking is disabled. When blocking is enabled,
1176 the last field is blocked for exactly the number of frames of one player
1177 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1178 last field is blocked for exactly one more than the number of frames of
1181 Affected levels/tapes:
1182 (!!! yet to be determined -- probably many !!!)
1185 game.use_block_last_field_bug =
1186 (game.engine_version < VERSION_IDENT(3,1,1,0));
1188 /* ---------------------------------------------------------------------- */
1190 /* dynamically adjust element properties according to game engine version */
1191 InitElementPropertiesEngine(game.engine_version);
1194 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1195 printf(" tape version == %06d [%s] [file: %06d]\n",
1196 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1198 printf(" => game.engine_version == %06d\n", game.engine_version);
1201 /* ---------- recursively resolve group elements ------------------------- */
1203 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1204 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1205 element_info[i].in_group[j] = FALSE;
1207 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1208 resolve_group_element(EL_GROUP_START + i, 0);
1210 /* ---------- initialize player's initial move delay --------------------- */
1212 /* dynamically adjust player properties according to level information */
1213 game.initial_move_delay_value =
1214 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1216 /* dynamically adjust player properties according to game engine version */
1217 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1218 game.initial_move_delay_value : 0);
1220 /* ---------- initialize player's initial push delay --------------------- */
1222 /* dynamically adjust player properties according to game engine version */
1223 game.initial_push_delay_value =
1224 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1226 /* ---------- initialize changing elements ------------------------------- */
1228 /* initialize changing elements information */
1229 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1231 struct ElementInfo *ei = &element_info[i];
1233 /* this pointer might have been changed in the level editor */
1234 ei->change = &ei->change_page[0];
1236 if (!IS_CUSTOM_ELEMENT(i))
1238 ei->change->target_element = EL_EMPTY_SPACE;
1239 ei->change->delay_fixed = 0;
1240 ei->change->delay_random = 0;
1241 ei->change->delay_frames = 1;
1244 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1246 ei->has_change_event[j] = FALSE;
1248 ei->event_page_nr[j] = 0;
1249 ei->event_page[j] = &ei->change_page[0];
1253 /* add changing elements from pre-defined list */
1254 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1256 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1257 struct ElementInfo *ei = &element_info[ch_delay->element];
1259 ei->change->target_element = ch_delay->target_element;
1260 ei->change->delay_fixed = ch_delay->change_delay;
1262 ei->change->pre_change_function = ch_delay->pre_change_function;
1263 ei->change->change_function = ch_delay->change_function;
1264 ei->change->post_change_function = ch_delay->post_change_function;
1266 ei->change->can_change = TRUE;
1267 ei->change->can_change_or_has_action = TRUE;
1269 ei->has_change_event[CE_DELAY] = TRUE;
1271 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1272 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1275 /* ---------- initialize internal run-time variables ------------- */
1277 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1279 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1281 for (j = 0; j < ei->num_change_pages; j++)
1283 ei->change_page[j].can_change_or_has_action =
1284 (ei->change_page[j].can_change |
1285 ei->change_page[j].has_action);
1289 /* add change events from custom element configuration */
1290 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1292 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1294 for (j = 0; j < ei->num_change_pages; j++)
1296 if (!ei->change_page[j].can_change_or_has_action)
1299 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1301 /* only add event page for the first page found with this event */
1302 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1304 ei->has_change_event[k] = TRUE;
1306 ei->event_page_nr[k] = j;
1307 ei->event_page[k] = &ei->change_page[j];
1313 /* ---------- initialize run-time trigger player and element ------------- */
1315 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1317 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1319 for (j = 0; j < ei->num_change_pages; j++)
1321 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1322 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1326 /* ---------- initialize trigger events ---------------------------------- */
1328 /* initialize trigger events information */
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1330 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1331 trigger_events[i][j] = FALSE;
1333 /* add trigger events from element change event properties */
1334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1336 struct ElementInfo *ei = &element_info[i];
1338 for (j = 0; j < ei->num_change_pages; j++)
1340 if (!ei->change_page[j].can_change_or_has_action)
1343 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1345 int trigger_element = ei->change_page[j].trigger_element;
1347 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1349 if (ei->change_page[j].has_event[k])
1351 if (IS_GROUP_ELEMENT(trigger_element))
1353 struct ElementGroupInfo *group =
1354 element_info[trigger_element].group;
1356 for (l = 0; l < group->num_elements_resolved; l++)
1357 trigger_events[group->element_resolved[l]][k] = TRUE;
1360 trigger_events[trigger_element][k] = TRUE;
1367 /* ---------- initialize push delay -------------------------------------- */
1369 /* initialize push delay values to default */
1370 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1372 if (!IS_CUSTOM_ELEMENT(i))
1374 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1375 element_info[i].push_delay_random = game.default_push_delay_random;
1379 /* set push delay value for certain elements from pre-defined list */
1380 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1382 int e = push_delay_list[i].element;
1384 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1385 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1388 /* set push delay value for Supaplex elements for newer engine versions */
1389 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1391 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1393 if (IS_SP_ELEMENT(i))
1395 /* set SP push delay to just enough to push under a falling zonk */
1396 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1398 element_info[i].push_delay_fixed = delay;
1399 element_info[i].push_delay_random = 0;
1404 /* ---------- initialize move stepsize ----------------------------------- */
1406 /* initialize move stepsize values to default */
1407 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1408 if (!IS_CUSTOM_ELEMENT(i))
1409 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1411 /* set move stepsize value for certain elements from pre-defined list */
1412 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1414 int e = move_stepsize_list[i].element;
1416 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1419 /* ---------- initialize collect score ----------------------------------- */
1421 /* initialize collect score values for custom elements from initial value */
1422 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1423 if (IS_CUSTOM_ELEMENT(i))
1424 element_info[i].collect_score = element_info[i].collect_score_initial;
1426 /* ---------- initialize collect count ----------------------------------- */
1428 /* initialize collect count values for non-custom elements */
1429 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1430 if (!IS_CUSTOM_ELEMENT(i))
1431 element_info[i].collect_count_initial = 0;
1433 /* add collect count values for all elements from pre-defined list */
1434 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1435 element_info[collect_count_list[i].element].collect_count_initial =
1436 collect_count_list[i].count;
1438 /* ---------- initialize access direction -------------------------------- */
1440 /* initialize access direction values to default (access from every side) */
1441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1442 if (!IS_CUSTOM_ELEMENT(i))
1443 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1445 /* set access direction value for certain elements from pre-defined list */
1446 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1447 element_info[access_direction_list[i].element].access_direction =
1448 access_direction_list[i].direction;
1453 =============================================================================
1455 -----------------------------------------------------------------------------
1456 initialize and start new game
1457 =============================================================================
1462 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1463 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1464 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1469 /* don't play tapes over network */
1470 network_playing = (options.network && !tape.playing);
1472 for (i = 0; i < MAX_PLAYERS; i++)
1474 struct PlayerInfo *player = &stored_player[i];
1476 player->index_nr = i;
1477 player->index_bit = (1 << i);
1478 player->element_nr = EL_PLAYER_1 + i;
1480 player->present = FALSE;
1481 player->active = FALSE;
1484 player->effective_action = 0;
1485 player->programmed_action = 0;
1488 player->gems_still_needed = level.gems_needed;
1489 player->sokobanfields_still_needed = 0;
1490 player->lights_still_needed = 0;
1491 player->friends_still_needed = 0;
1493 for (j = 0; j < MAX_NUM_KEYS; j++)
1494 player->key[j] = FALSE;
1496 player->dynabomb_count = 0;
1497 player->dynabomb_size = 1;
1498 player->dynabombs_left = 0;
1499 player->dynabomb_xl = FALSE;
1501 player->MovDir = MV_NO_MOVING;
1504 player->GfxDir = MV_NO_MOVING;
1505 player->GfxAction = ACTION_DEFAULT;
1507 player->StepFrame = 0;
1509 player->use_murphy_graphic = FALSE;
1511 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1512 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1514 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1516 player->actual_frame_counter = 0;
1518 player->step_counter = 0;
1520 player->last_move_dir = MV_NO_MOVING;
1522 player->is_waiting = FALSE;
1523 player->is_moving = FALSE;
1524 player->is_auto_moving = FALSE;
1525 player->is_digging = FALSE;
1526 player->is_snapping = FALSE;
1527 player->is_collecting = FALSE;
1528 player->is_pushing = FALSE;
1529 player->is_switching = FALSE;
1530 player->is_dropping = FALSE;
1532 player->is_bored = FALSE;
1533 player->is_sleeping = FALSE;
1535 player->frame_counter_bored = -1;
1536 player->frame_counter_sleeping = -1;
1538 player->anim_delay_counter = 0;
1539 player->post_delay_counter = 0;
1541 player->action_waiting = ACTION_DEFAULT;
1542 player->last_action_waiting = ACTION_DEFAULT;
1543 player->special_action_bored = ACTION_DEFAULT;
1544 player->special_action_sleeping = ACTION_DEFAULT;
1546 player->num_special_action_bored = 0;
1547 player->num_special_action_sleeping = 0;
1549 /* determine number of special actions for bored and sleeping animation */
1550 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1552 boolean found = FALSE;
1554 for (k = 0; k < NUM_DIRECTIONS; k++)
1555 if (el_act_dir2img(player->element_nr, j, k) !=
1556 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1560 player->num_special_action_bored++;
1564 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1566 boolean found = FALSE;
1568 for (k = 0; k < NUM_DIRECTIONS; k++)
1569 if (el_act_dir2img(player->element_nr, j, k) !=
1570 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1574 player->num_special_action_sleeping++;
1579 player->switch_x = -1;
1580 player->switch_y = -1;
1582 player->drop_x = -1;
1583 player->drop_y = -1;
1585 player->show_envelope = 0;
1587 player->move_delay = game.initial_move_delay;
1588 player->move_delay_value = game.initial_move_delay_value;
1590 player->move_delay_value_next = -1;
1592 player->move_delay_reset_counter = 0;
1594 player->push_delay = -1; /* initialized when pushing starts */
1595 player->push_delay_value = game.initial_push_delay_value;
1597 player->drop_delay = 0;
1599 player->last_jx = player->last_jy = 0;
1600 player->jx = player->jy = 0;
1602 player->shield_normal_time_left = 0;
1603 player->shield_deadly_time_left = 0;
1605 player->inventory_infinite_element = EL_UNDEFINED;
1606 player->inventory_size = 0;
1608 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1609 SnapField(player, 0, 0);
1611 player->LevelSolved = FALSE;
1612 player->GameOver = FALSE;
1615 network_player_action_received = FALSE;
1617 #if defined(NETWORK_AVALIABLE)
1618 /* initial null action */
1619 if (network_playing)
1620 SendToServer_MovePlayer(MV_NO_MOVING);
1629 TimeLeft = level.time;
1632 ScreenMovDir = MV_NO_MOVING;
1636 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1638 AllPlayersGone = FALSE;
1640 game.yamyam_content_nr = 0;
1641 game.magic_wall_active = FALSE;
1642 game.magic_wall_time_left = 0;
1643 game.light_time_left = 0;
1644 game.timegate_time_left = 0;
1645 game.switchgate_pos = 0;
1646 game.balloon_dir = MV_NO_MOVING;
1647 game.gravity = level.initial_gravity;
1648 game.explosions_delayed = TRUE;
1650 game.envelope_active = FALSE;
1652 for (i = 0; i < NUM_BELTS; i++)
1654 game.belt_dir[i] = MV_NO_MOVING;
1655 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1658 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1659 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1661 for (x = 0; x < lev_fieldx; x++)
1663 for (y = 0; y < lev_fieldy; y++)
1665 Feld[x][y] = level.field[x][y];
1666 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1667 ChangeDelay[x][y] = 0;
1668 ChangePage[x][y] = -1;
1669 #if USE_NEW_COLLECT_COUNT
1670 Count[x][y] = 0; /* initialized in InitField() */
1672 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1674 WasJustMoving[x][y] = 0;
1675 WasJustFalling[x][y] = 0;
1676 CheckCollision[x][y] = 0;
1678 Pushed[x][y] = FALSE;
1680 Changed[x][y] = FALSE;
1681 ChangeEvent[x][y] = -1;
1683 ExplodePhase[x][y] = 0;
1684 ExplodeDelay[x][y] = 0;
1685 ExplodeField[x][y] = EX_TYPE_NONE;
1687 RunnerVisit[x][y] = 0;
1688 PlayerVisit[x][y] = 0;
1691 GfxRandom[x][y] = INIT_GFX_RANDOM();
1692 GfxElement[x][y] = EL_UNDEFINED;
1693 GfxAction[x][y] = ACTION_DEFAULT;
1694 GfxDir[x][y] = MV_NO_MOVING;
1698 for (y = 0; y < lev_fieldy; y++)
1700 for (x = 0; x < lev_fieldx; x++)
1702 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1704 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1706 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1709 InitField(x, y, TRUE);
1715 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1716 emulate_sb ? EMU_SOKOBAN :
1717 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1719 #if USE_NEW_ALL_SLIPPERY
1720 /* initialize type of slippery elements */
1721 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1723 if (!IS_CUSTOM_ELEMENT(i))
1725 /* default: elements slip down either to the left or right randomly */
1726 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1728 /* SP style elements prefer to slip down on the left side */
1729 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1730 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1732 /* BD style elements prefer to slip down on the left side */
1733 if (game.emulation == EMU_BOULDERDASH)
1734 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1739 /* initialize explosion and ignition delay */
1740 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1742 if (!IS_CUSTOM_ELEMENT(i))
1745 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1746 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1747 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1748 int last_phase = (num_phase + 1) * delay;
1749 int half_phase = (num_phase / 2) * delay;
1751 element_info[i].explosion_delay = last_phase - 1;
1752 element_info[i].ignition_delay = half_phase;
1754 if (i == EL_BLACK_ORB)
1755 element_info[i].ignition_delay = 1;
1759 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1760 element_info[i].explosion_delay = 1;
1762 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1763 element_info[i].ignition_delay = 1;
1767 /* correct non-moving belts to start moving left */
1768 for (i = 0; i < NUM_BELTS; i++)
1769 if (game.belt_dir[i] == MV_NO_MOVING)
1770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1772 /* check if any connected player was not found in playfield */
1773 for (i = 0; i < MAX_PLAYERS; i++)
1775 struct PlayerInfo *player = &stored_player[i];
1777 if (player->connected && !player->present)
1779 for (j = 0; j < MAX_PLAYERS; j++)
1781 struct PlayerInfo *some_player = &stored_player[j];
1782 int jx = some_player->jx, jy = some_player->jy;
1784 /* assign first free player found that is present in the playfield */
1785 if (some_player->present && !some_player->connected)
1787 player->present = TRUE;
1788 player->active = TRUE;
1790 some_player->present = FALSE;
1791 some_player->active = FALSE;
1794 player->element_nr = some_player->element_nr;
1797 player->block_last_field = some_player->block_last_field;
1798 player->block_delay_adjustment = some_player->block_delay_adjustment;
1800 StorePlayer[jx][jy] = player->element_nr;
1801 player->jx = player->last_jx = jx;
1802 player->jy = player->last_jy = jy;
1812 /* when playing a tape, eliminate all players which do not participate */
1814 for (i = 0; i < MAX_PLAYERS; i++)
1816 if (stored_player[i].active && !tape.player_participates[i])
1818 struct PlayerInfo *player = &stored_player[i];
1819 int jx = player->jx, jy = player->jy;
1821 player->active = FALSE;
1822 StorePlayer[jx][jy] = 0;
1823 Feld[jx][jy] = EL_EMPTY;
1827 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1829 /* when in single player mode, eliminate all but the first active player */
1831 for (i = 0; i < MAX_PLAYERS; i++)
1833 if (stored_player[i].active)
1835 for (j = i + 1; j < MAX_PLAYERS; j++)
1837 if (stored_player[j].active)
1839 struct PlayerInfo *player = &stored_player[j];
1840 int jx = player->jx, jy = player->jy;
1842 player->active = FALSE;
1843 player->present = FALSE;
1845 StorePlayer[jx][jy] = 0;
1846 Feld[jx][jy] = EL_EMPTY;
1853 /* when recording the game, store which players take part in the game */
1856 for (i = 0; i < MAX_PLAYERS; i++)
1857 if (stored_player[i].active)
1858 tape.player_participates[i] = TRUE;
1863 for (i = 0; i < MAX_PLAYERS; i++)
1865 struct PlayerInfo *player = &stored_player[i];
1867 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1872 if (local_player == player)
1873 printf("Player %d is local player.\n", i+1);
1877 if (BorderElement == EL_EMPTY)
1880 SBX_Right = lev_fieldx - SCR_FIELDX;
1882 SBY_Lower = lev_fieldy - SCR_FIELDY;
1887 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1889 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1892 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1893 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1895 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1896 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1898 /* if local player not found, look for custom element that might create
1899 the player (make some assumptions about the right custom element) */
1900 if (!local_player->present)
1902 int start_x = 0, start_y = 0;
1903 int found_rating = 0;
1904 int found_element = EL_UNDEFINED;
1906 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1908 int element = Feld[x][y];
1913 if (!IS_CUSTOM_ELEMENT(element))
1916 if (CAN_CHANGE(element))
1918 for (i = 0; i < element_info[element].num_change_pages; i++)
1920 content = element_info[element].change_page[i].target_element;
1921 is_player = ELEM_IS_PLAYER(content);
1923 if (is_player && (found_rating < 3 || element < found_element))
1929 found_element = element;
1934 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1936 content = element_info[element].content.e[xx][yy];
1937 is_player = ELEM_IS_PLAYER(content);
1939 if (is_player && (found_rating < 2 || element < found_element))
1941 start_x = x + xx - 1;
1942 start_y = y + yy - 1;
1945 found_element = element;
1948 if (!CAN_CHANGE(element))
1951 for (i = 0; i < element_info[element].num_change_pages; i++)
1954 element_info[element].change_page[i].target_content.e[xx][yy];
1956 is_player = ELEM_IS_PLAYER(content);
1958 if (is_player && (found_rating < 1 || element < found_element))
1960 start_x = x + xx - 1;
1961 start_y = y + yy - 1;
1964 found_element = element;
1970 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1971 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1974 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1975 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1980 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1981 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1982 local_player->jx - MIDPOSX);
1984 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1985 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1986 local_player->jy - MIDPOSY);
1989 if (!game.restart_level)
1990 CloseDoor(DOOR_CLOSE_1);
1992 /* !!! FIX THIS (START) !!! */
1993 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1995 InitGameEngine_EM();
2002 /* after drawing the level, correct some elements */
2003 if (game.timegate_time_left == 0)
2004 CloseAllOpenTimegates();
2006 if (setup.soft_scrolling)
2007 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2009 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2012 /* !!! FIX THIS (END) !!! */
2014 if (!game.restart_level)
2016 /* copy default game door content to main double buffer */
2017 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2018 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2021 DrawGameDoorValues();
2023 if (!game.restart_level)
2027 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2028 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2029 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2033 /* copy actual game door content to door double buffer for OpenDoor() */
2034 BlitBitmap(drawto, bitmap_db_door,
2035 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2037 OpenDoor(DOOR_OPEN_ALL);
2039 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2041 if (setup.sound_music)
2044 KeyboardAutoRepeatOffUnlessAutoplay();
2048 for (i = 0; i < MAX_PLAYERS; i++)
2049 printf("Player %d %sactive.\n",
2050 i + 1, (stored_player[i].active ? "" : "not "));
2054 game.restart_level = FALSE;
2057 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2059 /* this is used for non-R'n'D game engines to update certain engine values */
2061 /* needed to determine if sounds are played within the visible screen area */
2062 scroll_x = actual_scroll_x;
2063 scroll_y = actual_scroll_y;
2066 void InitMovDir(int x, int y)
2068 int i, element = Feld[x][y];
2069 static int xy[4][2] =
2076 static int direction[3][4] =
2078 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2079 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2080 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2089 Feld[x][y] = EL_BUG;
2090 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2093 case EL_SPACESHIP_RIGHT:
2094 case EL_SPACESHIP_UP:
2095 case EL_SPACESHIP_LEFT:
2096 case EL_SPACESHIP_DOWN:
2097 Feld[x][y] = EL_SPACESHIP;
2098 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2101 case EL_BD_BUTTERFLY_RIGHT:
2102 case EL_BD_BUTTERFLY_UP:
2103 case EL_BD_BUTTERFLY_LEFT:
2104 case EL_BD_BUTTERFLY_DOWN:
2105 Feld[x][y] = EL_BD_BUTTERFLY;
2106 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2109 case EL_BD_FIREFLY_RIGHT:
2110 case EL_BD_FIREFLY_UP:
2111 case EL_BD_FIREFLY_LEFT:
2112 case EL_BD_FIREFLY_DOWN:
2113 Feld[x][y] = EL_BD_FIREFLY;
2114 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2117 case EL_PACMAN_RIGHT:
2119 case EL_PACMAN_LEFT:
2120 case EL_PACMAN_DOWN:
2121 Feld[x][y] = EL_PACMAN;
2122 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2125 case EL_SP_SNIKSNAK:
2126 MovDir[x][y] = MV_UP;
2129 case EL_SP_ELECTRON:
2130 MovDir[x][y] = MV_LEFT;
2137 Feld[x][y] = EL_MOLE;
2138 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2142 if (IS_CUSTOM_ELEMENT(element))
2144 struct ElementInfo *ei = &element_info[element];
2145 int move_direction_initial = ei->move_direction_initial;
2146 int move_pattern = ei->move_pattern;
2148 if (move_direction_initial == MV_START_PREVIOUS)
2150 if (MovDir[x][y] != MV_NO_MOVING)
2153 move_direction_initial = MV_START_AUTOMATIC;
2156 if (move_direction_initial == MV_START_RANDOM)
2157 MovDir[x][y] = 1 << RND(4);
2158 else if (move_direction_initial & MV_ANY_DIRECTION)
2159 MovDir[x][y] = move_direction_initial;
2160 else if (move_pattern == MV_ALL_DIRECTIONS ||
2161 move_pattern == MV_TURNING_LEFT ||
2162 move_pattern == MV_TURNING_RIGHT ||
2163 move_pattern == MV_TURNING_LEFT_RIGHT ||
2164 move_pattern == MV_TURNING_RIGHT_LEFT ||
2165 move_pattern == MV_TURNING_RANDOM)
2166 MovDir[x][y] = 1 << RND(4);
2167 else if (move_pattern == MV_HORIZONTAL)
2168 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2169 else if (move_pattern == MV_VERTICAL)
2170 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2171 else if (move_pattern & MV_ANY_DIRECTION)
2172 MovDir[x][y] = element_info[element].move_pattern;
2173 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2174 move_pattern == MV_ALONG_RIGHT_SIDE)
2176 /* use random direction as default start direction */
2177 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2178 MovDir[x][y] = 1 << RND(4);
2180 for (i = 0; i < NUM_DIRECTIONS; i++)
2182 int x1 = x + xy[i][0];
2183 int y1 = y + xy[i][1];
2185 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2187 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2188 MovDir[x][y] = direction[0][i];
2190 MovDir[x][y] = direction[1][i];
2199 MovDir[x][y] = 1 << RND(4);
2201 if (element != EL_BUG &&
2202 element != EL_SPACESHIP &&
2203 element != EL_BD_BUTTERFLY &&
2204 element != EL_BD_FIREFLY)
2207 for (i = 0; i < NUM_DIRECTIONS; i++)
2209 int x1 = x + xy[i][0];
2210 int y1 = y + xy[i][1];
2212 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2214 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2216 MovDir[x][y] = direction[0][i];
2219 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2220 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2222 MovDir[x][y] = direction[1][i];
2231 GfxDir[x][y] = MovDir[x][y];
2234 void InitAmoebaNr(int x, int y)
2237 int group_nr = AmoebeNachbarNr(x, y);
2241 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2243 if (AmoebaCnt[i] == 0)
2251 AmoebaNr[x][y] = group_nr;
2252 AmoebaCnt[group_nr]++;
2253 AmoebaCnt2[group_nr]++;
2259 boolean raise_level = FALSE;
2261 if (local_player->MovPos)
2264 if (tape.auto_play) /* tape might already be stopped here */
2265 tape.auto_play_level_solved = TRUE;
2267 local_player->LevelSolved = FALSE;
2269 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2273 if (!tape.playing && setup.sound_loops)
2274 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2275 SND_CTRL_PLAY_LOOP);
2277 while (TimeLeft > 0)
2279 if (!tape.playing && !setup.sound_loops)
2280 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2281 if (TimeLeft > 0 && !(TimeLeft % 10))
2282 RaiseScore(level.score[SC_TIME_BONUS]);
2283 if (TimeLeft > 100 && !(TimeLeft % 10))
2288 DrawGameValue_Time(TimeLeft);
2296 if (!tape.playing && setup.sound_loops)
2297 StopSound(SND_GAME_LEVELTIME_BONUS);
2299 else if (level.time == 0) /* level without time limit */
2301 if (!tape.playing && setup.sound_loops)
2302 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2303 SND_CTRL_PLAY_LOOP);
2305 while (TimePlayed < 999)
2307 if (!tape.playing && !setup.sound_loops)
2308 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2309 if (TimePlayed < 999 && !(TimePlayed % 10))
2310 RaiseScore(level.score[SC_TIME_BONUS]);
2311 if (TimePlayed < 900 && !(TimePlayed % 10))
2316 DrawGameValue_Time(TimePlayed);
2324 if (!tape.playing && setup.sound_loops)
2325 StopSound(SND_GAME_LEVELTIME_BONUS);
2328 /* close exit door after last player */
2329 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2330 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2331 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2333 int element = Feld[ExitX][ExitY];
2335 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2336 EL_SP_EXIT_CLOSING);
2338 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2341 /* player disappears */
2342 if (ExitX >= 0 && ExitY >= 0)
2343 DrawLevelField(ExitX, ExitY);
2350 CloseDoor(DOOR_CLOSE_1);
2355 SaveTape(tape.level_nr); /* Ask to save tape */
2358 if (level_nr == leveldir_current->handicap_level)
2360 leveldir_current->handicap_level++;
2361 SaveLevelSetup_SeriesInfo();
2364 if (level_editor_test_game)
2365 local_player->score = -1; /* no highscore when playing from editor */
2366 else if (level_nr < leveldir_current->last_level)
2367 raise_level = TRUE; /* advance to next level */
2369 if ((hi_pos = NewHiScore()) >= 0)
2371 game_status = GAME_MODE_SCORES;
2372 DrawHallOfFame(hi_pos);
2381 game_status = GAME_MODE_MAIN;
2398 LoadScore(level_nr);
2400 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2401 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2404 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2406 if (local_player->score > highscore[k].Score)
2408 /* player has made it to the hall of fame */
2410 if (k < MAX_SCORE_ENTRIES - 1)
2412 int m = MAX_SCORE_ENTRIES - 1;
2415 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2416 if (!strcmp(setup.player_name, highscore[l].Name))
2418 if (m == k) /* player's new highscore overwrites his old one */
2422 for (l = m; l > k; l--)
2424 strcpy(highscore[l].Name, highscore[l - 1].Name);
2425 highscore[l].Score = highscore[l - 1].Score;
2432 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2433 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2434 highscore[k].Score = local_player->score;
2440 else if (!strncmp(setup.player_name, highscore[k].Name,
2441 MAX_PLAYER_NAME_LEN))
2442 break; /* player already there with a higher score */
2448 SaveScore(level_nr);
2453 inline static int getElementMoveStepsize(int x, int y)
2455 int element = Feld[x][y];
2456 int direction = MovDir[x][y];
2457 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2458 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2459 int horiz_move = (dx != 0);
2460 int sign = (horiz_move ? dx : dy);
2461 int step = sign * element_info[element].move_stepsize;
2463 /* special values for move stepsize for spring and things on conveyor belt */
2467 if (element == EL_SPRING)
2468 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2469 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2470 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2471 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2473 if (CAN_FALL(element) &&
2474 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2475 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2476 else if (element == EL_SPRING)
2477 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2484 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2486 if (player->GfxAction != action || player->GfxDir != dir)
2489 printf("Player frame reset! (%d => %d, %d => %d)\n",
2490 player->GfxAction, action, player->GfxDir, dir);
2493 player->GfxAction = action;
2494 player->GfxDir = dir;
2496 player->StepFrame = 0;
2500 static void ResetRandomAnimationValue(int x, int y)
2502 GfxRandom[x][y] = INIT_GFX_RANDOM();
2505 static void ResetGfxAnimation(int x, int y)
2508 GfxAction[x][y] = ACTION_DEFAULT;
2509 GfxDir[x][y] = MovDir[x][y];
2512 void InitMovingField(int x, int y, int direction)
2514 int element = Feld[x][y];
2515 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2516 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2520 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2521 ResetGfxAnimation(x, y);
2523 MovDir[x][y] = direction;
2524 GfxDir[x][y] = direction;
2525 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2526 ACTION_FALLING : ACTION_MOVING);
2528 /* this is needed for CEs with property "can move" / "not moving" */
2530 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2532 if (Feld[newx][newy] == EL_EMPTY)
2533 Feld[newx][newy] = EL_BLOCKED;
2535 MovDir[newx][newy] = MovDir[x][y];
2537 #if USE_NEW_COLLECT_COUNT
2538 Count[newx][newy] = Count[x][y];
2541 GfxFrame[newx][newy] = GfxFrame[x][y];
2542 GfxRandom[newx][newy] = GfxRandom[x][y];
2543 GfxAction[newx][newy] = GfxAction[x][y];
2544 GfxDir[newx][newy] = GfxDir[x][y];
2548 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2550 int direction = MovDir[x][y];
2551 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2552 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2558 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2560 int oldx = x, oldy = y;
2561 int direction = MovDir[x][y];
2563 if (direction == MV_LEFT)
2565 else if (direction == MV_RIGHT)
2567 else if (direction == MV_UP)
2569 else if (direction == MV_DOWN)
2572 *comes_from_x = oldx;
2573 *comes_from_y = oldy;
2576 int MovingOrBlocked2Element(int x, int y)
2578 int element = Feld[x][y];
2580 if (element == EL_BLOCKED)
2584 Blocked2Moving(x, y, &oldx, &oldy);
2585 return Feld[oldx][oldy];
2591 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2593 /* like MovingOrBlocked2Element(), but if element is moving
2594 and (x,y) is the field the moving element is just leaving,
2595 return EL_BLOCKED instead of the element value */
2596 int element = Feld[x][y];
2598 if (IS_MOVING(x, y))
2600 if (element == EL_BLOCKED)
2604 Blocked2Moving(x, y, &oldx, &oldy);
2605 return Feld[oldx][oldy];
2614 static void RemoveField(int x, int y)
2616 Feld[x][y] = EL_EMPTY;
2622 #if USE_NEW_COLLECT_COUNT
2627 ChangeDelay[x][y] = 0;
2628 ChangePage[x][y] = -1;
2629 Pushed[x][y] = FALSE;
2632 ExplodeField[x][y] = EX_TYPE_NONE;
2635 GfxElement[x][y] = EL_UNDEFINED;
2636 GfxAction[x][y] = ACTION_DEFAULT;
2637 GfxDir[x][y] = MV_NO_MOVING;
2640 void RemoveMovingField(int x, int y)
2642 int oldx = x, oldy = y, newx = x, newy = y;
2643 int element = Feld[x][y];
2644 int next_element = EL_UNDEFINED;
2646 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2649 if (IS_MOVING(x, y))
2651 Moving2Blocked(x, y, &newx, &newy);
2653 if (Feld[newx][newy] != EL_BLOCKED)
2655 /* element is moving, but target field is not free (blocked), but
2656 already occupied by something different (example: acid pool);
2657 in this case, only remove the moving field, but not the target */
2659 RemoveField(oldx, oldy);
2661 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2663 DrawLevelField(oldx, oldy);
2668 else if (element == EL_BLOCKED)
2670 Blocked2Moving(x, y, &oldx, &oldy);
2671 if (!IS_MOVING(oldx, oldy))
2675 if (element == EL_BLOCKED &&
2676 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2677 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2678 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2679 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2680 next_element = get_next_element(Feld[oldx][oldy]);
2682 RemoveField(oldx, oldy);
2683 RemoveField(newx, newy);
2685 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2687 if (next_element != EL_UNDEFINED)
2688 Feld[oldx][oldy] = next_element;
2690 DrawLevelField(oldx, oldy);
2691 DrawLevelField(newx, newy);
2694 void DrawDynamite(int x, int y)
2696 int sx = SCREENX(x), sy = SCREENY(y);
2697 int graphic = el2img(Feld[x][y]);
2700 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2703 if (IS_WALKABLE_INSIDE(Back[x][y]))
2707 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2708 else if (Store[x][y])
2709 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2711 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2713 if (Back[x][y] || Store[x][y])
2714 DrawGraphicThruMask(sx, sy, graphic, frame);
2716 DrawGraphic(sx, sy, graphic, frame);
2719 void CheckDynamite(int x, int y)
2721 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2725 if (MovDelay[x][y] != 0)
2728 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2734 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2739 void DrawRelocatePlayer(struct PlayerInfo *player)
2741 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2742 boolean no_delay = (tape.warp_forward);
2743 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2744 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2745 int jx = player->jx;
2746 int jy = player->jy;
2748 if (level.instant_relocation)
2750 int offset = (setup.scroll_delay ? 3 : 0);
2752 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2754 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2755 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2756 local_player->jx - MIDPOSX);
2758 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2759 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2760 local_player->jy - MIDPOSY);
2764 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2765 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2766 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2768 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2769 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2770 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2772 /* don't scroll over playfield boundaries */
2773 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2774 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2776 /* don't scroll over playfield boundaries */
2777 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2778 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2781 RedrawPlayfield(TRUE, 0,0,0,0);
2785 int scroll_xx = -999, scroll_yy = -999;
2787 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2789 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2792 int fx = FX, fy = FY;
2794 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2795 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2796 local_player->jx - MIDPOSX);
2798 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2799 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2800 local_player->jy - MIDPOSY);
2802 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2803 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2805 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2811 fx += dx * TILEX / 2;
2812 fy += dy * TILEY / 2;
2814 ScrollLevel(dx, dy);
2817 /* scroll in two steps of half tile size to make things smoother */
2818 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2820 Delay(wait_delay_value);
2822 /* scroll second step to align at full tile size */
2824 Delay(wait_delay_value);
2829 Delay(wait_delay_value);
2833 void RelocatePlayer(int jx, int jy, int el_player_raw)
2835 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2836 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2837 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2838 boolean no_delay = (tape.warp_forward);
2839 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2840 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2841 int old_jx = player->jx;
2842 int old_jy = player->jy;
2843 int old_element = Feld[old_jx][old_jy];
2844 int element = Feld[jx][jy];
2845 boolean player_relocated = (old_jx != jx || old_jy != jy);
2847 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2848 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2849 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2850 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2851 int leave_side_horiz = move_dir_horiz;
2852 int leave_side_vert = move_dir_vert;
2853 int enter_side = enter_side_horiz | enter_side_vert;
2854 int leave_side = leave_side_horiz | leave_side_vert;
2856 if (player->GameOver) /* do not reanimate dead player */
2859 if (!player_relocated) /* no need to relocate the player */
2862 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2864 RemoveField(jx, jy); /* temporarily remove newly placed player */
2865 DrawLevelField(jx, jy);
2868 if (player->present)
2870 while (player->MovPos)
2872 ScrollPlayer(player, SCROLL_GO_ON);
2873 ScrollScreen(NULL, SCROLL_GO_ON);
2875 AdvanceFrameAndPlayerCounters(player->index_nr);
2880 Delay(wait_delay_value);
2883 DrawPlayer(player); /* needed here only to cleanup last field */
2884 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2886 player->is_moving = FALSE;
2889 if (IS_CUSTOM_ELEMENT(old_element))
2890 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2892 player->index_bit, leave_side);
2894 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2895 player->index_bit, leave_side);
2897 Feld[jx][jy] = el_player;
2898 InitPlayerField(jx, jy, el_player, TRUE);
2900 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2902 Feld[jx][jy] = element;
2903 InitField(jx, jy, FALSE);
2906 if (player == local_player) /* only visually relocate local player */
2907 DrawRelocatePlayer(player);
2909 TestIfPlayerTouchesBadThing(jx, jy);
2910 TestIfPlayerTouchesCustomElement(jx, jy);
2912 if (IS_CUSTOM_ELEMENT(element))
2913 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2914 player->index_bit, enter_side);
2916 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2917 player->index_bit, enter_side);
2920 void Explode(int ex, int ey, int phase, int mode)
2926 /* !!! eliminate this variable !!! */
2927 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2929 if (game.explosions_delayed)
2931 ExplodeField[ex][ey] = mode;
2935 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2937 int center_element = Feld[ex][ey];
2940 /* --- This is only really needed (and now handled) in "Impact()". --- */
2941 /* do not explode moving elements that left the explode field in time */
2942 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2943 center_element == EL_EMPTY &&
2944 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2948 if (mode == EX_TYPE_NORMAL ||
2949 mode == EX_TYPE_CENTER ||
2950 mode == EX_TYPE_CROSS)
2951 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2953 /* remove things displayed in background while burning dynamite */
2954 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2957 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2959 /* put moving element to center field (and let it explode there) */
2960 center_element = MovingOrBlocked2Element(ex, ey);
2961 RemoveMovingField(ex, ey);
2962 Feld[ex][ey] = center_element;
2965 last_phase = element_info[center_element].explosion_delay + 1;
2967 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2969 int xx = x - ex + 1;
2970 int yy = y - ey + 1;
2973 if (!IN_LEV_FIELD(x, y) ||
2974 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2975 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2978 element = Feld[x][y];
2980 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2982 element = MovingOrBlocked2Element(x, y);
2984 if (!IS_EXPLOSION_PROOF(element))
2985 RemoveMovingField(x, y);
2988 /* indestructible elements can only explode in center (but not flames) */
2989 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2990 mode == EX_TYPE_BORDER)) ||
2991 element == EL_FLAMES)
2994 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2995 behaviour, for example when touching a yamyam that explodes to rocks
2996 with active deadly shield, a rock is created under the player !!! */
2997 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2999 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3000 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3001 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3003 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3006 if (IS_ACTIVE_BOMB(element))
3008 /* re-activate things under the bomb like gate or penguin */
3009 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3016 /* save walkable background elements while explosion on same tile */
3017 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3018 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3019 Back[x][y] = element;
3021 /* ignite explodable elements reached by other explosion */
3022 if (element == EL_EXPLOSION)
3023 element = Store2[x][y];
3025 if (AmoebaNr[x][y] &&
3026 (element == EL_AMOEBA_FULL ||
3027 element == EL_BD_AMOEBA ||
3028 element == EL_AMOEBA_GROWING))
3030 AmoebaCnt[AmoebaNr[x][y]]--;
3031 AmoebaCnt2[AmoebaNr[x][y]]--;
3036 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3038 switch(StorePlayer[ex][ey])
3041 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3044 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3047 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3051 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3055 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3056 Store[x][y] = EL_EMPTY;
3058 else if (center_element == EL_MOLE)
3059 Store[x][y] = EL_EMERALD_RED;
3060 else if (center_element == EL_PENGUIN)
3061 Store[x][y] = EL_EMERALD_PURPLE;
3062 else if (center_element == EL_BUG)
3063 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3064 else if (center_element == EL_BD_BUTTERFLY)
3065 Store[x][y] = EL_BD_DIAMOND;
3066 else if (center_element == EL_SP_ELECTRON)
3067 Store[x][y] = EL_SP_INFOTRON;
3068 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3069 Store[x][y] = level.amoeba_content;
3070 else if (center_element == EL_YAMYAM)
3071 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3072 else if (IS_CUSTOM_ELEMENT(center_element) &&
3073 element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3074 Store[x][y] = element_info[center_element].content.e[xx][yy];
3075 else if (element == EL_WALL_EMERALD)
3076 Store[x][y] = EL_EMERALD;
3077 else if (element == EL_WALL_DIAMOND)
3078 Store[x][y] = EL_DIAMOND;
3079 else if (element == EL_WALL_BD_DIAMOND)
3080 Store[x][y] = EL_BD_DIAMOND;
3081 else if (element == EL_WALL_EMERALD_YELLOW)
3082 Store[x][y] = EL_EMERALD_YELLOW;
3083 else if (element == EL_WALL_EMERALD_RED)
3084 Store[x][y] = EL_EMERALD_RED;
3085 else if (element == EL_WALL_EMERALD_PURPLE)
3086 Store[x][y] = EL_EMERALD_PURPLE;
3087 else if (element == EL_WALL_PEARL)
3088 Store[x][y] = EL_PEARL;
3089 else if (element == EL_WALL_CRYSTAL)
3090 Store[x][y] = EL_CRYSTAL;
3091 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3092 Store[x][y] = element_info[element].content.e[1][1];
3094 Store[x][y] = EL_EMPTY;
3096 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3097 center_element == EL_AMOEBA_TO_DIAMOND)
3098 Store2[x][y] = element;
3100 Feld[x][y] = EL_EXPLOSION;
3101 GfxElement[x][y] = center_element;
3103 ExplodePhase[x][y] = 1;
3104 ExplodeDelay[x][y] = last_phase;
3109 if (center_element == EL_YAMYAM)
3110 game.yamyam_content_nr =
3111 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3123 GfxFrame[x][y] = 0; /* restart explosion animation */
3125 last_phase = ExplodeDelay[x][y];
3127 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3131 /* activate this even in non-DEBUG version until cause for crash in
3132 getGraphicAnimationFrame() (see below) is found and eliminated */
3137 if (GfxElement[x][y] == EL_UNDEFINED)
3140 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3141 printf("Explode(): This should never happen!\n");
3144 GfxElement[x][y] = EL_EMPTY;
3148 border_element = Store2[x][y];
3149 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3150 border_element = StorePlayer[x][y];
3152 if (phase == element_info[border_element].ignition_delay ||
3153 phase == last_phase)
3155 boolean border_explosion = FALSE;
3157 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3158 !PLAYER_EXPLOSION_PROTECTED(x, y))
3160 KillPlayerUnlessExplosionProtected(x, y);
3161 border_explosion = TRUE;
3163 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3165 Feld[x][y] = Store2[x][y];
3168 border_explosion = TRUE;
3170 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3172 AmoebeUmwandeln(x, y);
3174 border_explosion = TRUE;
3177 /* if an element just explodes due to another explosion (chain-reaction),
3178 do not immediately end the new explosion when it was the last frame of
3179 the explosion (as it would be done in the following "if"-statement!) */
3180 if (border_explosion && phase == last_phase)
3184 if (phase == last_phase)
3188 element = Feld[x][y] = Store[x][y];
3189 Store[x][y] = Store2[x][y] = 0;
3190 GfxElement[x][y] = EL_UNDEFINED;
3192 /* player can escape from explosions and might therefore be still alive */
3193 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3194 element <= EL_PLAYER_IS_EXPLODING_4)
3195 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3197 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3198 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3199 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3202 /* restore probably existing indestructible background element */
3203 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3204 element = Feld[x][y] = Back[x][y];
3207 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3208 GfxDir[x][y] = MV_NO_MOVING;
3209 ChangeDelay[x][y] = 0;
3210 ChangePage[x][y] = -1;
3212 #if USE_NEW_COLLECT_COUNT
3216 InitField_WithBug2(x, y, FALSE);
3218 DrawLevelField(x, y);
3220 TestIfElementTouchesCustomElement(x, y);
3222 if (GFX_CRUMBLED(element))
3223 DrawLevelFieldCrumbledSandNeighbours(x, y);
3225 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3226 StorePlayer[x][y] = 0;
3228 if (ELEM_IS_PLAYER(element))
3229 RelocatePlayer(x, y, element);
3231 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3233 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3234 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3237 DrawLevelFieldCrumbledSand(x, y);
3239 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3241 DrawLevelElement(x, y, Back[x][y]);
3242 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3244 else if (IS_WALKABLE_UNDER(Back[x][y]))
3246 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3247 DrawLevelElementThruMask(x, y, Back[x][y]);
3249 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3250 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3254 void DynaExplode(int ex, int ey)
3257 int dynabomb_element = Feld[ex][ey];
3258 int dynabomb_size = 1;
3259 boolean dynabomb_xl = FALSE;
3260 struct PlayerInfo *player;
3261 static int xy[4][2] =
3269 if (IS_ACTIVE_BOMB(dynabomb_element))
3271 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3272 dynabomb_size = player->dynabomb_size;
3273 dynabomb_xl = player->dynabomb_xl;
3274 player->dynabombs_left++;
3277 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3279 for (i = 0; i < NUM_DIRECTIONS; i++)
3281 for (j = 1; j <= dynabomb_size; j++)
3283 int x = ex + j * xy[i][0];
3284 int y = ey + j * xy[i][1];
3287 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3290 element = Feld[x][y];
3292 /* do not restart explosions of fields with active bombs */
3293 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3296 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3298 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3299 !IS_DIGGABLE(element) && !dynabomb_xl)
3305 void Bang(int x, int y)
3307 int element = MovingOrBlocked2Element(x, y);
3309 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3311 struct PlayerInfo *player = PLAYERINFO(x, y);
3313 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3314 player->element_nr);
3321 case EL_BD_BUTTERFLY:
3324 case EL_DARK_YAMYAM:
3328 RaiseScoreElement(element);
3329 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3331 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3332 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3333 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3334 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3335 case EL_DYNABOMB_INCREASE_NUMBER:
3336 case EL_DYNABOMB_INCREASE_SIZE:
3337 case EL_DYNABOMB_INCREASE_POWER:
3342 case EL_LAMP_ACTIVE:
3343 case EL_AMOEBA_TO_DIAMOND:
3344 if (IS_PLAYER(x, y))
3345 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3347 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3350 if (element_info[element].explosion_type == EXPLODES_CROSS)
3351 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3352 else if (element_info[element].explosion_type == EXPLODES_1X1)
3353 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3355 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3359 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3362 void SplashAcid(int x, int y)
3364 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3365 (!IN_LEV_FIELD(x - 1, y - 2) ||
3366 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3367 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3369 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3370 (!IN_LEV_FIELD(x + 1, y - 2) ||
3371 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3372 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3374 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3377 static void InitBeltMovement()
3379 static int belt_base_element[4] =
3381 EL_CONVEYOR_BELT_1_LEFT,
3382 EL_CONVEYOR_BELT_2_LEFT,
3383 EL_CONVEYOR_BELT_3_LEFT,
3384 EL_CONVEYOR_BELT_4_LEFT
3386 static int belt_base_active_element[4] =
3388 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3389 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3390 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3391 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3396 /* set frame order for belt animation graphic according to belt direction */
3397 for (i = 0; i < NUM_BELTS; i++)
3401 for (j = 0; j < NUM_BELT_PARTS; j++)
3403 int element = belt_base_active_element[belt_nr] + j;
3404 int graphic = el2img(element);
3406 if (game.belt_dir[i] == MV_LEFT)
3407 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3409 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3413 for (y = 0; y < lev_fieldy; y++)
3415 for (x = 0; x < lev_fieldx; x++)
3417 int element = Feld[x][y];
3419 for (i = 0; i < NUM_BELTS; i++)
3421 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3423 int e_belt_nr = getBeltNrFromBeltElement(element);
3426 if (e_belt_nr == belt_nr)
3428 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3430 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3438 static void ToggleBeltSwitch(int x, int y)
3440 static int belt_base_element[4] =
3442 EL_CONVEYOR_BELT_1_LEFT,
3443 EL_CONVEYOR_BELT_2_LEFT,
3444 EL_CONVEYOR_BELT_3_LEFT,
3445 EL_CONVEYOR_BELT_4_LEFT
3447 static int belt_base_active_element[4] =
3449 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3450 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3451 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3452 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3454 static int belt_base_switch_element[4] =
3456 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3457 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3458 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3459 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3461 static int belt_move_dir[4] =
3469 int element = Feld[x][y];
3470 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3471 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3472 int belt_dir = belt_move_dir[belt_dir_nr];
3475 if (!IS_BELT_SWITCH(element))
3478 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3479 game.belt_dir[belt_nr] = belt_dir;
3481 if (belt_dir_nr == 3)
3484 /* set frame order for belt animation graphic according to belt direction */
3485 for (i = 0; i < NUM_BELT_PARTS; i++)
3487 int element = belt_base_active_element[belt_nr] + i;
3488 int graphic = el2img(element);
3490 if (belt_dir == MV_LEFT)
3491 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3493 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3496 for (yy = 0; yy < lev_fieldy; yy++)
3498 for (xx = 0; xx < lev_fieldx; xx++)
3500 int element = Feld[xx][yy];
3502 if (IS_BELT_SWITCH(element))
3504 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3506 if (e_belt_nr == belt_nr)
3508 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3509 DrawLevelField(xx, yy);
3512 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3514 int e_belt_nr = getBeltNrFromBeltElement(element);
3516 if (e_belt_nr == belt_nr)
3518 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3520 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3521 DrawLevelField(xx, yy);
3524 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3526 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3528 if (e_belt_nr == belt_nr)
3530 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3532 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3533 DrawLevelField(xx, yy);
3540 static void ToggleSwitchgateSwitch(int x, int y)
3544 game.switchgate_pos = !game.switchgate_pos;
3546 for (yy = 0; yy < lev_fieldy; yy++)
3548 for (xx = 0; xx < lev_fieldx; xx++)
3550 int element = Feld[xx][yy];
3552 if (element == EL_SWITCHGATE_SWITCH_UP ||
3553 element == EL_SWITCHGATE_SWITCH_DOWN)
3555 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3556 DrawLevelField(xx, yy);
3558 else if (element == EL_SWITCHGATE_OPEN ||
3559 element == EL_SWITCHGATE_OPENING)
3561 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3563 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3565 else if (element == EL_SWITCHGATE_CLOSED ||
3566 element == EL_SWITCHGATE_CLOSING)
3568 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3570 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3576 static int getInvisibleActiveFromInvisibleElement(int element)
3578 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3579 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3580 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3584 static int getInvisibleFromInvisibleActiveElement(int element)
3586 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3587 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3588 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3592 static void RedrawAllLightSwitchesAndInvisibleElements()
3596 for (y = 0; y < lev_fieldy; y++)
3598 for (x = 0; x < lev_fieldx; x++)
3600 int element = Feld[x][y];
3602 if (element == EL_LIGHT_SWITCH &&
3603 game.light_time_left > 0)
3605 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3606 DrawLevelField(x, y);
3608 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3609 game.light_time_left == 0)
3611 Feld[x][y] = EL_LIGHT_SWITCH;
3612 DrawLevelField(x, y);
3614 else if (element == EL_INVISIBLE_STEELWALL ||
3615 element == EL_INVISIBLE_WALL ||
3616 element == EL_INVISIBLE_SAND)
3618 if (game.light_time_left > 0)
3619 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3621 DrawLevelField(x, y);
3623 /* uncrumble neighbour fields, if needed */
3624 if (element == EL_INVISIBLE_SAND)
3625 DrawLevelFieldCrumbledSandNeighbours(x, y);
3627 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3628 element == EL_INVISIBLE_WALL_ACTIVE ||
3629 element == EL_INVISIBLE_SAND_ACTIVE)
3631 if (game.light_time_left == 0)
3632 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3634 DrawLevelField(x, y);
3636 /* re-crumble neighbour fields, if needed */
3637 if (element == EL_INVISIBLE_SAND)
3638 DrawLevelFieldCrumbledSandNeighbours(x, y);
3644 static void ToggleLightSwitch(int x, int y)
3646 int element = Feld[x][y];
3648 game.light_time_left =
3649 (element == EL_LIGHT_SWITCH ?
3650 level.time_light * FRAMES_PER_SECOND : 0);
3652 RedrawAllLightSwitchesAndInvisibleElements();
3655 static void ActivateTimegateSwitch(int x, int y)
3659 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3661 for (yy = 0; yy < lev_fieldy; yy++)
3663 for (xx = 0; xx < lev_fieldx; xx++)
3665 int element = Feld[xx][yy];
3667 if (element == EL_TIMEGATE_CLOSED ||
3668 element == EL_TIMEGATE_CLOSING)
3670 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3671 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3675 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3677 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3678 DrawLevelField(xx, yy);
3685 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3688 void Impact(int x, int y)
3690 boolean last_line = (y == lev_fieldy - 1);
3691 boolean object_hit = FALSE;
3692 boolean impact = (last_line || object_hit);
3693 int element = Feld[x][y];
3694 int smashed = EL_STEELWALL;
3696 if (!last_line) /* check if element below was hit */
3698 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3701 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3702 MovDir[x][y + 1] != MV_DOWN ||
3703 MovPos[x][y + 1] <= TILEY / 2));
3705 /* do not smash moving elements that left the smashed field in time */
3706 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3707 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3711 smashed = MovingOrBlocked2Element(x, y + 1);
3713 impact = (last_line || object_hit);
3716 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3718 SplashAcid(x, y + 1);
3722 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3723 /* only reset graphic animation if graphic really changes after impact */
3725 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3727 ResetGfxAnimation(x, y);
3728 DrawLevelField(x, y);
3731 if (impact && CAN_EXPLODE_IMPACT(element))
3736 else if (impact && element == EL_PEARL)
3738 ResetGfxAnimation(x, y);
3740 Feld[x][y] = EL_PEARL_BREAKING;
3741 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3744 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3746 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3751 if (impact && element == EL_AMOEBA_DROP)
3753 if (object_hit && IS_PLAYER(x, y + 1))
3754 KillPlayerUnlessEnemyProtected(x, y + 1);
3755 else if (object_hit && smashed == EL_PENGUIN)
3759 Feld[x][y] = EL_AMOEBA_GROWING;
3760 Store[x][y] = EL_AMOEBA_WET;
3762 ResetRandomAnimationValue(x, y);
3767 if (object_hit) /* check which object was hit */
3769 if (CAN_PASS_MAGIC_WALL(element) &&
3770 (smashed == EL_MAGIC_WALL ||
3771 smashed == EL_BD_MAGIC_WALL))
3774 int activated_magic_wall =
3775 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3776 EL_BD_MAGIC_WALL_ACTIVE);
3778 /* activate magic wall / mill */
3779 for (yy = 0; yy < lev_fieldy; yy++)
3780 for (xx = 0; xx < lev_fieldx; xx++)
3781 if (Feld[xx][yy] == smashed)
3782 Feld[xx][yy] = activated_magic_wall;
3784 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3785 game.magic_wall_active = TRUE;
3787 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3788 SND_MAGIC_WALL_ACTIVATING :
3789 SND_BD_MAGIC_WALL_ACTIVATING));
3792 if (IS_PLAYER(x, y + 1))
3794 if (CAN_SMASH_PLAYER(element))
3796 KillPlayerUnlessEnemyProtected(x, y + 1);
3800 else if (smashed == EL_PENGUIN)
3802 if (CAN_SMASH_PLAYER(element))
3808 else if (element == EL_BD_DIAMOND)
3810 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3816 else if (((element == EL_SP_INFOTRON ||
3817 element == EL_SP_ZONK) &&
3818 (smashed == EL_SP_SNIKSNAK ||
3819 smashed == EL_SP_ELECTRON ||
3820 smashed == EL_SP_DISK_ORANGE)) ||
3821 (element == EL_SP_INFOTRON &&
3822 smashed == EL_SP_DISK_YELLOW))
3827 else if (CAN_SMASH_EVERYTHING(element))
3829 if (IS_CLASSIC_ENEMY(smashed) ||
3830 CAN_EXPLODE_SMASHED(smashed))
3835 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3837 if (smashed == EL_LAMP ||
3838 smashed == EL_LAMP_ACTIVE)
3843 else if (smashed == EL_NUT)
3845 Feld[x][y + 1] = EL_NUT_BREAKING;
3846 PlayLevelSound(x, y, SND_NUT_BREAKING);
3847 RaiseScoreElement(EL_NUT);
3850 else if (smashed == EL_PEARL)
3852 ResetGfxAnimation(x, y);
3854 Feld[x][y + 1] = EL_PEARL_BREAKING;
3855 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3858 else if (smashed == EL_DIAMOND)
3860 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3861 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3864 else if (IS_BELT_SWITCH(smashed))
3866 ToggleBeltSwitch(x, y + 1);
3868 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3869 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3871 ToggleSwitchgateSwitch(x, y + 1);
3873 else if (smashed == EL_LIGHT_SWITCH ||
3874 smashed == EL_LIGHT_SWITCH_ACTIVE)
3876 ToggleLightSwitch(x, y + 1);
3881 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3884 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3886 CheckElementChangeBySide(x, y + 1, smashed, element,
3887 CE_SWITCHED, CH_SIDE_TOP);
3888 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3894 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3899 /* play sound of magic wall / mill */
3901 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3902 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3904 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3905 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3906 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3907 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3912 /* play sound of object that hits the ground */
3913 if (last_line || object_hit)
3914 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3917 inline static void TurnRoundExt(int x, int y)
3929 { 0, 0 }, { 0, 0 }, { 0, 0 },
3934 int left, right, back;
3938 { MV_DOWN, MV_UP, MV_RIGHT },
3939 { MV_UP, MV_DOWN, MV_LEFT },
3941 { MV_LEFT, MV_RIGHT, MV_DOWN },
3945 { MV_RIGHT, MV_LEFT, MV_UP }
3948 int element = Feld[x][y];
3949 int move_pattern = element_info[element].move_pattern;
3951 int old_move_dir = MovDir[x][y];
3952 int left_dir = turn[old_move_dir].left;
3953 int right_dir = turn[old_move_dir].right;
3954 int back_dir = turn[old_move_dir].back;
3956 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3957 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3958 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3959 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3961 int left_x = x + left_dx, left_y = y + left_dy;
3962 int right_x = x + right_dx, right_y = y + right_dy;
3963 int move_x = x + move_dx, move_y = y + move_dy;
3967 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3969 TestIfBadThingTouchesOtherBadThing(x, y);
3971 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3972 MovDir[x][y] = right_dir;
3973 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3974 MovDir[x][y] = left_dir;
3976 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3978 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3981 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3983 TestIfBadThingTouchesOtherBadThing(x, y);
3985 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3986 MovDir[x][y] = left_dir;
3987 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3988 MovDir[x][y] = right_dir;
3990 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3992 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3995 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3997 TestIfBadThingTouchesOtherBadThing(x, y);
3999 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4000 MovDir[x][y] = left_dir;
4001 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4002 MovDir[x][y] = right_dir;
4004 if (MovDir[x][y] != old_move_dir)
4007 else if (element == EL_YAMYAM)
4009 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4010 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4012 if (can_turn_left && can_turn_right)
4013 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4014 else if (can_turn_left)
4015 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4016 else if (can_turn_right)
4017 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4019 MovDir[x][y] = back_dir;
4021 MovDelay[x][y] = 16 + 16 * RND(3);
4023 else if (element == EL_DARK_YAMYAM)
4025 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4027 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4030 if (can_turn_left && can_turn_right)
4031 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4032 else if (can_turn_left)
4033 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4034 else if (can_turn_right)
4035 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4037 MovDir[x][y] = back_dir;
4039 MovDelay[x][y] = 16 + 16 * RND(3);
4041 else if (element == EL_PACMAN)
4043 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4044 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4046 if (can_turn_left && can_turn_right)
4047 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4048 else if (can_turn_left)
4049 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4050 else if (can_turn_right)
4051 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4053 MovDir[x][y] = back_dir;
4055 MovDelay[x][y] = 6 + RND(40);
4057 else if (element == EL_PIG)
4059 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4060 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4061 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4062 boolean should_turn_left, should_turn_right, should_move_on;
4064 int rnd = RND(rnd_value);
4066 should_turn_left = (can_turn_left &&
4068 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4069 y + back_dy + left_dy)));
4070 should_turn_right = (can_turn_right &&
4072 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4073 y + back_dy + right_dy)));
4074 should_move_on = (can_move_on &&
4077 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4078 y + move_dy + left_dy) ||
4079 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4080 y + move_dy + right_dy)));
4082 if (should_turn_left || should_turn_right || should_move_on)
4084 if (should_turn_left && should_turn_right && should_move_on)
4085 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4086 rnd < 2 * rnd_value / 3 ? right_dir :
4088 else if (should_turn_left && should_turn_right)
4089 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4090 else if (should_turn_left && should_move_on)
4091 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4092 else if (should_turn_right && should_move_on)
4093 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4094 else if (should_turn_left)
4095 MovDir[x][y] = left_dir;
4096 else if (should_turn_right)
4097 MovDir[x][y] = right_dir;
4098 else if (should_move_on)
4099 MovDir[x][y] = old_move_dir;
4101 else if (can_move_on && rnd > rnd_value / 8)
4102 MovDir[x][y] = old_move_dir;
4103 else if (can_turn_left && can_turn_right)
4104 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4105 else if (can_turn_left && rnd > rnd_value / 8)
4106 MovDir[x][y] = left_dir;
4107 else if (can_turn_right && rnd > rnd_value/8)
4108 MovDir[x][y] = right_dir;
4110 MovDir[x][y] = back_dir;
4112 xx = x + move_xy[MovDir[x][y]].x;
4113 yy = y + move_xy[MovDir[x][y]].y;
4115 if (!IN_LEV_FIELD(xx, yy) ||
4116 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4117 MovDir[x][y] = old_move_dir;
4121 else if (element == EL_DRAGON)
4123 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4124 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4125 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4127 int rnd = RND(rnd_value);
4129 if (can_move_on && rnd > rnd_value / 8)
4130 MovDir[x][y] = old_move_dir;
4131 else if (can_turn_left && can_turn_right)
4132 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4133 else if (can_turn_left && rnd > rnd_value / 8)
4134 MovDir[x][y] = left_dir;
4135 else if (can_turn_right && rnd > rnd_value / 8)
4136 MovDir[x][y] = right_dir;
4138 MovDir[x][y] = back_dir;
4140 xx = x + move_xy[MovDir[x][y]].x;
4141 yy = y + move_xy[MovDir[x][y]].y;
4143 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4144 MovDir[x][y] = old_move_dir;
4148 else if (element == EL_MOLE)
4150 boolean can_move_on =
4151 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4152 IS_AMOEBOID(Feld[move_x][move_y]) ||
4153 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4156 boolean can_turn_left =
4157 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4158 IS_AMOEBOID(Feld[left_x][left_y])));
4160 boolean can_turn_right =
4161 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4162 IS_AMOEBOID(Feld[right_x][right_y])));
4164 if (can_turn_left && can_turn_right)
4165 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4166 else if (can_turn_left)
4167 MovDir[x][y] = left_dir;
4169 MovDir[x][y] = right_dir;
4172 if (MovDir[x][y] != old_move_dir)
4175 else if (element == EL_BALLOON)
4177 MovDir[x][y] = game.balloon_dir;
4180 else if (element == EL_SPRING)
4182 if (MovDir[x][y] & MV_HORIZONTAL &&
4183 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4184 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4185 MovDir[x][y] = MV_NO_MOVING;
4189 else if (element == EL_ROBOT ||
4190 element == EL_SATELLITE ||
4191 element == EL_PENGUIN)
4193 int attr_x = -1, attr_y = -1;
4204 for (i = 0; i < MAX_PLAYERS; i++)
4206 struct PlayerInfo *player = &stored_player[i];
4207 int jx = player->jx, jy = player->jy;
4209 if (!player->active)
4213 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4221 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4222 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4223 game.engine_version < VERSION_IDENT(3,1,0,0)))
4229 if (element == EL_PENGUIN)
4232 static int xy[4][2] =
4240 for (i = 0; i < NUM_DIRECTIONS; i++)
4242 int ex = x + xy[i][0];
4243 int ey = y + xy[i][1];
4245 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4254 MovDir[x][y] = MV_NO_MOVING;
4256 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4257 else if (attr_x > x)
4258 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4260 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4261 else if (attr_y > y)
4262 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4264 if (element == EL_ROBOT)
4268 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4269 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4270 Moving2Blocked(x, y, &newx, &newy);
4272 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4273 MovDelay[x][y] = 8 + 8 * !RND(3);
4275 MovDelay[x][y] = 16;
4277 else if (element == EL_PENGUIN)
4283 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4285 boolean first_horiz = RND(2);
4286 int new_move_dir = MovDir[x][y];
4289 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4290 Moving2Blocked(x, y, &newx, &newy);
4292 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4296 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4297 Moving2Blocked(x, y, &newx, &newy);
4299 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4302 MovDir[x][y] = old_move_dir;
4306 else /* (element == EL_SATELLITE) */
4312 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4314 boolean first_horiz = RND(2);
4315 int new_move_dir = MovDir[x][y];
4318 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4319 Moving2Blocked(x, y, &newx, &newy);
4321 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4325 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4326 Moving2Blocked(x, y, &newx, &newy);
4328 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4331 MovDir[x][y] = old_move_dir;
4336 else if (move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM ||
4341 move_pattern == MV_ALL_DIRECTIONS)
4343 boolean can_turn_left =
4344 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4345 boolean can_turn_right =
4346 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4348 if (element_info[element].move_stepsize == 0) /* "not moving" */
4351 if (move_pattern == MV_TURNING_LEFT)
4352 MovDir[x][y] = left_dir;
4353 else if (move_pattern == MV_TURNING_RIGHT)
4354 MovDir[x][y] = right_dir;
4355 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4356 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4357 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4358 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4359 else if (move_pattern == MV_TURNING_RANDOM)
4360 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4361 can_turn_right && !can_turn_left ? right_dir :
4362 RND(2) ? left_dir : right_dir);
4363 else if (can_turn_left && can_turn_right)
4364 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4365 else if (can_turn_left)
4366 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4367 else if (can_turn_right)
4368 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4370 MovDir[x][y] = back_dir;
4372 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4374 else if (move_pattern == MV_HORIZONTAL ||
4375 move_pattern == MV_VERTICAL)
4377 if (move_pattern & old_move_dir)
4378 MovDir[x][y] = back_dir;
4379 else if (move_pattern == MV_HORIZONTAL)
4380 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4381 else if (move_pattern == MV_VERTICAL)
4382 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4384 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4386 else if (move_pattern & MV_ANY_DIRECTION)
4388 MovDir[x][y] = move_pattern;
4389 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4391 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4393 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4394 MovDir[x][y] = left_dir;
4395 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4396 MovDir[x][y] = right_dir;
4398 if (MovDir[x][y] != old_move_dir)
4399 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4401 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4403 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4404 MovDir[x][y] = right_dir;
4405 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4406 MovDir[x][y] = left_dir;
4408 if (MovDir[x][y] != old_move_dir)
4409 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4411 else if (move_pattern == MV_TOWARDS_PLAYER ||
4412 move_pattern == MV_AWAY_FROM_PLAYER)
4414 int attr_x = -1, attr_y = -1;
4416 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4427 for (i = 0; i < MAX_PLAYERS; i++)
4429 struct PlayerInfo *player = &stored_player[i];
4430 int jx = player->jx, jy = player->jy;
4432 if (!player->active)
4436 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4444 MovDir[x][y] = MV_NO_MOVING;
4446 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4447 else if (attr_x > x)
4448 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4450 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4451 else if (attr_y > y)
4452 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4454 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4456 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4458 boolean first_horiz = RND(2);
4459 int new_move_dir = MovDir[x][y];
4461 if (element_info[element].move_stepsize == 0) /* "not moving" */
4463 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4464 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4470 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4471 Moving2Blocked(x, y, &newx, &newy);
4473 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4477 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4478 Moving2Blocked(x, y, &newx, &newy);
4480 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4483 MovDir[x][y] = old_move_dir;
4486 else if (move_pattern == MV_WHEN_PUSHED ||
4487 move_pattern == MV_WHEN_DROPPED)
4489 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4490 MovDir[x][y] = MV_NO_MOVING;
4494 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4496 static int test_xy[7][2] =
4506 static int test_dir[7] =
4516 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4517 int move_preference = -1000000; /* start with very low preference */
4518 int new_move_dir = MV_NO_MOVING;
4519 int start_test = RND(4);
4522 for (i = 0; i < NUM_DIRECTIONS; i++)
4524 int move_dir = test_dir[start_test + i];
4525 int move_dir_preference;
4527 xx = x + test_xy[start_test + i][0];
4528 yy = y + test_xy[start_test + i][1];
4530 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4531 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4533 new_move_dir = move_dir;
4538 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4541 move_dir_preference = -1 * RunnerVisit[xx][yy];
4542 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4543 move_dir_preference = PlayerVisit[xx][yy];
4545 if (move_dir_preference > move_preference)
4547 /* prefer field that has not been visited for the longest time */
4548 move_preference = move_dir_preference;
4549 new_move_dir = move_dir;
4551 else if (move_dir_preference == move_preference &&
4552 move_dir == old_move_dir)
4554 /* prefer last direction when all directions are preferred equally */
4555 move_preference = move_dir_preference;
4556 new_move_dir = move_dir;
4560 MovDir[x][y] = new_move_dir;
4561 if (old_move_dir != new_move_dir)
4562 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4566 static void TurnRound(int x, int y)
4568 int direction = MovDir[x][y];
4572 GfxDir[x][y] = MovDir[x][y];
4574 if (direction != MovDir[x][y])
4578 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4581 static boolean JustBeingPushed(int x, int y)
4585 for (i = 0; i < MAX_PLAYERS; i++)
4587 struct PlayerInfo *player = &stored_player[i];
4589 if (player->active && player->is_pushing && player->MovPos)
4591 int next_jx = player->jx + (player->jx - player->last_jx);
4592 int next_jy = player->jy + (player->jy - player->last_jy);
4594 if (x == next_jx && y == next_jy)
4602 void StartMoving(int x, int y)
4604 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4605 int element = Feld[x][y];
4610 if (MovDelay[x][y] == 0)
4611 GfxAction[x][y] = ACTION_DEFAULT;
4613 if (CAN_FALL(element) && y < lev_fieldy - 1)
4615 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4616 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4617 if (JustBeingPushed(x, y))
4620 if (element == EL_QUICKSAND_FULL)
4622 if (IS_FREE(x, y + 1))
4624 InitMovingField(x, y, MV_DOWN);
4625 started_moving = TRUE;
4627 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4628 Store[x][y] = EL_ROCK;
4630 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4632 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4634 if (!MovDelay[x][y])
4635 MovDelay[x][y] = TILEY + 1;
4644 Feld[x][y] = EL_QUICKSAND_EMPTY;
4645 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4646 Store[x][y + 1] = Store[x][y];
4649 PlayLevelSoundAction(x, y, ACTION_FILLING);
4652 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4653 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4655 InitMovingField(x, y, MV_DOWN);
4656 started_moving = TRUE;
4658 Feld[x][y] = EL_QUICKSAND_FILLING;
4659 Store[x][y] = element;
4661 PlayLevelSoundAction(x, y, ACTION_FILLING);
4663 else if (element == EL_MAGIC_WALL_FULL)
4665 if (IS_FREE(x, y + 1))
4667 InitMovingField(x, y, MV_DOWN);
4668 started_moving = TRUE;
4670 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4671 Store[x][y] = EL_CHANGED(Store[x][y]);
4673 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4675 if (!MovDelay[x][y])
4676 MovDelay[x][y] = TILEY/4 + 1;
4685 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4686 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4687 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4691 else if (element == EL_BD_MAGIC_WALL_FULL)
4693 if (IS_FREE(x, y + 1))
4695 InitMovingField(x, y, MV_DOWN);
4696 started_moving = TRUE;
4698 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4699 Store[x][y] = EL_CHANGED2(Store[x][y]);
4701 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4703 if (!MovDelay[x][y])
4704 MovDelay[x][y] = TILEY/4 + 1;
4713 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4714 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4715 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4719 else if (CAN_PASS_MAGIC_WALL(element) &&
4720 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4721 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4723 InitMovingField(x, y, MV_DOWN);
4724 started_moving = TRUE;
4727 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4728 EL_BD_MAGIC_WALL_FILLING);
4729 Store[x][y] = element;
4731 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4733 SplashAcid(x, y + 1);
4735 InitMovingField(x, y, MV_DOWN);
4736 started_moving = TRUE;
4738 Store[x][y] = EL_ACID;
4740 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4741 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4743 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4744 CAN_FALL(element) && WasJustFalling[x][y] &&
4745 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4747 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4748 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4749 (Feld[x][y + 1] == EL_BLOCKED)))
4751 /* this is needed for a special case not covered by calling "Impact()"
4752 from "ContinueMoving()": if an element moves to a tile directly below
4753 another element which was just falling on that tile (which was empty
4754 in the previous frame), the falling element above would just stop
4755 instead of smashing the element below (in previous version, the above
4756 element was just checked for "moving" instead of "falling", resulting
4757 in incorrect smashes caused by horizontal movement of the above
4758 element; also, the case of the player being the element to smash was
4759 simply not covered here... :-/ ) */
4761 CheckCollision[x][y] = 0;
4765 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4767 if (MovDir[x][y] == MV_NO_MOVING)
4769 InitMovingField(x, y, MV_DOWN);
4770 started_moving = TRUE;
4773 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4775 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4776 MovDir[x][y] = MV_DOWN;
4778 InitMovingField(x, y, MV_DOWN);
4779 started_moving = TRUE;
4781 else if (element == EL_AMOEBA_DROP)
4783 Feld[x][y] = EL_AMOEBA_GROWING;
4784 Store[x][y] = EL_AMOEBA_WET;
4786 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4787 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4788 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4789 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4791 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4792 (IS_FREE(x - 1, y + 1) ||
4793 Feld[x - 1][y + 1] == EL_ACID));
4794 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4795 (IS_FREE(x + 1, y + 1) ||
4796 Feld[x + 1][y + 1] == EL_ACID));
4797 boolean can_fall_any = (can_fall_left || can_fall_right);
4798 boolean can_fall_both = (can_fall_left && can_fall_right);
4799 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4801 #if USE_NEW_ALL_SLIPPERY
4802 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4804 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4805 can_fall_right = FALSE;
4806 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4807 can_fall_left = FALSE;
4808 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4809 can_fall_right = FALSE;
4810 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4811 can_fall_left = FALSE;
4813 can_fall_any = (can_fall_left || can_fall_right);
4814 can_fall_both = FALSE;
4817 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4819 if (slippery_type == SLIPPERY_ONLY_LEFT)
4820 can_fall_right = FALSE;
4821 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4822 can_fall_left = FALSE;
4823 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4824 can_fall_right = FALSE;
4825 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4826 can_fall_left = FALSE;
4828 can_fall_any = (can_fall_left || can_fall_right);
4829 can_fall_both = (can_fall_left && can_fall_right);
4833 #if USE_NEW_ALL_SLIPPERY
4835 #if USE_NEW_SP_SLIPPERY
4836 /* !!! better use the same properties as for custom elements here !!! */
4837 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4838 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4840 can_fall_right = FALSE; /* slip down on left side */
4841 can_fall_both = FALSE;
4846 #if USE_NEW_ALL_SLIPPERY
4849 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4850 can_fall_right = FALSE; /* slip down on left side */
4852 can_fall_left = !(can_fall_right = RND(2));
4854 can_fall_both = FALSE;
4859 if (game.emulation == EMU_BOULDERDASH ||
4860 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4861 can_fall_right = FALSE; /* slip down on left side */
4863 can_fall_left = !(can_fall_right = RND(2));
4865 can_fall_both = FALSE;
4871 /* if not determined otherwise, prefer left side for slipping down */
4872 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4873 started_moving = TRUE;
4877 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4879 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4882 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4883 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4884 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4885 int belt_dir = game.belt_dir[belt_nr];
4887 if ((belt_dir == MV_LEFT && left_is_free) ||
4888 (belt_dir == MV_RIGHT && right_is_free))
4890 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4892 InitMovingField(x, y, belt_dir);
4893 started_moving = TRUE;
4895 Pushed[x][y] = TRUE;
4896 Pushed[nextx][y] = TRUE;
4898 GfxAction[x][y] = ACTION_DEFAULT;
4902 MovDir[x][y] = 0; /* if element was moving, stop it */
4907 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4909 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4911 if (CAN_MOVE(element) && !started_moving)
4914 int move_pattern = element_info[element].move_pattern;
4919 if (MovDir[x][y] == MV_NO_MOVING)
4921 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4922 x, y, element, element_info[element].token_name);
4923 printf("StartMoving(): This should never happen!\n");
4928 Moving2Blocked(x, y, &newx, &newy);
4930 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4933 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4934 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4936 WasJustMoving[x][y] = 0;
4937 CheckCollision[x][y] = 0;
4939 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4941 if (Feld[x][y] != element) /* element has changed */
4945 if (!MovDelay[x][y]) /* start new movement phase */
4947 /* all objects that can change their move direction after each step
4948 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4950 if (element != EL_YAMYAM &&
4951 element != EL_DARK_YAMYAM &&
4952 element != EL_PACMAN &&
4953 !(move_pattern & MV_ANY_DIRECTION) &&
4954 move_pattern != MV_TURNING_LEFT &&
4955 move_pattern != MV_TURNING_RIGHT &&
4956 move_pattern != MV_TURNING_LEFT_RIGHT &&
4957 move_pattern != MV_TURNING_RIGHT_LEFT &&
4958 move_pattern != MV_TURNING_RANDOM)
4962 if (MovDelay[x][y] && (element == EL_BUG ||
4963 element == EL_SPACESHIP ||
4964 element == EL_SP_SNIKSNAK ||
4965 element == EL_SP_ELECTRON ||
4966 element == EL_MOLE))
4967 DrawLevelField(x, y);
4971 if (MovDelay[x][y]) /* wait some time before next movement */
4975 if (element == EL_ROBOT ||
4976 element == EL_YAMYAM ||
4977 element == EL_DARK_YAMYAM)
4979 DrawLevelElementAnimationIfNeeded(x, y, element);
4980 PlayLevelSoundAction(x, y, ACTION_WAITING);
4982 else if (element == EL_SP_ELECTRON)
4983 DrawLevelElementAnimationIfNeeded(x, y, element);
4984 else if (element == EL_DRAGON)
4987 int dir = MovDir[x][y];
4988 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4989 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4990 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4991 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4992 dir == MV_UP ? IMG_FLAMES_1_UP :
4993 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4994 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4996 GfxAction[x][y] = ACTION_ATTACKING;
4998 if (IS_PLAYER(x, y))
4999 DrawPlayerField(x, y);
5001 DrawLevelField(x, y);
5003 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5005 for (i = 1; i <= 3; i++)
5007 int xx = x + i * dx;
5008 int yy = y + i * dy;
5009 int sx = SCREENX(xx);
5010 int sy = SCREENY(yy);
5011 int flame_graphic = graphic + (i - 1);
5013 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5018 int flamed = MovingOrBlocked2Element(xx, yy);
5022 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5024 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5025 RemoveMovingField(xx, yy);
5027 RemoveField(xx, yy);
5029 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5032 RemoveMovingField(xx, yy);
5035 ChangeDelay[xx][yy] = 0;
5037 Feld[xx][yy] = EL_FLAMES;
5039 if (IN_SCR_FIELD(sx, sy))
5041 DrawLevelFieldCrumbledSand(xx, yy);
5042 DrawGraphic(sx, sy, flame_graphic, frame);
5047 if (Feld[xx][yy] == EL_FLAMES)
5048 Feld[xx][yy] = EL_EMPTY;
5049 DrawLevelField(xx, yy);
5054 if (MovDelay[x][y]) /* element still has to wait some time */
5056 PlayLevelSoundAction(x, y, ACTION_WAITING);
5062 /* now make next step */
5064 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5066 if (DONT_COLLIDE_WITH(element) &&
5067 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5068 !PLAYER_ENEMY_PROTECTED(newx, newy))
5070 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
5075 else if (CAN_MOVE_INTO_ACID(element) &&
5076 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5077 (MovDir[x][y] == MV_DOWN ||
5078 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5080 SplashAcid(newx, newy);
5081 Store[x][y] = EL_ACID;
5083 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5085 if (Feld[newx][newy] == EL_EXIT_OPEN)
5088 DrawLevelField(x, y);
5090 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5091 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5092 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5094 local_player->friends_still_needed--;
5095 if (!local_player->friends_still_needed &&
5096 !local_player->GameOver && AllPlayersGone)
5097 local_player->LevelSolved = local_player->GameOver = TRUE;
5101 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5103 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5104 DrawLevelField(newx, newy);
5106 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5108 else if (!IS_FREE(newx, newy))
5110 GfxAction[x][y] = ACTION_WAITING;
5112 if (IS_PLAYER(x, y))
5113 DrawPlayerField(x, y);
5115 DrawLevelField(x, y);
5120 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5122 if (IS_FOOD_PIG(Feld[newx][newy]))
5124 if (IS_MOVING(newx, newy))
5125 RemoveMovingField(newx, newy);
5128 Feld[newx][newy] = EL_EMPTY;
5129 DrawLevelField(newx, newy);
5132 PlayLevelSound(x, y, SND_PIG_DIGGING);
5134 else if (!IS_FREE(newx, newy))
5136 if (IS_PLAYER(x, y))
5137 DrawPlayerField(x, y);
5139 DrawLevelField(x, y);
5144 else if (IS_CUSTOM_ELEMENT(element) &&
5145 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5147 int new_element = Feld[newx][newy];
5149 if (!IS_FREE(newx, newy))
5151 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5152 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5155 /* no element can dig solid indestructible elements */
5156 if (IS_INDESTRUCTIBLE(new_element) &&
5157 !IS_DIGGABLE(new_element) &&
5158 !IS_COLLECTIBLE(new_element))
5161 if (AmoebaNr[newx][newy] &&
5162 (new_element == EL_AMOEBA_FULL ||
5163 new_element == EL_BD_AMOEBA ||
5164 new_element == EL_AMOEBA_GROWING))
5166 AmoebaCnt[AmoebaNr[newx][newy]]--;
5167 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5170 if (IS_MOVING(newx, newy))
5171 RemoveMovingField(newx, newy);
5174 RemoveField(newx, newy);
5175 DrawLevelField(newx, newy);
5178 /* if digged element was about to explode, prevent the explosion */
5179 ExplodeField[newx][newy] = EX_TYPE_NONE;
5181 PlayLevelSoundAction(x, y, action);
5184 Store[newx][newy] = EL_EMPTY;
5185 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5187 int move_leave_element = element_info[element].move_leave_element;
5189 /* this makes it possible to leave the removed element again */
5190 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5191 new_element : move_leave_element);
5194 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5196 RunnerVisit[x][y] = FrameCounter;
5197 PlayerVisit[x][y] /= 8; /* expire player visit path */
5200 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5202 if (!IS_FREE(newx, newy))
5204 if (IS_PLAYER(x, y))
5205 DrawPlayerField(x, y);
5207 DrawLevelField(x, y);
5213 boolean wanna_flame = !RND(10);
5214 int dx = newx - x, dy = newy - y;
5215 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5216 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5217 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5218 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5219 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5220 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5223 IS_CLASSIC_ENEMY(element1) ||
5224 IS_CLASSIC_ENEMY(element2)) &&
5225 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5226 element1 != EL_FLAMES && element2 != EL_FLAMES)
5228 ResetGfxAnimation(x, y);
5229 GfxAction[x][y] = ACTION_ATTACKING;
5231 if (IS_PLAYER(x, y))
5232 DrawPlayerField(x, y);
5234 DrawLevelField(x, y);
5236 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5238 MovDelay[x][y] = 50;
5242 RemoveField(newx, newy);
5244 Feld[newx][newy] = EL_FLAMES;
5245 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5248 RemoveField(newx1, newy1);
5250 Feld[newx1][newy1] = EL_FLAMES;
5252 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5255 RemoveField(newx2, newy2);
5257 Feld[newx2][newy2] = EL_FLAMES;
5264 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5265 Feld[newx][newy] == EL_DIAMOND)
5267 if (IS_MOVING(newx, newy))
5268 RemoveMovingField(newx, newy);
5271 Feld[newx][newy] = EL_EMPTY;
5272 DrawLevelField(newx, newy);
5275 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5277 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5278 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5280 if (AmoebaNr[newx][newy])
5282 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5283 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5284 Feld[newx][newy] == EL_BD_AMOEBA)
5285 AmoebaCnt[AmoebaNr[newx][newy]]--;
5290 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5292 RemoveMovingField(newx, newy);
5295 if (IS_MOVING(newx, newy))
5297 RemoveMovingField(newx, newy);
5302 Feld[newx][newy] = EL_EMPTY;
5303 DrawLevelField(newx, newy);
5306 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5308 else if ((element == EL_PACMAN || element == EL_MOLE)
5309 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5311 if (AmoebaNr[newx][newy])
5313 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5314 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5315 Feld[newx][newy] == EL_BD_AMOEBA)
5316 AmoebaCnt[AmoebaNr[newx][newy]]--;
5319 if (element == EL_MOLE)
5321 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5322 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5324 ResetGfxAnimation(x, y);
5325 GfxAction[x][y] = ACTION_DIGGING;
5326 DrawLevelField(x, y);
5328 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5330 return; /* wait for shrinking amoeba */
5332 else /* element == EL_PACMAN */
5334 Feld[newx][newy] = EL_EMPTY;
5335 DrawLevelField(newx, newy);
5336 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5339 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5340 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5341 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5343 /* wait for shrinking amoeba to completely disappear */
5346 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5348 /* object was running against a wall */
5353 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5354 if (move_pattern & MV_ANY_DIRECTION &&
5355 move_pattern == MovDir[x][y])
5357 int blocking_element =
5358 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5360 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5363 element = Feld[x][y]; /* element might have changed */
5367 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5368 DrawLevelElementAnimation(x, y, element);
5370 if (DONT_TOUCH(element))
5371 TestIfBadThingTouchesPlayer(x, y);
5376 InitMovingField(x, y, MovDir[x][y]);
5378 PlayLevelSoundAction(x, y, ACTION_MOVING);
5382 ContinueMoving(x, y);
5385 void ContinueMoving(int x, int y)
5387 int element = Feld[x][y];
5388 int stored = Store[x][y];
5389 struct ElementInfo *ei = &element_info[element];
5390 int direction = MovDir[x][y];
5391 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5392 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5393 int newx = x + dx, newy = y + dy;
5394 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5395 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5396 boolean last_line = (newy == lev_fieldy - 1);
5398 MovPos[x][y] += getElementMoveStepsize(x, y);
5400 if (pushed_by_player) /* special case: moving object pushed by player */
5401 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5403 if (ABS(MovPos[x][y]) < TILEX)
5405 DrawLevelField(x, y);
5407 return; /* element is still moving */
5410 /* element reached destination field */
5412 Feld[x][y] = EL_EMPTY;
5413 Feld[newx][newy] = element;
5414 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5416 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5418 element = Feld[newx][newy] = EL_ACID;
5420 else if (element == EL_MOLE)
5422 Feld[x][y] = EL_SAND;
5424 DrawLevelFieldCrumbledSandNeighbours(x, y);
5426 else if (element == EL_QUICKSAND_FILLING)
5428 element = Feld[newx][newy] = get_next_element(element);
5429 Store[newx][newy] = Store[x][y];
5431 else if (element == EL_QUICKSAND_EMPTYING)
5433 Feld[x][y] = get_next_element(element);
5434 element = Feld[newx][newy] = Store[x][y];
5436 else if (element == EL_MAGIC_WALL_FILLING)
5438 element = Feld[newx][newy] = get_next_element(element);
5439 if (!game.magic_wall_active)
5440 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5441 Store[newx][newy] = Store[x][y];
5443 else if (element == EL_MAGIC_WALL_EMPTYING)
5445 Feld[x][y] = get_next_element(element);
5446 if (!game.magic_wall_active)
5447 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5448 element = Feld[newx][newy] = Store[x][y];
5450 #if USE_NEW_COLLECT_COUNT
5451 InitField(newx, newy, FALSE);
5454 else if (element == EL_BD_MAGIC_WALL_FILLING)
5456 element = Feld[newx][newy] = get_next_element(element);
5457 if (!game.magic_wall_active)
5458 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5459 Store[newx][newy] = Store[x][y];
5461 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5463 Feld[x][y] = get_next_element(element);
5464 if (!game.magic_wall_active)
5465 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5466 element = Feld[newx][newy] = Store[x][y];
5468 #if USE_NEW_COLLECT_COUNT
5469 InitField(newx, newy, FALSE);
5472 else if (element == EL_AMOEBA_DROPPING)
5474 Feld[x][y] = get_next_element(element);
5475 element = Feld[newx][newy] = Store[x][y];
5477 else if (element == EL_SOKOBAN_OBJECT)
5480 Feld[x][y] = Back[x][y];
5482 if (Back[newx][newy])
5483 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5485 Back[x][y] = Back[newx][newy] = 0;
5488 Store[x][y] = EL_EMPTY;
5493 MovDelay[newx][newy] = 0;
5495 if (CAN_CHANGE(element))
5497 /* copy element change control values to new field */
5498 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5499 ChangePage[newx][newy] = ChangePage[x][y];
5500 Changed[newx][newy] = Changed[x][y];
5501 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5503 #if USE_NEW_COLLECT_COUNT
5504 Count[newx][newy] = Count[x][y];
5508 ChangeDelay[x][y] = 0;
5509 ChangePage[x][y] = -1;
5510 Changed[x][y] = FALSE;
5511 ChangeEvent[x][y] = -1;
5513 #if USE_NEW_COLLECT_COUNT
5517 /* copy animation control values to new field */
5518 GfxFrame[newx][newy] = GfxFrame[x][y];
5519 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5520 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5521 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5523 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5525 /* some elements can leave other elements behind after moving */
5526 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5527 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5528 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5530 int move_leave_element = ei->move_leave_element;
5532 /* this makes it possible to leave the removed element again */
5533 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5534 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5535 move_leave_element = stored;
5537 Feld[x][y] = move_leave_element;
5539 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5540 MovDir[x][y] = direction;
5542 InitField(x, y, FALSE);
5544 if (GFX_CRUMBLED(Feld[x][y]))
5545 DrawLevelFieldCrumbledSandNeighbours(x, y);
5547 if (ELEM_IS_PLAYER(move_leave_element))
5548 RelocatePlayer(x, y, move_leave_element);
5551 /* do this after checking for left-behind element */
5552 ResetGfxAnimation(x, y); /* reset animation values for old field */
5554 if (!CAN_MOVE(element) ||
5555 (CAN_FALL(element) && direction == MV_DOWN &&
5556 (element == EL_SPRING ||
5557 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5558 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5559 GfxDir[x][y] = MovDir[newx][newy] = 0;
5561 DrawLevelField(x, y);
5562 DrawLevelField(newx, newy);
5564 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5566 /* prevent pushed element from moving on in pushed direction */
5567 if (pushed_by_player && CAN_MOVE(element) &&
5568 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5569 !(element_info[element].move_pattern & direction))
5570 TurnRound(newx, newy);
5572 /* prevent elements on conveyor belt from moving on in last direction */
5573 if (pushed_by_conveyor && CAN_FALL(element) &&
5574 direction & MV_HORIZONTAL)
5575 MovDir[newx][newy] = 0;
5577 if (!pushed_by_player)
5579 int nextx = newx + dx, nexty = newy + dy;
5580 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5582 WasJustMoving[newx][newy] = 3;
5584 if (CAN_FALL(element) && direction == MV_DOWN)
5585 WasJustFalling[newx][newy] = 3;
5587 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5588 CheckCollision[newx][newy] = 2;
5591 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5593 TestIfBadThingTouchesPlayer(newx, newy);
5594 TestIfBadThingTouchesFriend(newx, newy);
5596 if (!IS_CUSTOM_ELEMENT(element))
5597 TestIfBadThingTouchesOtherBadThing(newx, newy);
5599 else if (element == EL_PENGUIN)
5600 TestIfFriendTouchesBadThing(newx, newy);
5602 /* give the player one last chance (one more frame) to move away */
5603 if (CAN_FALL(element) && direction == MV_DOWN &&
5604 (last_line || (!IS_FREE(x, newy + 1) &&
5605 (!IS_PLAYER(x, newy + 1) ||
5606 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5609 if (pushed_by_player && !game.use_change_when_pushing_bug)
5611 int dig_side = MV_DIR_OPPOSITE(direction);
5612 struct PlayerInfo *player = PLAYERINFO(x, y);
5614 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5615 player->index_bit, dig_side);
5616 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5617 player->index_bit, dig_side);
5620 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5622 TestIfElementHitsCustomElement(newx, newy, direction);
5623 TestIfPlayerTouchesCustomElement(newx, newy);
5624 TestIfElementTouchesCustomElement(newx, newy);
5627 int AmoebeNachbarNr(int ax, int ay)
5630 int element = Feld[ax][ay];
5632 static int xy[4][2] =
5640 for (i = 0; i < NUM_DIRECTIONS; i++)
5642 int x = ax + xy[i][0];
5643 int y = ay + xy[i][1];
5645 if (!IN_LEV_FIELD(x, y))
5648 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5649 group_nr = AmoebaNr[x][y];
5655 void AmoebenVereinigen(int ax, int ay)
5657 int i, x, y, xx, yy;
5658 int new_group_nr = AmoebaNr[ax][ay];
5659 static int xy[4][2] =
5667 if (new_group_nr == 0)
5670 for (i = 0; i < NUM_DIRECTIONS; i++)
5675 if (!IN_LEV_FIELD(x, y))
5678 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5679 Feld[x][y] == EL_BD_AMOEBA ||
5680 Feld[x][y] == EL_AMOEBA_DEAD) &&
5681 AmoebaNr[x][y] != new_group_nr)
5683 int old_group_nr = AmoebaNr[x][y];
5685 if (old_group_nr == 0)
5688 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5689 AmoebaCnt[old_group_nr] = 0;
5690 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5691 AmoebaCnt2[old_group_nr] = 0;
5693 for (yy = 0; yy < lev_fieldy; yy++)
5695 for (xx = 0; xx < lev_fieldx; xx++)
5697 if (AmoebaNr[xx][yy] == old_group_nr)
5698 AmoebaNr[xx][yy] = new_group_nr;
5705 void AmoebeUmwandeln(int ax, int ay)
5709 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5711 int group_nr = AmoebaNr[ax][ay];
5716 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5717 printf("AmoebeUmwandeln(): This should never happen!\n");
5722 for (y = 0; y < lev_fieldy; y++)
5724 for (x = 0; x < lev_fieldx; x++)
5726 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5729 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5733 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5734 SND_AMOEBA_TURNING_TO_GEM :
5735 SND_AMOEBA_TURNING_TO_ROCK));
5740 static int xy[4][2] =
5748 for (i = 0; i < NUM_DIRECTIONS; i++)
5753 if (!IN_LEV_FIELD(x, y))
5756 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5758 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5759 SND_AMOEBA_TURNING_TO_GEM :
5760 SND_AMOEBA_TURNING_TO_ROCK));
5767 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5770 int group_nr = AmoebaNr[ax][ay];
5771 boolean done = FALSE;
5776 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5777 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5782 for (y = 0; y < lev_fieldy; y++)
5784 for (x = 0; x < lev_fieldx; x++)
5786 if (AmoebaNr[x][y] == group_nr &&
5787 (Feld[x][y] == EL_AMOEBA_DEAD ||
5788 Feld[x][y] == EL_BD_AMOEBA ||
5789 Feld[x][y] == EL_AMOEBA_GROWING))
5792 Feld[x][y] = new_element;
5793 InitField(x, y, FALSE);
5794 DrawLevelField(x, y);
5801 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5802 SND_BD_AMOEBA_TURNING_TO_ROCK :
5803 SND_BD_AMOEBA_TURNING_TO_GEM));
5806 void AmoebeWaechst(int x, int y)
5808 static unsigned long sound_delay = 0;
5809 static unsigned long sound_delay_value = 0;
5811 if (!MovDelay[x][y]) /* start new growing cycle */
5815 if (DelayReached(&sound_delay, sound_delay_value))
5817 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5818 sound_delay_value = 30;
5822 if (MovDelay[x][y]) /* wait some time before growing bigger */
5825 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5827 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5828 6 - MovDelay[x][y]);
5830 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5833 if (!MovDelay[x][y])
5835 Feld[x][y] = Store[x][y];
5837 DrawLevelField(x, y);
5842 void AmoebaDisappearing(int x, int y)
5844 static unsigned long sound_delay = 0;
5845 static unsigned long sound_delay_value = 0;
5847 if (!MovDelay[x][y]) /* start new shrinking cycle */
5851 if (DelayReached(&sound_delay, sound_delay_value))
5852 sound_delay_value = 30;
5855 if (MovDelay[x][y]) /* wait some time before shrinking */
5858 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5860 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5861 6 - MovDelay[x][y]);
5863 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5866 if (!MovDelay[x][y])
5868 Feld[x][y] = EL_EMPTY;
5869 DrawLevelField(x, y);
5871 /* don't let mole enter this field in this cycle;
5872 (give priority to objects falling to this field from above) */
5878 void AmoebeAbleger(int ax, int ay)
5881 int element = Feld[ax][ay];
5882 int graphic = el2img(element);
5883 int newax = ax, neway = ay;
5884 static int xy[4][2] =
5892 if (!level.amoeba_speed)
5894 Feld[ax][ay] = EL_AMOEBA_DEAD;
5895 DrawLevelField(ax, ay);
5899 if (IS_ANIMATED(graphic))
5900 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5902 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5903 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5905 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5908 if (MovDelay[ax][ay])
5912 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5915 int x = ax + xy[start][0];
5916 int y = ay + xy[start][1];
5918 if (!IN_LEV_FIELD(x, y))
5921 if (IS_FREE(x, y) ||
5922 CAN_GROW_INTO(Feld[x][y]) ||
5923 Feld[x][y] == EL_QUICKSAND_EMPTY)
5929 if (newax == ax && neway == ay)
5932 else /* normal or "filled" (BD style) amoeba */
5935 boolean waiting_for_player = FALSE;
5937 for (i = 0; i < NUM_DIRECTIONS; i++)
5939 int j = (start + i) % 4;
5940 int x = ax + xy[j][0];
5941 int y = ay + xy[j][1];
5943 if (!IN_LEV_FIELD(x, y))
5946 if (IS_FREE(x, y) ||
5947 CAN_GROW_INTO(Feld[x][y]) ||
5948 Feld[x][y] == EL_QUICKSAND_EMPTY)
5954 else if (IS_PLAYER(x, y))
5955 waiting_for_player = TRUE;
5958 if (newax == ax && neway == ay) /* amoeba cannot grow */
5960 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5962 Feld[ax][ay] = EL_AMOEBA_DEAD;
5963 DrawLevelField(ax, ay);
5964 AmoebaCnt[AmoebaNr[ax][ay]]--;
5966 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5968 if (element == EL_AMOEBA_FULL)
5969 AmoebeUmwandeln(ax, ay);
5970 else if (element == EL_BD_AMOEBA)
5971 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5976 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5978 /* amoeba gets larger by growing in some direction */
5980 int new_group_nr = AmoebaNr[ax][ay];
5983 if (new_group_nr == 0)
5985 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5986 printf("AmoebeAbleger(): This should never happen!\n");
5991 AmoebaNr[newax][neway] = new_group_nr;
5992 AmoebaCnt[new_group_nr]++;
5993 AmoebaCnt2[new_group_nr]++;
5995 /* if amoeba touches other amoeba(s) after growing, unify them */
5996 AmoebenVereinigen(newax, neway);
5998 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6000 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6006 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6007 (neway == lev_fieldy - 1 && newax != ax))
6009 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6010 Store[newax][neway] = element;
6012 else if (neway == ay)
6014 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6016 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6020 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6021 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6022 Store[ax][ay] = EL_AMOEBA_DROP;
6023 ContinueMoving(ax, ay);
6027 DrawLevelField(newax, neway);
6030 void Life(int ax, int ay)
6033 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6035 int element = Feld[ax][ay];
6036 int graphic = el2img(element);
6037 boolean changed = FALSE;
6039 if (IS_ANIMATED(graphic))
6040 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6045 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6046 MovDelay[ax][ay] = life_time;
6048 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6051 if (MovDelay[ax][ay])
6055 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6057 int xx = ax+x1, yy = ay+y1;
6060 if (!IN_LEV_FIELD(xx, yy))
6063 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6065 int x = xx+x2, y = yy+y2;
6067 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6070 if (((Feld[x][y] == element ||
6071 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6073 (IS_FREE(x, y) && Stop[x][y]))
6077 if (xx == ax && yy == ay) /* field in the middle */
6079 if (nachbarn < life[0] || nachbarn > life[1])
6081 Feld[xx][yy] = EL_EMPTY;
6083 DrawLevelField(xx, yy);
6084 Stop[xx][yy] = TRUE;
6088 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6089 { /* free border field */
6090 if (nachbarn >= life[2] && nachbarn <= life[3])
6092 Feld[xx][yy] = element;
6093 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6095 DrawLevelField(xx, yy);
6096 Stop[xx][yy] = TRUE;
6103 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6104 SND_GAME_OF_LIFE_GROWING);
6107 static void InitRobotWheel(int x, int y)
6109 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6112 static void RunRobotWheel(int x, int y)
6114 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6117 static void StopRobotWheel(int x, int y)
6119 if (ZX == x && ZY == y)
6123 static void InitTimegateWheel(int x, int y)
6125 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6128 static void RunTimegateWheel(int x, int y)
6130 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6133 void CheckExit(int x, int y)
6135 if (local_player->gems_still_needed > 0 ||
6136 local_player->sokobanfields_still_needed > 0 ||
6137 local_player->lights_still_needed > 0)
6139 int element = Feld[x][y];
6140 int graphic = el2img(element);
6142 if (IS_ANIMATED(graphic))
6143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6148 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6151 Feld[x][y] = EL_EXIT_OPENING;
6153 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6156 void CheckExitSP(int x, int y)
6158 if (local_player->gems_still_needed > 0)
6160 int element = Feld[x][y];
6161 int graphic = el2img(element);
6163 if (IS_ANIMATED(graphic))
6164 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6169 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6172 Feld[x][y] = EL_SP_EXIT_OPENING;
6174 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6177 static void CloseAllOpenTimegates()
6181 for (y = 0; y < lev_fieldy; y++)
6183 for (x = 0; x < lev_fieldx; x++)
6185 int element = Feld[x][y];
6187 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6189 Feld[x][y] = EL_TIMEGATE_CLOSING;
6191 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6197 void EdelsteinFunkeln(int x, int y)
6199 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6202 if (Feld[x][y] == EL_BD_DIAMOND)
6205 if (MovDelay[x][y] == 0) /* next animation frame */
6206 MovDelay[x][y] = 11 * !SimpleRND(500);
6208 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6212 if (setup.direct_draw && MovDelay[x][y])
6213 SetDrawtoField(DRAW_BUFFERED);
6215 DrawLevelElementAnimation(x, y, Feld[x][y]);
6217 if (MovDelay[x][y] != 0)
6219 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6220 10 - MovDelay[x][y]);
6222 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6224 if (setup.direct_draw)
6228 dest_x = FX + SCREENX(x) * TILEX;
6229 dest_y = FY + SCREENY(y) * TILEY;
6231 BlitBitmap(drawto_field, window,
6232 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6233 SetDrawtoField(DRAW_DIRECT);
6239 void MauerWaechst(int x, int y)
6243 if (!MovDelay[x][y]) /* next animation frame */
6244 MovDelay[x][y] = 3 * delay;
6246 if (MovDelay[x][y]) /* wait some time before next frame */
6250 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6252 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6253 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6255 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6258 if (!MovDelay[x][y])
6260 if (MovDir[x][y] == MV_LEFT)
6262 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6263 DrawLevelField(x - 1, y);
6265 else if (MovDir[x][y] == MV_RIGHT)
6267 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6268 DrawLevelField(x + 1, y);
6270 else if (MovDir[x][y] == MV_UP)
6272 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6273 DrawLevelField(x, y - 1);
6277 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6278 DrawLevelField(x, y + 1);
6281 Feld[x][y] = Store[x][y];
6283 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6284 DrawLevelField(x, y);
6289 void MauerAbleger(int ax, int ay)
6291 int element = Feld[ax][ay];
6292 int graphic = el2img(element);
6293 boolean oben_frei = FALSE, unten_frei = FALSE;
6294 boolean links_frei = FALSE, rechts_frei = FALSE;
6295 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6296 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6297 boolean new_wall = FALSE;
6299 if (IS_ANIMATED(graphic))
6300 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6302 if (!MovDelay[ax][ay]) /* start building new wall */
6303 MovDelay[ax][ay] = 6;
6305 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6308 if (MovDelay[ax][ay])
6312 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6314 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6316 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6318 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6321 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6322 element == EL_EXPANDABLE_WALL_ANY)
6326 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6327 Store[ax][ay-1] = element;
6328 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6329 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6330 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6331 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6336 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6337 Store[ax][ay+1] = element;
6338 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6339 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6340 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6341 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6346 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6347 element == EL_EXPANDABLE_WALL_ANY ||
6348 element == EL_EXPANDABLE_WALL)
6352 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6353 Store[ax-1][ay] = element;
6354 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6355 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6356 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6357 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6363 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6364 Store[ax+1][ay] = element;
6365 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6366 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6367 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6368 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6373 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6374 DrawLevelField(ax, ay);
6376 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6378 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6379 unten_massiv = TRUE;
6380 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6381 links_massiv = TRUE;
6382 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6383 rechts_massiv = TRUE;
6385 if (((oben_massiv && unten_massiv) ||
6386 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6387 element == EL_EXPANDABLE_WALL) &&
6388 ((links_massiv && rechts_massiv) ||
6389 element == EL_EXPANDABLE_WALL_VERTICAL))
6390 Feld[ax][ay] = EL_WALL;
6393 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6396 void CheckForDragon(int x, int y)
6399 boolean dragon_found = FALSE;
6400 static int xy[4][2] =
6408 for (i = 0; i < NUM_DIRECTIONS; i++)
6410 for (j = 0; j < 4; j++)
6412 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6414 if (IN_LEV_FIELD(xx, yy) &&
6415 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6417 if (Feld[xx][yy] == EL_DRAGON)
6418 dragon_found = TRUE;
6427 for (i = 0; i < NUM_DIRECTIONS; i++)
6429 for (j = 0; j < 3; j++)
6431 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6433 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6435 Feld[xx][yy] = EL_EMPTY;
6436 DrawLevelField(xx, yy);
6445 static void InitBuggyBase(int x, int y)
6447 int element = Feld[x][y];
6448 int activating_delay = FRAMES_PER_SECOND / 4;
6451 (element == EL_SP_BUGGY_BASE ?
6452 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6453 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6455 element == EL_SP_BUGGY_BASE_ACTIVE ?
6456 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6459 static void WarnBuggyBase(int x, int y)
6462 static int xy[4][2] =
6470 for (i = 0; i < NUM_DIRECTIONS; i++)
6472 int xx = x + xy[i][0], yy = y + xy[i][1];
6474 if (IS_PLAYER(xx, yy))
6476 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6483 static void InitTrap(int x, int y)
6485 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6488 static void ActivateTrap(int x, int y)
6490 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6493 static void ChangeActiveTrap(int x, int y)
6495 int graphic = IMG_TRAP_ACTIVE;
6497 /* if new animation frame was drawn, correct crumbled sand border */
6498 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6499 DrawLevelFieldCrumbledSand(x, y);
6502 static int getSpecialActionElement(int element, int number, int base_element)
6504 return (element != EL_EMPTY ? element :
6505 number != -1 ? base_element + number - 1 :
6509 static int getModifiedActionNumber(int value_old, int operator, int operand,
6510 int value_min, int value_max)
6512 int value_new = (operator == CA_MODE_SET ? operand :
6513 operator == CA_MODE_ADD ? value_old + operand :
6514 operator == CA_MODE_SUBTRACT ? value_old - operand :
6515 operator == CA_MODE_MULTIPLY ? value_old * operand :
6516 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6517 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
6520 return (value_new < value_min ? value_min :
6521 value_new > value_max ? value_max :
6525 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6527 struct ElementInfo *ei = &element_info[element];
6528 struct ElementChangeInfo *change = &ei->change_page[page];
6529 int action_type = change->action_type;
6530 int action_mode = change->action_mode;
6531 int action_arg = change->action_arg;
6534 if (!change->has_action)
6537 /* ---------- determine action paramater values ---------- */
6539 int action_arg_element =
6540 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6541 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6542 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6545 int action_arg_number_min =
6546 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6549 int action_arg_number_max =
6550 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6551 action_type == CA_SET_GEMS ? 999 :
6552 action_type == CA_SET_TIME ? 9999 :
6553 action_type == CA_SET_SCORE ? 99999 :
6554 action_type == CA_SET_CE_SCORE ? 9999 :
6555 action_type == CA_SET_CE_COUNT ? 9999 :
6558 int action_arg_number_reset =
6559 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6560 action_type == CA_SET_GEMS ? level.gems_needed :
6561 action_type == CA_SET_TIME ? level.time :
6562 action_type == CA_SET_SCORE ? 0 :
6563 action_type == CA_SET_CE_SCORE ? 0 :
6564 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6567 int action_arg_number_normal =
6568 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6569 action_arg_number_reset);
6571 int action_arg_number =
6572 (action_arg <= CA_ARG_MAX ? action_arg :
6573 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6574 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6575 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6576 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6577 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6578 #if USE_NEW_COLLECT_COUNT
6579 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6581 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6583 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6586 int action_arg_number_old =
6587 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6588 action_type == CA_SET_TIME ? TimeLeft :
6589 action_type == CA_SET_SCORE ? local_player->score :
6590 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6591 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6594 int action_arg_number_new =
6595 getModifiedActionNumber(action_arg_number_old,
6596 action_mode, action_arg_number,
6597 action_arg_number_min, action_arg_number_max);
6599 int action_arg_player_bits =
6600 (action_arg == CA_ARG_PLAYER_ANY ? PLAYER_BITS_ANY :
6601 action_arg >= CA_ARG_PLAYER_1 &&
6602 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6603 action_arg >= CA_ARG_1 &&
6604 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - CA_ARG_1)) :
6605 action_arg_element >= EL_PLAYER_1 &&
6606 action_arg_element <= EL_PLAYER_4 ?
6607 (1 << (action_arg_element - EL_PLAYER_1)) :
6610 int trigger_player_bits =
6611 (change->actual_trigger_player >= EL_PLAYER_1 &&
6612 change->actual_trigger_player <= EL_PLAYER_4 ?
6613 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6616 /* ---------- execute action ---------- */
6625 case CA_EXIT_PLAYER:
6627 for (i = 0; i < MAX_PLAYERS; i++)
6628 if (action_arg_player_bits & (1 << i))
6629 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6634 case CA_KILL_PLAYER:
6636 for (i = 0; i < MAX_PLAYERS; i++)
6637 if (action_arg_player_bits & (1 << i))
6638 KillPlayer(&stored_player[i]);
6643 case CA_RESTART_LEVEL:
6645 game.restart_level = TRUE;
6650 case CA_SHOW_ENVELOPE:
6652 int element = getSpecialActionElement(action_arg_element,
6653 action_arg_number, EL_ENVELOPE_1);
6655 if (IS_ENVELOPE(element))
6656 local_player->show_envelope = element;
6663 int element = getSpecialActionElement(action_arg_element,
6664 action_arg_number, EL_KEY_1);
6666 if (IS_KEY(element))
6668 for (i = 0; i < MAX_PLAYERS; i++)
6670 if (trigger_player_bits & (1 << i))
6672 stored_player[i].key[KEY_NR(element)] = TRUE;
6674 DrawGameValue_Keys(stored_player[i].key);
6676 redraw_mask |= REDRAW_DOOR_1;
6686 int element = getSpecialActionElement(action_arg_element,
6687 action_arg_number, EL_KEY_1);
6689 if (IS_KEY(element))
6691 for (i = 0; i < MAX_PLAYERS; i++)
6693 if (trigger_player_bits & (1 << i))
6695 stored_player[i].key[KEY_NR(element)] = FALSE;
6697 DrawGameValue_Keys(stored_player[i].key);
6699 redraw_mask |= REDRAW_DOOR_1;
6707 case CA_SET_PLAYER_SPEED:
6709 for (i = 0; i < MAX_PLAYERS; i++)
6711 if (trigger_player_bits & (1 << i))
6713 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6715 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6717 /* translate "+" and "-" to "*" and "/" with powers of two */
6718 action_arg_number = 1 << action_arg_number;
6719 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6724 getModifiedActionNumber(move_stepsize,
6727 action_arg_number_min,
6728 action_arg_number_max);
6730 /* make sure that value is power of 2 */
6731 move_stepsize = (1 << log_2(move_stepsize));
6733 /* do no immediately change -- the player might just be moving */
6734 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6737 printf("::: move_delay_value == %d [%d]\n",
6738 stored_player[i].move_delay_value_next, action_arg_number);
6748 local_player->gems_still_needed = action_arg_number_new;
6750 DrawGameValue_Emeralds(local_player->gems_still_needed);
6757 if (level.time > 0) /* only modify limited time value */
6759 TimeLeft = action_arg_number_new;
6761 DrawGameValue_Time(TimeLeft);
6763 if (!TimeLeft && setup.time_limit)
6764 for (i = 0; i < MAX_PLAYERS; i++)
6765 KillPlayer(&stored_player[i]);
6773 local_player->score = action_arg_number_new;
6775 DrawGameValue_Score(local_player->score);
6780 case CA_SET_CE_SCORE:
6782 ei->collect_score = action_arg_number_new;
6787 case CA_SET_CE_COUNT:
6789 #if USE_NEW_COLLECT_COUNT
6790 int count_last = Count[x][y];
6792 Count[x][y] = action_arg_number_new;
6795 printf("::: Count == %d\n", Count[x][y]);
6798 if (Count[x][y] == 0 && count_last > 0)
6801 printf("::: CE_COUNT_AT_ZERO\n");
6804 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6805 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6812 case CA_SET_DYNABOMB_NUMBER:
6814 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6819 case CA_SET_DYNABOMB_SIZE:
6821 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6826 case CA_SET_DYNABOMB_POWER:
6828 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6833 case CA_TOGGLE_PLAYER_GRAVITY:
6835 game.gravity = !game.gravity;
6840 case CA_ENABLE_PLAYER_GRAVITY:
6842 game.gravity = TRUE;
6847 case CA_DISABLE_PLAYER_GRAVITY:
6849 game.gravity = FALSE;
6859 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6860 int x, int y, int target_element)
6862 int previous_move_direction = MovDir[x][y];
6863 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6864 IS_WALKABLE(Feld[x][y]));
6866 /* check if element under player changes from accessible to unaccessible
6867 (needed for special case of dropping element which then changes) */
6868 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6869 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6877 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6878 RemoveMovingField(x, y);
6882 Feld[x][y] = target_element;
6884 ResetGfxAnimation(x, y);
6885 ResetRandomAnimationValue(x, y);
6887 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6888 MovDir[x][y] = previous_move_direction;
6890 InitField_WithBug1(x, y, FALSE);
6892 DrawLevelField(x, y);
6894 if (GFX_CRUMBLED(Feld[x][y]))
6895 DrawLevelFieldCrumbledSandNeighbours(x, y);
6898 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6899 if (ELEM_IS_PLAYER(target_element))
6900 RelocatePlayer(x, y, target_element);
6903 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6905 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6908 TestIfBadThingTouchesPlayer(x, y);
6909 TestIfPlayerTouchesCustomElement(x, y);
6910 TestIfElementTouchesCustomElement(x, y);
6913 static boolean ChangeElementNow(int x, int y, int element, int page)
6915 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6917 int old_element = Feld[x][y];
6919 /* always use default change event to prevent running into a loop */
6920 if (ChangeEvent[x][y] == -1)
6921 ChangeEvent[x][y] = CE_DELAY;
6923 if (ChangeEvent[x][y] == CE_DELAY)
6925 /* reset actual trigger element, trigger player and action element */
6926 change->actual_trigger_element = EL_EMPTY;
6927 change->actual_trigger_player = EL_PLAYER_1;
6931 /* do not change any elements that have already changed in this frame */
6935 /* do not change already changed elements with same change event */
6936 if (Changed[x][y] & ChangeEvent[x][y])
6941 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6943 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6946 if (change->explode)
6953 if (change->use_target_content)
6955 boolean complete_replace = TRUE;
6956 boolean can_replace[3][3];
6959 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6962 boolean is_walkable;
6963 boolean is_diggable;
6964 boolean is_collectible;
6965 boolean is_removable;
6966 boolean is_destructible;
6967 int ex = x + xx - 1;
6968 int ey = y + yy - 1;
6969 int content_element = change->target_content.e[xx][yy];
6972 can_replace[xx][yy] = TRUE;
6974 if (ex == x && ey == y) /* do not check changing element itself */
6977 if (content_element == EL_EMPTY_SPACE)
6979 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6984 if (!IN_LEV_FIELD(ex, ey))
6986 can_replace[xx][yy] = FALSE;
6987 complete_replace = FALSE;
6994 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6995 e = MovingOrBlocked2Element(ex, ey);
6997 is_empty = (IS_FREE(ex, ey) ||
6998 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7000 is_walkable = (is_empty || IS_WALKABLE(e));
7001 is_diggable = (is_empty || IS_DIGGABLE(e));
7002 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7003 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7004 is_removable = (is_diggable || is_collectible);
7006 can_replace[xx][yy] =
7007 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7008 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7009 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7010 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7011 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7012 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7013 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7015 if (!can_replace[xx][yy])
7016 complete_replace = FALSE;
7019 if (!change->only_if_complete || complete_replace)
7021 boolean something_has_changed = FALSE;
7023 if (change->only_if_complete && change->use_random_replace &&
7024 RND(100) < change->random_percentage)
7027 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7029 int ex = x + xx - 1;
7030 int ey = y + yy - 1;
7031 int content_element;
7033 if (can_replace[xx][yy] && (!change->use_random_replace ||
7034 RND(100) < change->random_percentage))
7036 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7037 RemoveMovingField(ex, ey);
7039 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7041 content_element = change->target_content.e[xx][yy];
7042 target_element = GET_TARGET_ELEMENT(content_element, change);
7044 ChangeElementNowExt(change, ex, ey, target_element);
7046 something_has_changed = TRUE;
7048 /* for symmetry reasons, freeze newly created border elements */
7049 if (ex != x || ey != y)
7050 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7054 if (something_has_changed)
7056 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7057 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7063 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7065 ChangeElementNowExt(change, x, y, target_element);
7067 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7068 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
7071 /* this uses direct change before indirect change */
7072 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7077 #if USE_NEW_DELAYED_ACTION
7079 static void ChangeElement(int x, int y, int page)
7081 int element = MovingOrBlocked2Element(x, y);
7082 struct ElementInfo *ei = &element_info[element];
7083 struct ElementChangeInfo *change = &ei->change_page[page];
7086 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
7087 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
7090 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7091 x, y, element, element_info[element].token_name);
7092 printf("ChangeElement(): This should never happen!\n");
7097 /* this can happen with classic bombs on walkable, changing elements */
7098 if (!CAN_CHANGE_OR_HAS_ACTION(element))
7101 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7102 ChangeDelay[x][y] = 0;
7108 if (ChangeDelay[x][y] == 0) /* initialize element change */
7110 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7112 if (change->can_change)
7114 ResetGfxAnimation(x, y);
7115 ResetRandomAnimationValue(x, y);
7117 if (change->pre_change_function)
7118 change->pre_change_function(x, y);
7122 ChangeDelay[x][y]--;
7124 if (ChangeDelay[x][y] != 0) /* continue element change */
7126 if (change->can_change)
7128 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7130 if (IS_ANIMATED(graphic))
7131 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7133 if (change->change_function)
7134 change->change_function(x, y);
7137 else /* finish element change */
7139 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7141 page = ChangePage[x][y];
7142 ChangePage[x][y] = -1;
7144 change = &ei->change_page[page];
7147 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7149 ChangeDelay[x][y] = 1; /* try change after next move step */
7150 ChangePage[x][y] = page; /* remember page to use for change */
7155 if (change->can_change)
7157 if (ChangeElementNow(x, y, element, page))
7159 if (change->post_change_function)
7160 change->post_change_function(x, y);
7164 if (change->has_action)
7165 ExecuteCustomElementAction(x, y, element, page);
7171 static void ChangeElement(int x, int y, int page)
7173 int element = MovingOrBlocked2Element(x, y);
7174 struct ElementInfo *ei = &element_info[element];
7175 struct ElementChangeInfo *change = &ei->change_page[page];
7178 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7181 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7182 x, y, element, element_info[element].token_name);
7183 printf("ChangeElement(): This should never happen!\n");
7188 /* this can happen with classic bombs on walkable, changing elements */
7189 if (!CAN_CHANGE(element))
7192 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7193 ChangeDelay[x][y] = 0;
7199 if (ChangeDelay[x][y] == 0) /* initialize element change */
7201 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7203 ResetGfxAnimation(x, y);
7204 ResetRandomAnimationValue(x, y);
7206 if (change->pre_change_function)
7207 change->pre_change_function(x, y);
7210 ChangeDelay[x][y]--;
7212 if (ChangeDelay[x][y] != 0) /* continue element change */
7214 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7216 if (IS_ANIMATED(graphic))
7217 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7219 if (change->change_function)
7220 change->change_function(x, y);
7222 else /* finish element change */
7224 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7226 page = ChangePage[x][y];
7227 ChangePage[x][y] = -1;
7229 change = &ei->change_page[page];
7232 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7234 ChangeDelay[x][y] = 1; /* try change after next move step */
7235 ChangePage[x][y] = page; /* remember page to use for change */
7240 if (ChangeElementNow(x, y, element, page))
7242 if (change->post_change_function)
7243 change->post_change_function(x, y);
7250 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7256 boolean change_done_any = FALSE;
7257 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7260 if (!(trigger_events[trigger_element][trigger_event]))
7263 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7265 int element = EL_CUSTOM_START + i;
7266 boolean change_done = FALSE;
7269 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7270 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7273 for (p = 0; p < element_info[element].num_change_pages; p++)
7275 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7277 if (change->can_change_or_has_action &&
7278 change->has_event[trigger_event] &&
7279 change->trigger_side & trigger_side &&
7280 change->trigger_player & trigger_player &&
7281 change->trigger_page & trigger_page_bits &&
7282 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7284 change->actual_trigger_element = trigger_element;
7285 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7287 if ((change->can_change && !change_done) || change->has_action)
7291 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7293 if (Feld[x][y] == element)
7295 if (change->can_change && !change_done)
7297 ChangeDelay[x][y] = 1;
7298 ChangeEvent[x][y] = trigger_event;
7299 ChangeElement(x, y, p);
7301 #if USE_NEW_DELAYED_ACTION
7302 else if (change->has_action)
7304 ExecuteCustomElementAction(x, y, element, p);
7305 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7308 if (change->has_action)
7310 ExecuteCustomElementAction(x, y, element, p);
7311 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7317 if (change->can_change)
7320 change_done_any = TRUE;
7327 return change_done_any;
7330 static boolean CheckElementChangeExt(int x, int y,
7332 int trigger_element,
7337 boolean change_done = FALSE;
7340 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7341 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7344 if (Feld[x][y] == EL_BLOCKED)
7346 Blocked2Moving(x, y, &x, &y);
7347 element = Feld[x][y];
7350 if (Feld[x][y] != element) /* check if element has already changed */
7353 for (p = 0; p < element_info[element].num_change_pages; p++)
7355 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7357 boolean check_trigger_element =
7358 (trigger_event == CE_TOUCHING_X ||
7359 trigger_event == CE_HITTING_X ||
7360 trigger_event == CE_HIT_BY_X);
7362 if (change->can_change_or_has_action &&
7363 change->has_event[trigger_event] &&
7364 change->trigger_side & trigger_side &&
7365 change->trigger_player & trigger_player &&
7366 (!check_trigger_element ||
7367 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7369 change->actual_trigger_element = trigger_element;
7370 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7372 if (change->can_change && !change_done)
7374 ChangeDelay[x][y] = 1;
7375 ChangeEvent[x][y] = trigger_event;
7376 ChangeElement(x, y, p);
7380 #if USE_NEW_DELAYED_ACTION
7381 else if (change->has_action)
7383 ExecuteCustomElementAction(x, y, element, p);
7384 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7387 if (change->has_action)
7389 ExecuteCustomElementAction(x, y, element, p);
7390 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
7399 static void PlayPlayerSound(struct PlayerInfo *player)
7401 int jx = player->jx, jy = player->jy;
7402 int element = player->element_nr;
7403 int last_action = player->last_action_waiting;
7404 int action = player->action_waiting;
7406 if (player->is_waiting)
7408 if (action != last_action)
7409 PlayLevelSoundElementAction(jx, jy, element, action);
7411 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7415 if (action != last_action)
7416 StopSound(element_info[element].sound[last_action]);
7418 if (last_action == ACTION_SLEEPING)
7419 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7423 static void PlayAllPlayersSound()
7427 for (i = 0; i < MAX_PLAYERS; i++)
7428 if (stored_player[i].active)
7429 PlayPlayerSound(&stored_player[i]);
7432 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7434 boolean last_waiting = player->is_waiting;
7435 int move_dir = player->MovDir;
7437 player->last_action_waiting = player->action_waiting;
7441 if (!last_waiting) /* not waiting -> waiting */
7443 player->is_waiting = TRUE;
7445 player->frame_counter_bored =
7447 game.player_boring_delay_fixed +
7448 SimpleRND(game.player_boring_delay_random);
7449 player->frame_counter_sleeping =
7451 game.player_sleeping_delay_fixed +
7452 SimpleRND(game.player_sleeping_delay_random);
7454 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7457 if (game.player_sleeping_delay_fixed +
7458 game.player_sleeping_delay_random > 0 &&
7459 player->anim_delay_counter == 0 &&
7460 player->post_delay_counter == 0 &&
7461 FrameCounter >= player->frame_counter_sleeping)
7462 player->is_sleeping = TRUE;
7463 else if (game.player_boring_delay_fixed +
7464 game.player_boring_delay_random > 0 &&
7465 FrameCounter >= player->frame_counter_bored)
7466 player->is_bored = TRUE;
7468 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7469 player->is_bored ? ACTION_BORING :
7472 if (player->is_sleeping)
7474 if (player->num_special_action_sleeping > 0)
7476 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7478 int last_special_action = player->special_action_sleeping;
7479 int num_special_action = player->num_special_action_sleeping;
7480 int special_action =
7481 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7482 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7483 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7484 last_special_action + 1 : ACTION_SLEEPING);
7485 int special_graphic =
7486 el_act_dir2img(player->element_nr, special_action, move_dir);
7488 player->anim_delay_counter =
7489 graphic_info[special_graphic].anim_delay_fixed +
7490 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7491 player->post_delay_counter =
7492 graphic_info[special_graphic].post_delay_fixed +
7493 SimpleRND(graphic_info[special_graphic].post_delay_random);
7495 player->special_action_sleeping = special_action;
7498 if (player->anim_delay_counter > 0)
7500 player->action_waiting = player->special_action_sleeping;
7501 player->anim_delay_counter--;
7503 else if (player->post_delay_counter > 0)
7505 player->post_delay_counter--;
7509 else if (player->is_bored)
7511 if (player->num_special_action_bored > 0)
7513 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7515 int special_action =
7516 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7517 int special_graphic =
7518 el_act_dir2img(player->element_nr, special_action, move_dir);
7520 player->anim_delay_counter =
7521 graphic_info[special_graphic].anim_delay_fixed +
7522 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7523 player->post_delay_counter =
7524 graphic_info[special_graphic].post_delay_fixed +
7525 SimpleRND(graphic_info[special_graphic].post_delay_random);
7527 player->special_action_bored = special_action;
7530 if (player->anim_delay_counter > 0)
7532 player->action_waiting = player->special_action_bored;
7533 player->anim_delay_counter--;
7535 else if (player->post_delay_counter > 0)
7537 player->post_delay_counter--;
7542 else if (last_waiting) /* waiting -> not waiting */
7544 player->is_waiting = FALSE;
7545 player->is_bored = FALSE;
7546 player->is_sleeping = FALSE;
7548 player->frame_counter_bored = -1;
7549 player->frame_counter_sleeping = -1;
7551 player->anim_delay_counter = 0;
7552 player->post_delay_counter = 0;
7554 player->action_waiting = ACTION_DEFAULT;
7556 player->special_action_bored = ACTION_DEFAULT;
7557 player->special_action_sleeping = ACTION_DEFAULT;
7561 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7563 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7564 int left = player_action & JOY_LEFT;
7565 int right = player_action & JOY_RIGHT;
7566 int up = player_action & JOY_UP;
7567 int down = player_action & JOY_DOWN;
7568 int button1 = player_action & JOY_BUTTON_1;
7569 int button2 = player_action & JOY_BUTTON_2;
7570 int dx = (left ? -1 : right ? 1 : 0);
7571 int dy = (up ? -1 : down ? 1 : 0);
7573 if (!player->active || tape.pausing)
7579 snapped = SnapField(player, dx, dy);
7583 dropped = DropElement(player);
7585 moved = MovePlayer(player, dx, dy);
7588 if (tape.single_step && tape.recording && !tape.pausing)
7590 if (button1 || (dropped && !moved))
7592 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7593 SnapField(player, 0, 0); /* stop snapping */
7597 SetPlayerWaiting(player, FALSE);
7599 return player_action;
7603 /* no actions for this player (no input at player's configured device) */
7605 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7606 SnapField(player, 0, 0);
7607 CheckGravityMovementWhenNotMoving(player);
7609 if (player->MovPos == 0)
7610 SetPlayerWaiting(player, TRUE);
7612 if (player->MovPos == 0) /* needed for tape.playing */
7613 player->is_moving = FALSE;
7615 player->is_dropping = FALSE;
7621 void AdvanceFrameAndPlayerCounters(int player_nr)
7625 /* advance frame counters (global frame counter and time frame counter) */
7629 /* advance player counters (counters for move delay, move animation etc.) */
7630 for (i = 0; i < MAX_PLAYERS; i++)
7632 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7633 int move_delay_value = stored_player[i].move_delay_value;
7634 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7636 if (!advance_player_counters) /* not all players may be affected */
7639 #if USE_NEW_PLAYER_ANIM
7640 if (move_frames == 0) /* less than one move per game frame */
7642 int stepsize = TILEX / move_delay_value;
7643 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7644 int count = (stored_player[i].is_moving ?
7645 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7647 if (count % delay == 0)
7652 stored_player[i].Frame += move_frames;
7654 if (stored_player[i].MovPos != 0)
7655 stored_player[i].StepFrame += move_frames;
7657 if (stored_player[i].move_delay > 0)
7658 stored_player[i].move_delay--;
7660 /* due to bugs in previous versions, counter must count up, not down */
7661 if (stored_player[i].push_delay != -1)
7662 stored_player[i].push_delay++;
7664 if (stored_player[i].drop_delay > 0)
7665 stored_player[i].drop_delay--;
7671 static unsigned long game_frame_delay = 0;
7672 unsigned long game_frame_delay_value;
7673 int magic_wall_x = 0, magic_wall_y = 0;
7674 int i, x, y, element, graphic;
7675 byte *recorded_player_action;
7676 byte summarized_player_action = 0;
7677 byte tape_action[MAX_PLAYERS];
7679 if (game_status != GAME_MODE_PLAYING)
7682 game_frame_delay_value =
7683 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7685 if (tape.playing && tape.warp_forward && !tape.pausing)
7686 game_frame_delay_value = 0;
7688 /* ---------- main game synchronization point ---------- */
7690 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7692 if (network_playing && !network_player_action_received)
7694 /* try to get network player actions in time */
7696 #if defined(NETWORK_AVALIABLE)
7697 /* last chance to get network player actions without main loop delay */
7701 /* game was quit by network peer */
7702 if (game_status != GAME_MODE_PLAYING)
7705 if (!network_player_action_received)
7706 return; /* failed to get network player actions in time */
7712 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7715 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7716 if (recorded_player_action == NULL && tape.pausing)
7720 for (i = 0; i < MAX_PLAYERS; i++)
7722 summarized_player_action |= stored_player[i].action;
7724 if (!network_playing)
7725 stored_player[i].effective_action = stored_player[i].action;
7728 #if defined(NETWORK_AVALIABLE)
7729 if (network_playing)
7730 SendToServer_MovePlayer(summarized_player_action);
7733 if (!options.network && !setup.team_mode)
7734 local_player->effective_action = summarized_player_action;
7736 if (recorded_player_action != NULL)
7737 for (i = 0; i < MAX_PLAYERS; i++)
7738 stored_player[i].effective_action = recorded_player_action[i];
7740 for (i = 0; i < MAX_PLAYERS; i++)
7742 tape_action[i] = stored_player[i].effective_action;
7744 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7745 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7748 /* only save actions from input devices, but not programmed actions */
7750 TapeRecordAction(tape_action);
7752 for (i = 0; i < MAX_PLAYERS; i++)
7754 int actual_player_action = stored_player[i].effective_action;
7757 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7758 - rnd_equinox_tetrachloride 048
7759 - rnd_equinox_tetrachloride_ii 096
7760 - rnd_emanuel_schmieg 002
7761 - doctor_sloan_ww 001, 020
7763 if (stored_player[i].MovPos == 0)
7764 CheckGravityMovement(&stored_player[i]);
7767 /* overwrite programmed action with tape action */
7768 if (stored_player[i].programmed_action)
7769 actual_player_action = stored_player[i].programmed_action;
7772 PlayerActions(&stored_player[i], actual_player_action);
7774 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7776 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7777 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7780 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7783 network_player_action_received = FALSE;
7785 ScrollScreen(NULL, SCROLL_GO_ON);
7787 /* for backwards compatibility, the following code emulates a fixed bug that
7788 occured when pushing elements (causing elements that just made their last
7789 pushing step to already (if possible) make their first falling step in the
7790 same game frame, which is bad); this code is also needed to use the famous
7791 "spring push bug" which is used in older levels and might be wanted to be
7792 used also in newer levels, but in this case the buggy pushing code is only
7793 affecting the "spring" element and no other elements */
7795 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7797 for (i = 0; i < MAX_PLAYERS; i++)
7799 struct PlayerInfo *player = &stored_player[i];
7803 if (player->active && player->is_pushing && player->is_moving &&
7805 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7806 Feld[x][y] == EL_SPRING))
7808 ContinueMoving(x, y);
7810 /* continue moving after pushing (this is actually a bug) */
7811 if (!IS_MOVING(x, y))
7819 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7821 Changed[x][y] = FALSE;
7822 ChangeEvent[x][y] = -1;
7824 /* this must be handled before main playfield loop */
7825 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7828 if (MovDelay[x][y] <= 0)
7833 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7835 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7836 printf("GameActions(): This should never happen!\n");
7838 ChangePage[x][y] = -1;
7843 if (WasJustMoving[x][y] > 0)
7844 WasJustMoving[x][y]--;
7845 if (WasJustFalling[x][y] > 0)
7846 WasJustFalling[x][y]--;
7847 if (CheckCollision[x][y] > 0)
7848 CheckCollision[x][y]--;
7852 /* reset finished pushing action (not done in ContinueMoving() to allow
7853 continous pushing animation for elements with zero push delay) */
7854 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7856 ResetGfxAnimation(x, y);
7857 DrawLevelField(x, y);
7861 if (IS_BLOCKED(x, y))
7865 Blocked2Moving(x, y, &oldx, &oldy);
7866 if (!IS_MOVING(oldx, oldy))
7868 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7869 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7870 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7871 printf("GameActions(): This should never happen!\n");
7877 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7879 element = Feld[x][y];
7880 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7882 if (graphic_info[graphic].anim_global_sync)
7883 GfxFrame[x][y] = FrameCounter;
7885 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7886 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7887 ResetRandomAnimationValue(x, y);
7889 SetRandomAnimationValue(x, y);
7891 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7893 if (IS_INACTIVE(element))
7895 if (IS_ANIMATED(graphic))
7896 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7901 /* this may take place after moving, so 'element' may have changed */
7902 if (IS_CHANGING(x, y) &&
7903 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7905 int page = element_info[element].event_page_nr[CE_DELAY];
7907 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7911 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7915 ChangeElement(x, y, page);
7917 if (CAN_CHANGE(element))
7918 ChangeElement(x, y, page);
7920 if (HAS_ACTION(element))
7921 ExecuteCustomElementAction(x, y, element, page);
7926 element = Feld[x][y];
7927 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7930 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7934 element = Feld[x][y];
7935 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7937 if (IS_ANIMATED(graphic) &&
7940 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7942 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7943 EdelsteinFunkeln(x, y);
7945 else if ((element == EL_ACID ||
7946 element == EL_EXIT_OPEN ||
7947 element == EL_SP_EXIT_OPEN ||
7948 element == EL_SP_TERMINAL ||
7949 element == EL_SP_TERMINAL_ACTIVE ||
7950 element == EL_EXTRA_TIME ||
7951 element == EL_SHIELD_NORMAL ||
7952 element == EL_SHIELD_DEADLY) &&
7953 IS_ANIMATED(graphic))
7954 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7955 else if (IS_MOVING(x, y))
7956 ContinueMoving(x, y);
7957 else if (IS_ACTIVE_BOMB(element))
7958 CheckDynamite(x, y);
7959 else if (element == EL_AMOEBA_GROWING)
7960 AmoebeWaechst(x, y);
7961 else if (element == EL_AMOEBA_SHRINKING)
7962 AmoebaDisappearing(x, y);
7964 #if !USE_NEW_AMOEBA_CODE
7965 else if (IS_AMOEBALIVE(element))
7966 AmoebeAbleger(x, y);
7969 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7971 else if (element == EL_EXIT_CLOSED)
7973 else if (element == EL_SP_EXIT_CLOSED)
7975 else if (element == EL_EXPANDABLE_WALL_GROWING)
7977 else if (element == EL_EXPANDABLE_WALL ||
7978 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7979 element == EL_EXPANDABLE_WALL_VERTICAL ||
7980 element == EL_EXPANDABLE_WALL_ANY)
7982 else if (element == EL_FLAMES)
7983 CheckForDragon(x, y);
7984 else if (element == EL_EXPLOSION)
7985 ; /* drawing of correct explosion animation is handled separately */
7986 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7987 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7989 if (IS_BELT_ACTIVE(element))
7990 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7992 if (game.magic_wall_active)
7994 int jx = local_player->jx, jy = local_player->jy;
7996 /* play the element sound at the position nearest to the player */
7997 if ((element == EL_MAGIC_WALL_FULL ||
7998 element == EL_MAGIC_WALL_ACTIVE ||
7999 element == EL_MAGIC_WALL_EMPTYING ||
8000 element == EL_BD_MAGIC_WALL_FULL ||
8001 element == EL_BD_MAGIC_WALL_ACTIVE ||
8002 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8003 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8011 #if USE_NEW_AMOEBA_CODE
8012 /* new experimental amoeba growth stuff */
8013 if (!(FrameCounter % 8))
8015 static unsigned long random = 1684108901;
8017 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8019 x = RND(lev_fieldx);
8020 y = RND(lev_fieldy);
8021 element = Feld[x][y];
8023 if (!IS_PLAYER(x,y) &&
8024 (element == EL_EMPTY ||
8025 CAN_GROW_INTO(element) ||
8026 element == EL_QUICKSAND_EMPTY ||
8027 element == EL_ACID_SPLASH_LEFT ||
8028 element == EL_ACID_SPLASH_RIGHT))
8030 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8031 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8032 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8033 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8034 Feld[x][y] = EL_AMOEBA_DROP;
8037 random = random * 129 + 1;
8043 if (game.explosions_delayed)
8046 game.explosions_delayed = FALSE;
8048 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8050 element = Feld[x][y];
8052 if (ExplodeField[x][y])
8053 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8054 else if (element == EL_EXPLOSION)
8055 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8057 ExplodeField[x][y] = EX_TYPE_NONE;
8060 game.explosions_delayed = TRUE;
8063 if (game.magic_wall_active)
8065 if (!(game.magic_wall_time_left % 4))
8067 int element = Feld[magic_wall_x][magic_wall_y];
8069 if (element == EL_BD_MAGIC_WALL_FULL ||
8070 element == EL_BD_MAGIC_WALL_ACTIVE ||
8071 element == EL_BD_MAGIC_WALL_EMPTYING)
8072 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8074 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8077 if (game.magic_wall_time_left > 0)
8079 game.magic_wall_time_left--;
8080 if (!game.magic_wall_time_left)
8082 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8084 element = Feld[x][y];
8086 if (element == EL_MAGIC_WALL_ACTIVE ||
8087 element == EL_MAGIC_WALL_FULL)
8089 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8090 DrawLevelField(x, y);
8092 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8093 element == EL_BD_MAGIC_WALL_FULL)
8095 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8096 DrawLevelField(x, y);
8100 game.magic_wall_active = FALSE;
8105 if (game.light_time_left > 0)
8107 game.light_time_left--;
8109 if (game.light_time_left == 0)
8110 RedrawAllLightSwitchesAndInvisibleElements();
8113 if (game.timegate_time_left > 0)
8115 game.timegate_time_left--;
8117 if (game.timegate_time_left == 0)
8118 CloseAllOpenTimegates();
8121 for (i = 0; i < MAX_PLAYERS; i++)
8123 struct PlayerInfo *player = &stored_player[i];
8125 if (SHIELD_ON(player))
8127 if (player->shield_deadly_time_left)
8128 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8129 else if (player->shield_normal_time_left)
8130 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8134 if (TimeFrames >= FRAMES_PER_SECOND)
8139 for (i = 0; i < MAX_PLAYERS; i++)
8141 struct PlayerInfo *player = &stored_player[i];
8143 if (SHIELD_ON(player))
8145 player->shield_normal_time_left--;
8147 if (player->shield_deadly_time_left > 0)
8148 player->shield_deadly_time_left--;
8152 if (!level.use_step_counter)
8160 if (TimeLeft <= 10 && setup.time_limit)
8161 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8163 DrawGameValue_Time(TimeLeft);
8165 if (!TimeLeft && setup.time_limit)
8166 for (i = 0; i < MAX_PLAYERS; i++)
8167 KillPlayer(&stored_player[i]);
8169 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8170 DrawGameValue_Time(TimePlayed);
8173 if (tape.recording || tape.playing)
8174 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8178 PlayAllPlayersSound();
8180 if (options.debug) /* calculate frames per second */
8182 static unsigned long fps_counter = 0;
8183 static int fps_frames = 0;
8184 unsigned long fps_delay_ms = Counter() - fps_counter;
8188 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8190 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8193 fps_counter = Counter();
8196 redraw_mask |= REDRAW_FPS;
8199 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8201 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8203 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8205 local_player->show_envelope = 0;
8208 /* use random number generator in every frame to make it less predictable */
8209 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8213 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8215 int min_x = x, min_y = y, max_x = x, max_y = y;
8218 for (i = 0; i < MAX_PLAYERS; i++)
8220 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8222 if (!stored_player[i].active || &stored_player[i] == player)
8225 min_x = MIN(min_x, jx);
8226 min_y = MIN(min_y, jy);
8227 max_x = MAX(max_x, jx);
8228 max_y = MAX(max_y, jy);
8231 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8234 static boolean AllPlayersInVisibleScreen()
8238 for (i = 0; i < MAX_PLAYERS; i++)
8240 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8242 if (!stored_player[i].active)
8245 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8252 void ScrollLevel(int dx, int dy)
8254 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8257 BlitBitmap(drawto_field, drawto_field,
8258 FX + TILEX * (dx == -1) - softscroll_offset,
8259 FY + TILEY * (dy == -1) - softscroll_offset,
8260 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8261 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8262 FX + TILEX * (dx == 1) - softscroll_offset,
8263 FY + TILEY * (dy == 1) - softscroll_offset);
8267 x = (dx == 1 ? BX1 : BX2);
8268 for (y = BY1; y <= BY2; y++)
8269 DrawScreenField(x, y);
8274 y = (dy == 1 ? BY1 : BY2);
8275 for (x = BX1; x <= BX2; x++)
8276 DrawScreenField(x, y);
8279 redraw_mask |= REDRAW_FIELD;
8282 static boolean canFallDown(struct PlayerInfo *player)
8284 int jx = player->jx, jy = player->jy;
8286 return (IN_LEV_FIELD(jx, jy + 1) &&
8287 (IS_FREE(jx, jy + 1) ||
8288 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8289 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8290 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8293 static boolean canPassField(int x, int y, int move_dir)
8295 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8296 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8297 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8300 int element = Feld[x][y];
8302 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8303 !CAN_MOVE(element) &&
8304 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8305 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8306 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8309 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8311 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8312 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8313 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8317 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8318 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8319 (IS_DIGGABLE(Feld[newx][newy]) ||
8320 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8321 canPassField(newx, newy, move_dir)));
8324 static void CheckGravityMovement(struct PlayerInfo *player)
8326 if (game.gravity && !player->programmed_action)
8328 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8329 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8330 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8331 int jx = player->jx, jy = player->jy;
8332 boolean player_is_moving_to_valid_field =
8333 (!player_is_snapping &&
8334 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8335 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8336 boolean player_can_fall_down = canFallDown(player);
8338 if (player_can_fall_down &&
8339 !player_is_moving_to_valid_field)
8340 player->programmed_action = MV_DOWN;
8344 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8346 return CheckGravityMovement(player);
8348 if (game.gravity && !player->programmed_action)
8350 int jx = player->jx, jy = player->jy;
8351 boolean field_under_player_is_free =
8352 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8353 boolean player_is_standing_on_valid_field =
8354 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8355 (IS_WALKABLE(Feld[jx][jy]) &&
8356 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8358 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8359 player->programmed_action = MV_DOWN;
8365 -----------------------------------------------------------------------------
8366 dx, dy: direction (non-diagonal) to try to move the player to
8367 real_dx, real_dy: direction as read from input device (can be diagonal)
8370 boolean MovePlayerOneStep(struct PlayerInfo *player,
8371 int dx, int dy, int real_dx, int real_dy)
8373 int jx = player->jx, jy = player->jy;
8374 int new_jx = jx + dx, new_jy = jy + dy;
8378 if (!player->active || (!dx && !dy))
8379 return MF_NO_ACTION;
8381 player->MovDir = (dx < 0 ? MV_LEFT :
8384 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8386 if (!IN_LEV_FIELD(new_jx, new_jy))
8387 return MF_NO_ACTION;
8389 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8390 return MF_NO_ACTION;
8392 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8394 if (DONT_RUN_INTO(element))
8396 if (element == EL_ACID && dx == 0 && dy == 1)
8398 SplashAcid(new_jx, new_jy);
8399 Feld[jx][jy] = EL_PLAYER_1;
8400 InitMovingField(jx, jy, MV_DOWN);
8401 Store[jx][jy] = EL_ACID;
8402 ContinueMoving(jx, jy);
8406 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
8411 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8412 if (can_move != MF_MOVING)
8415 /* check if DigField() has caused relocation of the player */
8416 if (player->jx != jx || player->jy != jy)
8417 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8419 StorePlayer[jx][jy] = 0;
8420 player->last_jx = jx;
8421 player->last_jy = jy;
8422 player->jx = new_jx;
8423 player->jy = new_jy;
8424 StorePlayer[new_jx][new_jy] = player->element_nr;
8426 if (player->move_delay_value_next != -1)
8428 player->move_delay_value = player->move_delay_value_next;
8429 player->move_delay_value_next = -1;
8433 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8435 player->step_counter++;
8437 PlayerVisit[jx][jy] = FrameCounter;
8439 ScrollPlayer(player, SCROLL_INIT);
8444 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8446 int jx = player->jx, jy = player->jy;
8447 int old_jx = jx, old_jy = jy;
8448 int moved = MF_NO_ACTION;
8450 if (!player->active)
8455 if (player->MovPos == 0)
8457 player->is_moving = FALSE;
8458 player->is_digging = FALSE;
8459 player->is_collecting = FALSE;
8460 player->is_snapping = FALSE;
8461 player->is_pushing = FALSE;
8467 if (player->move_delay > 0)
8470 player->move_delay = -1; /* set to "uninitialized" value */
8472 /* store if player is automatically moved to next field */
8473 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8475 /* remove the last programmed player action */
8476 player->programmed_action = 0;
8480 /* should only happen if pre-1.2 tape recordings are played */
8481 /* this is only for backward compatibility */
8483 int original_move_delay_value = player->move_delay_value;
8486 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8490 /* scroll remaining steps with finest movement resolution */
8491 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8493 while (player->MovPos)
8495 ScrollPlayer(player, SCROLL_GO_ON);
8496 ScrollScreen(NULL, SCROLL_GO_ON);
8498 AdvanceFrameAndPlayerCounters(player->index_nr);
8504 player->move_delay_value = original_move_delay_value;
8507 if (player->last_move_dir & MV_HORIZONTAL)
8509 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8510 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8514 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8515 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8521 if (moved & MF_MOVING && !ScreenMovPos &&
8522 (player == local_player || !options.network))
8524 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8525 int offset = (setup.scroll_delay ? 3 : 0);
8527 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8529 /* actual player has left the screen -- scroll in that direction */
8530 if (jx != old_jx) /* player has moved horizontally */
8531 scroll_x += (jx - old_jx);
8532 else /* player has moved vertically */
8533 scroll_y += (jy - old_jy);
8537 if (jx != old_jx) /* player has moved horizontally */
8539 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8540 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8541 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8543 /* don't scroll over playfield boundaries */
8544 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8545 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8547 /* don't scroll more than one field at a time */
8548 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8550 /* don't scroll against the player's moving direction */
8551 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8552 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8553 scroll_x = old_scroll_x;
8555 else /* player has moved vertically */
8557 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8558 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8559 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8561 /* don't scroll over playfield boundaries */
8562 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8563 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8565 /* don't scroll more than one field at a time */
8566 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8568 /* don't scroll against the player's moving direction */
8569 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8570 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8571 scroll_y = old_scroll_y;
8575 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8577 if (!options.network && !AllPlayersInVisibleScreen())
8579 scroll_x = old_scroll_x;
8580 scroll_y = old_scroll_y;
8584 ScrollScreen(player, SCROLL_INIT);
8585 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8590 player->StepFrame = 0;
8592 if (moved & MF_MOVING)
8594 if (old_jx != jx && old_jy == jy)
8595 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8596 else if (old_jx == jx && old_jy != jy)
8597 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8599 DrawLevelField(jx, jy); /* for "crumbled sand" */
8601 player->last_move_dir = player->MovDir;
8602 player->is_moving = TRUE;
8603 player->is_snapping = FALSE;
8604 player->is_switching = FALSE;
8605 player->is_dropping = FALSE;
8609 CheckGravityMovementWhenNotMoving(player);
8611 player->is_moving = FALSE;
8613 /* at this point, the player is allowed to move, but cannot move right now
8614 (e.g. because of something blocking the way) -- ensure that the player
8615 is also allowed to move in the next frame (in old versions before 3.1.1,
8616 the player was forced to wait again for eight frames before next try) */
8618 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8619 player->move_delay = 0; /* allow direct movement in the next frame */
8622 if (player->move_delay == -1) /* not yet initialized by DigField() */
8623 player->move_delay = player->move_delay_value;
8625 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8627 TestIfPlayerTouchesBadThing(jx, jy);
8628 TestIfPlayerTouchesCustomElement(jx, jy);
8631 if (!player->active)
8632 RemovePlayer(player);
8637 void ScrollPlayer(struct PlayerInfo *player, int mode)
8639 int jx = player->jx, jy = player->jy;
8640 int last_jx = player->last_jx, last_jy = player->last_jy;
8641 int move_stepsize = TILEX / player->move_delay_value;
8643 #if USE_NEW_PLAYER_SPEED
8644 if (!player->active)
8647 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8650 if (!player->active || player->MovPos == 0)
8654 if (mode == SCROLL_INIT)
8656 player->actual_frame_counter = FrameCounter;
8657 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8659 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8660 Feld[last_jx][last_jy] == EL_EMPTY)
8662 int last_field_block_delay = 0; /* start with no blocking at all */
8663 int block_delay_adjustment = player->block_delay_adjustment;
8665 /* if player blocks last field, add delay for exactly one move */
8666 if (player->block_last_field)
8668 last_field_block_delay += player->move_delay_value;
8670 /* when blocking enabled, prevent moving up despite gravity */
8671 if (game.gravity && player->MovDir == MV_UP)
8672 block_delay_adjustment = -1;
8675 /* add block delay adjustment (also possible when not blocking) */
8676 last_field_block_delay += block_delay_adjustment;
8678 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8679 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8682 #if USE_NEW_PLAYER_SPEED
8683 if (player->MovPos != 0) /* player has not yet reached destination */
8689 else if (!FrameReached(&player->actual_frame_counter, 1))
8693 printf("::: player->MovPos: %d -> %d\n",
8695 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8698 #if USE_NEW_PLAYER_SPEED
8699 if (player->MovPos != 0)
8701 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8702 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8704 /* before DrawPlayer() to draw correct player graphic for this case */
8705 if (player->MovPos == 0)
8706 CheckGravityMovement(player);
8709 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8710 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8712 /* before DrawPlayer() to draw correct player graphic for this case */
8713 if (player->MovPos == 0)
8714 CheckGravityMovement(player);
8717 if (player->MovPos == 0) /* player reached destination field */
8720 printf("::: player reached destination field\n");
8723 if (player->move_delay_reset_counter > 0)
8725 player->move_delay_reset_counter--;
8727 if (player->move_delay_reset_counter == 0)
8729 /* continue with normal speed after quickly moving through gate */
8730 HALVE_PLAYER_SPEED(player);
8732 /* be able to make the next move without delay */
8733 player->move_delay = 0;
8737 player->last_jx = jx;
8738 player->last_jy = jy;
8740 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8741 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8742 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8744 DrawPlayer(player); /* needed here only to cleanup last field */
8745 RemovePlayer(player);
8747 if (local_player->friends_still_needed == 0 ||
8748 IS_SP_ELEMENT(Feld[jx][jy]))
8749 player->LevelSolved = player->GameOver = TRUE;
8752 /* this breaks one level: "machine", level 000 */
8754 int move_direction = player->MovDir;
8755 int enter_side = MV_DIR_OPPOSITE(move_direction);
8756 int leave_side = move_direction;
8757 int old_jx = last_jx;
8758 int old_jy = last_jy;
8759 int old_element = Feld[old_jx][old_jy];
8760 int new_element = Feld[jx][jy];
8762 if (IS_CUSTOM_ELEMENT(old_element))
8763 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8765 player->index_bit, leave_side);
8767 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8768 player->index_bit, leave_side);
8770 if (IS_CUSTOM_ELEMENT(new_element))
8771 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8772 player->index_bit, enter_side);
8774 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8775 player->index_bit, enter_side);
8778 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8780 TestIfPlayerTouchesBadThing(jx, jy);
8781 TestIfPlayerTouchesCustomElement(jx, jy);
8783 /* needed because pushed element has not yet reached its destination,
8784 so it would trigger a change event at its previous field location */
8785 if (!player->is_pushing)
8786 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8788 if (!player->active)
8789 RemovePlayer(player);
8792 if (level.use_step_counter)
8802 if (TimeLeft <= 10 && setup.time_limit)
8803 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8805 DrawGameValue_Time(TimeLeft);
8807 if (!TimeLeft && setup.time_limit)
8808 for (i = 0; i < MAX_PLAYERS; i++)
8809 KillPlayer(&stored_player[i]);
8811 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8812 DrawGameValue_Time(TimePlayed);
8815 if (tape.single_step && tape.recording && !tape.pausing &&
8816 !player->programmed_action)
8817 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8821 void ScrollScreen(struct PlayerInfo *player, int mode)
8823 static unsigned long screen_frame_counter = 0;
8825 if (mode == SCROLL_INIT)
8827 /* set scrolling step size according to actual player's moving speed */
8828 ScrollStepSize = TILEX / player->move_delay_value;
8830 screen_frame_counter = FrameCounter;
8831 ScreenMovDir = player->MovDir;
8832 ScreenMovPos = player->MovPos;
8833 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8836 else if (!FrameReached(&screen_frame_counter, 1))
8841 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8842 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8843 redraw_mask |= REDRAW_FIELD;
8846 ScreenMovDir = MV_NO_MOVING;
8849 void TestIfPlayerTouchesCustomElement(int x, int y)
8851 static int xy[4][2] =
8858 static int trigger_sides[4][2] =
8860 /* center side border side */
8861 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8862 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8863 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8864 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8866 static int touch_dir[4] =
8873 int center_element = Feld[x][y]; /* should always be non-moving! */
8876 for (i = 0; i < NUM_DIRECTIONS; i++)
8878 int xx = x + xy[i][0];
8879 int yy = y + xy[i][1];
8880 int center_side = trigger_sides[i][0];
8881 int border_side = trigger_sides[i][1];
8884 if (!IN_LEV_FIELD(xx, yy))
8887 if (IS_PLAYER(x, y))
8889 struct PlayerInfo *player = PLAYERINFO(x, y);
8891 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8892 border_element = Feld[xx][yy]; /* may be moving! */
8893 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8894 border_element = Feld[xx][yy];
8895 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8896 border_element = MovingOrBlocked2Element(xx, yy);
8898 continue; /* center and border element do not touch */
8900 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8901 player->index_bit, border_side);
8902 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8903 player->index_bit, border_side);
8905 else if (IS_PLAYER(xx, yy))
8907 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8909 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8911 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8912 continue; /* center and border element do not touch */
8915 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8916 player->index_bit, center_side);
8917 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8918 player->index_bit, center_side);
8924 void TestIfElementTouchesCustomElement(int x, int y)
8926 static int xy[4][2] =
8933 static int trigger_sides[4][2] =
8935 /* center side border side */
8936 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8937 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8938 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8939 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8941 static int touch_dir[4] =
8948 boolean change_center_element = FALSE;
8949 int center_element = Feld[x][y]; /* should always be non-moving! */
8952 for (i = 0; i < NUM_DIRECTIONS; i++)
8954 int xx = x + xy[i][0];
8955 int yy = y + xy[i][1];
8956 int center_side = trigger_sides[i][0];
8957 int border_side = trigger_sides[i][1];
8960 if (!IN_LEV_FIELD(xx, yy))
8963 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8964 border_element = Feld[xx][yy]; /* may be moving! */
8965 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8966 border_element = Feld[xx][yy];
8967 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8968 border_element = MovingOrBlocked2Element(xx, yy);
8970 continue; /* center and border element do not touch */
8972 /* check for change of center element (but change it only once) */
8973 if (!change_center_element)
8974 change_center_element =
8975 CheckElementChangeBySide(x, y, center_element, border_element,
8976 CE_TOUCHING_X, border_side);
8978 /* check for change of border element */
8979 CheckElementChangeBySide(xx, yy, border_element, center_element,
8980 CE_TOUCHING_X, center_side);
8984 void TestIfElementHitsCustomElement(int x, int y, int direction)
8986 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8987 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8988 int hitx = x + dx, hity = y + dy;
8989 int hitting_element = Feld[x][y];
8990 int touched_element;
8992 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8995 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8996 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8998 if (IN_LEV_FIELD(hitx, hity))
9000 int opposite_direction = MV_DIR_OPPOSITE(direction);
9001 int hitting_side = direction;
9002 int touched_side = opposite_direction;
9003 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9004 MovDir[hitx][hity] != direction ||
9005 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9011 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9012 CE_HITTING_X, touched_side);
9014 CheckElementChangeBySide(hitx, hity, touched_element,
9015 hitting_element, CE_HIT_BY_X, hitting_side);
9017 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9018 CE_HIT_BY_SOMETHING, opposite_direction);
9022 /* "hitting something" is also true when hitting the playfield border */
9023 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9024 CE_HITTING_SOMETHING, direction);
9028 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9030 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9031 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9032 int hitx = x + dx, hity = y + dy;
9033 int hitting_element = Feld[x][y];
9034 int touched_element;
9036 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9037 !IS_FREE(hitx, hity) &&
9038 (!IS_MOVING(hitx, hity) ||
9039 MovDir[hitx][hity] != direction ||
9040 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9043 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9047 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9051 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9052 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9054 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9055 EP_CAN_SMASH_EVERYTHING, direction);
9057 if (IN_LEV_FIELD(hitx, hity))
9059 int opposite_direction = MV_DIR_OPPOSITE(direction);
9060 int hitting_side = direction;
9061 int touched_side = opposite_direction;
9063 int touched_element = MovingOrBlocked2Element(hitx, hity);
9066 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9067 MovDir[hitx][hity] != direction ||
9068 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9077 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9078 CE_SMASHED_BY_SOMETHING, opposite_direction);
9080 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9081 CE_OTHER_IS_SMASHING, touched_side);
9083 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9084 CE_OTHER_GETS_SMASHED, hitting_side);
9090 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9092 int i, kill_x = -1, kill_y = -1;
9093 int bad_element = -1;
9094 static int test_xy[4][2] =
9101 static int test_dir[4] =
9109 for (i = 0; i < NUM_DIRECTIONS; i++)
9111 int test_x, test_y, test_move_dir, test_element;
9113 test_x = good_x + test_xy[i][0];
9114 test_y = good_y + test_xy[i][1];
9116 if (!IN_LEV_FIELD(test_x, test_y))
9120 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9122 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9124 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9125 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9127 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9128 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9132 bad_element = test_element;
9138 if (kill_x != -1 || kill_y != -1)
9140 if (IS_PLAYER(good_x, good_y))
9142 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9144 if (player->shield_deadly_time_left > 0 &&
9145 !IS_INDESTRUCTIBLE(bad_element))
9146 Bang(kill_x, kill_y);
9147 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9151 Bang(good_x, good_y);
9155 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9157 int i, kill_x = -1, kill_y = -1;
9158 int bad_element = Feld[bad_x][bad_y];
9159 static int test_xy[4][2] =
9166 static int touch_dir[4] =
9173 static int test_dir[4] =
9181 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9184 for (i = 0; i < NUM_DIRECTIONS; i++)
9186 int test_x, test_y, test_move_dir, test_element;
9188 test_x = bad_x + test_xy[i][0];
9189 test_y = bad_y + test_xy[i][1];
9190 if (!IN_LEV_FIELD(test_x, test_y))
9194 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9196 test_element = Feld[test_x][test_y];
9198 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9199 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9201 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9202 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9204 /* good thing is player or penguin that does not move away */
9205 if (IS_PLAYER(test_x, test_y))
9207 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9209 if (bad_element == EL_ROBOT && player->is_moving)
9210 continue; /* robot does not kill player if he is moving */
9212 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9214 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9215 continue; /* center and border element do not touch */
9222 else if (test_element == EL_PENGUIN)
9231 if (kill_x != -1 || kill_y != -1)
9233 if (IS_PLAYER(kill_x, kill_y))
9235 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9237 if (player->shield_deadly_time_left > 0 &&
9238 !IS_INDESTRUCTIBLE(bad_element))
9240 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9244 Bang(kill_x, kill_y);
9248 void TestIfPlayerTouchesBadThing(int x, int y)
9250 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9253 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
9255 TestIfGoodThingHitsBadThing(x, y, move_dir);
9258 void TestIfBadThingTouchesPlayer(int x, int y)
9260 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9263 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
9265 TestIfBadThingHitsGoodThing(x, y, move_dir);
9268 void TestIfFriendTouchesBadThing(int x, int y)
9270 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9273 void TestIfBadThingTouchesFriend(int x, int y)
9275 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9278 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9280 int i, kill_x = bad_x, kill_y = bad_y;
9281 static int xy[4][2] =
9289 for (i = 0; i < NUM_DIRECTIONS; i++)
9293 x = bad_x + xy[i][0];
9294 y = bad_y + xy[i][1];
9295 if (!IN_LEV_FIELD(x, y))
9298 element = Feld[x][y];
9299 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9300 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9308 if (kill_x != bad_x || kill_y != bad_y)
9312 void KillPlayer(struct PlayerInfo *player)
9314 int jx = player->jx, jy = player->jy;
9316 if (!player->active)
9319 /* remove accessible field at the player's position */
9320 Feld[jx][jy] = EL_EMPTY;
9322 /* deactivate shield (else Bang()/Explode() would not work right) */
9323 player->shield_normal_time_left = 0;
9324 player->shield_deadly_time_left = 0;
9330 static void KillPlayerUnlessEnemyProtected(int x, int y)
9332 if (!PLAYER_ENEMY_PROTECTED(x, y))
9333 KillPlayer(PLAYERINFO(x, y));
9336 static void KillPlayerUnlessExplosionProtected(int x, int y)
9338 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9339 KillPlayer(PLAYERINFO(x, y));
9342 void BuryPlayer(struct PlayerInfo *player)
9344 int jx = player->jx, jy = player->jy;
9346 if (!player->active)
9349 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9350 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9352 player->GameOver = TRUE;
9353 RemovePlayer(player);
9356 void RemovePlayer(struct PlayerInfo *player)
9358 int jx = player->jx, jy = player->jy;
9359 int i, found = FALSE;
9361 player->present = FALSE;
9362 player->active = FALSE;
9364 if (!ExplodeField[jx][jy])
9365 StorePlayer[jx][jy] = 0;
9367 if (player->is_moving)
9368 DrawLevelField(player->last_jx, player->last_jy);
9370 for (i = 0; i < MAX_PLAYERS; i++)
9371 if (stored_player[i].active)
9375 AllPlayersGone = TRUE;
9382 =============================================================================
9383 checkDiagonalPushing()
9384 -----------------------------------------------------------------------------
9385 check if diagonal input device direction results in pushing of object
9386 (by checking if the alternative direction is walkable, diggable, ...)
9387 =============================================================================
9390 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9391 int x, int y, int real_dx, int real_dy)
9393 int jx, jy, dx, dy, xx, yy;
9395 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9398 /* diagonal direction: check alternative direction */
9403 xx = jx + (dx == 0 ? real_dx : 0);
9404 yy = jy + (dy == 0 ? real_dy : 0);
9406 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9410 =============================================================================
9412 -----------------------------------------------------------------------------
9413 x, y: field next to player (non-diagonal) to try to dig to
9414 real_dx, real_dy: direction as read from input device (can be diagonal)
9415 =============================================================================
9418 int DigField(struct PlayerInfo *player,
9419 int oldx, int oldy, int x, int y,
9420 int real_dx, int real_dy, int mode)
9422 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9423 boolean player_was_pushing = player->is_pushing;
9424 int jx = oldx, jy = oldy;
9425 int dx = x - jx, dy = y - jy;
9426 int nextx = x + dx, nexty = y + dy;
9427 int move_direction = (dx == -1 ? MV_LEFT :
9428 dx == +1 ? MV_RIGHT :
9430 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9431 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9432 int dig_side = MV_DIR_OPPOSITE(move_direction);
9433 int old_element = Feld[jx][jy];
9437 if (is_player) /* function can also be called by EL_PENGUIN */
9439 if (player->MovPos == 0)
9441 player->is_digging = FALSE;
9442 player->is_collecting = FALSE;
9445 if (player->MovPos == 0) /* last pushing move finished */
9446 player->is_pushing = FALSE;
9448 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9450 player->is_switching = FALSE;
9451 player->push_delay = -1;
9453 return MF_NO_ACTION;
9457 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9458 return MF_NO_ACTION;
9460 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9461 old_element = Back[jx][jy];
9463 /* in case of element dropped at player position, check background */
9464 else if (Back[jx][jy] != EL_EMPTY &&
9465 game.engine_version >= VERSION_IDENT(2,2,0,0))
9466 old_element = Back[jx][jy];
9468 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9469 return MF_NO_ACTION; /* field has no opening in this direction */
9471 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9472 return MF_NO_ACTION; /* field has no opening in this direction */
9474 element = Feld[x][y];
9475 #if USE_NEW_COLLECT_COUNT
9476 collect_count = Count[x][y];
9478 collect_count = element_info[element].collect_count_initial;
9482 if (element != EL_BLOCKED &&
9483 Count[x][y] != element_info[element].collect_count_initial)
9484 printf("::: %d: %d != %d\n",
9487 element_info[element].collect_count_initial);
9490 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9491 return MF_NO_ACTION;
9493 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9494 game.engine_version >= VERSION_IDENT(2,2,0,0))
9495 return MF_NO_ACTION;
9497 if (game.gravity && is_player && !player->is_auto_moving &&
9498 canFallDown(player) && move_direction != MV_DOWN &&
9499 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9500 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9502 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9504 int sound_element = SND_ELEMENT(element);
9505 int sound_action = ACTION_WALKING;
9507 if (IS_RND_GATE(element))
9509 if (!player->key[RND_GATE_NR(element)])
9510 return MF_NO_ACTION;
9512 else if (IS_RND_GATE_GRAY(element))
9514 if (!player->key[RND_GATE_GRAY_NR(element)])
9515 return MF_NO_ACTION;
9517 else if (element == EL_EXIT_OPEN ||
9518 element == EL_SP_EXIT_OPEN ||
9519 element == EL_SP_EXIT_OPENING)
9521 sound_action = ACTION_PASSING; /* player is passing exit */
9523 else if (element == EL_EMPTY)
9525 sound_action = ACTION_MOVING; /* nothing to walk on */
9528 /* play sound from background or player, whatever is available */
9529 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9530 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9532 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9534 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9536 if (!ACCESS_FROM(element, opposite_direction))
9537 return MF_NO_ACTION; /* field not accessible from this direction */
9539 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9540 return MF_NO_ACTION;
9542 if (IS_EM_GATE(element))
9544 if (!player->key[EM_GATE_NR(element)])
9545 return MF_NO_ACTION;
9547 else if (IS_EM_GATE_GRAY(element))
9549 if (!player->key[EM_GATE_GRAY_NR(element)])
9550 return MF_NO_ACTION;
9552 else if (IS_SP_PORT(element))
9554 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9555 element == EL_SP_GRAVITY_PORT_RIGHT ||
9556 element == EL_SP_GRAVITY_PORT_UP ||
9557 element == EL_SP_GRAVITY_PORT_DOWN)
9558 game.gravity = !game.gravity;
9559 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9560 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9561 element == EL_SP_GRAVITY_ON_PORT_UP ||
9562 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9563 game.gravity = TRUE;
9564 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9565 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9566 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9567 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9568 game.gravity = FALSE;
9571 /* automatically move to the next field with double speed */
9572 player->programmed_action = move_direction;
9574 if (player->move_delay_reset_counter == 0)
9576 player->move_delay_reset_counter = 2; /* two double speed steps */
9578 DOUBLE_PLAYER_SPEED(player);
9581 PlayLevelSoundAction(x, y, ACTION_PASSING);
9583 else if (IS_DIGGABLE(element))
9587 if (mode != DF_SNAP)
9589 GfxElement[x][y] = GFX_ELEMENT(element);
9590 player->is_digging = TRUE;
9593 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9595 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9596 player->index_bit, dig_side);
9598 if (mode == DF_SNAP)
9599 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9601 else if (IS_COLLECTIBLE(element))
9605 if (is_player && mode != DF_SNAP)
9607 GfxElement[x][y] = element;
9608 player->is_collecting = TRUE;
9611 if (element == EL_SPEED_PILL)
9613 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9615 else if (element == EL_EXTRA_TIME && level.time > 0)
9618 DrawGameValue_Time(TimeLeft);
9620 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9622 player->shield_normal_time_left += 10;
9623 if (element == EL_SHIELD_DEADLY)
9624 player->shield_deadly_time_left += 10;
9626 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9628 if (player->inventory_size < MAX_INVENTORY_SIZE)
9629 player->inventory_element[player->inventory_size++] = element;
9631 DrawGameValue_Dynamite(local_player->inventory_size);
9633 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9635 player->dynabomb_count++;
9636 player->dynabombs_left++;
9638 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9640 player->dynabomb_size++;
9642 else if (element == EL_DYNABOMB_INCREASE_POWER)
9644 player->dynabomb_xl = TRUE;
9646 else if (IS_KEY(element))
9648 player->key[KEY_NR(element)] = TRUE;
9650 DrawGameValue_Keys(player->key);
9652 redraw_mask |= REDRAW_DOOR_1;
9654 else if (IS_ENVELOPE(element))
9656 player->show_envelope = element;
9658 else if (IS_DROPPABLE(element) ||
9659 IS_THROWABLE(element)) /* can be collected and dropped */
9663 if (collect_count == 0)
9664 player->inventory_infinite_element = element;
9666 for (i = 0; i < collect_count; i++)
9667 if (player->inventory_size < MAX_INVENTORY_SIZE)
9668 player->inventory_element[player->inventory_size++] = element;
9670 DrawGameValue_Dynamite(local_player->inventory_size);
9672 else if (collect_count > 0)
9674 local_player->gems_still_needed -= collect_count;
9675 if (local_player->gems_still_needed < 0)
9676 local_player->gems_still_needed = 0;
9678 DrawGameValue_Emeralds(local_player->gems_still_needed);
9681 RaiseScoreElement(element);
9682 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9685 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9686 player->index_bit, dig_side);
9688 if (mode == DF_SNAP)
9689 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9691 else if (IS_PUSHABLE(element))
9693 if (mode == DF_SNAP && element != EL_BD_ROCK)
9694 return MF_NO_ACTION;
9696 if (CAN_FALL(element) && dy)
9697 return MF_NO_ACTION;
9699 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9700 !(element == EL_SPRING && level.use_spring_bug))
9701 return MF_NO_ACTION;
9703 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9704 ((move_direction & MV_VERTICAL &&
9705 ((element_info[element].move_pattern & MV_LEFT &&
9706 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9707 (element_info[element].move_pattern & MV_RIGHT &&
9708 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9709 (move_direction & MV_HORIZONTAL &&
9710 ((element_info[element].move_pattern & MV_UP &&
9711 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9712 (element_info[element].move_pattern & MV_DOWN &&
9713 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9714 return MF_NO_ACTION;
9716 /* do not push elements already moving away faster than player */
9717 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9718 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9719 return MF_NO_ACTION;
9721 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9723 if (player->push_delay_value == -1 || !player_was_pushing)
9724 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9726 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9728 if (player->push_delay_value == -1)
9729 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9731 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9733 if (!player->is_pushing)
9734 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9737 player->is_pushing = TRUE;
9739 if (!(IN_LEV_FIELD(nextx, nexty) &&
9740 (IS_FREE(nextx, nexty) ||
9741 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9742 IS_SB_ELEMENT(element)))))
9743 return MF_NO_ACTION;
9745 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9746 return MF_NO_ACTION;
9748 if (player->push_delay == -1) /* new pushing; restart delay */
9749 player->push_delay = 0;
9751 if (player->push_delay < player->push_delay_value &&
9752 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9753 element != EL_SPRING && element != EL_BALLOON)
9755 /* make sure that there is no move delay before next try to push */
9756 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9757 player->move_delay = 0;
9759 return MF_NO_ACTION;
9762 if (IS_SB_ELEMENT(element))
9764 if (element == EL_SOKOBAN_FIELD_FULL)
9766 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9767 local_player->sokobanfields_still_needed++;
9770 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9772 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9773 local_player->sokobanfields_still_needed--;
9776 Feld[x][y] = EL_SOKOBAN_OBJECT;
9778 if (Back[x][y] == Back[nextx][nexty])
9779 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9780 else if (Back[x][y] != 0)
9781 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9784 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9787 if (local_player->sokobanfields_still_needed == 0 &&
9788 game.emulation == EMU_SOKOBAN)
9790 player->LevelSolved = player->GameOver = TRUE;
9791 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9795 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9797 InitMovingField(x, y, move_direction);
9798 GfxAction[x][y] = ACTION_PUSHING;
9800 if (mode == DF_SNAP)
9801 ContinueMoving(x, y);
9803 MovPos[x][y] = (dx != 0 ? dx : dy);
9805 Pushed[x][y] = TRUE;
9806 Pushed[nextx][nexty] = TRUE;
9808 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9809 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9811 player->push_delay_value = -1; /* get new value later */
9813 /* check for element change _after_ element has been pushed */
9814 if (game.use_change_when_pushing_bug)
9816 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9817 player->index_bit, dig_side);
9818 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9819 player->index_bit, dig_side);
9822 else if (IS_SWITCHABLE(element))
9824 if (PLAYER_SWITCHING(player, x, y))
9826 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9827 player->index_bit, dig_side);
9832 player->is_switching = TRUE;
9833 player->switch_x = x;
9834 player->switch_y = y;
9836 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9838 if (element == EL_ROBOT_WHEEL)
9840 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9844 DrawLevelField(x, y);
9846 else if (element == EL_SP_TERMINAL)
9850 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9852 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9854 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9855 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9858 else if (IS_BELT_SWITCH(element))
9860 ToggleBeltSwitch(x, y);
9862 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9863 element == EL_SWITCHGATE_SWITCH_DOWN)
9865 ToggleSwitchgateSwitch(x, y);
9867 else if (element == EL_LIGHT_SWITCH ||
9868 element == EL_LIGHT_SWITCH_ACTIVE)
9870 ToggleLightSwitch(x, y);
9872 else if (element == EL_TIMEGATE_SWITCH)
9874 ActivateTimegateSwitch(x, y);
9876 else if (element == EL_BALLOON_SWITCH_LEFT ||
9877 element == EL_BALLOON_SWITCH_RIGHT ||
9878 element == EL_BALLOON_SWITCH_UP ||
9879 element == EL_BALLOON_SWITCH_DOWN ||
9880 element == EL_BALLOON_SWITCH_ANY)
9882 if (element == EL_BALLOON_SWITCH_ANY)
9883 game.balloon_dir = move_direction;
9885 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9886 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9887 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9888 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9891 else if (element == EL_LAMP)
9893 Feld[x][y] = EL_LAMP_ACTIVE;
9894 local_player->lights_still_needed--;
9896 ResetGfxAnimation(x, y);
9897 DrawLevelField(x, y);
9899 else if (element == EL_TIME_ORB_FULL)
9901 Feld[x][y] = EL_TIME_ORB_EMPTY;
9903 DrawGameValue_Time(TimeLeft);
9905 ResetGfxAnimation(x, y);
9906 DrawLevelField(x, y);
9909 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9910 player->index_bit, dig_side);
9912 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9913 player->index_bit, dig_side);
9919 if (!PLAYER_SWITCHING(player, x, y))
9921 player->is_switching = TRUE;
9922 player->switch_x = x;
9923 player->switch_y = y;
9925 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9926 player->index_bit, dig_side);
9927 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9928 player->index_bit, dig_side);
9931 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9932 player->index_bit, dig_side);
9933 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9934 player->index_bit, dig_side);
9936 return MF_NO_ACTION;
9939 player->push_delay = -1;
9941 if (is_player) /* function can also be called by EL_PENGUIN */
9943 if (Feld[x][y] != element) /* really digged/collected something */
9944 player->is_collecting = !player->is_digging;
9950 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9952 int jx = player->jx, jy = player->jy;
9953 int x = jx + dx, y = jy + dy;
9954 int snap_direction = (dx == -1 ? MV_LEFT :
9955 dx == +1 ? MV_RIGHT :
9957 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9959 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9962 if (!player->active || !IN_LEV_FIELD(x, y))
9970 if (player->MovPos == 0)
9971 player->is_pushing = FALSE;
9973 player->is_snapping = FALSE;
9975 if (player->MovPos == 0)
9977 player->is_moving = FALSE;
9978 player->is_digging = FALSE;
9979 player->is_collecting = FALSE;
9985 if (player->is_snapping)
9988 player->MovDir = snap_direction;
9990 if (player->MovPos == 0)
9992 player->is_moving = FALSE;
9993 player->is_digging = FALSE;
9994 player->is_collecting = FALSE;
9997 player->is_dropping = FALSE;
9999 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10002 player->is_snapping = TRUE;
10004 if (player->MovPos == 0)
10006 player->is_moving = FALSE;
10007 player->is_digging = FALSE;
10008 player->is_collecting = FALSE;
10011 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
10012 DrawLevelField(player->last_jx, player->last_jy);
10014 DrawLevelField(x, y);
10019 boolean DropElement(struct PlayerInfo *player)
10021 int old_element, new_element;
10022 int dropx = player->jx, dropy = player->jy;
10023 int drop_direction = player->MovDir;
10024 int drop_side = drop_direction;
10025 int drop_element = (player->inventory_size > 0 ?
10026 player->inventory_element[player->inventory_size - 1] :
10027 player->inventory_infinite_element != EL_UNDEFINED ?
10028 player->inventory_infinite_element :
10029 player->dynabombs_left > 0 ?
10030 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10033 /* do not drop an element on top of another element; when holding drop key
10034 pressed without moving, dropped element must move away before the next
10035 element can be dropped (this is especially important if the next element
10036 is dynamite, which can be placed on background for historical reasons) */
10037 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
10040 if (IS_THROWABLE(drop_element))
10042 dropx += GET_DX_FROM_DIR(drop_direction);
10043 dropy += GET_DY_FROM_DIR(drop_direction);
10045 if (!IN_LEV_FIELD(dropx, dropy))
10049 old_element = Feld[dropx][dropy]; /* old element at dropping position */
10050 new_element = drop_element; /* default: no change when dropping */
10052 /* check if player is active, not moving and ready to drop */
10053 if (!player->active || player->MovPos || player->drop_delay > 0)
10056 /* check if player has anything that can be dropped */
10057 if (new_element == EL_UNDEFINED)
10060 /* check if anything can be dropped at the current position */
10061 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10064 /* collected custom elements can only be dropped on empty fields */
10065 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10068 if (old_element != EL_EMPTY)
10069 Back[dropx][dropy] = old_element; /* store old element on this field */
10071 ResetGfxAnimation(dropx, dropy);
10072 ResetRandomAnimationValue(dropx, dropy);
10074 if (player->inventory_size > 0 ||
10075 player->inventory_infinite_element != EL_UNDEFINED)
10077 if (player->inventory_size > 0)
10079 player->inventory_size--;
10081 DrawGameValue_Dynamite(local_player->inventory_size);
10083 if (new_element == EL_DYNAMITE)
10084 new_element = EL_DYNAMITE_ACTIVE;
10085 else if (new_element == EL_SP_DISK_RED)
10086 new_element = EL_SP_DISK_RED_ACTIVE;
10089 Feld[dropx][dropy] = new_element;
10091 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10092 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10093 el2img(Feld[dropx][dropy]), 0);
10095 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10097 /* needed if previous element just changed to "empty" in the last frame */
10098 Changed[dropx][dropy] = FALSE; /* allow another change */
10100 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
10101 player->index_bit, drop_side);
10102 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
10103 player->index_bit, drop_side);
10105 TestIfElementTouchesCustomElement(dropx, dropy);
10107 else /* player is dropping a dyna bomb */
10109 player->dynabombs_left--;
10111 Feld[dropx][dropy] = new_element;
10113 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10114 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10115 el2img(Feld[dropx][dropy]), 0);
10117 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10120 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10121 InitField_WithBug1(dropx, dropy, FALSE);
10123 new_element = Feld[dropx][dropy]; /* element might have changed */
10125 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10126 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10128 int move_direction, nextx, nexty;
10130 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10131 MovDir[dropx][dropy] = drop_direction;
10133 move_direction = MovDir[dropx][dropy];
10134 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10135 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10137 Changed[dropx][dropy] = FALSE; /* allow another change */
10138 CheckCollision[dropx][dropy] = 2;
10141 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10142 player->is_dropping = TRUE;
10144 player->drop_x = dropx;
10145 player->drop_y = dropy;
10150 /* ------------------------------------------------------------------------- */
10151 /* game sound playing functions */
10152 /* ------------------------------------------------------------------------- */
10154 static int *loop_sound_frame = NULL;
10155 static int *loop_sound_volume = NULL;
10157 void InitPlayLevelSound()
10159 int num_sounds = getSoundListSize();
10161 checked_free(loop_sound_frame);
10162 checked_free(loop_sound_volume);
10164 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10165 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10168 static void PlayLevelSound(int x, int y, int nr)
10170 int sx = SCREENX(x), sy = SCREENY(y);
10171 int volume, stereo_position;
10172 int max_distance = 8;
10173 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10175 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10176 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10179 if (!IN_LEV_FIELD(x, y) ||
10180 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10181 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10184 volume = SOUND_MAX_VOLUME;
10186 if (!IN_SCR_FIELD(sx, sy))
10188 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10189 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10191 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10194 stereo_position = (SOUND_MAX_LEFT +
10195 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10196 (SCR_FIELDX + 2 * max_distance));
10198 if (IS_LOOP_SOUND(nr))
10200 /* This assures that quieter loop sounds do not overwrite louder ones,
10201 while restarting sound volume comparison with each new game frame. */
10203 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10206 loop_sound_volume[nr] = volume;
10207 loop_sound_frame[nr] = FrameCounter;
10210 PlaySoundExt(nr, volume, stereo_position, type);
10213 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10215 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10216 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10217 y < LEVELY(BY1) ? LEVELY(BY1) :
10218 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10222 static void PlayLevelSoundAction(int x, int y, int action)
10224 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10227 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10229 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10231 if (sound_effect != SND_UNDEFINED)
10232 PlayLevelSound(x, y, sound_effect);
10235 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10238 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10240 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10241 PlayLevelSound(x, y, sound_effect);
10244 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10246 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10248 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10249 PlayLevelSound(x, y, sound_effect);
10252 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10254 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10256 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10257 StopSound(sound_effect);
10260 static void PlayLevelMusic()
10262 if (levelset.music[level_nr] != MUS_UNDEFINED)
10263 PlayMusic(levelset.music[level_nr]); /* from config file */
10265 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10268 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10270 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10275 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10279 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10283 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10287 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10291 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10295 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10299 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10302 case SAMPLE_android_clone:
10303 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10306 case SAMPLE_android_move:
10307 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10310 case SAMPLE_spring:
10311 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10315 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10319 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10322 case SAMPLE_eater_eat:
10323 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10327 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10330 case SAMPLE_collect:
10331 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10334 case SAMPLE_diamond:
10335 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10338 case SAMPLE_squash:
10339 /* !!! CHECK THIS !!! */
10341 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10343 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10347 case SAMPLE_wonderfall:
10348 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10352 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10356 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10360 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10364 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10368 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10372 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10375 case SAMPLE_wonder:
10376 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10380 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10383 case SAMPLE_exit_open:
10384 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10387 case SAMPLE_exit_leave:
10388 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10391 case SAMPLE_dynamite:
10392 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10396 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10400 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10404 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10408 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10412 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10416 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10420 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10425 void RaiseScore(int value)
10427 local_player->score += value;
10429 DrawGameValue_Score(local_player->score);
10432 void RaiseScoreElement(int element)
10437 case EL_BD_DIAMOND:
10438 case EL_EMERALD_YELLOW:
10439 case EL_EMERALD_RED:
10440 case EL_EMERALD_PURPLE:
10441 case EL_SP_INFOTRON:
10442 RaiseScore(level.score[SC_EMERALD]);
10445 RaiseScore(level.score[SC_DIAMOND]);
10448 RaiseScore(level.score[SC_CRYSTAL]);
10451 RaiseScore(level.score[SC_PEARL]);
10454 case EL_BD_BUTTERFLY:
10455 case EL_SP_ELECTRON:
10456 RaiseScore(level.score[SC_BUG]);
10459 case EL_BD_FIREFLY:
10460 case EL_SP_SNIKSNAK:
10461 RaiseScore(level.score[SC_SPACESHIP]);
10464 case EL_DARK_YAMYAM:
10465 RaiseScore(level.score[SC_YAMYAM]);
10468 RaiseScore(level.score[SC_ROBOT]);
10471 RaiseScore(level.score[SC_PACMAN]);
10474 RaiseScore(level.score[SC_NUT]);
10477 case EL_SP_DISK_RED:
10478 case EL_DYNABOMB_INCREASE_NUMBER:
10479 case EL_DYNABOMB_INCREASE_SIZE:
10480 case EL_DYNABOMB_INCREASE_POWER:
10481 RaiseScore(level.score[SC_DYNAMITE]);
10483 case EL_SHIELD_NORMAL:
10484 case EL_SHIELD_DEADLY:
10485 RaiseScore(level.score[SC_SHIELD]);
10487 case EL_EXTRA_TIME:
10488 RaiseScore(level.score[SC_TIME_BONUS]);
10502 RaiseScore(level.score[SC_KEY]);
10505 RaiseScore(element_info[element].collect_score);
10510 void RequestQuitGame(boolean ask_if_really_quit)
10512 if (AllPlayersGone ||
10513 !ask_if_really_quit ||
10514 level_editor_test_game ||
10515 Request("Do you really want to quit the game ?",
10516 REQ_ASK | REQ_STAY_CLOSED))
10518 #if defined(NETWORK_AVALIABLE)
10519 if (options.network)
10520 SendToServer_StopPlaying();
10524 game_status = GAME_MODE_MAIN;
10530 if (tape.playing && tape.deactivate_display)
10531 TapeDeactivateDisplayOff(TRUE);
10533 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10535 if (tape.playing && tape.deactivate_display)
10536 TapeDeactivateDisplayOn();
10541 /* ---------- new game button stuff ---------------------------------------- */
10543 /* graphic position values for game buttons */
10544 #define GAME_BUTTON_XSIZE 30
10545 #define GAME_BUTTON_YSIZE 30
10546 #define GAME_BUTTON_XPOS 5
10547 #define GAME_BUTTON_YPOS 215
10548 #define SOUND_BUTTON_XPOS 5
10549 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10551 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10552 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10553 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10554 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10555 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10556 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10563 } gamebutton_info[NUM_GAME_BUTTONS] =
10566 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10571 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10572 GAME_CTRL_ID_PAUSE,
10576 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10581 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10582 SOUND_CTRL_ID_MUSIC,
10583 "background music on/off"
10586 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10587 SOUND_CTRL_ID_LOOPS,
10588 "sound loops on/off"
10591 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10592 SOUND_CTRL_ID_SIMPLE,
10593 "normal sounds on/off"
10597 void CreateGameButtons()
10601 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10603 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10604 struct GadgetInfo *gi;
10607 unsigned long event_mask;
10608 int gd_xoffset, gd_yoffset;
10609 int gd_x1, gd_x2, gd_y1, gd_y2;
10612 gd_xoffset = gamebutton_info[i].x;
10613 gd_yoffset = gamebutton_info[i].y;
10614 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10615 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10617 if (id == GAME_CTRL_ID_STOP ||
10618 id == GAME_CTRL_ID_PAUSE ||
10619 id == GAME_CTRL_ID_PLAY)
10621 button_type = GD_TYPE_NORMAL_BUTTON;
10623 event_mask = GD_EVENT_RELEASED;
10624 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10625 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10629 button_type = GD_TYPE_CHECK_BUTTON;
10631 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10632 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10633 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10634 event_mask = GD_EVENT_PRESSED;
10635 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10636 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10639 gi = CreateGadget(GDI_CUSTOM_ID, id,
10640 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10641 GDI_X, DX + gd_xoffset,
10642 GDI_Y, DY + gd_yoffset,
10643 GDI_WIDTH, GAME_BUTTON_XSIZE,
10644 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10645 GDI_TYPE, button_type,
10646 GDI_STATE, GD_BUTTON_UNPRESSED,
10647 GDI_CHECKED, checked,
10648 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10649 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10650 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10651 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10652 GDI_EVENT_MASK, event_mask,
10653 GDI_CALLBACK_ACTION, HandleGameButtons,
10657 Error(ERR_EXIT, "cannot create gadget");
10659 game_gadget[id] = gi;
10663 void FreeGameButtons()
10667 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10668 FreeGadget(game_gadget[i]);
10671 static void MapGameButtons()
10675 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10676 MapGadget(game_gadget[i]);
10679 void UnmapGameButtons()
10683 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10684 UnmapGadget(game_gadget[i]);
10687 static void HandleGameButtons(struct GadgetInfo *gi)
10689 int id = gi->custom_id;
10691 if (game_status != GAME_MODE_PLAYING)
10696 case GAME_CTRL_ID_STOP:
10697 RequestQuitGame(TRUE);
10700 case GAME_CTRL_ID_PAUSE:
10701 if (options.network)
10703 #if defined(NETWORK_AVALIABLE)
10705 SendToServer_ContinuePlaying();
10707 SendToServer_PausePlaying();
10711 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10714 case GAME_CTRL_ID_PLAY:
10717 #if defined(NETWORK_AVALIABLE)
10718 if (options.network)
10719 SendToServer_ContinuePlaying();
10723 tape.pausing = FALSE;
10724 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10729 case SOUND_CTRL_ID_MUSIC:
10730 if (setup.sound_music)
10732 setup.sound_music = FALSE;
10735 else if (audio.music_available)
10737 setup.sound = setup.sound_music = TRUE;
10739 SetAudioMode(setup.sound);
10745 case SOUND_CTRL_ID_LOOPS:
10746 if (setup.sound_loops)
10747 setup.sound_loops = FALSE;
10748 else if (audio.loops_available)
10750 setup.sound = setup.sound_loops = TRUE;
10751 SetAudioMode(setup.sound);
10755 case SOUND_CTRL_ID_SIMPLE:
10756 if (setup.sound_simple)
10757 setup.sound_simple = FALSE;
10758 else if (audio.sound_available)
10760 setup.sound = setup.sound_simple = TRUE;
10761 SetAudioMode(setup.sound);