1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF (TRUE * 1)
30 #define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (TRUE * USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (TRUE * USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (TRUE * 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 KillHeroUnlessEnemyProtected(int, int);
249 static void KillHeroUnlessExplosionProtected(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->has_change_event[CE_DELAY] = TRUE;
1268 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1269 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1272 /* ---------- initialize internal run-time variables ------------- */
1274 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1276 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1278 for (j = 0; j < ei->num_change_pages; j++)
1280 ei->change_page[j].can_change_or_has_action =
1281 (ei->change_page[j].can_change |
1282 ei->change_page[j].has_action);
1286 /* add change events from custom element configuration */
1287 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1289 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1291 for (j = 0; j < ei->num_change_pages; j++)
1293 if (!ei->change_page[j].can_change_or_has_action)
1296 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1298 /* only add event page for the first page found with this event */
1299 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1301 ei->has_change_event[k] = TRUE;
1303 ei->event_page_nr[k] = j;
1304 ei->event_page[k] = &ei->change_page[j];
1310 /* ---------- initialize run-time trigger player and element ------------- */
1312 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1314 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1316 for (j = 0; j < ei->num_change_pages; j++)
1318 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1319 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1323 /* ---------- initialize trigger events ---------------------------------- */
1325 /* initialize trigger events information */
1326 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1327 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1328 trigger_events[i][j] = FALSE;
1330 /* add trigger events from element change event properties */
1331 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1333 struct ElementInfo *ei = &element_info[i];
1335 for (j = 0; j < ei->num_change_pages; j++)
1337 if (!ei->change_page[j].can_change_or_has_action)
1340 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1342 int trigger_element = ei->change_page[j].trigger_element;
1344 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1346 if (ei->change_page[j].has_event[k])
1348 if (IS_GROUP_ELEMENT(trigger_element))
1350 struct ElementGroupInfo *group =
1351 element_info[trigger_element].group;
1353 for (l = 0; l < group->num_elements_resolved; l++)
1354 trigger_events[group->element_resolved[l]][k] = TRUE;
1357 trigger_events[trigger_element][k] = TRUE;
1364 /* ---------- initialize push delay -------------------------------------- */
1366 /* initialize push delay values to default */
1367 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1369 if (!IS_CUSTOM_ELEMENT(i))
1371 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1372 element_info[i].push_delay_random = game.default_push_delay_random;
1376 /* set push delay value for certain elements from pre-defined list */
1377 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1379 int e = push_delay_list[i].element;
1381 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1382 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1385 /* set push delay value for Supaplex elements for newer engine versions */
1386 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1388 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1390 if (IS_SP_ELEMENT(i))
1392 /* set SP push delay to just enough to push under a falling zonk */
1393 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1395 element_info[i].push_delay_fixed = delay;
1396 element_info[i].push_delay_random = 0;
1401 /* ---------- initialize move stepsize ----------------------------------- */
1403 /* initialize move stepsize values to default */
1404 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1405 if (!IS_CUSTOM_ELEMENT(i))
1406 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1408 /* set move stepsize value for certain elements from pre-defined list */
1409 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1411 int e = move_stepsize_list[i].element;
1413 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1416 /* ---------- initialize collect score ----------------------------------- */
1418 /* initialize collect score values for custom elements from initial value */
1419 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1420 if (IS_CUSTOM_ELEMENT(i))
1421 element_info[i].collect_score = element_info[i].collect_score_initial;
1423 /* ---------- initialize collect count ----------------------------------- */
1425 /* initialize collect count values for non-custom elements */
1426 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1427 if (!IS_CUSTOM_ELEMENT(i))
1428 element_info[i].collect_count_initial = 0;
1430 /* add collect count values for all elements from pre-defined list */
1431 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1432 element_info[collect_count_list[i].element].collect_count_initial =
1433 collect_count_list[i].count;
1435 /* ---------- initialize access direction -------------------------------- */
1437 /* initialize access direction values to default (access from every side) */
1438 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1439 if (!IS_CUSTOM_ELEMENT(i))
1440 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1442 /* set access direction value for certain elements from pre-defined list */
1443 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1444 element_info[access_direction_list[i].element].access_direction =
1445 access_direction_list[i].direction;
1450 =============================================================================
1452 -----------------------------------------------------------------------------
1453 initialize and start new game
1454 =============================================================================
1459 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1460 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1461 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1466 /* don't play tapes over network */
1467 network_playing = (options.network && !tape.playing);
1469 for (i = 0; i < MAX_PLAYERS; i++)
1471 struct PlayerInfo *player = &stored_player[i];
1473 player->index_nr = i;
1474 player->index_bit = (1 << i);
1475 player->element_nr = EL_PLAYER_1 + i;
1477 player->present = FALSE;
1478 player->active = FALSE;
1481 player->effective_action = 0;
1482 player->programmed_action = 0;
1485 player->gems_still_needed = level.gems_needed;
1486 player->sokobanfields_still_needed = 0;
1487 player->lights_still_needed = 0;
1488 player->friends_still_needed = 0;
1490 for (j = 0; j < MAX_NUM_KEYS; j++)
1491 player->key[j] = FALSE;
1493 player->dynabomb_count = 0;
1494 player->dynabomb_size = 1;
1495 player->dynabombs_left = 0;
1496 player->dynabomb_xl = FALSE;
1498 player->MovDir = MV_NO_MOVING;
1501 player->GfxDir = MV_NO_MOVING;
1502 player->GfxAction = ACTION_DEFAULT;
1504 player->StepFrame = 0;
1506 player->use_murphy_graphic = FALSE;
1508 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1509 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1511 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1513 player->actual_frame_counter = 0;
1515 player->step_counter = 0;
1517 player->last_move_dir = MV_NO_MOVING;
1519 player->is_waiting = FALSE;
1520 player->is_moving = FALSE;
1521 player->is_auto_moving = FALSE;
1522 player->is_digging = FALSE;
1523 player->is_snapping = FALSE;
1524 player->is_collecting = FALSE;
1525 player->is_pushing = FALSE;
1526 player->is_switching = FALSE;
1527 player->is_dropping = FALSE;
1529 player->is_bored = FALSE;
1530 player->is_sleeping = FALSE;
1532 player->frame_counter_bored = -1;
1533 player->frame_counter_sleeping = -1;
1535 player->anim_delay_counter = 0;
1536 player->post_delay_counter = 0;
1538 player->action_waiting = ACTION_DEFAULT;
1539 player->last_action_waiting = ACTION_DEFAULT;
1540 player->special_action_bored = ACTION_DEFAULT;
1541 player->special_action_sleeping = ACTION_DEFAULT;
1543 player->num_special_action_bored = 0;
1544 player->num_special_action_sleeping = 0;
1546 /* determine number of special actions for bored and sleeping animation */
1547 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1549 boolean found = FALSE;
1551 for (k = 0; k < NUM_DIRECTIONS; k++)
1552 if (el_act_dir2img(player->element_nr, j, k) !=
1553 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1557 player->num_special_action_bored++;
1561 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1563 boolean found = FALSE;
1565 for (k = 0; k < NUM_DIRECTIONS; k++)
1566 if (el_act_dir2img(player->element_nr, j, k) !=
1567 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1571 player->num_special_action_sleeping++;
1576 player->switch_x = -1;
1577 player->switch_y = -1;
1579 player->drop_x = -1;
1580 player->drop_y = -1;
1582 player->show_envelope = 0;
1584 player->move_delay = game.initial_move_delay;
1585 player->move_delay_value = game.initial_move_delay_value;
1587 player->move_delay_reset_counter = 0;
1589 player->push_delay = -1; /* initialized when pushing starts */
1590 player->push_delay_value = game.initial_push_delay_value;
1592 player->drop_delay = 0;
1594 player->last_jx = player->last_jy = 0;
1595 player->jx = player->jy = 0;
1597 player->shield_normal_time_left = 0;
1598 player->shield_deadly_time_left = 0;
1600 player->inventory_infinite_element = EL_UNDEFINED;
1601 player->inventory_size = 0;
1603 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1604 SnapField(player, 0, 0);
1606 player->LevelSolved = FALSE;
1607 player->GameOver = FALSE;
1610 network_player_action_received = FALSE;
1612 #if defined(NETWORK_AVALIABLE)
1613 /* initial null action */
1614 if (network_playing)
1615 SendToServer_MovePlayer(MV_NO_MOVING);
1624 TimeLeft = level.time;
1627 ScreenMovDir = MV_NO_MOVING;
1631 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1633 AllPlayersGone = FALSE;
1635 game.yamyam_content_nr = 0;
1636 game.magic_wall_active = FALSE;
1637 game.magic_wall_time_left = 0;
1638 game.light_time_left = 0;
1639 game.timegate_time_left = 0;
1640 game.switchgate_pos = 0;
1641 game.balloon_dir = MV_NO_MOVING;
1642 game.gravity = level.initial_gravity;
1643 game.explosions_delayed = TRUE;
1645 game.envelope_active = FALSE;
1647 for (i = 0; i < NUM_BELTS; i++)
1649 game.belt_dir[i] = MV_NO_MOVING;
1650 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1653 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1654 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1656 for (x = 0; x < lev_fieldx; x++)
1658 for (y = 0; y < lev_fieldy; y++)
1660 Feld[x][y] = level.field[x][y];
1661 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1662 ChangeDelay[x][y] = 0;
1663 ChangePage[x][y] = -1;
1664 #if USE_NEW_COLLECT_COUNT
1665 Count[x][y] = 0; /* initialized in InitField() */
1667 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1669 WasJustMoving[x][y] = 0;
1670 WasJustFalling[x][y] = 0;
1671 CheckCollision[x][y] = 0;
1673 Pushed[x][y] = FALSE;
1675 Changed[x][y] = FALSE;
1676 ChangeEvent[x][y] = -1;
1678 ExplodePhase[x][y] = 0;
1679 ExplodeDelay[x][y] = 0;
1680 ExplodeField[x][y] = EX_TYPE_NONE;
1682 RunnerVisit[x][y] = 0;
1683 PlayerVisit[x][y] = 0;
1686 GfxRandom[x][y] = INIT_GFX_RANDOM();
1687 GfxElement[x][y] = EL_UNDEFINED;
1688 GfxAction[x][y] = ACTION_DEFAULT;
1689 GfxDir[x][y] = MV_NO_MOVING;
1693 for (y = 0; y < lev_fieldy; y++)
1695 for (x = 0; x < lev_fieldx; x++)
1697 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1699 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1701 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1704 InitField(x, y, TRUE);
1710 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1711 emulate_sb ? EMU_SOKOBAN :
1712 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1714 #if USE_NEW_ALL_SLIPPERY
1715 /* initialize type of slippery elements */
1716 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1718 if (!IS_CUSTOM_ELEMENT(i))
1720 /* default: elements slip down either to the left or right randomly */
1721 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1723 /* SP style elements prefer to slip down on the left side */
1724 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1725 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1727 /* BD style elements prefer to slip down on the left side */
1728 if (i == EL_BD_ROCK || i == EL_BD_DIAMOND ||
1729 game.emulation == EMU_BOULDERDASH)
1730 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1735 /* initialize explosion and ignition delay */
1736 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1738 if (!IS_CUSTOM_ELEMENT(i))
1741 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1742 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1743 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1744 int last_phase = (num_phase + 1) * delay;
1745 int half_phase = (num_phase / 2) * delay;
1747 element_info[i].explosion_delay = last_phase - 1;
1748 element_info[i].ignition_delay = half_phase;
1750 if (i == EL_BLACK_ORB)
1751 element_info[i].ignition_delay = 1;
1755 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1756 element_info[i].explosion_delay = 1;
1758 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1759 element_info[i].ignition_delay = 1;
1763 /* correct non-moving belts to start moving left */
1764 for (i = 0; i < NUM_BELTS; i++)
1765 if (game.belt_dir[i] == MV_NO_MOVING)
1766 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1768 /* check if any connected player was not found in playfield */
1769 for (i = 0; i < MAX_PLAYERS; i++)
1771 struct PlayerInfo *player = &stored_player[i];
1773 if (player->connected && !player->present)
1775 for (j = 0; j < MAX_PLAYERS; j++)
1777 struct PlayerInfo *some_player = &stored_player[j];
1778 int jx = some_player->jx, jy = some_player->jy;
1780 /* assign first free player found that is present in the playfield */
1781 if (some_player->present && !some_player->connected)
1783 player->present = TRUE;
1784 player->active = TRUE;
1786 some_player->present = FALSE;
1787 some_player->active = FALSE;
1790 player->element_nr = some_player->element_nr;
1793 player->block_last_field = some_player->block_last_field;
1794 player->block_delay_adjustment = some_player->block_delay_adjustment;
1796 StorePlayer[jx][jy] = player->element_nr;
1797 player->jx = player->last_jx = jx;
1798 player->jy = player->last_jy = jy;
1808 /* when playing a tape, eliminate all players which do not participate */
1810 for (i = 0; i < MAX_PLAYERS; i++)
1812 if (stored_player[i].active && !tape.player_participates[i])
1814 struct PlayerInfo *player = &stored_player[i];
1815 int jx = player->jx, jy = player->jy;
1817 player->active = FALSE;
1818 StorePlayer[jx][jy] = 0;
1819 Feld[jx][jy] = EL_EMPTY;
1823 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1825 /* when in single player mode, eliminate all but the first active player */
1827 for (i = 0; i < MAX_PLAYERS; i++)
1829 if (stored_player[i].active)
1831 for (j = i + 1; j < MAX_PLAYERS; j++)
1833 if (stored_player[j].active)
1835 struct PlayerInfo *player = &stored_player[j];
1836 int jx = player->jx, jy = player->jy;
1838 player->active = FALSE;
1839 player->present = FALSE;
1841 StorePlayer[jx][jy] = 0;
1842 Feld[jx][jy] = EL_EMPTY;
1849 /* when recording the game, store which players take part in the game */
1852 for (i = 0; i < MAX_PLAYERS; i++)
1853 if (stored_player[i].active)
1854 tape.player_participates[i] = TRUE;
1859 for (i = 0; i < MAX_PLAYERS; i++)
1861 struct PlayerInfo *player = &stored_player[i];
1863 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1868 if (local_player == player)
1869 printf("Player %d is local player.\n", i+1);
1873 if (BorderElement == EL_EMPTY)
1876 SBX_Right = lev_fieldx - SCR_FIELDX;
1878 SBY_Lower = lev_fieldy - SCR_FIELDY;
1883 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1885 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1888 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1889 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1891 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1892 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1894 /* if local player not found, look for custom element that might create
1895 the player (make some assumptions about the right custom element) */
1896 if (!local_player->present)
1898 int start_x = 0, start_y = 0;
1899 int found_rating = 0;
1900 int found_element = EL_UNDEFINED;
1902 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1904 int element = Feld[x][y];
1909 if (!IS_CUSTOM_ELEMENT(element))
1912 if (CAN_CHANGE(element))
1914 for (i = 0; i < element_info[element].num_change_pages; i++)
1916 content = element_info[element].change_page[i].target_element;
1917 is_player = ELEM_IS_PLAYER(content);
1919 if (is_player && (found_rating < 3 || element < found_element))
1925 found_element = element;
1930 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1932 content = element_info[element].content[xx][yy];
1933 is_player = ELEM_IS_PLAYER(content);
1935 if (is_player && (found_rating < 2 || element < found_element))
1937 start_x = x + xx - 1;
1938 start_y = y + yy - 1;
1941 found_element = element;
1944 if (!CAN_CHANGE(element))
1947 for (i = 0; i < element_info[element].num_change_pages; i++)
1949 content= element_info[element].change_page[i].target_content[xx][yy];
1950 is_player = ELEM_IS_PLAYER(content);
1952 if (is_player && (found_rating < 1 || element < found_element))
1954 start_x = x + xx - 1;
1955 start_y = y + yy - 1;
1958 found_element = element;
1964 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1965 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1968 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1969 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1974 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1975 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1976 local_player->jx - MIDPOSX);
1978 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1979 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1980 local_player->jy - MIDPOSY);
1983 if (!game.restart_level)
1984 CloseDoor(DOOR_CLOSE_1);
1986 /* !!! FIX THIS (START) !!! */
1987 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1989 InitGameEngine_EM();
1996 /* after drawing the level, correct some elements */
1997 if (game.timegate_time_left == 0)
1998 CloseAllOpenTimegates();
2000 if (setup.soft_scrolling)
2001 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2003 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2006 /* !!! FIX THIS (END) !!! */
2008 if (!game.restart_level)
2010 /* copy default game door content to main double buffer */
2011 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2012 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2015 DrawGameDoorValues();
2017 if (!game.restart_level)
2021 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2022 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2023 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2027 /* copy actual game door content to door double buffer for OpenDoor() */
2028 BlitBitmap(drawto, bitmap_db_door,
2029 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2031 OpenDoor(DOOR_OPEN_ALL);
2033 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2035 if (setup.sound_music)
2038 KeyboardAutoRepeatOffUnlessAutoplay();
2042 for (i = 0; i < MAX_PLAYERS; i++)
2043 printf("Player %d %sactive.\n",
2044 i + 1, (stored_player[i].active ? "" : "not "));
2048 game.restart_level = FALSE;
2051 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2053 /* this is used for non-R'n'D game engines to update certain engine values */
2055 /* needed to determine if sounds are played within the visible screen area */
2056 scroll_x = actual_scroll_x;
2057 scroll_y = actual_scroll_y;
2060 void InitMovDir(int x, int y)
2062 int i, element = Feld[x][y];
2063 static int xy[4][2] =
2070 static int direction[3][4] =
2072 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2073 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2074 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2083 Feld[x][y] = EL_BUG;
2084 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2087 case EL_SPACESHIP_RIGHT:
2088 case EL_SPACESHIP_UP:
2089 case EL_SPACESHIP_LEFT:
2090 case EL_SPACESHIP_DOWN:
2091 Feld[x][y] = EL_SPACESHIP;
2092 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2095 case EL_BD_BUTTERFLY_RIGHT:
2096 case EL_BD_BUTTERFLY_UP:
2097 case EL_BD_BUTTERFLY_LEFT:
2098 case EL_BD_BUTTERFLY_DOWN:
2099 Feld[x][y] = EL_BD_BUTTERFLY;
2100 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2103 case EL_BD_FIREFLY_RIGHT:
2104 case EL_BD_FIREFLY_UP:
2105 case EL_BD_FIREFLY_LEFT:
2106 case EL_BD_FIREFLY_DOWN:
2107 Feld[x][y] = EL_BD_FIREFLY;
2108 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2111 case EL_PACMAN_RIGHT:
2113 case EL_PACMAN_LEFT:
2114 case EL_PACMAN_DOWN:
2115 Feld[x][y] = EL_PACMAN;
2116 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2119 case EL_SP_SNIKSNAK:
2120 MovDir[x][y] = MV_UP;
2123 case EL_SP_ELECTRON:
2124 MovDir[x][y] = MV_LEFT;
2131 Feld[x][y] = EL_MOLE;
2132 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2136 if (IS_CUSTOM_ELEMENT(element))
2138 struct ElementInfo *ei = &element_info[element];
2139 int move_direction_initial = ei->move_direction_initial;
2140 int move_pattern = ei->move_pattern;
2142 if (move_direction_initial == MV_START_PREVIOUS)
2144 if (MovDir[x][y] != MV_NO_MOVING)
2147 move_direction_initial = MV_START_AUTOMATIC;
2150 if (move_direction_initial == MV_START_RANDOM)
2151 MovDir[x][y] = 1 << RND(4);
2152 else if (move_direction_initial & MV_ANY_DIRECTION)
2153 MovDir[x][y] = move_direction_initial;
2154 else if (move_pattern == MV_ALL_DIRECTIONS ||
2155 move_pattern == MV_TURNING_LEFT ||
2156 move_pattern == MV_TURNING_RIGHT ||
2157 move_pattern == MV_TURNING_LEFT_RIGHT ||
2158 move_pattern == MV_TURNING_RIGHT_LEFT ||
2159 move_pattern == MV_TURNING_RANDOM)
2160 MovDir[x][y] = 1 << RND(4);
2161 else if (move_pattern == MV_HORIZONTAL)
2162 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2163 else if (move_pattern == MV_VERTICAL)
2164 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2165 else if (move_pattern & MV_ANY_DIRECTION)
2166 MovDir[x][y] = element_info[element].move_pattern;
2167 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2168 move_pattern == MV_ALONG_RIGHT_SIDE)
2170 /* use random direction as default start direction */
2171 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2172 MovDir[x][y] = 1 << RND(4);
2174 for (i = 0; i < NUM_DIRECTIONS; i++)
2176 int x1 = x + xy[i][0];
2177 int y1 = y + xy[i][1];
2179 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2181 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2182 MovDir[x][y] = direction[0][i];
2184 MovDir[x][y] = direction[1][i];
2193 MovDir[x][y] = 1 << RND(4);
2195 if (element != EL_BUG &&
2196 element != EL_SPACESHIP &&
2197 element != EL_BD_BUTTERFLY &&
2198 element != EL_BD_FIREFLY)
2201 for (i = 0; i < NUM_DIRECTIONS; i++)
2203 int x1 = x + xy[i][0];
2204 int y1 = y + xy[i][1];
2206 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2208 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2210 MovDir[x][y] = direction[0][i];
2213 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2214 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2216 MovDir[x][y] = direction[1][i];
2225 GfxDir[x][y] = MovDir[x][y];
2228 void InitAmoebaNr(int x, int y)
2231 int group_nr = AmoebeNachbarNr(x, y);
2235 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2237 if (AmoebaCnt[i] == 0)
2245 AmoebaNr[x][y] = group_nr;
2246 AmoebaCnt[group_nr]++;
2247 AmoebaCnt2[group_nr]++;
2253 boolean raise_level = FALSE;
2255 if (local_player->MovPos)
2258 if (tape.auto_play) /* tape might already be stopped here */
2259 tape.auto_play_level_solved = TRUE;
2261 local_player->LevelSolved = FALSE;
2263 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2267 if (!tape.playing && setup.sound_loops)
2268 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2269 SND_CTRL_PLAY_LOOP);
2271 while (TimeLeft > 0)
2273 if (!tape.playing && !setup.sound_loops)
2274 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2275 if (TimeLeft > 0 && !(TimeLeft % 10))
2276 RaiseScore(level.score[SC_TIME_BONUS]);
2277 if (TimeLeft > 100 && !(TimeLeft % 10))
2282 DrawGameValue_Time(TimeLeft);
2290 if (!tape.playing && setup.sound_loops)
2291 StopSound(SND_GAME_LEVELTIME_BONUS);
2293 else if (level.time == 0) /* level without time limit */
2295 if (!tape.playing && setup.sound_loops)
2296 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2297 SND_CTRL_PLAY_LOOP);
2299 while (TimePlayed < 999)
2301 if (!tape.playing && !setup.sound_loops)
2302 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2303 if (TimePlayed < 999 && !(TimePlayed % 10))
2304 RaiseScore(level.score[SC_TIME_BONUS]);
2305 if (TimePlayed < 900 && !(TimePlayed % 10))
2310 DrawGameValue_Time(TimePlayed);
2318 if (!tape.playing && setup.sound_loops)
2319 StopSound(SND_GAME_LEVELTIME_BONUS);
2322 /* close exit door after last player */
2323 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2324 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2325 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2327 int element = Feld[ExitX][ExitY];
2329 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2330 EL_SP_EXIT_CLOSING);
2332 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2335 /* Hero disappears */
2336 if (ExitX >= 0 && ExitY >= 0)
2337 DrawLevelField(ExitX, ExitY);
2344 CloseDoor(DOOR_CLOSE_1);
2349 SaveTape(tape.level_nr); /* Ask to save tape */
2352 if (level_nr == leveldir_current->handicap_level)
2354 leveldir_current->handicap_level++;
2355 SaveLevelSetup_SeriesInfo();
2358 if (level_editor_test_game)
2359 local_player->score = -1; /* no highscore when playing from editor */
2360 else if (level_nr < leveldir_current->last_level)
2361 raise_level = TRUE; /* advance to next level */
2363 if ((hi_pos = NewHiScore()) >= 0)
2365 game_status = GAME_MODE_SCORES;
2366 DrawHallOfFame(hi_pos);
2375 game_status = GAME_MODE_MAIN;
2392 LoadScore(level_nr);
2394 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2395 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2398 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2400 if (local_player->score > highscore[k].Score)
2402 /* player has made it to the hall of fame */
2404 if (k < MAX_SCORE_ENTRIES - 1)
2406 int m = MAX_SCORE_ENTRIES - 1;
2409 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2410 if (!strcmp(setup.player_name, highscore[l].Name))
2412 if (m == k) /* player's new highscore overwrites his old one */
2416 for (l = m; l > k; l--)
2418 strcpy(highscore[l].Name, highscore[l - 1].Name);
2419 highscore[l].Score = highscore[l - 1].Score;
2426 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2427 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2428 highscore[k].Score = local_player->score;
2434 else if (!strncmp(setup.player_name, highscore[k].Name,
2435 MAX_PLAYER_NAME_LEN))
2436 break; /* player already there with a higher score */
2442 SaveScore(level_nr);
2447 inline static int getElementMoveStepsize(int x, int y)
2449 int element = Feld[x][y];
2450 int direction = MovDir[x][y];
2451 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2452 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2453 int horiz_move = (dx != 0);
2454 int sign = (horiz_move ? dx : dy);
2455 int step = sign * element_info[element].move_stepsize;
2457 /* special values for move stepsize for spring and things on conveyor belt */
2461 if (element == EL_SPRING)
2462 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2463 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2464 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2465 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2467 if (CAN_FALL(element) &&
2468 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2469 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2470 else if (element == EL_SPRING)
2471 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2478 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2480 if (player->GfxAction != action || player->GfxDir != dir)
2483 printf("Player frame reset! (%d => %d, %d => %d)\n",
2484 player->GfxAction, action, player->GfxDir, dir);
2487 player->GfxAction = action;
2488 player->GfxDir = dir;
2490 player->StepFrame = 0;
2494 static void ResetRandomAnimationValue(int x, int y)
2496 GfxRandom[x][y] = INIT_GFX_RANDOM();
2499 static void ResetGfxAnimation(int x, int y)
2502 GfxAction[x][y] = ACTION_DEFAULT;
2503 GfxDir[x][y] = MovDir[x][y];
2506 void InitMovingField(int x, int y, int direction)
2508 int element = Feld[x][y];
2509 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2510 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2514 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2515 ResetGfxAnimation(x, y);
2517 MovDir[x][y] = direction;
2518 GfxDir[x][y] = direction;
2519 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2520 ACTION_FALLING : ACTION_MOVING);
2522 /* this is needed for CEs with property "can move" / "not moving" */
2524 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2526 if (Feld[newx][newy] == EL_EMPTY)
2527 Feld[newx][newy] = EL_BLOCKED;
2529 MovDir[newx][newy] = MovDir[x][y];
2531 #if USE_NEW_COLLECT_COUNT
2532 Count[newx][newy] = Count[x][y];
2535 GfxFrame[newx][newy] = GfxFrame[x][y];
2536 GfxRandom[newx][newy] = GfxRandom[x][y];
2537 GfxAction[newx][newy] = GfxAction[x][y];
2538 GfxDir[newx][newy] = GfxDir[x][y];
2542 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2544 int direction = MovDir[x][y];
2545 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2546 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2552 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2554 int oldx = x, oldy = y;
2555 int direction = MovDir[x][y];
2557 if (direction == MV_LEFT)
2559 else if (direction == MV_RIGHT)
2561 else if (direction == MV_UP)
2563 else if (direction == MV_DOWN)
2566 *comes_from_x = oldx;
2567 *comes_from_y = oldy;
2570 int MovingOrBlocked2Element(int x, int y)
2572 int element = Feld[x][y];
2574 if (element == EL_BLOCKED)
2578 Blocked2Moving(x, y, &oldx, &oldy);
2579 return Feld[oldx][oldy];
2585 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2587 /* like MovingOrBlocked2Element(), but if element is moving
2588 and (x,y) is the field the moving element is just leaving,
2589 return EL_BLOCKED instead of the element value */
2590 int element = Feld[x][y];
2592 if (IS_MOVING(x, y))
2594 if (element == EL_BLOCKED)
2598 Blocked2Moving(x, y, &oldx, &oldy);
2599 return Feld[oldx][oldy];
2608 static void RemoveField(int x, int y)
2610 Feld[x][y] = EL_EMPTY;
2616 #if USE_NEW_COLLECT_COUNT
2621 ChangeDelay[x][y] = 0;
2622 ChangePage[x][y] = -1;
2623 Pushed[x][y] = FALSE;
2626 ExplodeField[x][y] = EX_TYPE_NONE;
2629 GfxElement[x][y] = EL_UNDEFINED;
2630 GfxAction[x][y] = ACTION_DEFAULT;
2631 GfxDir[x][y] = MV_NO_MOVING;
2634 void RemoveMovingField(int x, int y)
2636 int oldx = x, oldy = y, newx = x, newy = y;
2637 int element = Feld[x][y];
2638 int next_element = EL_UNDEFINED;
2640 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2643 if (IS_MOVING(x, y))
2645 Moving2Blocked(x, y, &newx, &newy);
2647 if (Feld[newx][newy] != EL_BLOCKED)
2649 /* element is moving, but target field is not free (blocked), but
2650 already occupied by something different (example: acid pool);
2651 in this case, only remove the moving field, but not the target */
2653 RemoveField(oldx, oldy);
2655 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2657 DrawLevelField(oldx, oldy);
2662 else if (element == EL_BLOCKED)
2664 Blocked2Moving(x, y, &oldx, &oldy);
2665 if (!IS_MOVING(oldx, oldy))
2669 if (element == EL_BLOCKED &&
2670 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2671 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2672 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2673 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2674 next_element = get_next_element(Feld[oldx][oldy]);
2676 RemoveField(oldx, oldy);
2677 RemoveField(newx, newy);
2679 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2681 if (next_element != EL_UNDEFINED)
2682 Feld[oldx][oldy] = next_element;
2684 DrawLevelField(oldx, oldy);
2685 DrawLevelField(newx, newy);
2688 void DrawDynamite(int x, int y)
2690 int sx = SCREENX(x), sy = SCREENY(y);
2691 int graphic = el2img(Feld[x][y]);
2694 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2697 if (IS_WALKABLE_INSIDE(Back[x][y]))
2701 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2702 else if (Store[x][y])
2703 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2705 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2707 if (Back[x][y] || Store[x][y])
2708 DrawGraphicThruMask(sx, sy, graphic, frame);
2710 DrawGraphic(sx, sy, graphic, frame);
2713 void CheckDynamite(int x, int y)
2715 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2719 if (MovDelay[x][y] != 0)
2722 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2728 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2733 void DrawRelocatePlayer(struct PlayerInfo *player)
2735 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2736 boolean no_delay = (tape.warp_forward);
2737 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2738 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2739 int jx = player->jx;
2740 int jy = player->jy;
2742 if (level.instant_relocation)
2744 int offset = (setup.scroll_delay ? 3 : 0);
2746 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2748 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2749 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2750 local_player->jx - MIDPOSX);
2752 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2753 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2754 local_player->jy - MIDPOSY);
2758 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2759 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2760 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2762 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2763 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2764 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2766 /* don't scroll over playfield boundaries */
2767 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2768 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2770 /* don't scroll over playfield boundaries */
2771 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2772 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2775 RedrawPlayfield(TRUE, 0,0,0,0);
2779 int scroll_xx = -999, scroll_yy = -999;
2781 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2783 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2786 int fx = FX, fy = FY;
2788 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2789 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2790 local_player->jx - MIDPOSX);
2792 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2793 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2794 local_player->jy - MIDPOSY);
2796 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2797 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2799 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2805 fx += dx * TILEX / 2;
2806 fy += dy * TILEY / 2;
2808 ScrollLevel(dx, dy);
2811 /* scroll in two steps of half tile size to make things smoother */
2812 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2814 Delay(wait_delay_value);
2816 /* scroll second step to align at full tile size */
2818 Delay(wait_delay_value);
2823 Delay(wait_delay_value);
2827 void RelocatePlayer(int jx, int jy, int el_player_raw)
2829 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2830 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2831 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2832 boolean no_delay = (tape.warp_forward);
2833 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2834 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2835 int old_jx = player->jx;
2836 int old_jy = player->jy;
2837 int old_element = Feld[old_jx][old_jy];
2838 int element = Feld[jx][jy];
2839 boolean player_relocated = (old_jx != jx || old_jy != jy);
2841 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2842 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2843 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2844 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2845 int leave_side_horiz = move_dir_horiz;
2846 int leave_side_vert = move_dir_vert;
2847 int enter_side = enter_side_horiz | enter_side_vert;
2848 int leave_side = leave_side_horiz | leave_side_vert;
2850 if (player->GameOver) /* do not reanimate dead player */
2853 if (!player_relocated) /* no need to relocate the player */
2856 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2858 RemoveField(jx, jy); /* temporarily remove newly placed player */
2859 DrawLevelField(jx, jy);
2862 if (player->present)
2864 while (player->MovPos)
2866 ScrollPlayer(player, SCROLL_GO_ON);
2867 ScrollScreen(NULL, SCROLL_GO_ON);
2869 AdvanceFrameAndPlayerCounters(player->index_nr);
2874 Delay(wait_delay_value);
2877 DrawPlayer(player); /* needed here only to cleanup last field */
2878 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2880 player->is_moving = FALSE;
2883 if (IS_CUSTOM_ELEMENT(old_element))
2884 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2886 player->index_bit, leave_side);
2888 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2889 player->index_bit, leave_side);
2891 Feld[jx][jy] = el_player;
2892 InitPlayerField(jx, jy, el_player, TRUE);
2894 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2896 Feld[jx][jy] = element;
2897 InitField(jx, jy, FALSE);
2900 if (player == local_player) /* only visually relocate local player */
2901 DrawRelocatePlayer(player);
2903 TestIfHeroTouchesBadThing(jx, jy);
2904 TestIfPlayerTouchesCustomElement(jx, jy);
2906 if (IS_CUSTOM_ELEMENT(element))
2907 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2908 player->index_bit, enter_side);
2910 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2911 player->index_bit, enter_side);
2914 void Explode(int ex, int ey, int phase, int mode)
2920 /* !!! eliminate this variable !!! */
2921 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2923 if (game.explosions_delayed)
2925 ExplodeField[ex][ey] = mode;
2929 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2931 int center_element = Feld[ex][ey];
2934 /* --- This is only really needed (and now handled) in "Impact()". --- */
2935 /* do not explode moving elements that left the explode field in time */
2936 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2937 center_element == EL_EMPTY &&
2938 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2942 if (mode == EX_TYPE_NORMAL ||
2943 mode == EX_TYPE_CENTER ||
2944 mode == EX_TYPE_CROSS)
2945 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2947 /* remove things displayed in background while burning dynamite */
2948 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2951 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2953 /* put moving element to center field (and let it explode there) */
2954 center_element = MovingOrBlocked2Element(ex, ey);
2955 RemoveMovingField(ex, ey);
2956 Feld[ex][ey] = center_element;
2959 last_phase = element_info[center_element].explosion_delay + 1;
2961 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2963 int xx = x - ex + 1;
2964 int yy = y - ey + 1;
2967 if (!IN_LEV_FIELD(x, y) ||
2968 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2969 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2972 element = Feld[x][y];
2974 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2976 element = MovingOrBlocked2Element(x, y);
2978 if (!IS_EXPLOSION_PROOF(element))
2979 RemoveMovingField(x, y);
2982 /* indestructible elements can only explode in center (but not flames) */
2983 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2984 mode == EX_TYPE_BORDER)) ||
2985 element == EL_FLAMES)
2988 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2989 behaviour, for example when touching a yamyam that explodes to rocks
2990 with active deadly shield, a rock is created under the player !!! */
2991 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2993 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
2994 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
2995 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
2997 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3000 if (IS_ACTIVE_BOMB(element))
3002 /* re-activate things under the bomb like gate or penguin */
3003 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3010 /* save walkable background elements while explosion on same tile */
3011 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3012 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3013 Back[x][y] = element;
3015 /* ignite explodable elements reached by other explosion */
3016 if (element == EL_EXPLOSION)
3017 element = Store2[x][y];
3019 if (AmoebaNr[x][y] &&
3020 (element == EL_AMOEBA_FULL ||
3021 element == EL_BD_AMOEBA ||
3022 element == EL_AMOEBA_GROWING))
3024 AmoebaCnt[AmoebaNr[x][y]]--;
3025 AmoebaCnt2[AmoebaNr[x][y]]--;
3030 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3032 switch(StorePlayer[ex][ey])
3035 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3038 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3041 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3045 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3049 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3050 Store[x][y] = EL_EMPTY;
3052 else if (center_element == EL_MOLE)
3053 Store[x][y] = EL_EMERALD_RED;
3054 else if (center_element == EL_PENGUIN)
3055 Store[x][y] = EL_EMERALD_PURPLE;
3056 else if (center_element == EL_BUG)
3057 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3058 else if (center_element == EL_BD_BUTTERFLY)
3059 Store[x][y] = EL_BD_DIAMOND;
3060 else if (center_element == EL_SP_ELECTRON)
3061 Store[x][y] = EL_SP_INFOTRON;
3062 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3063 Store[x][y] = level.amoeba_content;
3064 else if (center_element == EL_YAMYAM)
3065 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3066 else if (IS_CUSTOM_ELEMENT(center_element) &&
3067 element_info[center_element].content[xx][yy] != EL_EMPTY)
3068 Store[x][y] = element_info[center_element].content[xx][yy];
3069 else if (element == EL_WALL_EMERALD)
3070 Store[x][y] = EL_EMERALD;
3071 else if (element == EL_WALL_DIAMOND)
3072 Store[x][y] = EL_DIAMOND;
3073 else if (element == EL_WALL_BD_DIAMOND)
3074 Store[x][y] = EL_BD_DIAMOND;
3075 else if (element == EL_WALL_EMERALD_YELLOW)
3076 Store[x][y] = EL_EMERALD_YELLOW;
3077 else if (element == EL_WALL_EMERALD_RED)
3078 Store[x][y] = EL_EMERALD_RED;
3079 else if (element == EL_WALL_EMERALD_PURPLE)
3080 Store[x][y] = EL_EMERALD_PURPLE;
3081 else if (element == EL_WALL_PEARL)
3082 Store[x][y] = EL_PEARL;
3083 else if (element == EL_WALL_CRYSTAL)
3084 Store[x][y] = EL_CRYSTAL;
3085 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3086 Store[x][y] = element_info[element].content[1][1];
3088 Store[x][y] = EL_EMPTY;
3090 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3091 center_element == EL_AMOEBA_TO_DIAMOND)
3092 Store2[x][y] = element;
3094 Feld[x][y] = EL_EXPLOSION;
3095 GfxElement[x][y] = center_element;
3097 ExplodePhase[x][y] = 1;
3098 ExplodeDelay[x][y] = last_phase;
3103 if (center_element == EL_YAMYAM)
3104 game.yamyam_content_nr =
3105 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3117 GfxFrame[x][y] = 0; /* restart explosion animation */
3119 last_phase = ExplodeDelay[x][y];
3121 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3125 /* activate this even in non-DEBUG version until cause for crash in
3126 getGraphicAnimationFrame() (see below) is found and eliminated */
3131 if (GfxElement[x][y] == EL_UNDEFINED)
3134 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3135 printf("Explode(): This should never happen!\n");
3138 GfxElement[x][y] = EL_EMPTY;
3142 border_element = Store2[x][y];
3143 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3144 border_element = StorePlayer[x][y];
3146 if (phase == element_info[border_element].ignition_delay ||
3147 phase == last_phase)
3149 boolean border_explosion = FALSE;
3151 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3152 !PLAYER_EXPLOSION_PROTECTED(x, y))
3154 KillHeroUnlessExplosionProtected(x, y);
3155 border_explosion = TRUE;
3157 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3159 Feld[x][y] = Store2[x][y];
3162 border_explosion = TRUE;
3164 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3166 AmoebeUmwandeln(x, y);
3168 border_explosion = TRUE;
3171 /* if an element just explodes due to another explosion (chain-reaction),
3172 do not immediately end the new explosion when it was the last frame of
3173 the explosion (as it would be done in the following "if"-statement!) */
3174 if (border_explosion && phase == last_phase)
3178 if (phase == last_phase)
3182 element = Feld[x][y] = Store[x][y];
3183 Store[x][y] = Store2[x][y] = 0;
3184 GfxElement[x][y] = EL_UNDEFINED;
3186 /* player can escape from explosions and might therefore be still alive */
3187 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3188 element <= EL_PLAYER_IS_EXPLODING_4)
3189 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3191 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3192 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3193 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3196 /* restore probably existing indestructible background element */
3197 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3198 element = Feld[x][y] = Back[x][y];
3201 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3202 GfxDir[x][y] = MV_NO_MOVING;
3203 ChangeDelay[x][y] = 0;
3204 ChangePage[x][y] = -1;
3206 #if USE_NEW_COLLECT_COUNT
3210 InitField_WithBug2(x, y, FALSE);
3212 DrawLevelField(x, y);
3214 TestIfElementTouchesCustomElement(x, y);
3216 if (GFX_CRUMBLED(element))
3217 DrawLevelFieldCrumbledSandNeighbours(x, y);
3219 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3220 StorePlayer[x][y] = 0;
3222 if (ELEM_IS_PLAYER(element))
3223 RelocatePlayer(x, y, element);
3225 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3227 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3228 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3231 DrawLevelFieldCrumbledSand(x, y);
3233 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3235 DrawLevelElement(x, y, Back[x][y]);
3236 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3238 else if (IS_WALKABLE_UNDER(Back[x][y]))
3240 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3241 DrawLevelElementThruMask(x, y, Back[x][y]);
3243 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3244 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3248 void DynaExplode(int ex, int ey)
3251 int dynabomb_element = Feld[ex][ey];
3252 int dynabomb_size = 1;
3253 boolean dynabomb_xl = FALSE;
3254 struct PlayerInfo *player;
3255 static int xy[4][2] =
3263 if (IS_ACTIVE_BOMB(dynabomb_element))
3265 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3266 dynabomb_size = player->dynabomb_size;
3267 dynabomb_xl = player->dynabomb_xl;
3268 player->dynabombs_left++;
3271 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3273 for (i = 0; i < NUM_DIRECTIONS; i++)
3275 for (j = 1; j <= dynabomb_size; j++)
3277 int x = ex + j * xy[i][0];
3278 int y = ey + j * xy[i][1];
3281 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3284 element = Feld[x][y];
3286 /* do not restart explosions of fields with active bombs */
3287 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3290 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3292 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3293 !IS_DIGGABLE(element) && !dynabomb_xl)
3299 void Bang(int x, int y)
3301 int element = MovingOrBlocked2Element(x, y);
3303 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3305 struct PlayerInfo *player = PLAYERINFO(x, y);
3307 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3308 player->element_nr);
3315 case EL_BD_BUTTERFLY:
3318 case EL_DARK_YAMYAM:
3322 RaiseScoreElement(element);
3323 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3325 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3326 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3327 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3328 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3329 case EL_DYNABOMB_INCREASE_NUMBER:
3330 case EL_DYNABOMB_INCREASE_SIZE:
3331 case EL_DYNABOMB_INCREASE_POWER:
3336 case EL_LAMP_ACTIVE:
3337 case EL_AMOEBA_TO_DIAMOND:
3338 if (IS_PLAYER(x, y))
3339 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3341 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3344 if (element_info[element].explosion_type == EXPLODES_CROSS)
3345 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3346 else if (element_info[element].explosion_type == EXPLODES_1X1)
3347 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3349 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3353 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3356 void SplashAcid(int x, int y)
3358 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3359 (!IN_LEV_FIELD(x - 1, y - 2) ||
3360 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3361 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3363 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3364 (!IN_LEV_FIELD(x + 1, y - 2) ||
3365 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3366 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3368 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3371 static void InitBeltMovement()
3373 static int belt_base_element[4] =
3375 EL_CONVEYOR_BELT_1_LEFT,
3376 EL_CONVEYOR_BELT_2_LEFT,
3377 EL_CONVEYOR_BELT_3_LEFT,
3378 EL_CONVEYOR_BELT_4_LEFT
3380 static int belt_base_active_element[4] =
3382 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3383 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3384 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3385 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3390 /* set frame order for belt animation graphic according to belt direction */
3391 for (i = 0; i < NUM_BELTS; i++)
3395 for (j = 0; j < NUM_BELT_PARTS; j++)
3397 int element = belt_base_active_element[belt_nr] + j;
3398 int graphic = el2img(element);
3400 if (game.belt_dir[i] == MV_LEFT)
3401 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3403 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3407 for (y = 0; y < lev_fieldy; y++)
3409 for (x = 0; x < lev_fieldx; x++)
3411 int element = Feld[x][y];
3413 for (i = 0; i < NUM_BELTS; i++)
3415 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3417 int e_belt_nr = getBeltNrFromBeltElement(element);
3420 if (e_belt_nr == belt_nr)
3422 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3424 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3432 static void ToggleBeltSwitch(int x, int y)
3434 static int belt_base_element[4] =
3436 EL_CONVEYOR_BELT_1_LEFT,
3437 EL_CONVEYOR_BELT_2_LEFT,
3438 EL_CONVEYOR_BELT_3_LEFT,
3439 EL_CONVEYOR_BELT_4_LEFT
3441 static int belt_base_active_element[4] =
3443 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3444 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3445 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3446 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3448 static int belt_base_switch_element[4] =
3450 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3451 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3452 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3453 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3455 static int belt_move_dir[4] =
3463 int element = Feld[x][y];
3464 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3465 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3466 int belt_dir = belt_move_dir[belt_dir_nr];
3469 if (!IS_BELT_SWITCH(element))
3472 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3473 game.belt_dir[belt_nr] = belt_dir;
3475 if (belt_dir_nr == 3)
3478 /* set frame order for belt animation graphic according to belt direction */
3479 for (i = 0; i < NUM_BELT_PARTS; i++)
3481 int element = belt_base_active_element[belt_nr] + i;
3482 int graphic = el2img(element);
3484 if (belt_dir == MV_LEFT)
3485 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3487 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3490 for (yy = 0; yy < lev_fieldy; yy++)
3492 for (xx = 0; xx < lev_fieldx; xx++)
3494 int element = Feld[xx][yy];
3496 if (IS_BELT_SWITCH(element))
3498 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3500 if (e_belt_nr == belt_nr)
3502 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3503 DrawLevelField(xx, yy);
3506 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3508 int e_belt_nr = getBeltNrFromBeltElement(element);
3510 if (e_belt_nr == belt_nr)
3512 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3514 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3515 DrawLevelField(xx, yy);
3518 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3520 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3522 if (e_belt_nr == belt_nr)
3524 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3526 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3527 DrawLevelField(xx, yy);
3534 static void ToggleSwitchgateSwitch(int x, int y)
3538 game.switchgate_pos = !game.switchgate_pos;
3540 for (yy = 0; yy < lev_fieldy; yy++)
3542 for (xx = 0; xx < lev_fieldx; xx++)
3544 int element = Feld[xx][yy];
3546 if (element == EL_SWITCHGATE_SWITCH_UP ||
3547 element == EL_SWITCHGATE_SWITCH_DOWN)
3549 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3550 DrawLevelField(xx, yy);
3552 else if (element == EL_SWITCHGATE_OPEN ||
3553 element == EL_SWITCHGATE_OPENING)
3555 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3557 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3559 else if (element == EL_SWITCHGATE_CLOSED ||
3560 element == EL_SWITCHGATE_CLOSING)
3562 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3564 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3570 static int getInvisibleActiveFromInvisibleElement(int element)
3572 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3573 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3574 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3578 static int getInvisibleFromInvisibleActiveElement(int element)
3580 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3581 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3582 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3586 static void RedrawAllLightSwitchesAndInvisibleElements()
3590 for (y = 0; y < lev_fieldy; y++)
3592 for (x = 0; x < lev_fieldx; x++)
3594 int element = Feld[x][y];
3596 if (element == EL_LIGHT_SWITCH &&
3597 game.light_time_left > 0)
3599 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3600 DrawLevelField(x, y);
3602 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3603 game.light_time_left == 0)
3605 Feld[x][y] = EL_LIGHT_SWITCH;
3606 DrawLevelField(x, y);
3608 else if (element == EL_INVISIBLE_STEELWALL ||
3609 element == EL_INVISIBLE_WALL ||
3610 element == EL_INVISIBLE_SAND)
3612 if (game.light_time_left > 0)
3613 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3615 DrawLevelField(x, y);
3617 /* uncrumble neighbour fields, if needed */
3618 if (element == EL_INVISIBLE_SAND)
3619 DrawLevelFieldCrumbledSandNeighbours(x, y);
3621 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3622 element == EL_INVISIBLE_WALL_ACTIVE ||
3623 element == EL_INVISIBLE_SAND_ACTIVE)
3625 if (game.light_time_left == 0)
3626 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3628 DrawLevelField(x, y);
3630 /* re-crumble neighbour fields, if needed */
3631 if (element == EL_INVISIBLE_SAND)
3632 DrawLevelFieldCrumbledSandNeighbours(x, y);
3638 static void ToggleLightSwitch(int x, int y)
3640 int element = Feld[x][y];
3642 game.light_time_left =
3643 (element == EL_LIGHT_SWITCH ?
3644 level.time_light * FRAMES_PER_SECOND : 0);
3646 RedrawAllLightSwitchesAndInvisibleElements();
3649 static void ActivateTimegateSwitch(int x, int y)
3653 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3655 for (yy = 0; yy < lev_fieldy; yy++)
3657 for (xx = 0; xx < lev_fieldx; xx++)
3659 int element = Feld[xx][yy];
3661 if (element == EL_TIMEGATE_CLOSED ||
3662 element == EL_TIMEGATE_CLOSING)
3664 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3665 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3669 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3671 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3672 DrawLevelField(xx, yy);
3679 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3682 void Impact(int x, int y)
3684 boolean last_line = (y == lev_fieldy - 1);
3685 boolean object_hit = FALSE;
3686 boolean impact = (last_line || object_hit);
3687 int element = Feld[x][y];
3688 int smashed = EL_STEELWALL;
3690 if (!last_line) /* check if element below was hit */
3692 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3695 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3696 MovDir[x][y + 1] != MV_DOWN ||
3697 MovPos[x][y + 1] <= TILEY / 2));
3699 /* do not smash moving elements that left the smashed field in time */
3700 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3701 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3705 smashed = MovingOrBlocked2Element(x, y + 1);
3707 impact = (last_line || object_hit);
3710 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3712 SplashAcid(x, y + 1);
3716 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3717 /* only reset graphic animation if graphic really changes after impact */
3719 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3721 ResetGfxAnimation(x, y);
3722 DrawLevelField(x, y);
3725 if (impact && CAN_EXPLODE_IMPACT(element))
3730 else if (impact && element == EL_PEARL)
3732 ResetGfxAnimation(x, y);
3734 Feld[x][y] = EL_PEARL_BREAKING;
3735 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3738 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3740 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3745 if (impact && element == EL_AMOEBA_DROP)
3747 if (object_hit && IS_PLAYER(x, y + 1))
3748 KillHeroUnlessEnemyProtected(x, y + 1);
3749 else if (object_hit && smashed == EL_PENGUIN)
3753 Feld[x][y] = EL_AMOEBA_GROWING;
3754 Store[x][y] = EL_AMOEBA_WET;
3756 ResetRandomAnimationValue(x, y);
3761 if (object_hit) /* check which object was hit */
3763 if (CAN_PASS_MAGIC_WALL(element) &&
3764 (smashed == EL_MAGIC_WALL ||
3765 smashed == EL_BD_MAGIC_WALL))
3768 int activated_magic_wall =
3769 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3770 EL_BD_MAGIC_WALL_ACTIVE);
3772 /* activate magic wall / mill */
3773 for (yy = 0; yy < lev_fieldy; yy++)
3774 for (xx = 0; xx < lev_fieldx; xx++)
3775 if (Feld[xx][yy] == smashed)
3776 Feld[xx][yy] = activated_magic_wall;
3778 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3779 game.magic_wall_active = TRUE;
3781 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3782 SND_MAGIC_WALL_ACTIVATING :
3783 SND_BD_MAGIC_WALL_ACTIVATING));
3786 if (IS_PLAYER(x, y + 1))
3788 if (CAN_SMASH_PLAYER(element))
3790 KillHeroUnlessEnemyProtected(x, y + 1);
3794 else if (smashed == EL_PENGUIN)
3796 if (CAN_SMASH_PLAYER(element))
3802 else if (element == EL_BD_DIAMOND)
3804 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3810 else if (((element == EL_SP_INFOTRON ||
3811 element == EL_SP_ZONK) &&
3812 (smashed == EL_SP_SNIKSNAK ||
3813 smashed == EL_SP_ELECTRON ||
3814 smashed == EL_SP_DISK_ORANGE)) ||
3815 (element == EL_SP_INFOTRON &&
3816 smashed == EL_SP_DISK_YELLOW))
3821 else if (CAN_SMASH_EVERYTHING(element))
3823 if (IS_CLASSIC_ENEMY(smashed) ||
3824 CAN_EXPLODE_SMASHED(smashed))
3829 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3831 if (smashed == EL_LAMP ||
3832 smashed == EL_LAMP_ACTIVE)
3837 else if (smashed == EL_NUT)
3839 Feld[x][y + 1] = EL_NUT_BREAKING;
3840 PlayLevelSound(x, y, SND_NUT_BREAKING);
3841 RaiseScoreElement(EL_NUT);
3844 else if (smashed == EL_PEARL)
3846 ResetGfxAnimation(x, y);
3848 Feld[x][y + 1] = EL_PEARL_BREAKING;
3849 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3852 else if (smashed == EL_DIAMOND)
3854 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3855 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3858 else if (IS_BELT_SWITCH(smashed))
3860 ToggleBeltSwitch(x, y + 1);
3862 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3863 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3865 ToggleSwitchgateSwitch(x, y + 1);
3867 else if (smashed == EL_LIGHT_SWITCH ||
3868 smashed == EL_LIGHT_SWITCH_ACTIVE)
3870 ToggleLightSwitch(x, y + 1);
3875 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3878 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3880 CheckElementChangeBySide(x, y + 1, smashed, element,
3881 CE_SWITCHED, CH_SIDE_TOP);
3882 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3888 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3893 /* play sound of magic wall / mill */
3895 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3896 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3898 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3899 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3900 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3901 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3906 /* play sound of object that hits the ground */
3907 if (last_line || object_hit)
3908 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3911 inline static void TurnRoundExt(int x, int y)
3923 { 0, 0 }, { 0, 0 }, { 0, 0 },
3928 int left, right, back;
3932 { MV_DOWN, MV_UP, MV_RIGHT },
3933 { MV_UP, MV_DOWN, MV_LEFT },
3935 { MV_LEFT, MV_RIGHT, MV_DOWN },
3939 { MV_RIGHT, MV_LEFT, MV_UP }
3942 int element = Feld[x][y];
3943 int move_pattern = element_info[element].move_pattern;
3945 int old_move_dir = MovDir[x][y];
3946 int left_dir = turn[old_move_dir].left;
3947 int right_dir = turn[old_move_dir].right;
3948 int back_dir = turn[old_move_dir].back;
3950 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3951 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3952 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3953 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3955 int left_x = x + left_dx, left_y = y + left_dy;
3956 int right_x = x + right_dx, right_y = y + right_dy;
3957 int move_x = x + move_dx, move_y = y + move_dy;
3961 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3963 TestIfBadThingTouchesOtherBadThing(x, y);
3965 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3966 MovDir[x][y] = right_dir;
3967 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3968 MovDir[x][y] = left_dir;
3970 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3972 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3975 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3977 TestIfBadThingTouchesOtherBadThing(x, y);
3979 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3980 MovDir[x][y] = left_dir;
3981 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3982 MovDir[x][y] = right_dir;
3984 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3986 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3989 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3991 TestIfBadThingTouchesOtherBadThing(x, y);
3993 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
3994 MovDir[x][y] = left_dir;
3995 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
3996 MovDir[x][y] = right_dir;
3998 if (MovDir[x][y] != old_move_dir)
4001 else if (element == EL_YAMYAM)
4003 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4004 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4006 if (can_turn_left && can_turn_right)
4007 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4008 else if (can_turn_left)
4009 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4010 else if (can_turn_right)
4011 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4013 MovDir[x][y] = back_dir;
4015 MovDelay[x][y] = 16 + 16 * RND(3);
4017 else if (element == EL_DARK_YAMYAM)
4019 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4021 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4024 if (can_turn_left && can_turn_right)
4025 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4026 else if (can_turn_left)
4027 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4028 else if (can_turn_right)
4029 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4031 MovDir[x][y] = back_dir;
4033 MovDelay[x][y] = 16 + 16 * RND(3);
4035 else if (element == EL_PACMAN)
4037 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4038 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4040 if (can_turn_left && can_turn_right)
4041 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4042 else if (can_turn_left)
4043 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4044 else if (can_turn_right)
4045 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4047 MovDir[x][y] = back_dir;
4049 MovDelay[x][y] = 6 + RND(40);
4051 else if (element == EL_PIG)
4053 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4054 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4055 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4056 boolean should_turn_left, should_turn_right, should_move_on;
4058 int rnd = RND(rnd_value);
4060 should_turn_left = (can_turn_left &&
4062 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4063 y + back_dy + left_dy)));
4064 should_turn_right = (can_turn_right &&
4066 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4067 y + back_dy + right_dy)));
4068 should_move_on = (can_move_on &&
4071 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4072 y + move_dy + left_dy) ||
4073 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4074 y + move_dy + right_dy)));
4076 if (should_turn_left || should_turn_right || should_move_on)
4078 if (should_turn_left && should_turn_right && should_move_on)
4079 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4080 rnd < 2 * rnd_value / 3 ? right_dir :
4082 else if (should_turn_left && should_turn_right)
4083 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4084 else if (should_turn_left && should_move_on)
4085 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4086 else if (should_turn_right && should_move_on)
4087 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4088 else if (should_turn_left)
4089 MovDir[x][y] = left_dir;
4090 else if (should_turn_right)
4091 MovDir[x][y] = right_dir;
4092 else if (should_move_on)
4093 MovDir[x][y] = old_move_dir;
4095 else if (can_move_on && rnd > rnd_value / 8)
4096 MovDir[x][y] = old_move_dir;
4097 else if (can_turn_left && can_turn_right)
4098 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4099 else if (can_turn_left && rnd > rnd_value / 8)
4100 MovDir[x][y] = left_dir;
4101 else if (can_turn_right && rnd > rnd_value/8)
4102 MovDir[x][y] = right_dir;
4104 MovDir[x][y] = back_dir;
4106 xx = x + move_xy[MovDir[x][y]].x;
4107 yy = y + move_xy[MovDir[x][y]].y;
4109 if (!IN_LEV_FIELD(xx, yy) ||
4110 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4111 MovDir[x][y] = old_move_dir;
4115 else if (element == EL_DRAGON)
4117 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4118 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4119 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4121 int rnd = RND(rnd_value);
4123 if (can_move_on && rnd > rnd_value / 8)
4124 MovDir[x][y] = old_move_dir;
4125 else if (can_turn_left && can_turn_right)
4126 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4127 else if (can_turn_left && rnd > rnd_value / 8)
4128 MovDir[x][y] = left_dir;
4129 else if (can_turn_right && rnd > rnd_value / 8)
4130 MovDir[x][y] = right_dir;
4132 MovDir[x][y] = back_dir;
4134 xx = x + move_xy[MovDir[x][y]].x;
4135 yy = y + move_xy[MovDir[x][y]].y;
4137 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4138 MovDir[x][y] = old_move_dir;
4142 else if (element == EL_MOLE)
4144 boolean can_move_on =
4145 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4146 IS_AMOEBOID(Feld[move_x][move_y]) ||
4147 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4150 boolean can_turn_left =
4151 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4152 IS_AMOEBOID(Feld[left_x][left_y])));
4154 boolean can_turn_right =
4155 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4156 IS_AMOEBOID(Feld[right_x][right_y])));
4158 if (can_turn_left && can_turn_right)
4159 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4160 else if (can_turn_left)
4161 MovDir[x][y] = left_dir;
4163 MovDir[x][y] = right_dir;
4166 if (MovDir[x][y] != old_move_dir)
4169 else if (element == EL_BALLOON)
4171 MovDir[x][y] = game.balloon_dir;
4174 else if (element == EL_SPRING)
4176 if (MovDir[x][y] & MV_HORIZONTAL &&
4177 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4178 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4179 MovDir[x][y] = MV_NO_MOVING;
4183 else if (element == EL_ROBOT ||
4184 element == EL_SATELLITE ||
4185 element == EL_PENGUIN)
4187 int attr_x = -1, attr_y = -1;
4198 for (i = 0; i < MAX_PLAYERS; i++)
4200 struct PlayerInfo *player = &stored_player[i];
4201 int jx = player->jx, jy = player->jy;
4203 if (!player->active)
4207 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4215 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4216 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4217 game.engine_version < VERSION_IDENT(3,1,0,0)))
4223 if (element == EL_PENGUIN)
4226 static int xy[4][2] =
4234 for (i = 0; i < NUM_DIRECTIONS; i++)
4236 int ex = x + xy[i][0];
4237 int ey = y + xy[i][1];
4239 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4248 MovDir[x][y] = MV_NO_MOVING;
4250 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4251 else if (attr_x > x)
4252 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4254 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4255 else if (attr_y > y)
4256 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4258 if (element == EL_ROBOT)
4262 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4263 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4264 Moving2Blocked(x, y, &newx, &newy);
4266 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4267 MovDelay[x][y] = 8 + 8 * !RND(3);
4269 MovDelay[x][y] = 16;
4271 else if (element == EL_PENGUIN)
4277 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4279 boolean first_horiz = RND(2);
4280 int new_move_dir = MovDir[x][y];
4283 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4284 Moving2Blocked(x, y, &newx, &newy);
4286 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4290 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4291 Moving2Blocked(x, y, &newx, &newy);
4293 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4296 MovDir[x][y] = old_move_dir;
4300 else /* (element == EL_SATELLITE) */
4306 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4308 boolean first_horiz = RND(2);
4309 int new_move_dir = MovDir[x][y];
4312 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4313 Moving2Blocked(x, y, &newx, &newy);
4315 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4319 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4320 Moving2Blocked(x, y, &newx, &newy);
4322 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4325 MovDir[x][y] = old_move_dir;
4330 else if (move_pattern == MV_TURNING_LEFT ||
4331 move_pattern == MV_TURNING_RIGHT ||
4332 move_pattern == MV_TURNING_LEFT_RIGHT ||
4333 move_pattern == MV_TURNING_RIGHT_LEFT ||
4334 move_pattern == MV_TURNING_RANDOM ||
4335 move_pattern == MV_ALL_DIRECTIONS)
4337 boolean can_turn_left =
4338 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4339 boolean can_turn_right =
4340 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4342 if (element_info[element].move_stepsize == 0) /* "not moving" */
4345 if (move_pattern == MV_TURNING_LEFT)
4346 MovDir[x][y] = left_dir;
4347 else if (move_pattern == MV_TURNING_RIGHT)
4348 MovDir[x][y] = right_dir;
4349 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4350 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4351 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4352 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4353 else if (move_pattern == MV_TURNING_RANDOM)
4354 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4355 can_turn_right && !can_turn_left ? right_dir :
4356 RND(2) ? left_dir : right_dir);
4357 else if (can_turn_left && can_turn_right)
4358 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4359 else if (can_turn_left)
4360 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4361 else if (can_turn_right)
4362 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4364 MovDir[x][y] = back_dir;
4366 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4368 else if (move_pattern == MV_HORIZONTAL ||
4369 move_pattern == MV_VERTICAL)
4371 if (move_pattern & old_move_dir)
4372 MovDir[x][y] = back_dir;
4373 else if (move_pattern == MV_HORIZONTAL)
4374 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4375 else if (move_pattern == MV_VERTICAL)
4376 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4378 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4380 else if (move_pattern & MV_ANY_DIRECTION)
4382 MovDir[x][y] = move_pattern;
4383 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4385 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4387 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4388 MovDir[x][y] = left_dir;
4389 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4390 MovDir[x][y] = right_dir;
4392 if (MovDir[x][y] != old_move_dir)
4393 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4395 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4397 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4398 MovDir[x][y] = right_dir;
4399 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4400 MovDir[x][y] = left_dir;
4402 if (MovDir[x][y] != old_move_dir)
4403 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4405 else if (move_pattern == MV_TOWARDS_PLAYER ||
4406 move_pattern == MV_AWAY_FROM_PLAYER)
4408 int attr_x = -1, attr_y = -1;
4410 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4421 for (i = 0; i < MAX_PLAYERS; i++)
4423 struct PlayerInfo *player = &stored_player[i];
4424 int jx = player->jx, jy = player->jy;
4426 if (!player->active)
4430 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4438 MovDir[x][y] = MV_NO_MOVING;
4440 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4441 else if (attr_x > x)
4442 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4444 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4445 else if (attr_y > y)
4446 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4448 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4450 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4452 boolean first_horiz = RND(2);
4453 int new_move_dir = MovDir[x][y];
4455 if (element_info[element].move_stepsize == 0) /* "not moving" */
4457 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4458 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4464 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4465 Moving2Blocked(x, y, &newx, &newy);
4467 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4471 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4472 Moving2Blocked(x, y, &newx, &newy);
4474 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4477 MovDir[x][y] = old_move_dir;
4480 else if (move_pattern == MV_WHEN_PUSHED ||
4481 move_pattern == MV_WHEN_DROPPED)
4483 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4484 MovDir[x][y] = MV_NO_MOVING;
4488 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4490 static int test_xy[7][2] =
4500 static int test_dir[7] =
4510 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4511 int move_preference = -1000000; /* start with very low preference */
4512 int new_move_dir = MV_NO_MOVING;
4513 int start_test = RND(4);
4516 for (i = 0; i < NUM_DIRECTIONS; i++)
4518 int move_dir = test_dir[start_test + i];
4519 int move_dir_preference;
4521 xx = x + test_xy[start_test + i][0];
4522 yy = y + test_xy[start_test + i][1];
4524 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4525 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4527 new_move_dir = move_dir;
4532 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4535 move_dir_preference = -1 * RunnerVisit[xx][yy];
4536 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4537 move_dir_preference = PlayerVisit[xx][yy];
4539 if (move_dir_preference > move_preference)
4541 /* prefer field that has not been visited for the longest time */
4542 move_preference = move_dir_preference;
4543 new_move_dir = move_dir;
4545 else if (move_dir_preference == move_preference &&
4546 move_dir == old_move_dir)
4548 /* prefer last direction when all directions are preferred equally */
4549 move_preference = move_dir_preference;
4550 new_move_dir = move_dir;
4554 MovDir[x][y] = new_move_dir;
4555 if (old_move_dir != new_move_dir)
4556 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4560 static void TurnRound(int x, int y)
4562 int direction = MovDir[x][y];
4566 GfxDir[x][y] = MovDir[x][y];
4568 if (direction != MovDir[x][y])
4572 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4575 static boolean JustBeingPushed(int x, int y)
4579 for (i = 0; i < MAX_PLAYERS; i++)
4581 struct PlayerInfo *player = &stored_player[i];
4583 if (player->active && player->is_pushing && player->MovPos)
4585 int next_jx = player->jx + (player->jx - player->last_jx);
4586 int next_jy = player->jy + (player->jy - player->last_jy);
4588 if (x == next_jx && y == next_jy)
4596 void StartMoving(int x, int y)
4598 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4599 int element = Feld[x][y];
4604 if (MovDelay[x][y] == 0)
4605 GfxAction[x][y] = ACTION_DEFAULT;
4607 if (CAN_FALL(element) && y < lev_fieldy - 1)
4609 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4610 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4611 if (JustBeingPushed(x, y))
4614 if (element == EL_QUICKSAND_FULL)
4616 if (IS_FREE(x, y + 1))
4618 InitMovingField(x, y, MV_DOWN);
4619 started_moving = TRUE;
4621 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4622 Store[x][y] = EL_ROCK;
4624 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4626 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4628 if (!MovDelay[x][y])
4629 MovDelay[x][y] = TILEY + 1;
4638 Feld[x][y] = EL_QUICKSAND_EMPTY;
4639 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4640 Store[x][y + 1] = Store[x][y];
4643 PlayLevelSoundAction(x, y, ACTION_FILLING);
4646 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4647 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4649 InitMovingField(x, y, MV_DOWN);
4650 started_moving = TRUE;
4652 Feld[x][y] = EL_QUICKSAND_FILLING;
4653 Store[x][y] = element;
4655 PlayLevelSoundAction(x, y, ACTION_FILLING);
4657 else if (element == EL_MAGIC_WALL_FULL)
4659 if (IS_FREE(x, y + 1))
4661 InitMovingField(x, y, MV_DOWN);
4662 started_moving = TRUE;
4664 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4665 Store[x][y] = EL_CHANGED(Store[x][y]);
4667 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4669 if (!MovDelay[x][y])
4670 MovDelay[x][y] = TILEY/4 + 1;
4679 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4680 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4681 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4685 else if (element == EL_BD_MAGIC_WALL_FULL)
4687 if (IS_FREE(x, y + 1))
4689 InitMovingField(x, y, MV_DOWN);
4690 started_moving = TRUE;
4692 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4693 Store[x][y] = EL_CHANGED2(Store[x][y]);
4695 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4697 if (!MovDelay[x][y])
4698 MovDelay[x][y] = TILEY/4 + 1;
4707 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4708 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4709 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4713 else if (CAN_PASS_MAGIC_WALL(element) &&
4714 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4715 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4717 InitMovingField(x, y, MV_DOWN);
4718 started_moving = TRUE;
4721 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4722 EL_BD_MAGIC_WALL_FILLING);
4723 Store[x][y] = element;
4725 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4727 SplashAcid(x, y + 1);
4729 InitMovingField(x, y, MV_DOWN);
4730 started_moving = TRUE;
4732 Store[x][y] = EL_ACID;
4734 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4735 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4737 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4738 CAN_FALL(element) && WasJustFalling[x][y] &&
4739 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4741 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4742 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4743 (Feld[x][y + 1] == EL_BLOCKED)))
4745 /* this is needed for a special case not covered by calling "Impact()"
4746 from "ContinueMoving()": if an element moves to a tile directly below
4747 another element which was just falling on that tile (which was empty
4748 in the previous frame), the falling element above would just stop
4749 instead of smashing the element below (in previous version, the above
4750 element was just checked for "moving" instead of "falling", resulting
4751 in incorrect smashes caused by horizontal movement of the above
4752 element; also, the case of the player being the element to smash was
4753 simply not covered here... :-/ ) */
4755 CheckCollision[x][y] = 0;
4759 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4761 if (MovDir[x][y] == MV_NO_MOVING)
4763 InitMovingField(x, y, MV_DOWN);
4764 started_moving = TRUE;
4767 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4769 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4770 MovDir[x][y] = MV_DOWN;
4772 InitMovingField(x, y, MV_DOWN);
4773 started_moving = TRUE;
4775 else if (element == EL_AMOEBA_DROP)
4777 Feld[x][y] = EL_AMOEBA_GROWING;
4778 Store[x][y] = EL_AMOEBA_WET;
4780 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4781 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4782 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4783 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4785 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4786 (IS_FREE(x - 1, y + 1) ||
4787 Feld[x - 1][y + 1] == EL_ACID));
4788 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4789 (IS_FREE(x + 1, y + 1) ||
4790 Feld[x + 1][y + 1] == EL_ACID));
4791 boolean can_fall_any = (can_fall_left || can_fall_right);
4792 boolean can_fall_both = (can_fall_left && can_fall_right);
4793 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4795 #if USE_NEW_ALL_SLIPPERY
4796 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4798 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4799 can_fall_right = FALSE;
4800 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4801 can_fall_left = FALSE;
4802 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4803 can_fall_right = FALSE;
4804 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4805 can_fall_left = FALSE;
4807 can_fall_any = (can_fall_left || can_fall_right);
4808 can_fall_both = FALSE;
4811 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4813 if (slippery_type == SLIPPERY_ONLY_LEFT)
4814 can_fall_right = FALSE;
4815 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4816 can_fall_left = FALSE;
4817 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4818 can_fall_right = FALSE;
4819 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4820 can_fall_left = FALSE;
4822 can_fall_any = (can_fall_left || can_fall_right);
4823 can_fall_both = (can_fall_left && can_fall_right);
4827 #if USE_NEW_ALL_SLIPPERY
4829 #if USE_NEW_SP_SLIPPERY
4830 /* !!! better use the same properties as for custom elements here !!! */
4831 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4832 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4834 can_fall_right = FALSE; /* slip down on left side */
4835 can_fall_both = FALSE;
4840 #if USE_NEW_ALL_SLIPPERY
4843 can_fall_left = !(can_fall_right = RND(2));
4844 can_fall_both = FALSE;
4849 if (game.emulation == EMU_BOULDERDASH ||
4850 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4851 can_fall_right = FALSE; /* slip down on left side */
4853 can_fall_left = !(can_fall_right = RND(2));
4855 can_fall_both = FALSE;
4861 /* if not determined otherwise, prefer left side for slipping down */
4862 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4863 started_moving = TRUE;
4867 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4869 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4872 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4873 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4874 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4875 int belt_dir = game.belt_dir[belt_nr];
4877 if ((belt_dir == MV_LEFT && left_is_free) ||
4878 (belt_dir == MV_RIGHT && right_is_free))
4880 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4882 InitMovingField(x, y, belt_dir);
4883 started_moving = TRUE;
4885 Pushed[x][y] = TRUE;
4886 Pushed[nextx][y] = TRUE;
4888 GfxAction[x][y] = ACTION_DEFAULT;
4892 MovDir[x][y] = 0; /* if element was moving, stop it */
4897 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4899 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4901 if (CAN_MOVE(element) && !started_moving)
4904 int move_pattern = element_info[element].move_pattern;
4909 if (MovDir[x][y] == MV_NO_MOVING)
4911 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4912 x, y, element, element_info[element].token_name);
4913 printf("StartMoving(): This should never happen!\n");
4918 Moving2Blocked(x, y, &newx, &newy);
4920 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4923 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4924 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4926 WasJustMoving[x][y] = 0;
4927 CheckCollision[x][y] = 0;
4929 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4931 if (Feld[x][y] != element) /* element has changed */
4935 if (!MovDelay[x][y]) /* start new movement phase */
4937 /* all objects that can change their move direction after each step
4938 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4940 if (element != EL_YAMYAM &&
4941 element != EL_DARK_YAMYAM &&
4942 element != EL_PACMAN &&
4943 !(move_pattern & MV_ANY_DIRECTION) &&
4944 move_pattern != MV_TURNING_LEFT &&
4945 move_pattern != MV_TURNING_RIGHT &&
4946 move_pattern != MV_TURNING_LEFT_RIGHT &&
4947 move_pattern != MV_TURNING_RIGHT_LEFT &&
4948 move_pattern != MV_TURNING_RANDOM)
4952 if (MovDelay[x][y] && (element == EL_BUG ||
4953 element == EL_SPACESHIP ||
4954 element == EL_SP_SNIKSNAK ||
4955 element == EL_SP_ELECTRON ||
4956 element == EL_MOLE))
4957 DrawLevelField(x, y);
4961 if (MovDelay[x][y]) /* wait some time before next movement */
4965 if (element == EL_ROBOT ||
4966 element == EL_YAMYAM ||
4967 element == EL_DARK_YAMYAM)
4969 DrawLevelElementAnimationIfNeeded(x, y, element);
4970 PlayLevelSoundAction(x, y, ACTION_WAITING);
4972 else if (element == EL_SP_ELECTRON)
4973 DrawLevelElementAnimationIfNeeded(x, y, element);
4974 else if (element == EL_DRAGON)
4977 int dir = MovDir[x][y];
4978 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4979 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4980 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4981 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4982 dir == MV_UP ? IMG_FLAMES_1_UP :
4983 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4984 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4986 GfxAction[x][y] = ACTION_ATTACKING;
4988 if (IS_PLAYER(x, y))
4989 DrawPlayerField(x, y);
4991 DrawLevelField(x, y);
4993 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4995 for (i = 1; i <= 3; i++)
4997 int xx = x + i * dx;
4998 int yy = y + i * dy;
4999 int sx = SCREENX(xx);
5000 int sy = SCREENY(yy);
5001 int flame_graphic = graphic + (i - 1);
5003 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5008 int flamed = MovingOrBlocked2Element(xx, yy);
5012 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5014 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5015 RemoveMovingField(xx, yy);
5017 RemoveField(xx, yy);
5019 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5022 RemoveMovingField(xx, yy);
5025 ChangeDelay[xx][yy] = 0;
5027 Feld[xx][yy] = EL_FLAMES;
5029 if (IN_SCR_FIELD(sx, sy))
5031 DrawLevelFieldCrumbledSand(xx, yy);
5032 DrawGraphic(sx, sy, flame_graphic, frame);
5037 if (Feld[xx][yy] == EL_FLAMES)
5038 Feld[xx][yy] = EL_EMPTY;
5039 DrawLevelField(xx, yy);
5044 if (MovDelay[x][y]) /* element still has to wait some time */
5046 PlayLevelSoundAction(x, y, ACTION_WAITING);
5052 /* now make next step */
5054 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5056 if (DONT_COLLIDE_WITH(element) &&
5057 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5058 !PLAYER_ENEMY_PROTECTED(newx, newy))
5060 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5065 else if (CAN_MOVE_INTO_ACID(element) &&
5066 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5067 (MovDir[x][y] == MV_DOWN ||
5068 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5070 SplashAcid(newx, newy);
5071 Store[x][y] = EL_ACID;
5073 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5075 if (Feld[newx][newy] == EL_EXIT_OPEN)
5078 DrawLevelField(x, y);
5080 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5081 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5082 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5084 local_player->friends_still_needed--;
5085 if (!local_player->friends_still_needed &&
5086 !local_player->GameOver && AllPlayersGone)
5087 local_player->LevelSolved = local_player->GameOver = TRUE;
5091 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5093 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5094 DrawLevelField(newx, newy);
5096 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5098 else if (!IS_FREE(newx, newy))
5100 GfxAction[x][y] = ACTION_WAITING;
5102 if (IS_PLAYER(x, y))
5103 DrawPlayerField(x, y);
5105 DrawLevelField(x, y);
5110 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5112 if (IS_FOOD_PIG(Feld[newx][newy]))
5114 if (IS_MOVING(newx, newy))
5115 RemoveMovingField(newx, newy);
5118 Feld[newx][newy] = EL_EMPTY;
5119 DrawLevelField(newx, newy);
5122 PlayLevelSound(x, y, SND_PIG_DIGGING);
5124 else if (!IS_FREE(newx, newy))
5126 if (IS_PLAYER(x, y))
5127 DrawPlayerField(x, y);
5129 DrawLevelField(x, y);
5134 else if (IS_CUSTOM_ELEMENT(element) &&
5135 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5137 int new_element = Feld[newx][newy];
5139 if (!IS_FREE(newx, newy))
5141 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5142 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5145 /* no element can dig solid indestructible elements */
5146 if (IS_INDESTRUCTIBLE(new_element) &&
5147 !IS_DIGGABLE(new_element) &&
5148 !IS_COLLECTIBLE(new_element))
5151 if (AmoebaNr[newx][newy] &&
5152 (new_element == EL_AMOEBA_FULL ||
5153 new_element == EL_BD_AMOEBA ||
5154 new_element == EL_AMOEBA_GROWING))
5156 AmoebaCnt[AmoebaNr[newx][newy]]--;
5157 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5160 if (IS_MOVING(newx, newy))
5161 RemoveMovingField(newx, newy);
5164 RemoveField(newx, newy);
5165 DrawLevelField(newx, newy);
5168 /* if digged element was about to explode, prevent the explosion */
5169 ExplodeField[newx][newy] = EX_TYPE_NONE;
5171 PlayLevelSoundAction(x, y, action);
5174 Store[newx][newy] = EL_EMPTY;
5175 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5177 int move_leave_element = element_info[element].move_leave_element;
5179 /* this makes it possible to leave the removed element again */
5180 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5181 new_element : move_leave_element);
5184 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5186 RunnerVisit[x][y] = FrameCounter;
5187 PlayerVisit[x][y] /= 8; /* expire player visit path */
5190 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5192 if (!IS_FREE(newx, newy))
5194 if (IS_PLAYER(x, y))
5195 DrawPlayerField(x, y);
5197 DrawLevelField(x, y);
5203 boolean wanna_flame = !RND(10);
5204 int dx = newx - x, dy = newy - y;
5205 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5206 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5207 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5208 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5209 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5210 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5213 IS_CLASSIC_ENEMY(element1) ||
5214 IS_CLASSIC_ENEMY(element2)) &&
5215 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5216 element1 != EL_FLAMES && element2 != EL_FLAMES)
5218 ResetGfxAnimation(x, y);
5219 GfxAction[x][y] = ACTION_ATTACKING;
5221 if (IS_PLAYER(x, y))
5222 DrawPlayerField(x, y);
5224 DrawLevelField(x, y);
5226 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5228 MovDelay[x][y] = 50;
5232 RemoveField(newx, newy);
5234 Feld[newx][newy] = EL_FLAMES;
5235 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5238 RemoveField(newx1, newy1);
5240 Feld[newx1][newy1] = EL_FLAMES;
5242 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5245 RemoveField(newx2, newy2);
5247 Feld[newx2][newy2] = EL_FLAMES;
5254 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5255 Feld[newx][newy] == EL_DIAMOND)
5257 if (IS_MOVING(newx, newy))
5258 RemoveMovingField(newx, newy);
5261 Feld[newx][newy] = EL_EMPTY;
5262 DrawLevelField(newx, newy);
5265 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5267 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5268 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5270 if (AmoebaNr[newx][newy])
5272 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5273 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5274 Feld[newx][newy] == EL_BD_AMOEBA)
5275 AmoebaCnt[AmoebaNr[newx][newy]]--;
5280 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5282 RemoveMovingField(newx, newy);
5285 if (IS_MOVING(newx, newy))
5287 RemoveMovingField(newx, newy);
5292 Feld[newx][newy] = EL_EMPTY;
5293 DrawLevelField(newx, newy);
5296 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5298 else if ((element == EL_PACMAN || element == EL_MOLE)
5299 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5301 if (AmoebaNr[newx][newy])
5303 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5304 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5305 Feld[newx][newy] == EL_BD_AMOEBA)
5306 AmoebaCnt[AmoebaNr[newx][newy]]--;
5309 if (element == EL_MOLE)
5311 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5312 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5314 ResetGfxAnimation(x, y);
5315 GfxAction[x][y] = ACTION_DIGGING;
5316 DrawLevelField(x, y);
5318 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5320 return; /* wait for shrinking amoeba */
5322 else /* element == EL_PACMAN */
5324 Feld[newx][newy] = EL_EMPTY;
5325 DrawLevelField(newx, newy);
5326 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5329 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5330 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5331 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5333 /* wait for shrinking amoeba to completely disappear */
5336 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5338 /* object was running against a wall */
5343 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5344 if (move_pattern & MV_ANY_DIRECTION &&
5345 move_pattern == MovDir[x][y])
5347 int blocking_element =
5348 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5350 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5353 element = Feld[x][y]; /* element might have changed */
5357 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5358 DrawLevelElementAnimation(x, y, element);
5360 if (DONT_TOUCH(element))
5361 TestIfBadThingTouchesHero(x, y);
5366 InitMovingField(x, y, MovDir[x][y]);
5368 PlayLevelSoundAction(x, y, ACTION_MOVING);
5372 ContinueMoving(x, y);
5375 void ContinueMoving(int x, int y)
5377 int element = Feld[x][y];
5378 int stored = Store[x][y];
5379 struct ElementInfo *ei = &element_info[element];
5380 int direction = MovDir[x][y];
5381 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5382 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5383 int newx = x + dx, newy = y + dy;
5384 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5385 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5386 boolean last_line = (newy == lev_fieldy - 1);
5388 MovPos[x][y] += getElementMoveStepsize(x, y);
5390 if (pushed_by_player) /* special case: moving object pushed by player */
5391 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5393 if (ABS(MovPos[x][y]) < TILEX)
5395 DrawLevelField(x, y);
5397 return; /* element is still moving */
5400 /* element reached destination field */
5402 Feld[x][y] = EL_EMPTY;
5403 Feld[newx][newy] = element;
5404 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5406 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5408 element = Feld[newx][newy] = EL_ACID;
5410 else if (element == EL_MOLE)
5412 Feld[x][y] = EL_SAND;
5414 DrawLevelFieldCrumbledSandNeighbours(x, y);
5416 else if (element == EL_QUICKSAND_FILLING)
5418 element = Feld[newx][newy] = get_next_element(element);
5419 Store[newx][newy] = Store[x][y];
5421 else if (element == EL_QUICKSAND_EMPTYING)
5423 Feld[x][y] = get_next_element(element);
5424 element = Feld[newx][newy] = Store[x][y];
5426 else if (element == EL_MAGIC_WALL_FILLING)
5428 element = Feld[newx][newy] = get_next_element(element);
5429 if (!game.magic_wall_active)
5430 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5431 Store[newx][newy] = Store[x][y];
5433 else if (element == EL_MAGIC_WALL_EMPTYING)
5435 Feld[x][y] = get_next_element(element);
5436 if (!game.magic_wall_active)
5437 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5438 element = Feld[newx][newy] = Store[x][y];
5440 #if USE_NEW_COLLECT_COUNT
5441 InitField(newx, newy, FALSE);
5444 else if (element == EL_BD_MAGIC_WALL_FILLING)
5446 element = Feld[newx][newy] = get_next_element(element);
5447 if (!game.magic_wall_active)
5448 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5449 Store[newx][newy] = Store[x][y];
5451 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5453 Feld[x][y] = get_next_element(element);
5454 if (!game.magic_wall_active)
5455 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5456 element = Feld[newx][newy] = Store[x][y];
5458 #if USE_NEW_COLLECT_COUNT
5459 InitField(newx, newy, FALSE);
5462 else if (element == EL_AMOEBA_DROPPING)
5464 Feld[x][y] = get_next_element(element);
5465 element = Feld[newx][newy] = Store[x][y];
5467 else if (element == EL_SOKOBAN_OBJECT)
5470 Feld[x][y] = Back[x][y];
5472 if (Back[newx][newy])
5473 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5475 Back[x][y] = Back[newx][newy] = 0;
5478 Store[x][y] = EL_EMPTY;
5483 MovDelay[newx][newy] = 0;
5485 if (CAN_CHANGE(element))
5487 /* copy element change control values to new field */
5488 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5489 ChangePage[newx][newy] = ChangePage[x][y];
5490 Changed[newx][newy] = Changed[x][y];
5491 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5493 #if USE_NEW_COLLECT_COUNT
5494 Count[newx][newy] = Count[x][y];
5498 ChangeDelay[x][y] = 0;
5499 ChangePage[x][y] = -1;
5500 Changed[x][y] = FALSE;
5501 ChangeEvent[x][y] = -1;
5503 #if USE_NEW_COLLECT_COUNT
5507 /* copy animation control values to new field */
5508 GfxFrame[newx][newy] = GfxFrame[x][y];
5509 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5510 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5511 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5513 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5515 /* some elements can leave other elements behind after moving */
5516 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5517 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5518 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5520 int move_leave_element = ei->move_leave_element;
5522 /* this makes it possible to leave the removed element again */
5523 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5524 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5525 move_leave_element = stored;
5527 Feld[x][y] = move_leave_element;
5529 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5530 MovDir[x][y] = direction;
5532 InitField(x, y, FALSE);
5534 if (GFX_CRUMBLED(Feld[x][y]))
5535 DrawLevelFieldCrumbledSandNeighbours(x, y);
5537 if (ELEM_IS_PLAYER(move_leave_element))
5538 RelocatePlayer(x, y, move_leave_element);
5541 /* do this after checking for left-behind element */
5542 ResetGfxAnimation(x, y); /* reset animation values for old field */
5544 if (!CAN_MOVE(element) ||
5545 (CAN_FALL(element) && direction == MV_DOWN &&
5546 (element == EL_SPRING ||
5547 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5548 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5549 GfxDir[x][y] = MovDir[newx][newy] = 0;
5551 DrawLevelField(x, y);
5552 DrawLevelField(newx, newy);
5554 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5556 /* prevent pushed element from moving on in pushed direction */
5557 if (pushed_by_player && CAN_MOVE(element) &&
5558 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5559 !(element_info[element].move_pattern & direction))
5560 TurnRound(newx, newy);
5562 /* prevent elements on conveyor belt from moving on in last direction */
5563 if (pushed_by_conveyor && CAN_FALL(element) &&
5564 direction & MV_HORIZONTAL)
5565 MovDir[newx][newy] = 0;
5567 if (!pushed_by_player)
5569 int nextx = newx + dx, nexty = newy + dy;
5570 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5572 WasJustMoving[newx][newy] = 3;
5574 if (CAN_FALL(element) && direction == MV_DOWN)
5575 WasJustFalling[newx][newy] = 3;
5577 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5578 CheckCollision[newx][newy] = 2;
5581 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5583 TestIfBadThingTouchesHero(newx, newy);
5584 TestIfBadThingTouchesFriend(newx, newy);
5586 if (!IS_CUSTOM_ELEMENT(element))
5587 TestIfBadThingTouchesOtherBadThing(newx, newy);
5589 else if (element == EL_PENGUIN)
5590 TestIfFriendTouchesBadThing(newx, newy);
5592 /* give the player one last chance (one more frame) to move away */
5593 if (CAN_FALL(element) && direction == MV_DOWN &&
5594 (last_line || (!IS_FREE(x, newy + 1) &&
5595 (!IS_PLAYER(x, newy + 1) ||
5596 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5599 if (pushed_by_player && !game.use_change_when_pushing_bug)
5601 int dig_side = MV_DIR_OPPOSITE(direction);
5602 struct PlayerInfo *player = PLAYERINFO(x, y);
5604 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5605 player->index_bit, dig_side);
5606 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5607 player->index_bit, dig_side);
5610 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5612 TestIfElementHitsCustomElement(newx, newy, direction);
5613 TestIfPlayerTouchesCustomElement(newx, newy);
5614 TestIfElementTouchesCustomElement(newx, newy);
5617 int AmoebeNachbarNr(int ax, int ay)
5620 int element = Feld[ax][ay];
5622 static int xy[4][2] =
5630 for (i = 0; i < NUM_DIRECTIONS; i++)
5632 int x = ax + xy[i][0];
5633 int y = ay + xy[i][1];
5635 if (!IN_LEV_FIELD(x, y))
5638 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5639 group_nr = AmoebaNr[x][y];
5645 void AmoebenVereinigen(int ax, int ay)
5647 int i, x, y, xx, yy;
5648 int new_group_nr = AmoebaNr[ax][ay];
5649 static int xy[4][2] =
5657 if (new_group_nr == 0)
5660 for (i = 0; i < NUM_DIRECTIONS; i++)
5665 if (!IN_LEV_FIELD(x, y))
5668 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5669 Feld[x][y] == EL_BD_AMOEBA ||
5670 Feld[x][y] == EL_AMOEBA_DEAD) &&
5671 AmoebaNr[x][y] != new_group_nr)
5673 int old_group_nr = AmoebaNr[x][y];
5675 if (old_group_nr == 0)
5678 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5679 AmoebaCnt[old_group_nr] = 0;
5680 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5681 AmoebaCnt2[old_group_nr] = 0;
5683 for (yy = 0; yy < lev_fieldy; yy++)
5685 for (xx = 0; xx < lev_fieldx; xx++)
5687 if (AmoebaNr[xx][yy] == old_group_nr)
5688 AmoebaNr[xx][yy] = new_group_nr;
5695 void AmoebeUmwandeln(int ax, int ay)
5699 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5701 int group_nr = AmoebaNr[ax][ay];
5706 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5707 printf("AmoebeUmwandeln(): This should never happen!\n");
5712 for (y = 0; y < lev_fieldy; y++)
5714 for (x = 0; x < lev_fieldx; x++)
5716 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5719 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5723 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5724 SND_AMOEBA_TURNING_TO_GEM :
5725 SND_AMOEBA_TURNING_TO_ROCK));
5730 static int xy[4][2] =
5738 for (i = 0; i < NUM_DIRECTIONS; i++)
5743 if (!IN_LEV_FIELD(x, y))
5746 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5748 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5749 SND_AMOEBA_TURNING_TO_GEM :
5750 SND_AMOEBA_TURNING_TO_ROCK));
5757 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5760 int group_nr = AmoebaNr[ax][ay];
5761 boolean done = FALSE;
5766 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5767 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5772 for (y = 0; y < lev_fieldy; y++)
5774 for (x = 0; x < lev_fieldx; x++)
5776 if (AmoebaNr[x][y] == group_nr &&
5777 (Feld[x][y] == EL_AMOEBA_DEAD ||
5778 Feld[x][y] == EL_BD_AMOEBA ||
5779 Feld[x][y] == EL_AMOEBA_GROWING))
5782 Feld[x][y] = new_element;
5783 InitField(x, y, FALSE);
5784 DrawLevelField(x, y);
5791 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5792 SND_BD_AMOEBA_TURNING_TO_ROCK :
5793 SND_BD_AMOEBA_TURNING_TO_GEM));
5796 void AmoebeWaechst(int x, int y)
5798 static unsigned long sound_delay = 0;
5799 static unsigned long sound_delay_value = 0;
5801 if (!MovDelay[x][y]) /* start new growing cycle */
5805 if (DelayReached(&sound_delay, sound_delay_value))
5807 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5808 sound_delay_value = 30;
5812 if (MovDelay[x][y]) /* wait some time before growing bigger */
5815 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5817 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5818 6 - MovDelay[x][y]);
5820 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5823 if (!MovDelay[x][y])
5825 Feld[x][y] = Store[x][y];
5827 DrawLevelField(x, y);
5832 void AmoebaDisappearing(int x, int y)
5834 static unsigned long sound_delay = 0;
5835 static unsigned long sound_delay_value = 0;
5837 if (!MovDelay[x][y]) /* start new shrinking cycle */
5841 if (DelayReached(&sound_delay, sound_delay_value))
5842 sound_delay_value = 30;
5845 if (MovDelay[x][y]) /* wait some time before shrinking */
5848 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5850 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5851 6 - MovDelay[x][y]);
5853 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5856 if (!MovDelay[x][y])
5858 Feld[x][y] = EL_EMPTY;
5859 DrawLevelField(x, y);
5861 /* don't let mole enter this field in this cycle;
5862 (give priority to objects falling to this field from above) */
5868 void AmoebeAbleger(int ax, int ay)
5871 int element = Feld[ax][ay];
5872 int graphic = el2img(element);
5873 int newax = ax, neway = ay;
5874 static int xy[4][2] =
5882 if (!level.amoeba_speed)
5884 Feld[ax][ay] = EL_AMOEBA_DEAD;
5885 DrawLevelField(ax, ay);
5889 if (IS_ANIMATED(graphic))
5890 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5892 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5893 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5895 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5898 if (MovDelay[ax][ay])
5902 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5905 int x = ax + xy[start][0];
5906 int y = ay + xy[start][1];
5908 if (!IN_LEV_FIELD(x, y))
5911 if (IS_FREE(x, y) ||
5912 CAN_GROW_INTO(Feld[x][y]) ||
5913 Feld[x][y] == EL_QUICKSAND_EMPTY)
5919 if (newax == ax && neway == ay)
5922 else /* normal or "filled" (BD style) amoeba */
5925 boolean waiting_for_player = FALSE;
5927 for (i = 0; i < NUM_DIRECTIONS; i++)
5929 int j = (start + i) % 4;
5930 int x = ax + xy[j][0];
5931 int y = ay + xy[j][1];
5933 if (!IN_LEV_FIELD(x, y))
5936 if (IS_FREE(x, y) ||
5937 CAN_GROW_INTO(Feld[x][y]) ||
5938 Feld[x][y] == EL_QUICKSAND_EMPTY)
5944 else if (IS_PLAYER(x, y))
5945 waiting_for_player = TRUE;
5948 if (newax == ax && neway == ay) /* amoeba cannot grow */
5950 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5952 Feld[ax][ay] = EL_AMOEBA_DEAD;
5953 DrawLevelField(ax, ay);
5954 AmoebaCnt[AmoebaNr[ax][ay]]--;
5956 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5958 if (element == EL_AMOEBA_FULL)
5959 AmoebeUmwandeln(ax, ay);
5960 else if (element == EL_BD_AMOEBA)
5961 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5966 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5968 /* amoeba gets larger by growing in some direction */
5970 int new_group_nr = AmoebaNr[ax][ay];
5973 if (new_group_nr == 0)
5975 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5976 printf("AmoebeAbleger(): This should never happen!\n");
5981 AmoebaNr[newax][neway] = new_group_nr;
5982 AmoebaCnt[new_group_nr]++;
5983 AmoebaCnt2[new_group_nr]++;
5985 /* if amoeba touches other amoeba(s) after growing, unify them */
5986 AmoebenVereinigen(newax, neway);
5988 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5990 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
5996 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
5997 (neway == lev_fieldy - 1 && newax != ax))
5999 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6000 Store[newax][neway] = element;
6002 else if (neway == ay)
6004 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6006 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6010 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6011 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6012 Store[ax][ay] = EL_AMOEBA_DROP;
6013 ContinueMoving(ax, ay);
6017 DrawLevelField(newax, neway);
6020 void Life(int ax, int ay)
6023 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6025 int element = Feld[ax][ay];
6026 int graphic = el2img(element);
6027 boolean changed = FALSE;
6029 if (IS_ANIMATED(graphic))
6030 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6035 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6036 MovDelay[ax][ay] = life_time;
6038 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6041 if (MovDelay[ax][ay])
6045 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6047 int xx = ax+x1, yy = ay+y1;
6050 if (!IN_LEV_FIELD(xx, yy))
6053 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6055 int x = xx+x2, y = yy+y2;
6057 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6060 if (((Feld[x][y] == element ||
6061 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6063 (IS_FREE(x, y) && Stop[x][y]))
6067 if (xx == ax && yy == ay) /* field in the middle */
6069 if (nachbarn < life[0] || nachbarn > life[1])
6071 Feld[xx][yy] = EL_EMPTY;
6073 DrawLevelField(xx, yy);
6074 Stop[xx][yy] = TRUE;
6078 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6079 { /* free border field */
6080 if (nachbarn >= life[2] && nachbarn <= life[3])
6082 Feld[xx][yy] = element;
6083 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6085 DrawLevelField(xx, yy);
6086 Stop[xx][yy] = TRUE;
6093 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6094 SND_GAME_OF_LIFE_GROWING);
6097 static void InitRobotWheel(int x, int y)
6099 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6102 static void RunRobotWheel(int x, int y)
6104 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6107 static void StopRobotWheel(int x, int y)
6109 if (ZX == x && ZY == y)
6113 static void InitTimegateWheel(int x, int y)
6115 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6118 static void RunTimegateWheel(int x, int y)
6120 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6123 void CheckExit(int x, int y)
6125 if (local_player->gems_still_needed > 0 ||
6126 local_player->sokobanfields_still_needed > 0 ||
6127 local_player->lights_still_needed > 0)
6129 int element = Feld[x][y];
6130 int graphic = el2img(element);
6132 if (IS_ANIMATED(graphic))
6133 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6138 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6141 Feld[x][y] = EL_EXIT_OPENING;
6143 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6146 void CheckExitSP(int x, int y)
6148 if (local_player->gems_still_needed > 0)
6150 int element = Feld[x][y];
6151 int graphic = el2img(element);
6153 if (IS_ANIMATED(graphic))
6154 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6159 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6162 Feld[x][y] = EL_SP_EXIT_OPENING;
6164 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6167 static void CloseAllOpenTimegates()
6171 for (y = 0; y < lev_fieldy; y++)
6173 for (x = 0; x < lev_fieldx; x++)
6175 int element = Feld[x][y];
6177 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6179 Feld[x][y] = EL_TIMEGATE_CLOSING;
6181 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6187 void EdelsteinFunkeln(int x, int y)
6189 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6192 if (Feld[x][y] == EL_BD_DIAMOND)
6195 if (MovDelay[x][y] == 0) /* next animation frame */
6196 MovDelay[x][y] = 11 * !SimpleRND(500);
6198 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6202 if (setup.direct_draw && MovDelay[x][y])
6203 SetDrawtoField(DRAW_BUFFERED);
6205 DrawLevelElementAnimation(x, y, Feld[x][y]);
6207 if (MovDelay[x][y] != 0)
6209 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6210 10 - MovDelay[x][y]);
6212 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6214 if (setup.direct_draw)
6218 dest_x = FX + SCREENX(x) * TILEX;
6219 dest_y = FY + SCREENY(y) * TILEY;
6221 BlitBitmap(drawto_field, window,
6222 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6223 SetDrawtoField(DRAW_DIRECT);
6229 void MauerWaechst(int x, int y)
6233 if (!MovDelay[x][y]) /* next animation frame */
6234 MovDelay[x][y] = 3 * delay;
6236 if (MovDelay[x][y]) /* wait some time before next frame */
6240 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6242 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6243 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6245 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6248 if (!MovDelay[x][y])
6250 if (MovDir[x][y] == MV_LEFT)
6252 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6253 DrawLevelField(x - 1, y);
6255 else if (MovDir[x][y] == MV_RIGHT)
6257 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6258 DrawLevelField(x + 1, y);
6260 else if (MovDir[x][y] == MV_UP)
6262 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6263 DrawLevelField(x, y - 1);
6267 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6268 DrawLevelField(x, y + 1);
6271 Feld[x][y] = Store[x][y];
6273 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6274 DrawLevelField(x, y);
6279 void MauerAbleger(int ax, int ay)
6281 int element = Feld[ax][ay];
6282 int graphic = el2img(element);
6283 boolean oben_frei = FALSE, unten_frei = FALSE;
6284 boolean links_frei = FALSE, rechts_frei = FALSE;
6285 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6286 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6287 boolean new_wall = FALSE;
6289 if (IS_ANIMATED(graphic))
6290 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6292 if (!MovDelay[ax][ay]) /* start building new wall */
6293 MovDelay[ax][ay] = 6;
6295 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6298 if (MovDelay[ax][ay])
6302 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6304 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6306 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6308 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6311 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6312 element == EL_EXPANDABLE_WALL_ANY)
6316 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6317 Store[ax][ay-1] = element;
6318 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6319 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6320 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6321 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
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_DOWN;
6329 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6330 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6331 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6336 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6337 element == EL_EXPANDABLE_WALL_ANY ||
6338 element == EL_EXPANDABLE_WALL)
6342 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6343 Store[ax-1][ay] = element;
6344 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6345 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6346 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6347 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6353 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6354 Store[ax+1][ay] = element;
6355 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6356 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6357 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6358 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6363 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6364 DrawLevelField(ax, ay);
6366 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6368 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6369 unten_massiv = TRUE;
6370 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6371 links_massiv = TRUE;
6372 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6373 rechts_massiv = TRUE;
6375 if (((oben_massiv && unten_massiv) ||
6376 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6377 element == EL_EXPANDABLE_WALL) &&
6378 ((links_massiv && rechts_massiv) ||
6379 element == EL_EXPANDABLE_WALL_VERTICAL))
6380 Feld[ax][ay] = EL_WALL;
6383 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6386 void CheckForDragon(int x, int y)
6389 boolean dragon_found = FALSE;
6390 static int xy[4][2] =
6398 for (i = 0; i < NUM_DIRECTIONS; i++)
6400 for (j = 0; j < 4; j++)
6402 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6404 if (IN_LEV_FIELD(xx, yy) &&
6405 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6407 if (Feld[xx][yy] == EL_DRAGON)
6408 dragon_found = TRUE;
6417 for (i = 0; i < NUM_DIRECTIONS; i++)
6419 for (j = 0; j < 3; j++)
6421 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6423 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6425 Feld[xx][yy] = EL_EMPTY;
6426 DrawLevelField(xx, yy);
6435 static void InitBuggyBase(int x, int y)
6437 int element = Feld[x][y];
6438 int activating_delay = FRAMES_PER_SECOND / 4;
6441 (element == EL_SP_BUGGY_BASE ?
6442 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6443 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6445 element == EL_SP_BUGGY_BASE_ACTIVE ?
6446 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6449 static void WarnBuggyBase(int x, int y)
6452 static int xy[4][2] =
6460 for (i = 0; i < NUM_DIRECTIONS; i++)
6462 int xx = x + xy[i][0], yy = y + xy[i][1];
6464 if (IS_PLAYER(xx, yy))
6466 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6473 static void InitTrap(int x, int y)
6475 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6478 static void ActivateTrap(int x, int y)
6480 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6483 static void ChangeActiveTrap(int x, int y)
6485 int graphic = IMG_TRAP_ACTIVE;
6487 /* if new animation frame was drawn, correct crumbled sand border */
6488 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6489 DrawLevelFieldCrumbledSand(x, y);
6492 static int getSpecialActionElement(int element, int number, int base_element)
6494 return (element != EL_EMPTY ? element :
6495 number != -1 ? base_element + number - 1 :
6499 static int getModifiedActionNumber(int value_old, int operator, int operand,
6500 int value_min, int value_max)
6502 int value_new = (operator == CA_MODE_ADD ? value_old + operand :
6503 operator == CA_MODE_SUBTRACT ? value_old - operand :
6504 operator == CA_MODE_MULTIPLY ? value_old * operand :
6505 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6506 operator == CA_MODE_SET ? operand :
6509 return (value_new < value_min ? value_min :
6510 value_new > value_max ? value_max :
6514 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6516 struct ElementInfo *ei = &element_info[element];
6517 struct ElementChangeInfo *change = &ei->change_page[page];
6518 int action_type = change->action_type;
6519 int action_mode = change->action_mode;
6520 int action_arg = change->action_arg;
6523 if (!change->has_action)
6526 /* ---------- determine action paramater values ---------- */
6528 int action_arg_element =
6529 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6530 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6531 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6534 int action_arg_number_min =
6535 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6538 int action_arg_number_max =
6539 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6540 action_type == CA_SET_GEMS ? 999 :
6541 action_type == CA_SET_TIME ? 9999 :
6542 action_type == CA_SET_SCORE ? 99999 :
6543 action_type == CA_SET_CE_SCORE ? 9999 :
6544 action_type == CA_SET_CE_COUNT ? 9999 :
6547 int action_arg_number_reset =
6548 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6549 action_type == CA_SET_GEMS ? level.gems_needed :
6550 action_type == CA_SET_TIME ? level.time :
6551 action_type == CA_SET_SCORE ? 0 :
6552 action_type == CA_SET_CE_SCORE ? 0 :
6553 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6556 int action_arg_number_normal =
6557 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6558 action_arg_number_reset);
6560 int action_arg_number =
6561 (action_arg <= CA_ARG_MAX ? action_arg :
6562 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6563 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6564 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6565 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6566 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6567 #if USE_NEW_COLLECT_COUNT
6568 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6570 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6572 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6575 int action_arg_number_old =
6576 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6577 action_type == CA_SET_TIME ? TimeLeft :
6578 action_type == CA_SET_SCORE ? local_player->score :
6579 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6580 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6583 int action_arg_number_new =
6584 getModifiedActionNumber(action_arg_number_old,
6585 action_mode, action_arg_number,
6586 action_arg_number_min, action_arg_number_max);
6588 /* (for explicit player choice, set invalid value to "no player") */
6589 int action_arg_player_bits =
6590 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6591 action_arg >= CA_ARG_PLAYER_1 &&
6592 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6593 action_arg >= CA_ARG_1 &&
6594 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6595 action_arg_element >= EL_PLAYER_1 &&
6596 action_arg_element <= EL_PLAYER_4 ?
6597 (1 << (action_arg_element - EL_PLAYER_1)) :
6600 /* (for implicit player choice, set invalid value to "all players") */
6601 int trigger_player_bits =
6602 (change->actual_trigger_player >= EL_PLAYER_1 &&
6603 change->actual_trigger_player <= EL_PLAYER_4 ?
6604 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6607 /* ---------- execute action ---------- */
6616 case CA_EXIT_PLAYER:
6618 for (i = 0; i < MAX_PLAYERS; i++)
6619 if (action_arg_player_bits & (1 << i))
6620 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6625 case CA_KILL_PLAYER:
6627 for (i = 0; i < MAX_PLAYERS; i++)
6628 if (action_arg_player_bits & (1 << i))
6629 KillHero(&stored_player[i]);
6634 case CA_RESTART_LEVEL:
6636 game.restart_level = TRUE;
6641 case CA_SHOW_ENVELOPE:
6643 int element = getSpecialActionElement(action_arg_element,
6644 action_arg_number, EL_ENVELOPE_1);
6646 if (IS_ENVELOPE(element))
6647 local_player->show_envelope = element;
6654 int element = getSpecialActionElement(action_arg_element,
6655 action_arg_number, EL_KEY_1);
6657 if (IS_KEY(element))
6659 for (i = 0; i < MAX_PLAYERS; i++)
6661 if (trigger_player_bits & (1 << i))
6663 stored_player[i].key[KEY_NR(element)] = TRUE;
6665 DrawGameValue_Keys(stored_player[i].key);
6667 redraw_mask |= REDRAW_DOOR_1;
6677 int element = getSpecialActionElement(action_arg_element,
6678 action_arg_number, EL_KEY_1);
6680 if (IS_KEY(element))
6682 for (i = 0; i < MAX_PLAYERS; i++)
6684 if (trigger_player_bits & (1 << i))
6686 stored_player[i].key[KEY_NR(element)] = FALSE;
6688 DrawGameValue_Keys(stored_player[i].key);
6690 redraw_mask |= REDRAW_DOOR_1;
6698 case CA_SET_PLAYER_SPEED:
6700 for (i = 0; i < MAX_PLAYERS; i++)
6702 if (trigger_player_bits & (1 << i))
6704 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6706 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6708 /* translate "+" and "-" to "*" and "/" with powers of two */
6709 action_arg_number = 1 << action_arg_number;
6710 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6715 getModifiedActionNumber(move_stepsize,
6718 action_arg_number_min,
6719 action_arg_number_max);
6721 /* make sure that value is power of 2 */
6722 move_stepsize = (1 << log_2(move_stepsize));
6724 stored_player[i].move_delay_value = TILEX / move_stepsize;
6727 printf("::: move_delay_value == %d [%d]\n",
6728 stored_player[i].move_delay_value, action_arg_number);
6738 local_player->gems_still_needed = action_arg_number_new;
6740 DrawGameValue_Emeralds(local_player->gems_still_needed);
6747 if (level.time > 0) /* only modify limited time value */
6749 TimeLeft = action_arg_number_new;
6751 DrawGameValue_Time(TimeLeft);
6753 if (!TimeLeft && setup.time_limit)
6754 for (i = 0; i < MAX_PLAYERS; i++)
6755 KillHero(&stored_player[i]);
6763 local_player->score = action_arg_number_new;
6765 DrawGameValue_Score(local_player->score);
6770 case CA_SET_CE_SCORE:
6772 ei->collect_score = action_arg_number_new;
6777 case CA_SET_CE_COUNT:
6779 #if USE_NEW_COLLECT_COUNT
6780 int count_last = Count[x][y];
6782 Count[x][y] = action_arg_number_new;
6785 printf("::: Count == %d\n", Count[x][y]);
6788 if (Count[x][y] == 0 && count_last > 0)
6791 printf("::: CE_COUNT_AT_ZERO\n");
6794 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6795 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6802 case CA_SET_DYNABOMB_NUMBER:
6804 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6809 case CA_SET_DYNABOMB_SIZE:
6811 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6816 case CA_SET_DYNABOMB_POWER:
6818 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6823 case CA_TOGGLE_PLAYER_GRAVITY:
6825 game.gravity = !game.gravity;
6830 case CA_ENABLE_PLAYER_GRAVITY:
6832 game.gravity = TRUE;
6837 case CA_DISABLE_PLAYER_GRAVITY:
6839 game.gravity = FALSE;
6849 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6850 int x, int y, int target_element)
6852 int previous_move_direction = MovDir[x][y];
6853 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6854 IS_WALKABLE(Feld[x][y]));
6856 /* check if element under player changes from accessible to unaccessible
6857 (needed for special case of dropping element which then changes) */
6858 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6859 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6867 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6868 RemoveMovingField(x, y);
6872 Feld[x][y] = target_element;
6874 ResetGfxAnimation(x, y);
6875 ResetRandomAnimationValue(x, y);
6877 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6878 MovDir[x][y] = previous_move_direction;
6880 InitField_WithBug1(x, y, FALSE);
6882 DrawLevelField(x, y);
6884 if (GFX_CRUMBLED(Feld[x][y]))
6885 DrawLevelFieldCrumbledSandNeighbours(x, y);
6888 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6889 if (ELEM_IS_PLAYER(target_element))
6890 RelocatePlayer(x, y, target_element);
6893 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6895 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6898 TestIfBadThingTouchesHero(x, y);
6899 TestIfPlayerTouchesCustomElement(x, y);
6900 TestIfElementTouchesCustomElement(x, y);
6903 static boolean ChangeElementNow(int x, int y, int element, int page)
6905 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6907 int old_element = Feld[x][y];
6909 /* always use default change event to prevent running into a loop */
6910 if (ChangeEvent[x][y] == -1)
6911 ChangeEvent[x][y] = CE_DELAY;
6913 if (ChangeEvent[x][y] == CE_DELAY)
6915 /* reset actual trigger element, trigger player and action element */
6916 change->actual_trigger_element = EL_EMPTY;
6917 change->actual_trigger_player = EL_PLAYER_1;
6921 /* do not change any elements that have already changed in this frame */
6925 /* do not change already changed elements with same change event */
6926 if (Changed[x][y] & ChangeEvent[x][y])
6931 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6933 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6936 if (change->explode)
6943 if (change->use_target_content)
6945 boolean complete_replace = TRUE;
6946 boolean can_replace[3][3];
6949 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6952 boolean is_walkable;
6953 boolean is_diggable;
6954 boolean is_collectible;
6955 boolean is_removable;
6956 boolean is_destructible;
6957 int ex = x + xx - 1;
6958 int ey = y + yy - 1;
6959 int content_element = change->target_content[xx][yy];
6962 can_replace[xx][yy] = TRUE;
6964 if (ex == x && ey == y) /* do not check changing element itself */
6967 if (content_element == EL_EMPTY_SPACE)
6969 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6974 if (!IN_LEV_FIELD(ex, ey))
6976 can_replace[xx][yy] = FALSE;
6977 complete_replace = FALSE;
6984 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6985 e = MovingOrBlocked2Element(ex, ey);
6987 is_empty = (IS_FREE(ex, ey) ||
6988 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
6990 is_walkable = (is_empty || IS_WALKABLE(e));
6991 is_diggable = (is_empty || IS_DIGGABLE(e));
6992 is_collectible = (is_empty || IS_COLLECTIBLE(e));
6993 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
6994 is_removable = (is_diggable || is_collectible);
6996 can_replace[xx][yy] =
6997 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
6998 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
6999 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7000 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7001 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7002 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7003 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7005 if (!can_replace[xx][yy])
7006 complete_replace = FALSE;
7009 if (!change->only_if_complete || complete_replace)
7011 boolean something_has_changed = FALSE;
7013 if (change->only_if_complete && change->use_random_replace &&
7014 RND(100) < change->random_percentage)
7017 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7019 int ex = x + xx - 1;
7020 int ey = y + yy - 1;
7021 int content_element;
7023 if (can_replace[xx][yy] && (!change->use_random_replace ||
7024 RND(100) < change->random_percentage))
7026 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7027 RemoveMovingField(ex, ey);
7029 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7031 content_element = change->target_content[xx][yy];
7032 target_element = GET_TARGET_ELEMENT(content_element, change);
7034 ChangeElementNowExt(change, ex, ey, target_element);
7036 something_has_changed = TRUE;
7038 /* for symmetry reasons, freeze newly created border elements */
7039 if (ex != x || ey != y)
7040 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7044 if (something_has_changed)
7045 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7050 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7052 ChangeElementNowExt(change, x, y, target_element);
7054 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7057 /* this uses direct change before indirect change */
7058 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7063 static void ChangeElement(int x, int y, int page)
7065 int element = MovingOrBlocked2Element(x, y);
7066 struct ElementInfo *ei = &element_info[element];
7067 struct ElementChangeInfo *change = &ei->change_page[page];
7070 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7073 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7074 x, y, element, element_info[element].token_name);
7075 printf("ChangeElement(): This should never happen!\n");
7080 /* this can happen with classic bombs on walkable, changing elements */
7081 if (!CAN_CHANGE(element))
7084 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7085 ChangeDelay[x][y] = 0;
7091 if (ChangeDelay[x][y] == 0) /* initialize element change */
7093 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7095 ResetGfxAnimation(x, y);
7096 ResetRandomAnimationValue(x, y);
7098 if (change->pre_change_function)
7099 change->pre_change_function(x, y);
7102 ChangeDelay[x][y]--;
7104 if (ChangeDelay[x][y] != 0) /* continue element change */
7106 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7108 if (IS_ANIMATED(graphic))
7109 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7111 if (change->change_function)
7112 change->change_function(x, y);
7114 else /* finish element change */
7116 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7118 page = ChangePage[x][y];
7119 ChangePage[x][y] = -1;
7121 change = &ei->change_page[page];
7124 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7126 ChangeDelay[x][y] = 1; /* try change after next move step */
7127 ChangePage[x][y] = page; /* remember page to use for change */
7132 if (ChangeElementNow(x, y, element, page))
7134 if (change->post_change_function)
7135 change->post_change_function(x, y);
7140 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7146 boolean change_done_any = FALSE;
7147 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7150 if (!(trigger_events[trigger_element][trigger_event]))
7153 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7155 int element = EL_CUSTOM_START + i;
7156 boolean change_done = FALSE;
7159 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7160 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7163 for (p = 0; p < element_info[element].num_change_pages; p++)
7165 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7167 if (change->can_change_or_has_action &&
7168 change->has_event[trigger_event] &&
7169 change->trigger_side & trigger_side &&
7170 change->trigger_player & trigger_player &&
7171 change->trigger_page & trigger_page_bits &&
7172 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7174 change->actual_trigger_element = trigger_element;
7175 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7177 if ((change->can_change && !change_done) || change->has_action)
7181 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7183 if (Feld[x][y] == element)
7185 if (change->can_change && !change_done)
7187 ChangeDelay[x][y] = 1;
7188 ChangeEvent[x][y] = trigger_event;
7189 ChangeElement(x, y, p);
7192 if (change->has_action)
7193 ExecuteCustomElementAction(x, y, element, p);
7197 if (change->can_change)
7200 change_done_any = TRUE;
7207 return change_done_any;
7210 static boolean CheckElementChangeExt(int x, int y,
7212 int trigger_element,
7217 boolean change_done = FALSE;
7220 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7221 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7224 if (Feld[x][y] == EL_BLOCKED)
7226 Blocked2Moving(x, y, &x, &y);
7227 element = Feld[x][y];
7230 if (Feld[x][y] != element) /* check if element has already changed */
7233 for (p = 0; p < element_info[element].num_change_pages; p++)
7235 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7237 boolean check_trigger_element =
7238 (trigger_event == CE_TOUCHING_X ||
7239 trigger_event == CE_HITTING_X ||
7240 trigger_event == CE_HIT_BY_X);
7242 if (change->can_change_or_has_action &&
7243 change->has_event[trigger_event] &&
7244 change->trigger_side & trigger_side &&
7245 change->trigger_player & trigger_player &&
7246 (!check_trigger_element ||
7247 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7249 change->actual_trigger_element = trigger_element;
7250 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7252 if (change->can_change && !change_done)
7254 ChangeDelay[x][y] = 1;
7255 ChangeEvent[x][y] = trigger_event;
7256 ChangeElement(x, y, p);
7261 if (change->has_action)
7262 ExecuteCustomElementAction(x, y, element, p);
7269 static void PlayPlayerSound(struct PlayerInfo *player)
7271 int jx = player->jx, jy = player->jy;
7272 int element = player->element_nr;
7273 int last_action = player->last_action_waiting;
7274 int action = player->action_waiting;
7276 if (player->is_waiting)
7278 if (action != last_action)
7279 PlayLevelSoundElementAction(jx, jy, element, action);
7281 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7285 if (action != last_action)
7286 StopSound(element_info[element].sound[last_action]);
7288 if (last_action == ACTION_SLEEPING)
7289 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7293 static void PlayAllPlayersSound()
7297 for (i = 0; i < MAX_PLAYERS; i++)
7298 if (stored_player[i].active)
7299 PlayPlayerSound(&stored_player[i]);
7302 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7304 boolean last_waiting = player->is_waiting;
7305 int move_dir = player->MovDir;
7307 player->last_action_waiting = player->action_waiting;
7311 if (!last_waiting) /* not waiting -> waiting */
7313 player->is_waiting = TRUE;
7315 player->frame_counter_bored =
7317 game.player_boring_delay_fixed +
7318 SimpleRND(game.player_boring_delay_random);
7319 player->frame_counter_sleeping =
7321 game.player_sleeping_delay_fixed +
7322 SimpleRND(game.player_sleeping_delay_random);
7324 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7327 if (game.player_sleeping_delay_fixed +
7328 game.player_sleeping_delay_random > 0 &&
7329 player->anim_delay_counter == 0 &&
7330 player->post_delay_counter == 0 &&
7331 FrameCounter >= player->frame_counter_sleeping)
7332 player->is_sleeping = TRUE;
7333 else if (game.player_boring_delay_fixed +
7334 game.player_boring_delay_random > 0 &&
7335 FrameCounter >= player->frame_counter_bored)
7336 player->is_bored = TRUE;
7338 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7339 player->is_bored ? ACTION_BORING :
7342 if (player->is_sleeping)
7344 if (player->num_special_action_sleeping > 0)
7346 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7348 int last_special_action = player->special_action_sleeping;
7349 int num_special_action = player->num_special_action_sleeping;
7350 int special_action =
7351 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7352 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7353 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7354 last_special_action + 1 : ACTION_SLEEPING);
7355 int special_graphic =
7356 el_act_dir2img(player->element_nr, special_action, move_dir);
7358 player->anim_delay_counter =
7359 graphic_info[special_graphic].anim_delay_fixed +
7360 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7361 player->post_delay_counter =
7362 graphic_info[special_graphic].post_delay_fixed +
7363 SimpleRND(graphic_info[special_graphic].post_delay_random);
7365 player->special_action_sleeping = special_action;
7368 if (player->anim_delay_counter > 0)
7370 player->action_waiting = player->special_action_sleeping;
7371 player->anim_delay_counter--;
7373 else if (player->post_delay_counter > 0)
7375 player->post_delay_counter--;
7379 else if (player->is_bored)
7381 if (player->num_special_action_bored > 0)
7383 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7385 int special_action =
7386 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7387 int special_graphic =
7388 el_act_dir2img(player->element_nr, special_action, move_dir);
7390 player->anim_delay_counter =
7391 graphic_info[special_graphic].anim_delay_fixed +
7392 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7393 player->post_delay_counter =
7394 graphic_info[special_graphic].post_delay_fixed +
7395 SimpleRND(graphic_info[special_graphic].post_delay_random);
7397 player->special_action_bored = special_action;
7400 if (player->anim_delay_counter > 0)
7402 player->action_waiting = player->special_action_bored;
7403 player->anim_delay_counter--;
7405 else if (player->post_delay_counter > 0)
7407 player->post_delay_counter--;
7412 else if (last_waiting) /* waiting -> not waiting */
7414 player->is_waiting = FALSE;
7415 player->is_bored = FALSE;
7416 player->is_sleeping = FALSE;
7418 player->frame_counter_bored = -1;
7419 player->frame_counter_sleeping = -1;
7421 player->anim_delay_counter = 0;
7422 player->post_delay_counter = 0;
7424 player->action_waiting = ACTION_DEFAULT;
7426 player->special_action_bored = ACTION_DEFAULT;
7427 player->special_action_sleeping = ACTION_DEFAULT;
7431 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7433 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7434 int left = player_action & JOY_LEFT;
7435 int right = player_action & JOY_RIGHT;
7436 int up = player_action & JOY_UP;
7437 int down = player_action & JOY_DOWN;
7438 int button1 = player_action & JOY_BUTTON_1;
7439 int button2 = player_action & JOY_BUTTON_2;
7440 int dx = (left ? -1 : right ? 1 : 0);
7441 int dy = (up ? -1 : down ? 1 : 0);
7443 if (!player->active || tape.pausing)
7449 snapped = SnapField(player, dx, dy);
7453 dropped = DropElement(player);
7455 moved = MovePlayer(player, dx, dy);
7458 if (tape.single_step && tape.recording && !tape.pausing)
7460 if (button1 || (dropped && !moved))
7462 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7463 SnapField(player, 0, 0); /* stop snapping */
7467 SetPlayerWaiting(player, FALSE);
7469 return player_action;
7473 /* no actions for this player (no input at player's configured device) */
7475 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7476 SnapField(player, 0, 0);
7477 CheckGravityMovementWhenNotMoving(player);
7479 if (player->MovPos == 0)
7480 SetPlayerWaiting(player, TRUE);
7482 if (player->MovPos == 0) /* needed for tape.playing */
7483 player->is_moving = FALSE;
7485 player->is_dropping = FALSE;
7491 void AdvanceFrameAndPlayerCounters(int player_nr)
7495 /* advance frame counters (global frame counter and time frame counter) */
7499 /* advance player counters (counters for move delay, move animation etc.) */
7500 for (i = 0; i < MAX_PLAYERS; i++)
7502 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7503 int move_delay_value = stored_player[i].move_delay_value;
7504 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7506 if (!advance_player_counters) /* not all players may be affected */
7509 #if USE_NEW_PLAYER_ANIM
7510 if (move_frames == 0) /* less than one move per game frame */
7512 int stepsize = TILEX / move_delay_value;
7513 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7514 int count = (stored_player[i].is_moving ?
7515 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7517 if (count % delay == 0)
7522 stored_player[i].Frame += move_frames;
7524 if (stored_player[i].MovPos != 0)
7525 stored_player[i].StepFrame += move_frames;
7527 if (stored_player[i].move_delay > 0)
7528 stored_player[i].move_delay--;
7530 /* due to bugs in previous versions, counter must count up, not down */
7531 if (stored_player[i].push_delay != -1)
7532 stored_player[i].push_delay++;
7534 if (stored_player[i].drop_delay > 0)
7535 stored_player[i].drop_delay--;
7541 static unsigned long game_frame_delay = 0;
7542 unsigned long game_frame_delay_value;
7543 int magic_wall_x = 0, magic_wall_y = 0;
7544 int i, x, y, element, graphic;
7545 byte *recorded_player_action;
7546 byte summarized_player_action = 0;
7547 byte tape_action[MAX_PLAYERS];
7549 if (game_status != GAME_MODE_PLAYING)
7552 game_frame_delay_value =
7553 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7555 if (tape.playing && tape.warp_forward && !tape.pausing)
7556 game_frame_delay_value = 0;
7558 /* ---------- main game synchronization point ---------- */
7560 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7562 if (network_playing && !network_player_action_received)
7564 /* try to get network player actions in time */
7566 #if defined(NETWORK_AVALIABLE)
7567 /* last chance to get network player actions without main loop delay */
7571 /* game was quit by network peer */
7572 if (game_status != GAME_MODE_PLAYING)
7575 if (!network_player_action_received)
7576 return; /* failed to get network player actions in time */
7582 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7585 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7586 if (recorded_player_action == NULL && tape.pausing)
7590 for (i = 0; i < MAX_PLAYERS; i++)
7592 summarized_player_action |= stored_player[i].action;
7594 if (!network_playing)
7595 stored_player[i].effective_action = stored_player[i].action;
7598 #if defined(NETWORK_AVALIABLE)
7599 if (network_playing)
7600 SendToServer_MovePlayer(summarized_player_action);
7603 if (!options.network && !setup.team_mode)
7604 local_player->effective_action = summarized_player_action;
7606 if (recorded_player_action != NULL)
7607 for (i = 0; i < MAX_PLAYERS; i++)
7608 stored_player[i].effective_action = recorded_player_action[i];
7610 for (i = 0; i < MAX_PLAYERS; i++)
7612 tape_action[i] = stored_player[i].effective_action;
7614 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7615 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7618 /* only save actions from input devices, but not programmed actions */
7620 TapeRecordAction(tape_action);
7622 for (i = 0; i < MAX_PLAYERS; i++)
7624 int actual_player_action = stored_player[i].effective_action;
7627 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7628 - rnd_equinox_tetrachloride 048
7629 - rnd_equinox_tetrachloride_ii 096
7630 - rnd_emanuel_schmieg 002
7631 - doctor_sloan_ww 001, 020
7633 if (stored_player[i].MovPos == 0)
7634 CheckGravityMovement(&stored_player[i]);
7637 /* overwrite programmed action with tape action */
7638 if (stored_player[i].programmed_action)
7639 actual_player_action = stored_player[i].programmed_action;
7642 PlayerActions(&stored_player[i], actual_player_action);
7644 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7646 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7647 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7650 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7653 network_player_action_received = FALSE;
7655 ScrollScreen(NULL, SCROLL_GO_ON);
7657 /* for backwards compatibility, the following code emulates a fixed bug that
7658 occured when pushing elements (causing elements that just made their last
7659 pushing step to already (if possible) make their first falling step in the
7660 same game frame, which is bad); this code is also needed to use the famous
7661 "spring push bug" which is used in older levels and might be wanted to be
7662 used also in newer levels, but in this case the buggy pushing code is only
7663 affecting the "spring" element and no other elements */
7665 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7667 for (i = 0; i < MAX_PLAYERS; i++)
7669 struct PlayerInfo *player = &stored_player[i];
7673 if (player->active && player->is_pushing && player->is_moving &&
7675 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7676 Feld[x][y] == EL_SPRING))
7678 ContinueMoving(x, y);
7680 /* continue moving after pushing (this is actually a bug) */
7681 if (!IS_MOVING(x, y))
7689 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7691 Changed[x][y] = FALSE;
7692 ChangeEvent[x][y] = -1;
7694 /* this must be handled before main playfield loop */
7695 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7698 if (MovDelay[x][y] <= 0)
7703 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7705 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7706 printf("GameActions(): This should never happen!\n");
7708 ChangePage[x][y] = -1;
7713 if (WasJustMoving[x][y] > 0)
7714 WasJustMoving[x][y]--;
7715 if (WasJustFalling[x][y] > 0)
7716 WasJustFalling[x][y]--;
7717 if (CheckCollision[x][y] > 0)
7718 CheckCollision[x][y]--;
7722 /* reset finished pushing action (not done in ContinueMoving() to allow
7723 continous pushing animation for elements with zero push delay) */
7724 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7726 ResetGfxAnimation(x, y);
7727 DrawLevelField(x, y);
7731 if (IS_BLOCKED(x, y))
7735 Blocked2Moving(x, y, &oldx, &oldy);
7736 if (!IS_MOVING(oldx, oldy))
7738 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7739 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7740 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7741 printf("GameActions(): This should never happen!\n");
7747 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7749 element = Feld[x][y];
7750 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7752 if (graphic_info[graphic].anim_global_sync)
7753 GfxFrame[x][y] = FrameCounter;
7755 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7756 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7757 ResetRandomAnimationValue(x, y);
7759 SetRandomAnimationValue(x, y);
7761 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7763 if (IS_INACTIVE(element))
7765 if (IS_ANIMATED(graphic))
7766 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7771 /* this may take place after moving, so 'element' may have changed */
7772 if (IS_CHANGING(x, y) &&
7773 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7775 int page = element_info[element].event_page_nr[CE_DELAY];
7777 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7781 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7784 if (CAN_CHANGE(element))
7785 ChangeElement(x, y, page);
7787 if (HAS_ACTION(element) && ChangeDelay[x][y] == 0)
7788 ExecuteCustomElementAction(x, y, element, page);
7791 element = Feld[x][y];
7792 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7795 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7799 element = Feld[x][y];
7800 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7802 if (IS_ANIMATED(graphic) &&
7805 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7807 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7808 EdelsteinFunkeln(x, y);
7810 else if ((element == EL_ACID ||
7811 element == EL_EXIT_OPEN ||
7812 element == EL_SP_EXIT_OPEN ||
7813 element == EL_SP_TERMINAL ||
7814 element == EL_SP_TERMINAL_ACTIVE ||
7815 element == EL_EXTRA_TIME ||
7816 element == EL_SHIELD_NORMAL ||
7817 element == EL_SHIELD_DEADLY) &&
7818 IS_ANIMATED(graphic))
7819 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7820 else if (IS_MOVING(x, y))
7821 ContinueMoving(x, y);
7822 else if (IS_ACTIVE_BOMB(element))
7823 CheckDynamite(x, y);
7824 else if (element == EL_AMOEBA_GROWING)
7825 AmoebeWaechst(x, y);
7826 else if (element == EL_AMOEBA_SHRINKING)
7827 AmoebaDisappearing(x, y);
7829 #if !USE_NEW_AMOEBA_CODE
7830 else if (IS_AMOEBALIVE(element))
7831 AmoebeAbleger(x, y);
7834 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7836 else if (element == EL_EXIT_CLOSED)
7838 else if (element == EL_SP_EXIT_CLOSED)
7840 else if (element == EL_EXPANDABLE_WALL_GROWING)
7842 else if (element == EL_EXPANDABLE_WALL ||
7843 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7844 element == EL_EXPANDABLE_WALL_VERTICAL ||
7845 element == EL_EXPANDABLE_WALL_ANY)
7847 else if (element == EL_FLAMES)
7848 CheckForDragon(x, y);
7849 else if (element == EL_EXPLOSION)
7850 ; /* drawing of correct explosion animation is handled separately */
7851 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7852 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7854 if (IS_BELT_ACTIVE(element))
7855 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7857 if (game.magic_wall_active)
7859 int jx = local_player->jx, jy = local_player->jy;
7861 /* play the element sound at the position nearest to the player */
7862 if ((element == EL_MAGIC_WALL_FULL ||
7863 element == EL_MAGIC_WALL_ACTIVE ||
7864 element == EL_MAGIC_WALL_EMPTYING ||
7865 element == EL_BD_MAGIC_WALL_FULL ||
7866 element == EL_BD_MAGIC_WALL_ACTIVE ||
7867 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7868 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7876 #if USE_NEW_AMOEBA_CODE
7877 /* new experimental amoeba growth stuff */
7878 if (!(FrameCounter % 8))
7880 static unsigned long random = 1684108901;
7882 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7884 x = RND(lev_fieldx);
7885 y = RND(lev_fieldy);
7886 element = Feld[x][y];
7888 if (!IS_PLAYER(x,y) &&
7889 (element == EL_EMPTY ||
7890 CAN_GROW_INTO(element) ||
7891 element == EL_QUICKSAND_EMPTY ||
7892 element == EL_ACID_SPLASH_LEFT ||
7893 element == EL_ACID_SPLASH_RIGHT))
7895 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7896 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7897 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7898 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7899 Feld[x][y] = EL_AMOEBA_DROP;
7902 random = random * 129 + 1;
7908 if (game.explosions_delayed)
7911 game.explosions_delayed = FALSE;
7913 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7915 element = Feld[x][y];
7917 if (ExplodeField[x][y])
7918 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7919 else if (element == EL_EXPLOSION)
7920 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
7922 ExplodeField[x][y] = EX_TYPE_NONE;
7925 game.explosions_delayed = TRUE;
7928 if (game.magic_wall_active)
7930 if (!(game.magic_wall_time_left % 4))
7932 int element = Feld[magic_wall_x][magic_wall_y];
7934 if (element == EL_BD_MAGIC_WALL_FULL ||
7935 element == EL_BD_MAGIC_WALL_ACTIVE ||
7936 element == EL_BD_MAGIC_WALL_EMPTYING)
7937 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7939 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7942 if (game.magic_wall_time_left > 0)
7944 game.magic_wall_time_left--;
7945 if (!game.magic_wall_time_left)
7947 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7949 element = Feld[x][y];
7951 if (element == EL_MAGIC_WALL_ACTIVE ||
7952 element == EL_MAGIC_WALL_FULL)
7954 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7955 DrawLevelField(x, y);
7957 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7958 element == EL_BD_MAGIC_WALL_FULL)
7960 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7961 DrawLevelField(x, y);
7965 game.magic_wall_active = FALSE;
7970 if (game.light_time_left > 0)
7972 game.light_time_left--;
7974 if (game.light_time_left == 0)
7975 RedrawAllLightSwitchesAndInvisibleElements();
7978 if (game.timegate_time_left > 0)
7980 game.timegate_time_left--;
7982 if (game.timegate_time_left == 0)
7983 CloseAllOpenTimegates();
7986 for (i = 0; i < MAX_PLAYERS; i++)
7988 struct PlayerInfo *player = &stored_player[i];
7990 if (SHIELD_ON(player))
7992 if (player->shield_deadly_time_left)
7993 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7994 else if (player->shield_normal_time_left)
7995 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7999 if (TimeFrames >= FRAMES_PER_SECOND)
8004 for (i = 0; i < MAX_PLAYERS; i++)
8006 struct PlayerInfo *player = &stored_player[i];
8008 if (SHIELD_ON(player))
8010 player->shield_normal_time_left--;
8012 if (player->shield_deadly_time_left > 0)
8013 player->shield_deadly_time_left--;
8017 if (!level.use_step_counter)
8025 if (TimeLeft <= 10 && setup.time_limit)
8026 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8028 DrawGameValue_Time(TimeLeft);
8030 if (!TimeLeft && setup.time_limit)
8031 for (i = 0; i < MAX_PLAYERS; i++)
8032 KillHero(&stored_player[i]);
8034 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8035 DrawGameValue_Time(TimePlayed);
8038 if (tape.recording || tape.playing)
8039 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8043 PlayAllPlayersSound();
8045 if (options.debug) /* calculate frames per second */
8047 static unsigned long fps_counter = 0;
8048 static int fps_frames = 0;
8049 unsigned long fps_delay_ms = Counter() - fps_counter;
8053 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8055 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8058 fps_counter = Counter();
8061 redraw_mask |= REDRAW_FPS;
8064 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8066 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8068 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8070 local_player->show_envelope = 0;
8073 /* use random number generator in every frame to make it less predictable */
8074 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8078 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8080 int min_x = x, min_y = y, max_x = x, max_y = y;
8083 for (i = 0; i < MAX_PLAYERS; i++)
8085 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8087 if (!stored_player[i].active || &stored_player[i] == player)
8090 min_x = MIN(min_x, jx);
8091 min_y = MIN(min_y, jy);
8092 max_x = MAX(max_x, jx);
8093 max_y = MAX(max_y, jy);
8096 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8099 static boolean AllPlayersInVisibleScreen()
8103 for (i = 0; i < MAX_PLAYERS; i++)
8105 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8107 if (!stored_player[i].active)
8110 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8117 void ScrollLevel(int dx, int dy)
8119 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8122 BlitBitmap(drawto_field, drawto_field,
8123 FX + TILEX * (dx == -1) - softscroll_offset,
8124 FY + TILEY * (dy == -1) - softscroll_offset,
8125 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8126 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8127 FX + TILEX * (dx == 1) - softscroll_offset,
8128 FY + TILEY * (dy == 1) - softscroll_offset);
8132 x = (dx == 1 ? BX1 : BX2);
8133 for (y = BY1; y <= BY2; y++)
8134 DrawScreenField(x, y);
8139 y = (dy == 1 ? BY1 : BY2);
8140 for (x = BX1; x <= BX2; x++)
8141 DrawScreenField(x, y);
8144 redraw_mask |= REDRAW_FIELD;
8147 static boolean canFallDown(struct PlayerInfo *player)
8149 int jx = player->jx, jy = player->jy;
8151 return (IN_LEV_FIELD(jx, jy + 1) &&
8152 (IS_FREE(jx, jy + 1) ||
8153 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8154 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8155 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8158 static boolean canPassField(int x, int y, int move_dir)
8160 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8161 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8162 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8165 int element = Feld[x][y];
8167 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8168 !CAN_MOVE(element) &&
8169 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8170 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8171 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8174 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8176 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8177 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8178 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8182 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8183 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8184 (IS_DIGGABLE(Feld[newx][newy]) ||
8185 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8186 canPassField(newx, newy, move_dir)));
8189 static void CheckGravityMovement(struct PlayerInfo *player)
8191 if (game.gravity && !player->programmed_action)
8193 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8194 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8195 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8196 int jx = player->jx, jy = player->jy;
8197 boolean player_is_moving_to_valid_field =
8198 (!player_is_snapping &&
8199 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8200 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8201 boolean player_can_fall_down = canFallDown(player);
8203 if (player_can_fall_down &&
8204 !player_is_moving_to_valid_field)
8205 player->programmed_action = MV_DOWN;
8209 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8211 return CheckGravityMovement(player);
8213 if (game.gravity && !player->programmed_action)
8215 int jx = player->jx, jy = player->jy;
8216 boolean field_under_player_is_free =
8217 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8218 boolean player_is_standing_on_valid_field =
8219 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8220 (IS_WALKABLE(Feld[jx][jy]) &&
8221 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8223 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8224 player->programmed_action = MV_DOWN;
8230 -----------------------------------------------------------------------------
8231 dx, dy: direction (non-diagonal) to try to move the player to
8232 real_dx, real_dy: direction as read from input device (can be diagonal)
8235 boolean MovePlayerOneStep(struct PlayerInfo *player,
8236 int dx, int dy, int real_dx, int real_dy)
8238 int jx = player->jx, jy = player->jy;
8239 int new_jx = jx + dx, new_jy = jy + dy;
8243 if (!player->active || (!dx && !dy))
8244 return MF_NO_ACTION;
8246 player->MovDir = (dx < 0 ? MV_LEFT :
8249 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8251 if (!IN_LEV_FIELD(new_jx, new_jy))
8252 return MF_NO_ACTION;
8254 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8255 return MF_NO_ACTION;
8257 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8259 if (DONT_RUN_INTO(element))
8261 if (element == EL_ACID && dx == 0 && dy == 1)
8263 SplashAcid(new_jx, new_jy);
8264 Feld[jx][jy] = EL_PLAYER_1;
8265 InitMovingField(jx, jy, MV_DOWN);
8266 Store[jx][jy] = EL_ACID;
8267 ContinueMoving(jx, jy);
8271 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8276 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8277 if (can_move != MF_MOVING)
8280 /* check if DigField() has caused relocation of the player */
8281 if (player->jx != jx || player->jy != jy)
8282 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8284 StorePlayer[jx][jy] = 0;
8285 player->last_jx = jx;
8286 player->last_jy = jy;
8287 player->jx = new_jx;
8288 player->jy = new_jy;
8289 StorePlayer[new_jx][new_jy] = player->element_nr;
8292 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8294 player->step_counter++;
8296 PlayerVisit[jx][jy] = FrameCounter;
8298 ScrollPlayer(player, SCROLL_INIT);
8303 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8305 int jx = player->jx, jy = player->jy;
8306 int old_jx = jx, old_jy = jy;
8307 int moved = MF_NO_ACTION;
8309 if (!player->active)
8314 if (player->MovPos == 0)
8316 player->is_moving = FALSE;
8317 player->is_digging = FALSE;
8318 player->is_collecting = FALSE;
8319 player->is_snapping = FALSE;
8320 player->is_pushing = FALSE;
8326 if (player->move_delay > 0)
8329 player->move_delay = -1; /* set to "uninitialized" value */
8331 /* store if player is automatically moved to next field */
8332 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8334 /* remove the last programmed player action */
8335 player->programmed_action = 0;
8339 /* should only happen if pre-1.2 tape recordings are played */
8340 /* this is only for backward compatibility */
8342 int original_move_delay_value = player->move_delay_value;
8345 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8349 /* scroll remaining steps with finest movement resolution */
8350 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8352 while (player->MovPos)
8354 ScrollPlayer(player, SCROLL_GO_ON);
8355 ScrollScreen(NULL, SCROLL_GO_ON);
8357 AdvanceFrameAndPlayerCounters(player->index_nr);
8363 player->move_delay_value = original_move_delay_value;
8366 if (player->last_move_dir & MV_HORIZONTAL)
8368 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8369 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8373 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8374 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8380 if (moved & MF_MOVING && !ScreenMovPos &&
8381 (player == local_player || !options.network))
8383 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8384 int offset = (setup.scroll_delay ? 3 : 0);
8386 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8388 /* actual player has left the screen -- scroll in that direction */
8389 if (jx != old_jx) /* player has moved horizontally */
8390 scroll_x += (jx - old_jx);
8391 else /* player has moved vertically */
8392 scroll_y += (jy - old_jy);
8396 if (jx != old_jx) /* player has moved horizontally */
8398 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8399 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8400 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8402 /* don't scroll over playfield boundaries */
8403 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8404 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8406 /* don't scroll more than one field at a time */
8407 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8409 /* don't scroll against the player's moving direction */
8410 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8411 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8412 scroll_x = old_scroll_x;
8414 else /* player has moved vertically */
8416 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8417 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8418 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8420 /* don't scroll over playfield boundaries */
8421 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8422 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8424 /* don't scroll more than one field at a time */
8425 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8427 /* don't scroll against the player's moving direction */
8428 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8429 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8430 scroll_y = old_scroll_y;
8434 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8436 if (!options.network && !AllPlayersInVisibleScreen())
8438 scroll_x = old_scroll_x;
8439 scroll_y = old_scroll_y;
8443 ScrollScreen(player, SCROLL_INIT);
8444 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8449 player->StepFrame = 0;
8451 if (moved & MF_MOVING)
8453 if (old_jx != jx && old_jy == jy)
8454 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8455 else if (old_jx == jx && old_jy != jy)
8456 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8458 DrawLevelField(jx, jy); /* for "crumbled sand" */
8460 player->last_move_dir = player->MovDir;
8461 player->is_moving = TRUE;
8462 player->is_snapping = FALSE;
8463 player->is_switching = FALSE;
8464 player->is_dropping = FALSE;
8468 CheckGravityMovementWhenNotMoving(player);
8470 player->is_moving = FALSE;
8472 /* at this point, the player is allowed to move, but cannot move right now
8473 (e.g. because of something blocking the way) -- ensure that the player
8474 is also allowed to move in the next frame (in old versions before 3.1.1,
8475 the player was forced to wait again for eight frames before next try) */
8477 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8478 player->move_delay = 0; /* allow direct movement in the next frame */
8481 if (player->move_delay == -1) /* not yet initialized by DigField() */
8482 player->move_delay = player->move_delay_value;
8484 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8486 TestIfHeroTouchesBadThing(jx, jy);
8487 TestIfPlayerTouchesCustomElement(jx, jy);
8490 if (!player->active)
8496 void ScrollPlayer(struct PlayerInfo *player, int mode)
8498 int jx = player->jx, jy = player->jy;
8499 int last_jx = player->last_jx, last_jy = player->last_jy;
8500 int move_stepsize = TILEX / player->move_delay_value;
8502 #if USE_NEW_PLAYER_SPEED
8503 if (!player->active)
8506 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8509 if (!player->active || player->MovPos == 0)
8513 if (mode == SCROLL_INIT)
8515 player->actual_frame_counter = FrameCounter;
8516 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8518 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8519 Feld[last_jx][last_jy] == EL_EMPTY)
8521 int last_field_block_delay = 0; /* start with no blocking at all */
8522 int block_delay_adjustment = player->block_delay_adjustment;
8524 /* if player blocks last field, add delay for exactly one move */
8525 if (player->block_last_field)
8527 last_field_block_delay += player->move_delay_value;
8529 /* when blocking enabled, prevent moving up despite gravity */
8530 if (game.gravity && player->MovDir == MV_UP)
8531 block_delay_adjustment = -1;
8534 /* add block delay adjustment (also possible when not blocking) */
8535 last_field_block_delay += block_delay_adjustment;
8537 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8538 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8541 #if USE_NEW_PLAYER_SPEED
8542 if (player->MovPos != 0) /* player has not yet reached destination */
8548 else if (!FrameReached(&player->actual_frame_counter, 1))
8552 printf("::: player->MovPos: %d -> %d\n",
8554 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8557 #if USE_NEW_PLAYER_SPEED
8558 if (player->MovPos != 0)
8560 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8561 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8563 /* before DrawPlayer() to draw correct player graphic for this case */
8564 if (player->MovPos == 0)
8565 CheckGravityMovement(player);
8568 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8569 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8571 /* before DrawPlayer() to draw correct player graphic for this case */
8572 if (player->MovPos == 0)
8573 CheckGravityMovement(player);
8576 if (player->MovPos == 0) /* player reached destination field */
8579 printf("::: player reached destination field\n");
8582 if (player->move_delay_reset_counter > 0)
8584 player->move_delay_reset_counter--;
8586 if (player->move_delay_reset_counter == 0)
8588 /* continue with normal speed after quickly moving through gate */
8589 HALVE_PLAYER_SPEED(player);
8591 /* be able to make the next move without delay */
8592 player->move_delay = 0;
8596 player->last_jx = jx;
8597 player->last_jy = jy;
8599 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8600 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8601 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8603 DrawPlayer(player); /* needed here only to cleanup last field */
8606 if (local_player->friends_still_needed == 0 ||
8607 IS_SP_ELEMENT(Feld[jx][jy]))
8608 player->LevelSolved = player->GameOver = TRUE;
8611 /* this breaks one level: "machine", level 000 */
8613 int move_direction = player->MovDir;
8614 int enter_side = MV_DIR_OPPOSITE(move_direction);
8615 int leave_side = move_direction;
8616 int old_jx = last_jx;
8617 int old_jy = last_jy;
8618 int old_element = Feld[old_jx][old_jy];
8619 int new_element = Feld[jx][jy];
8621 if (IS_CUSTOM_ELEMENT(old_element))
8622 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8624 player->index_bit, leave_side);
8626 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8627 player->index_bit, leave_side);
8629 if (IS_CUSTOM_ELEMENT(new_element))
8630 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8631 player->index_bit, enter_side);
8633 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8634 player->index_bit, enter_side);
8637 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8639 TestIfHeroTouchesBadThing(jx, jy);
8640 TestIfPlayerTouchesCustomElement(jx, jy);
8642 /* needed because pushed element has not yet reached its destination,
8643 so it would trigger a change event at its previous field location */
8644 if (!player->is_pushing)
8645 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8647 if (!player->active)
8651 if (level.use_step_counter)
8661 if (TimeLeft <= 10 && setup.time_limit)
8662 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8664 DrawGameValue_Time(TimeLeft);
8666 if (!TimeLeft && setup.time_limit)
8667 for (i = 0; i < MAX_PLAYERS; i++)
8668 KillHero(&stored_player[i]);
8670 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8671 DrawGameValue_Time(TimePlayed);
8674 if (tape.single_step && tape.recording && !tape.pausing &&
8675 !player->programmed_action)
8676 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8680 void ScrollScreen(struct PlayerInfo *player, int mode)
8682 static unsigned long screen_frame_counter = 0;
8684 if (mode == SCROLL_INIT)
8686 /* set scrolling step size according to actual player's moving speed */
8687 ScrollStepSize = TILEX / player->move_delay_value;
8689 screen_frame_counter = FrameCounter;
8690 ScreenMovDir = player->MovDir;
8691 ScreenMovPos = player->MovPos;
8692 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8695 else if (!FrameReached(&screen_frame_counter, 1))
8700 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8701 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8702 redraw_mask |= REDRAW_FIELD;
8705 ScreenMovDir = MV_NO_MOVING;
8708 void TestIfPlayerTouchesCustomElement(int x, int y)
8710 static int xy[4][2] =
8717 static int trigger_sides[4][2] =
8719 /* center side border side */
8720 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8721 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8722 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8723 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8725 static int touch_dir[4] =
8732 int center_element = Feld[x][y]; /* should always be non-moving! */
8735 for (i = 0; i < NUM_DIRECTIONS; i++)
8737 int xx = x + xy[i][0];
8738 int yy = y + xy[i][1];
8739 int center_side = trigger_sides[i][0];
8740 int border_side = trigger_sides[i][1];
8743 if (!IN_LEV_FIELD(xx, yy))
8746 if (IS_PLAYER(x, y))
8748 struct PlayerInfo *player = PLAYERINFO(x, y);
8750 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8751 border_element = Feld[xx][yy]; /* may be moving! */
8752 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8753 border_element = Feld[xx][yy];
8754 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8755 border_element = MovingOrBlocked2Element(xx, yy);
8757 continue; /* center and border element do not touch */
8759 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8760 player->index_bit, border_side);
8761 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8762 player->index_bit, border_side);
8764 else if (IS_PLAYER(xx, yy))
8766 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8768 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8770 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8771 continue; /* center and border element do not touch */
8774 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8775 player->index_bit, center_side);
8776 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8777 player->index_bit, center_side);
8783 void TestIfElementTouchesCustomElement(int x, int y)
8785 static int xy[4][2] =
8792 static int trigger_sides[4][2] =
8794 /* center side border side */
8795 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8796 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8797 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8798 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8800 static int touch_dir[4] =
8807 boolean change_center_element = FALSE;
8808 int center_element = Feld[x][y]; /* should always be non-moving! */
8811 for (i = 0; i < NUM_DIRECTIONS; i++)
8813 int xx = x + xy[i][0];
8814 int yy = y + xy[i][1];
8815 int center_side = trigger_sides[i][0];
8816 int border_side = trigger_sides[i][1];
8819 if (!IN_LEV_FIELD(xx, yy))
8822 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8823 border_element = Feld[xx][yy]; /* may be moving! */
8824 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8825 border_element = Feld[xx][yy];
8826 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8827 border_element = MovingOrBlocked2Element(xx, yy);
8829 continue; /* center and border element do not touch */
8831 /* check for change of center element (but change it only once) */
8832 if (!change_center_element)
8833 change_center_element =
8834 CheckElementChangeBySide(x, y, center_element, border_element,
8835 CE_TOUCHING_X, border_side);
8837 /* check for change of border element */
8838 CheckElementChangeBySide(xx, yy, border_element, center_element,
8839 CE_TOUCHING_X, center_side);
8843 void TestIfElementHitsCustomElement(int x, int y, int direction)
8845 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8846 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8847 int hitx = x + dx, hity = y + dy;
8848 int hitting_element = Feld[x][y];
8849 int touched_element;
8851 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8854 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8855 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8857 if (IN_LEV_FIELD(hitx, hity))
8859 int opposite_direction = MV_DIR_OPPOSITE(direction);
8860 int hitting_side = direction;
8861 int touched_side = opposite_direction;
8862 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8863 MovDir[hitx][hity] != direction ||
8864 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8870 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8871 CE_HITTING_X, touched_side);
8873 CheckElementChangeBySide(hitx, hity, touched_element,
8874 hitting_element, CE_HIT_BY_X, hitting_side);
8876 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8877 CE_HIT_BY_SOMETHING, opposite_direction);
8881 /* "hitting something" is also true when hitting the playfield border */
8882 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8883 CE_HITTING_SOMETHING, direction);
8887 void TestIfElementSmashesCustomElement(int x, int y, int direction)
8889 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8890 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8891 int hitx = x + dx, hity = y + dy;
8892 int hitting_element = Feld[x][y];
8893 int touched_element;
8895 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8896 !IS_FREE(hitx, hity) &&
8897 (!IS_MOVING(hitx, hity) ||
8898 MovDir[hitx][hity] != direction ||
8899 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8902 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8906 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8910 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8911 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8913 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8914 EP_CAN_SMASH_EVERYTHING, direction);
8916 if (IN_LEV_FIELD(hitx, hity))
8918 int opposite_direction = MV_DIR_OPPOSITE(direction);
8919 int hitting_side = direction;
8920 int touched_side = opposite_direction;
8922 int touched_element = MovingOrBlocked2Element(hitx, hity);
8925 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8926 MovDir[hitx][hity] != direction ||
8927 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8936 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8937 CE_SMASHED_BY_SOMETHING, opposite_direction);
8939 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8940 CE_OTHER_IS_SMASHING, touched_side);
8942 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8943 CE_OTHER_GETS_SMASHED, hitting_side);
8949 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8951 int i, kill_x = -1, kill_y = -1;
8952 int bad_element = -1;
8953 static int test_xy[4][2] =
8960 static int test_dir[4] =
8968 for (i = 0; i < NUM_DIRECTIONS; i++)
8970 int test_x, test_y, test_move_dir, test_element;
8972 test_x = good_x + test_xy[i][0];
8973 test_y = good_y + test_xy[i][1];
8975 if (!IN_LEV_FIELD(test_x, test_y))
8979 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8981 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8983 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8984 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8986 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8987 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8991 bad_element = test_element;
8997 if (kill_x != -1 || kill_y != -1)
8999 if (IS_PLAYER(good_x, good_y))
9001 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9003 if (player->shield_deadly_time_left > 0 &&
9004 !IS_INDESTRUCTIBLE(bad_element))
9005 Bang(kill_x, kill_y);
9006 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9010 Bang(good_x, good_y);
9014 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9016 int i, kill_x = -1, kill_y = -1;
9017 int bad_element = Feld[bad_x][bad_y];
9018 static int test_xy[4][2] =
9025 static int touch_dir[4] =
9032 static int test_dir[4] =
9040 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9043 for (i = 0; i < NUM_DIRECTIONS; i++)
9045 int test_x, test_y, test_move_dir, test_element;
9047 test_x = bad_x + test_xy[i][0];
9048 test_y = bad_y + test_xy[i][1];
9049 if (!IN_LEV_FIELD(test_x, test_y))
9053 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9055 test_element = Feld[test_x][test_y];
9057 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9058 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9060 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9061 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9063 /* good thing is player or penguin that does not move away */
9064 if (IS_PLAYER(test_x, test_y))
9066 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9068 if (bad_element == EL_ROBOT && player->is_moving)
9069 continue; /* robot does not kill player if he is moving */
9071 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9073 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9074 continue; /* center and border element do not touch */
9081 else if (test_element == EL_PENGUIN)
9090 if (kill_x != -1 || kill_y != -1)
9092 if (IS_PLAYER(kill_x, kill_y))
9094 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9096 if (player->shield_deadly_time_left > 0 &&
9097 !IS_INDESTRUCTIBLE(bad_element))
9099 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9103 Bang(kill_x, kill_y);
9107 void TestIfHeroTouchesBadThing(int x, int y)
9109 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9112 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9114 TestIfGoodThingHitsBadThing(x, y, move_dir);
9117 void TestIfBadThingTouchesHero(int x, int y)
9119 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9122 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9124 TestIfBadThingHitsGoodThing(x, y, move_dir);
9127 void TestIfFriendTouchesBadThing(int x, int y)
9129 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9132 void TestIfBadThingTouchesFriend(int x, int y)
9134 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9137 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9139 int i, kill_x = bad_x, kill_y = bad_y;
9140 static int xy[4][2] =
9148 for (i = 0; i < NUM_DIRECTIONS; i++)
9152 x = bad_x + xy[i][0];
9153 y = bad_y + xy[i][1];
9154 if (!IN_LEV_FIELD(x, y))
9157 element = Feld[x][y];
9158 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9159 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9167 if (kill_x != bad_x || kill_y != bad_y)
9171 void KillHero(struct PlayerInfo *player)
9173 int jx = player->jx, jy = player->jy;
9175 if (!player->active)
9178 /* remove accessible field at the player's position */
9179 Feld[jx][jy] = EL_EMPTY;
9181 /* deactivate shield (else Bang()/Explode() would not work right) */
9182 player->shield_normal_time_left = 0;
9183 player->shield_deadly_time_left = 0;
9189 static void KillHeroUnlessEnemyProtected(int x, int y)
9191 if (!PLAYER_ENEMY_PROTECTED(x, y))
9192 KillHero(PLAYERINFO(x, y));
9195 static void KillHeroUnlessExplosionProtected(int x, int y)
9197 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9198 KillHero(PLAYERINFO(x, y));
9201 void BuryHero(struct PlayerInfo *player)
9203 int jx = player->jx, jy = player->jy;
9205 if (!player->active)
9208 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9209 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9211 player->GameOver = TRUE;
9215 void RemoveHero(struct PlayerInfo *player)
9217 int jx = player->jx, jy = player->jy;
9218 int i, found = FALSE;
9220 player->present = FALSE;
9221 player->active = FALSE;
9223 if (!ExplodeField[jx][jy])
9224 StorePlayer[jx][jy] = 0;
9226 for (i = 0; i < MAX_PLAYERS; i++)
9227 if (stored_player[i].active)
9231 AllPlayersGone = TRUE;
9238 =============================================================================
9239 checkDiagonalPushing()
9240 -----------------------------------------------------------------------------
9241 check if diagonal input device direction results in pushing of object
9242 (by checking if the alternative direction is walkable, diggable, ...)
9243 =============================================================================
9246 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9247 int x, int y, int real_dx, int real_dy)
9249 int jx, jy, dx, dy, xx, yy;
9251 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9254 /* diagonal direction: check alternative direction */
9259 xx = jx + (dx == 0 ? real_dx : 0);
9260 yy = jy + (dy == 0 ? real_dy : 0);
9262 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9266 =============================================================================
9268 -----------------------------------------------------------------------------
9269 x, y: field next to player (non-diagonal) to try to dig to
9270 real_dx, real_dy: direction as read from input device (can be diagonal)
9271 =============================================================================
9274 int DigField(struct PlayerInfo *player,
9275 int oldx, int oldy, int x, int y,
9276 int real_dx, int real_dy, int mode)
9278 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9279 boolean player_was_pushing = player->is_pushing;
9280 int jx = oldx, jy = oldy;
9281 int dx = x - jx, dy = y - jy;
9282 int nextx = x + dx, nexty = y + dy;
9283 int move_direction = (dx == -1 ? MV_LEFT :
9284 dx == +1 ? MV_RIGHT :
9286 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9287 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9288 int dig_side = MV_DIR_OPPOSITE(move_direction);
9289 int old_element = Feld[jx][jy];
9293 if (is_player) /* function can also be called by EL_PENGUIN */
9295 if (player->MovPos == 0)
9297 player->is_digging = FALSE;
9298 player->is_collecting = FALSE;
9301 if (player->MovPos == 0) /* last pushing move finished */
9302 player->is_pushing = FALSE;
9304 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9306 player->is_switching = FALSE;
9307 player->push_delay = -1;
9309 return MF_NO_ACTION;
9313 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9314 return MF_NO_ACTION;
9316 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9317 old_element = Back[jx][jy];
9319 /* in case of element dropped at player position, check background */
9320 else if (Back[jx][jy] != EL_EMPTY &&
9321 game.engine_version >= VERSION_IDENT(2,2,0,0))
9322 old_element = Back[jx][jy];
9324 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9325 return MF_NO_ACTION; /* field has no opening in this direction */
9327 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9328 return MF_NO_ACTION; /* field has no opening in this direction */
9330 element = Feld[x][y];
9331 #if USE_NEW_COLLECT_COUNT
9332 collect_count = Count[x][y];
9334 collect_count = element_info[element].collect_count_initial;
9338 if (element != EL_BLOCKED &&
9339 Count[x][y] != element_info[element].collect_count_initial)
9340 printf("::: %d: %d != %d\n",
9343 element_info[element].collect_count_initial);
9346 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9347 return MF_NO_ACTION;
9349 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9350 game.engine_version >= VERSION_IDENT(2,2,0,0))
9351 return MF_NO_ACTION;
9353 if (game.gravity && is_player && !player->is_auto_moving &&
9354 canFallDown(player) && move_direction != MV_DOWN &&
9355 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9356 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9358 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9360 int sound_element = SND_ELEMENT(element);
9361 int sound_action = ACTION_WALKING;
9363 if (IS_RND_GATE(element))
9365 if (!player->key[RND_GATE_NR(element)])
9366 return MF_NO_ACTION;
9368 else if (IS_RND_GATE_GRAY(element))
9370 if (!player->key[RND_GATE_GRAY_NR(element)])
9371 return MF_NO_ACTION;
9373 else if (element == EL_EXIT_OPEN ||
9374 element == EL_SP_EXIT_OPEN ||
9375 element == EL_SP_EXIT_OPENING)
9377 sound_action = ACTION_PASSING; /* player is passing exit */
9379 else if (element == EL_EMPTY)
9381 sound_action = ACTION_MOVING; /* nothing to walk on */
9384 /* play sound from background or player, whatever is available */
9385 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9386 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9388 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9390 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9392 if (!ACCESS_FROM(element, opposite_direction))
9393 return MF_NO_ACTION; /* field not accessible from this direction */
9395 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9396 return MF_NO_ACTION;
9398 if (IS_EM_GATE(element))
9400 if (!player->key[EM_GATE_NR(element)])
9401 return MF_NO_ACTION;
9403 else if (IS_EM_GATE_GRAY(element))
9405 if (!player->key[EM_GATE_GRAY_NR(element)])
9406 return MF_NO_ACTION;
9408 else if (IS_SP_PORT(element))
9410 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9411 element == EL_SP_GRAVITY_PORT_RIGHT ||
9412 element == EL_SP_GRAVITY_PORT_UP ||
9413 element == EL_SP_GRAVITY_PORT_DOWN)
9414 game.gravity = !game.gravity;
9415 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9416 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9417 element == EL_SP_GRAVITY_ON_PORT_UP ||
9418 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9419 game.gravity = TRUE;
9420 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9421 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9422 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9423 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9424 game.gravity = FALSE;
9427 /* automatically move to the next field with double speed */
9428 player->programmed_action = move_direction;
9430 if (player->move_delay_reset_counter == 0)
9432 player->move_delay_reset_counter = 2; /* two double speed steps */
9434 DOUBLE_PLAYER_SPEED(player);
9437 PlayLevelSoundAction(x, y, ACTION_PASSING);
9439 else if (IS_DIGGABLE(element))
9443 if (mode != DF_SNAP)
9445 GfxElement[x][y] = GFX_ELEMENT(element);
9446 player->is_digging = TRUE;
9449 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9451 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9452 player->index_bit, dig_side);
9454 if (mode == DF_SNAP)
9455 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9457 else if (IS_COLLECTIBLE(element))
9461 if (is_player && mode != DF_SNAP)
9463 GfxElement[x][y] = element;
9464 player->is_collecting = TRUE;
9467 if (element == EL_SPEED_PILL)
9469 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9471 else if (element == EL_EXTRA_TIME && level.time > 0)
9474 DrawGameValue_Time(TimeLeft);
9476 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9478 player->shield_normal_time_left += 10;
9479 if (element == EL_SHIELD_DEADLY)
9480 player->shield_deadly_time_left += 10;
9482 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9484 if (player->inventory_size < MAX_INVENTORY_SIZE)
9485 player->inventory_element[player->inventory_size++] = element;
9487 DrawGameValue_Dynamite(local_player->inventory_size);
9489 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9491 player->dynabomb_count++;
9492 player->dynabombs_left++;
9494 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9496 player->dynabomb_size++;
9498 else if (element == EL_DYNABOMB_INCREASE_POWER)
9500 player->dynabomb_xl = TRUE;
9502 else if (IS_KEY(element))
9504 player->key[KEY_NR(element)] = TRUE;
9506 DrawGameValue_Keys(player->key);
9508 redraw_mask |= REDRAW_DOOR_1;
9510 else if (IS_ENVELOPE(element))
9512 player->show_envelope = element;
9514 else if (IS_DROPPABLE(element) ||
9515 IS_THROWABLE(element)) /* can be collected and dropped */
9519 if (collect_count == 0)
9520 player->inventory_infinite_element = element;
9522 for (i = 0; i < collect_count; i++)
9523 if (player->inventory_size < MAX_INVENTORY_SIZE)
9524 player->inventory_element[player->inventory_size++] = element;
9526 DrawGameValue_Dynamite(local_player->inventory_size);
9528 else if (collect_count > 0)
9530 local_player->gems_still_needed -= collect_count;
9531 if (local_player->gems_still_needed < 0)
9532 local_player->gems_still_needed = 0;
9534 DrawGameValue_Emeralds(local_player->gems_still_needed);
9537 RaiseScoreElement(element);
9538 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9541 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9542 player->index_bit, dig_side);
9544 if (mode == DF_SNAP)
9545 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9547 else if (IS_PUSHABLE(element))
9549 if (mode == DF_SNAP && element != EL_BD_ROCK)
9550 return MF_NO_ACTION;
9552 if (CAN_FALL(element) && dy)
9553 return MF_NO_ACTION;
9555 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9556 !(element == EL_SPRING && level.use_spring_bug))
9557 return MF_NO_ACTION;
9559 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9560 ((move_direction & MV_VERTICAL &&
9561 ((element_info[element].move_pattern & MV_LEFT &&
9562 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9563 (element_info[element].move_pattern & MV_RIGHT &&
9564 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9565 (move_direction & MV_HORIZONTAL &&
9566 ((element_info[element].move_pattern & MV_UP &&
9567 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9568 (element_info[element].move_pattern & MV_DOWN &&
9569 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9570 return MF_NO_ACTION;
9572 /* do not push elements already moving away faster than player */
9573 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9574 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9575 return MF_NO_ACTION;
9577 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9579 if (player->push_delay_value == -1 || !player_was_pushing)
9580 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9582 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9584 if (player->push_delay_value == -1)
9585 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9587 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9589 if (!player->is_pushing)
9590 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9593 player->is_pushing = TRUE;
9595 if (!(IN_LEV_FIELD(nextx, nexty) &&
9596 (IS_FREE(nextx, nexty) ||
9597 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9598 IS_SB_ELEMENT(element)))))
9599 return MF_NO_ACTION;
9601 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9602 return MF_NO_ACTION;
9604 if (player->push_delay == -1) /* new pushing; restart delay */
9605 player->push_delay = 0;
9607 if (player->push_delay < player->push_delay_value &&
9608 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9609 element != EL_SPRING && element != EL_BALLOON)
9611 /* make sure that there is no move delay before next try to push */
9612 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9613 player->move_delay = 0;
9615 return MF_NO_ACTION;
9618 if (IS_SB_ELEMENT(element))
9620 if (element == EL_SOKOBAN_FIELD_FULL)
9622 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9623 local_player->sokobanfields_still_needed++;
9626 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9628 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9629 local_player->sokobanfields_still_needed--;
9632 Feld[x][y] = EL_SOKOBAN_OBJECT;
9634 if (Back[x][y] == Back[nextx][nexty])
9635 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9636 else if (Back[x][y] != 0)
9637 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9640 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9643 if (local_player->sokobanfields_still_needed == 0 &&
9644 game.emulation == EMU_SOKOBAN)
9646 player->LevelSolved = player->GameOver = TRUE;
9647 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9651 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9653 InitMovingField(x, y, move_direction);
9654 GfxAction[x][y] = ACTION_PUSHING;
9656 if (mode == DF_SNAP)
9657 ContinueMoving(x, y);
9659 MovPos[x][y] = (dx != 0 ? dx : dy);
9661 Pushed[x][y] = TRUE;
9662 Pushed[nextx][nexty] = TRUE;
9664 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9665 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9667 player->push_delay_value = -1; /* get new value later */
9669 /* check for element change _after_ element has been pushed */
9670 if (game.use_change_when_pushing_bug)
9672 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9673 player->index_bit, dig_side);
9674 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9675 player->index_bit, dig_side);
9678 else if (IS_SWITCHABLE(element))
9680 if (PLAYER_SWITCHING(player, x, y))
9682 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9683 player->index_bit, dig_side);
9688 player->is_switching = TRUE;
9689 player->switch_x = x;
9690 player->switch_y = y;
9692 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9694 if (element == EL_ROBOT_WHEEL)
9696 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9700 DrawLevelField(x, y);
9702 else if (element == EL_SP_TERMINAL)
9706 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9708 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9710 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9711 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9714 else if (IS_BELT_SWITCH(element))
9716 ToggleBeltSwitch(x, y);
9718 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9719 element == EL_SWITCHGATE_SWITCH_DOWN)
9721 ToggleSwitchgateSwitch(x, y);
9723 else if (element == EL_LIGHT_SWITCH ||
9724 element == EL_LIGHT_SWITCH_ACTIVE)
9726 ToggleLightSwitch(x, y);
9728 else if (element == EL_TIMEGATE_SWITCH)
9730 ActivateTimegateSwitch(x, y);
9732 else if (element == EL_BALLOON_SWITCH_LEFT ||
9733 element == EL_BALLOON_SWITCH_RIGHT ||
9734 element == EL_BALLOON_SWITCH_UP ||
9735 element == EL_BALLOON_SWITCH_DOWN ||
9736 element == EL_BALLOON_SWITCH_ANY)
9738 if (element == EL_BALLOON_SWITCH_ANY)
9739 game.balloon_dir = move_direction;
9741 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9742 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9743 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9744 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9747 else if (element == EL_LAMP)
9749 Feld[x][y] = EL_LAMP_ACTIVE;
9750 local_player->lights_still_needed--;
9752 ResetGfxAnimation(x, y);
9753 DrawLevelField(x, y);
9755 else if (element == EL_TIME_ORB_FULL)
9757 Feld[x][y] = EL_TIME_ORB_EMPTY;
9759 DrawGameValue_Time(TimeLeft);
9761 ResetGfxAnimation(x, y);
9762 DrawLevelField(x, y);
9765 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9766 player->index_bit, dig_side);
9768 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9769 player->index_bit, dig_side);
9775 if (!PLAYER_SWITCHING(player, x, y))
9777 player->is_switching = TRUE;
9778 player->switch_x = x;
9779 player->switch_y = y;
9781 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9782 player->index_bit, dig_side);
9783 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9784 player->index_bit, dig_side);
9787 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9788 player->index_bit, dig_side);
9789 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9790 player->index_bit, dig_side);
9792 return MF_NO_ACTION;
9795 player->push_delay = -1;
9797 if (is_player) /* function can also be called by EL_PENGUIN */
9799 if (Feld[x][y] != element) /* really digged/collected something */
9800 player->is_collecting = !player->is_digging;
9806 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9808 int jx = player->jx, jy = player->jy;
9809 int x = jx + dx, y = jy + dy;
9810 int snap_direction = (dx == -1 ? MV_LEFT :
9811 dx == +1 ? MV_RIGHT :
9813 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9815 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9818 if (!player->active || !IN_LEV_FIELD(x, y))
9826 if (player->MovPos == 0)
9827 player->is_pushing = FALSE;
9829 player->is_snapping = FALSE;
9831 if (player->MovPos == 0)
9833 player->is_moving = FALSE;
9834 player->is_digging = FALSE;
9835 player->is_collecting = FALSE;
9841 if (player->is_snapping)
9844 player->MovDir = snap_direction;
9846 if (player->MovPos == 0)
9848 player->is_moving = FALSE;
9849 player->is_digging = FALSE;
9850 player->is_collecting = FALSE;
9853 player->is_dropping = FALSE;
9855 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9858 player->is_snapping = TRUE;
9860 if (player->MovPos == 0)
9862 player->is_moving = FALSE;
9863 player->is_digging = FALSE;
9864 player->is_collecting = FALSE;
9867 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9868 DrawLevelField(player->last_jx, player->last_jy);
9870 DrawLevelField(x, y);
9875 boolean DropElement(struct PlayerInfo *player)
9877 int old_element, new_element;
9878 int dropx = player->jx, dropy = player->jy;
9879 int drop_direction = player->MovDir;
9880 int drop_side = drop_direction;
9881 int drop_element = (player->inventory_size > 0 ?
9882 player->inventory_element[player->inventory_size - 1] :
9883 player->inventory_infinite_element != EL_UNDEFINED ?
9884 player->inventory_infinite_element :
9885 player->dynabombs_left > 0 ?
9886 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
9889 /* do not drop an element on top of another element; when holding drop key
9890 pressed without moving, dropped element must move away before the next
9891 element can be dropped (this is especially important if the next element
9892 is dynamite, which can be placed on background for historical reasons) */
9893 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
9896 if (IS_THROWABLE(drop_element))
9898 dropx += GET_DX_FROM_DIR(drop_direction);
9899 dropy += GET_DY_FROM_DIR(drop_direction);
9901 if (!IN_LEV_FIELD(dropx, dropy))
9905 old_element = Feld[dropx][dropy]; /* old element at dropping position */
9906 new_element = drop_element; /* default: no change when dropping */
9908 /* check if player is active, not moving and ready to drop */
9909 if (!player->active || player->MovPos || player->drop_delay > 0)
9912 /* check if player has anything that can be dropped */
9913 if (new_element == EL_UNDEFINED)
9916 /* check if anything can be dropped at the current position */
9917 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9920 /* collected custom elements can only be dropped on empty fields */
9921 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
9924 if (old_element != EL_EMPTY)
9925 Back[dropx][dropy] = old_element; /* store old element on this field */
9927 ResetGfxAnimation(dropx, dropy);
9928 ResetRandomAnimationValue(dropx, dropy);
9930 if (player->inventory_size > 0 ||
9931 player->inventory_infinite_element != EL_UNDEFINED)
9933 if (player->inventory_size > 0)
9935 player->inventory_size--;
9937 DrawGameValue_Dynamite(local_player->inventory_size);
9939 if (new_element == EL_DYNAMITE)
9940 new_element = EL_DYNAMITE_ACTIVE;
9941 else if (new_element == EL_SP_DISK_RED)
9942 new_element = EL_SP_DISK_RED_ACTIVE;
9945 Feld[dropx][dropy] = new_element;
9947 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9948 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9949 el2img(Feld[dropx][dropy]), 0);
9951 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9953 /* needed if previous element just changed to "empty" in the last frame */
9954 Changed[dropx][dropy] = FALSE; /* allow another change */
9956 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
9957 player->index_bit, drop_side);
9958 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
9959 player->index_bit, drop_side);
9961 TestIfElementTouchesCustomElement(dropx, dropy);
9963 else /* player is dropping a dyna bomb */
9965 player->dynabombs_left--;
9967 Feld[dropx][dropy] = new_element;
9969 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9970 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9971 el2img(Feld[dropx][dropy]), 0);
9973 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9976 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
9977 InitField_WithBug1(dropx, dropy, FALSE);
9979 new_element = Feld[dropx][dropy]; /* element might have changed */
9981 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
9982 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
9984 int move_direction, nextx, nexty;
9986 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
9987 MovDir[dropx][dropy] = drop_direction;
9989 move_direction = MovDir[dropx][dropy];
9990 nextx = dropx + GET_DX_FROM_DIR(move_direction);
9991 nexty = dropy + GET_DY_FROM_DIR(move_direction);
9993 Changed[dropx][dropy] = FALSE; /* allow another change */
9994 CheckCollision[dropx][dropy] = 2;
9997 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
9998 player->is_dropping = TRUE;
10000 player->drop_x = dropx;
10001 player->drop_y = dropy;
10006 /* ------------------------------------------------------------------------- */
10007 /* game sound playing functions */
10008 /* ------------------------------------------------------------------------- */
10010 static int *loop_sound_frame = NULL;
10011 static int *loop_sound_volume = NULL;
10013 void InitPlayLevelSound()
10015 int num_sounds = getSoundListSize();
10017 checked_free(loop_sound_frame);
10018 checked_free(loop_sound_volume);
10020 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10021 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10024 static void PlayLevelSound(int x, int y, int nr)
10026 int sx = SCREENX(x), sy = SCREENY(y);
10027 int volume, stereo_position;
10028 int max_distance = 8;
10029 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10031 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10032 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10035 if (!IN_LEV_FIELD(x, y) ||
10036 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10037 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10040 volume = SOUND_MAX_VOLUME;
10042 if (!IN_SCR_FIELD(sx, sy))
10044 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10045 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10047 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10050 stereo_position = (SOUND_MAX_LEFT +
10051 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10052 (SCR_FIELDX + 2 * max_distance));
10054 if (IS_LOOP_SOUND(nr))
10056 /* This assures that quieter loop sounds do not overwrite louder ones,
10057 while restarting sound volume comparison with each new game frame. */
10059 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10062 loop_sound_volume[nr] = volume;
10063 loop_sound_frame[nr] = FrameCounter;
10066 PlaySoundExt(nr, volume, stereo_position, type);
10069 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10071 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10072 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10073 y < LEVELY(BY1) ? LEVELY(BY1) :
10074 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10078 static void PlayLevelSoundAction(int x, int y, int action)
10080 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10083 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10085 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10087 if (sound_effect != SND_UNDEFINED)
10088 PlayLevelSound(x, y, sound_effect);
10091 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10094 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10096 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10097 PlayLevelSound(x, y, sound_effect);
10100 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10102 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10104 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10105 PlayLevelSound(x, y, sound_effect);
10108 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10110 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10112 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10113 StopSound(sound_effect);
10116 static void PlayLevelMusic()
10118 if (levelset.music[level_nr] != MUS_UNDEFINED)
10119 PlayMusic(levelset.music[level_nr]); /* from config file */
10121 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10124 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10126 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10131 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10135 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10139 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10143 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10147 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10151 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10155 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10158 case SAMPLE_android_clone:
10159 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10162 case SAMPLE_android_move:
10163 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10166 case SAMPLE_spring:
10167 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10171 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10175 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10178 case SAMPLE_eater_eat:
10179 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10183 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10186 case SAMPLE_collect:
10187 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10190 case SAMPLE_diamond:
10191 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10194 case SAMPLE_squash:
10195 /* !!! CHECK THIS !!! */
10197 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10199 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10203 case SAMPLE_wonderfall:
10204 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10208 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10212 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10216 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10220 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10224 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10228 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10231 case SAMPLE_wonder:
10232 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10236 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10239 case SAMPLE_exit_open:
10240 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10243 case SAMPLE_exit_leave:
10244 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10247 case SAMPLE_dynamite:
10248 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10252 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10256 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10260 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10264 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10268 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10272 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10276 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10281 void RaiseScore(int value)
10283 local_player->score += value;
10285 DrawGameValue_Score(local_player->score);
10288 void RaiseScoreElement(int element)
10293 case EL_BD_DIAMOND:
10294 case EL_EMERALD_YELLOW:
10295 case EL_EMERALD_RED:
10296 case EL_EMERALD_PURPLE:
10297 case EL_SP_INFOTRON:
10298 RaiseScore(level.score[SC_EMERALD]);
10301 RaiseScore(level.score[SC_DIAMOND]);
10304 RaiseScore(level.score[SC_CRYSTAL]);
10307 RaiseScore(level.score[SC_PEARL]);
10310 case EL_BD_BUTTERFLY:
10311 case EL_SP_ELECTRON:
10312 RaiseScore(level.score[SC_BUG]);
10315 case EL_BD_FIREFLY:
10316 case EL_SP_SNIKSNAK:
10317 RaiseScore(level.score[SC_SPACESHIP]);
10320 case EL_DARK_YAMYAM:
10321 RaiseScore(level.score[SC_YAMYAM]);
10324 RaiseScore(level.score[SC_ROBOT]);
10327 RaiseScore(level.score[SC_PACMAN]);
10330 RaiseScore(level.score[SC_NUT]);
10333 case EL_SP_DISK_RED:
10334 case EL_DYNABOMB_INCREASE_NUMBER:
10335 case EL_DYNABOMB_INCREASE_SIZE:
10336 case EL_DYNABOMB_INCREASE_POWER:
10337 RaiseScore(level.score[SC_DYNAMITE]);
10339 case EL_SHIELD_NORMAL:
10340 case EL_SHIELD_DEADLY:
10341 RaiseScore(level.score[SC_SHIELD]);
10343 case EL_EXTRA_TIME:
10344 RaiseScore(level.score[SC_TIME_BONUS]);
10358 RaiseScore(level.score[SC_KEY]);
10361 RaiseScore(element_info[element].collect_score);
10366 void RequestQuitGame(boolean ask_if_really_quit)
10368 if (AllPlayersGone ||
10369 !ask_if_really_quit ||
10370 level_editor_test_game ||
10371 Request("Do you really want to quit the game ?",
10372 REQ_ASK | REQ_STAY_CLOSED))
10374 #if defined(NETWORK_AVALIABLE)
10375 if (options.network)
10376 SendToServer_StopPlaying();
10380 game_status = GAME_MODE_MAIN;
10386 if (tape.playing && tape.deactivate_display)
10387 TapeDeactivateDisplayOff(TRUE);
10389 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10391 if (tape.playing && tape.deactivate_display)
10392 TapeDeactivateDisplayOn();
10397 /* ---------- new game button stuff ---------------------------------------- */
10399 /* graphic position values for game buttons */
10400 #define GAME_BUTTON_XSIZE 30
10401 #define GAME_BUTTON_YSIZE 30
10402 #define GAME_BUTTON_XPOS 5
10403 #define GAME_BUTTON_YPOS 215
10404 #define SOUND_BUTTON_XPOS 5
10405 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10407 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10408 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10409 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10410 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10411 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10412 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10419 } gamebutton_info[NUM_GAME_BUTTONS] =
10422 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10427 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10428 GAME_CTRL_ID_PAUSE,
10432 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10437 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10438 SOUND_CTRL_ID_MUSIC,
10439 "background music on/off"
10442 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10443 SOUND_CTRL_ID_LOOPS,
10444 "sound loops on/off"
10447 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10448 SOUND_CTRL_ID_SIMPLE,
10449 "normal sounds on/off"
10453 void CreateGameButtons()
10457 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10459 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10460 struct GadgetInfo *gi;
10463 unsigned long event_mask;
10464 int gd_xoffset, gd_yoffset;
10465 int gd_x1, gd_x2, gd_y1, gd_y2;
10468 gd_xoffset = gamebutton_info[i].x;
10469 gd_yoffset = gamebutton_info[i].y;
10470 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10471 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10473 if (id == GAME_CTRL_ID_STOP ||
10474 id == GAME_CTRL_ID_PAUSE ||
10475 id == GAME_CTRL_ID_PLAY)
10477 button_type = GD_TYPE_NORMAL_BUTTON;
10479 event_mask = GD_EVENT_RELEASED;
10480 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10481 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10485 button_type = GD_TYPE_CHECK_BUTTON;
10487 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10488 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10489 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10490 event_mask = GD_EVENT_PRESSED;
10491 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10492 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10495 gi = CreateGadget(GDI_CUSTOM_ID, id,
10496 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10497 GDI_X, DX + gd_xoffset,
10498 GDI_Y, DY + gd_yoffset,
10499 GDI_WIDTH, GAME_BUTTON_XSIZE,
10500 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10501 GDI_TYPE, button_type,
10502 GDI_STATE, GD_BUTTON_UNPRESSED,
10503 GDI_CHECKED, checked,
10504 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10505 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10506 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10507 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10508 GDI_EVENT_MASK, event_mask,
10509 GDI_CALLBACK_ACTION, HandleGameButtons,
10513 Error(ERR_EXIT, "cannot create gadget");
10515 game_gadget[id] = gi;
10519 void FreeGameButtons()
10523 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10524 FreeGadget(game_gadget[i]);
10527 static void MapGameButtons()
10531 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10532 MapGadget(game_gadget[i]);
10535 void UnmapGameButtons()
10539 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10540 UnmapGadget(game_gadget[i]);
10543 static void HandleGameButtons(struct GadgetInfo *gi)
10545 int id = gi->custom_id;
10547 if (game_status != GAME_MODE_PLAYING)
10552 case GAME_CTRL_ID_STOP:
10553 RequestQuitGame(TRUE);
10556 case GAME_CTRL_ID_PAUSE:
10557 if (options.network)
10559 #if defined(NETWORK_AVALIABLE)
10561 SendToServer_ContinuePlaying();
10563 SendToServer_PausePlaying();
10567 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10570 case GAME_CTRL_ID_PLAY:
10573 #if defined(NETWORK_AVALIABLE)
10574 if (options.network)
10575 SendToServer_ContinuePlaying();
10579 tape.pausing = FALSE;
10580 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10585 case SOUND_CTRL_ID_MUSIC:
10586 if (setup.sound_music)
10588 setup.sound_music = FALSE;
10591 else if (audio.music_available)
10593 setup.sound = setup.sound_music = TRUE;
10595 SetAudioMode(setup.sound);
10601 case SOUND_CTRL_ID_LOOPS:
10602 if (setup.sound_loops)
10603 setup.sound_loops = FALSE;
10604 else if (audio.loops_available)
10606 setup.sound = setup.sound_loops = TRUE;
10607 SetAudioMode(setup.sound);
10611 case SOUND_CTRL_ID_SIMPLE:
10612 if (setup.sound_simple)
10613 setup.sound_simple = FALSE;
10614 else if (audio.sound_available)
10616 setup.sound = setup.sound_simple = TRUE;
10617 SetAudioMode(setup.sound);