1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, condition) \
107 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
108 (CAN_MOVE_INTO_ACID(e) && \
109 Feld[x][y] == EL_ACID) || \
113 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
114 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 (DONT_COLLIDE_WITH(e) && \
118 !PLAYER_ENEMY_PROTECTED(x, y))))
120 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
123 (CAN_MOVE_INTO_ACID(e) && \
124 Feld[x][y] == EL_ACID) || \
125 (DONT_COLLIDE_WITH(e) && \
127 !PLAYER_ENEMY_PROTECTED(x, y))))
130 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
131 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
135 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
137 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
138 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
140 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
141 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
144 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define ENEMY_CAN_ENTER_FIELD(e, x, y) ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, 0)
149 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
150 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
151 (CAN_MOVE_INTO_ACID(EL_YAMYAM) && \
152 Feld[x][y] == EL_ACID) || \
153 Feld[x][y] == EL_DIAMOND))
155 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
156 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
157 (CAN_MOVE_INTO_ACID(EL_DARK_YAMYAM) &&\
158 Feld[x][y] == EL_ACID) || \
159 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
161 #define PACMAN_CAN_ENTER_FIELD(x, y) \
162 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
163 (CAN_MOVE_INTO_ACID(EL_PACMAN) && \
164 Feld[x][y] == EL_ACID) || \
165 IS_AMOEBOID(Feld[x][y])))
167 #define PIG_CAN_ENTER_FIELD(x, y) \
168 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
169 (CAN_MOVE_INTO_ACID(EL_PIG) && \
170 Feld[x][y] == EL_ACID) || \
171 IS_FOOD_PIG(Feld[x][y])))
173 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
174 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
175 (CAN_MOVE_INTO_ACID(EL_PENGUIN) && \
176 Feld[x][y] == EL_ACID) || \
177 IS_FOOD_PENGUIN(Feld[x][y]) || \
178 Feld[x][y] == EL_EXIT_OPEN))
180 #define DRAGON_CAN_ENTER_FIELD(x, y) \
181 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
182 (CAN_MOVE_INTO_ACID(EL_DRAGON) && \
183 Feld[x][y] == EL_ACID)))
185 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
186 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
187 (CAN_MOVE_INTO_ACID(EL_MOLE) && \
188 Feld[x][y] == EL_ACID) || \
191 #define SPRING_CAN_ENTER_FIELD(x, y) \
192 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
193 (CAN_MOVE_INTO_ACID(EL_SPRING) && \
194 Feld[x][y] == EL_ACID)))
196 #define GROUP_NR(e) ((e) - EL_GROUP_START)
197 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
198 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
199 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
201 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
202 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
205 #define CE_ENTER_FIELD_COND(e, x, y) \
206 (!IS_PLAYER(x, y) && \
207 (Feld[x][y] == EL_ACID || \
208 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
210 #define CE_ENTER_FIELD_COND(e, x, y) \
211 (!IS_PLAYER(x, y) && \
212 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
215 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
216 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
218 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
219 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
221 /* game button identifiers */
222 #define GAME_CTRL_ID_STOP 0
223 #define GAME_CTRL_ID_PAUSE 1
224 #define GAME_CTRL_ID_PLAY 2
225 #define SOUND_CTRL_ID_MUSIC 3
226 #define SOUND_CTRL_ID_LOOPS 4
227 #define SOUND_CTRL_ID_SIMPLE 5
229 #define NUM_GAME_BUTTONS 6
232 /* forward declaration for internal use */
234 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
235 static boolean MovePlayer(struct PlayerInfo *, int, int);
236 static void ScrollPlayer(struct PlayerInfo *, int);
237 static void ScrollScreen(struct PlayerInfo *, int);
239 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
241 static void InitBeltMovement(void);
242 static void CloseAllOpenTimegates(void);
243 static void CheckGravityMovement(struct PlayerInfo *);
244 static void KillHeroUnlessEnemyProtected(int, int);
245 static void KillHeroUnlessExplosionProtected(int, int);
247 static void TestIfPlayerTouchesCustomElement(int, int);
248 static void TestIfElementTouchesCustomElement(int, int);
249 static void TestIfElementHitsCustomElement(int, int, int);
251 static void ChangeElement(int, int, int);
252 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
253 static boolean CheckTriggeredElementChange(int, int, int, int);
254 static boolean CheckElementSideChange(int, int, int, int, int, int);
255 static boolean CheckElementChange(int, int, int, int);
257 static void PlayLevelSound(int, int, int);
258 static void PlayLevelSoundNearest(int, int, int);
259 static void PlayLevelSoundAction(int, int, int);
260 static void PlayLevelSoundElementAction(int, int, int, int);
261 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
262 static void PlayLevelSoundActionIfLoop(int, int, int);
263 static void StopLevelSoundActionIfLoop(int, int, int);
264 static void PlayLevelMusic();
266 static void MapGameButtons();
267 static void HandleGameButtons(struct GadgetInfo *);
269 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
272 /* ------------------------------------------------------------------------- */
273 /* definition of elements that automatically change to other elements after */
274 /* a specified time, eventually calling a function when changing */
275 /* ------------------------------------------------------------------------- */
277 /* forward declaration for changer functions */
278 static void InitBuggyBase(int x, int y);
279 static void WarnBuggyBase(int x, int y);
281 static void InitTrap(int x, int y);
282 static void ActivateTrap(int x, int y);
283 static void ChangeActiveTrap(int x, int y);
285 static void InitRobotWheel(int x, int y);
286 static void RunRobotWheel(int x, int y);
287 static void StopRobotWheel(int x, int y);
289 static void InitTimegateWheel(int x, int y);
290 static void RunTimegateWheel(int x, int y);
292 struct ChangingElementInfo
297 void (*pre_change_function)(int x, int y);
298 void (*change_function)(int x, int y);
299 void (*post_change_function)(int x, int y);
302 static struct ChangingElementInfo change_delay_list[] =
353 EL_SWITCHGATE_OPENING,
361 EL_SWITCHGATE_CLOSING,
362 EL_SWITCHGATE_CLOSED,
394 EL_ACID_SPLASH_RIGHT,
403 EL_SP_BUGGY_BASE_ACTIVATING,
410 EL_SP_BUGGY_BASE_ACTIVATING,
411 EL_SP_BUGGY_BASE_ACTIVE,
418 EL_SP_BUGGY_BASE_ACTIVE,
442 EL_ROBOT_WHEEL_ACTIVE,
450 EL_TIMEGATE_SWITCH_ACTIVE,
471 int push_delay_fixed, push_delay_random;
476 { EL_BALLOON, 0, 0 },
478 { EL_SOKOBAN_OBJECT, 2, 0 },
479 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
480 { EL_SATELLITE, 2, 0 },
481 { EL_SP_DISK_YELLOW, 2, 0 },
483 { EL_UNDEFINED, 0, 0 },
491 move_stepsize_list[] =
493 { EL_AMOEBA_DROP, 2 },
494 { EL_AMOEBA_DROPPING, 2 },
495 { EL_QUICKSAND_FILLING, 1 },
496 { EL_QUICKSAND_EMPTYING, 1 },
497 { EL_MAGIC_WALL_FILLING, 2 },
498 { EL_BD_MAGIC_WALL_FILLING, 2 },
499 { EL_MAGIC_WALL_EMPTYING, 2 },
500 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
510 collect_count_list[] =
513 { EL_BD_DIAMOND, 1 },
514 { EL_EMERALD_YELLOW, 1 },
515 { EL_EMERALD_RED, 1 },
516 { EL_EMERALD_PURPLE, 1 },
518 { EL_SP_INFOTRON, 1 },
532 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
533 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
534 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
535 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
536 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
537 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
538 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
539 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
540 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
541 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
542 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
547 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
549 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
550 CH_EVENT_BIT(CE_DELAY))
551 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
552 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
553 IS_JUST_CHANGING(x, y))
555 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
558 void GetPlayerConfig()
560 if (!audio.sound_available)
561 setup.sound_simple = FALSE;
563 if (!audio.loops_available)
564 setup.sound_loops = FALSE;
566 if (!audio.music_available)
567 setup.sound_music = FALSE;
569 if (!video.fullscreen_available)
570 setup.fullscreen = FALSE;
572 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
574 SetAudioMode(setup.sound);
578 static int getBeltNrFromBeltElement(int element)
580 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
581 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
582 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
585 static int getBeltNrFromBeltActiveElement(int element)
587 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
588 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
589 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
592 static int getBeltNrFromBeltSwitchElement(int element)
594 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
595 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
596 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
599 static int getBeltDirNrFromBeltSwitchElement(int element)
601 static int belt_base_element[4] =
603 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
604 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
605 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
606 EL_CONVEYOR_BELT_4_SWITCH_LEFT
609 int belt_nr = getBeltNrFromBeltSwitchElement(element);
610 int belt_dir_nr = element - belt_base_element[belt_nr];
612 return (belt_dir_nr % 3);
615 static int getBeltDirFromBeltSwitchElement(int element)
617 static int belt_move_dir[3] =
624 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
626 return belt_move_dir[belt_dir_nr];
629 static void InitPlayerField(int x, int y, int element, boolean init_game)
631 if (element == EL_SP_MURPHY)
635 if (stored_player[0].present)
637 Feld[x][y] = EL_SP_MURPHY_CLONE;
643 stored_player[0].use_murphy_graphic = TRUE;
646 Feld[x][y] = EL_PLAYER_1;
652 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
653 int jx = player->jx, jy = player->jy;
655 player->present = TRUE;
657 player->block_last_field = (element == EL_SP_MURPHY ?
658 level.sp_block_last_field :
659 level.block_last_field);
661 if (!options.network || player->connected)
663 player->active = TRUE;
665 /* remove potentially duplicate players */
666 if (StorePlayer[jx][jy] == Feld[x][y])
667 StorePlayer[jx][jy] = 0;
669 StorePlayer[x][y] = Feld[x][y];
673 printf("Player %d activated.\n", player->element_nr);
674 printf("[Local player is %d and currently %s.]\n",
675 local_player->element_nr,
676 local_player->active ? "active" : "not active");
680 Feld[x][y] = EL_EMPTY;
681 player->jx = player->last_jx = x;
682 player->jy = player->last_jy = y;
686 static void InitField(int x, int y, boolean init_game)
688 int element = Feld[x][y];
697 InitPlayerField(x, y, element, init_game);
700 case EL_SOKOBAN_FIELD_PLAYER:
701 element = Feld[x][y] = EL_PLAYER_1;
702 InitField(x, y, init_game);
704 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
705 InitField(x, y, init_game);
708 case EL_SOKOBAN_FIELD_EMPTY:
709 local_player->sokobanfields_still_needed++;
713 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
714 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
715 else if (x > 0 && Feld[x-1][y] == EL_ACID)
716 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
717 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
718 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
719 else if (y > 0 && Feld[x][y-1] == EL_ACID)
720 Feld[x][y] = EL_ACID_POOL_BOTTOM;
721 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
722 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
730 case EL_SPACESHIP_RIGHT:
731 case EL_SPACESHIP_UP:
732 case EL_SPACESHIP_LEFT:
733 case EL_SPACESHIP_DOWN:
735 case EL_BD_BUTTERFLY_RIGHT:
736 case EL_BD_BUTTERFLY_UP:
737 case EL_BD_BUTTERFLY_LEFT:
738 case EL_BD_BUTTERFLY_DOWN:
739 case EL_BD_BUTTERFLY:
740 case EL_BD_FIREFLY_RIGHT:
741 case EL_BD_FIREFLY_UP:
742 case EL_BD_FIREFLY_LEFT:
743 case EL_BD_FIREFLY_DOWN:
745 case EL_PACMAN_RIGHT:
769 if (y == lev_fieldy - 1)
771 Feld[x][y] = EL_AMOEBA_GROWING;
772 Store[x][y] = EL_AMOEBA_WET;
776 case EL_DYNAMITE_ACTIVE:
777 case EL_SP_DISK_RED_ACTIVE:
778 case EL_DYNABOMB_PLAYER_1_ACTIVE:
779 case EL_DYNABOMB_PLAYER_2_ACTIVE:
780 case EL_DYNABOMB_PLAYER_3_ACTIVE:
781 case EL_DYNABOMB_PLAYER_4_ACTIVE:
786 local_player->lights_still_needed++;
790 local_player->friends_still_needed++;
795 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
800 Feld[x][y] = EL_EMPTY;
805 case EL_EM_KEY_1_FILE:
806 Feld[x][y] = EL_EM_KEY_1;
808 case EL_EM_KEY_2_FILE:
809 Feld[x][y] = EL_EM_KEY_2;
811 case EL_EM_KEY_3_FILE:
812 Feld[x][y] = EL_EM_KEY_3;
814 case EL_EM_KEY_4_FILE:
815 Feld[x][y] = EL_EM_KEY_4;
819 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
820 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
821 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
822 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
823 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
824 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
825 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
826 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
827 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
828 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
829 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
830 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
833 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
834 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
835 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
837 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
839 game.belt_dir[belt_nr] = belt_dir;
840 game.belt_dir_nr[belt_nr] = belt_dir_nr;
842 else /* more than one switch -- set it like the first switch */
844 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
849 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
851 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
854 case EL_LIGHT_SWITCH_ACTIVE:
856 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
860 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
862 else if (IS_GROUP_ELEMENT(element))
864 struct ElementGroupInfo *group = element_info[element].group;
865 int last_anim_random_frame = gfx.anim_random_frame;
868 if (group->choice_mode == ANIM_RANDOM)
869 gfx.anim_random_frame = RND(group->num_elements_resolved);
871 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
872 group->choice_mode, 0,
875 if (group->choice_mode == ANIM_RANDOM)
876 gfx.anim_random_frame = last_anim_random_frame;
880 Feld[x][y] = group->element_resolved[element_pos];
882 InitField(x, y, init_game);
888 static inline void InitField_WithBug1(int x, int y, boolean init_game)
890 InitField(x, y, init_game);
892 /* not needed to call InitMovDir() -- already done by InitField()! */
893 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
894 CAN_MOVE(Feld[x][y]))
898 static inline void InitField_WithBug2(int x, int y, boolean init_game)
900 int old_element = Feld[x][y];
902 InitField(x, y, init_game);
904 /* not needed to call InitMovDir() -- already done by InitField()! */
905 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
906 CAN_MOVE(old_element) &&
907 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
910 /* this case is in fact a combination of not less than three bugs:
911 first, it calls InitMovDir() for elements that can move, although this is
912 already done by InitField(); then, it checks the element that was at this
913 field _before_ the call to InitField() (which can change it)
918 inline void DrawGameValue_Emeralds(int value)
920 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
923 inline void DrawGameValue_Dynamite(int value)
925 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
928 inline void DrawGameValue_Keys(struct PlayerInfo *player)
932 for (i = 0; i < MAX_KEYS; i++)
934 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
935 el2edimg(EL_KEY_1 + i));
938 inline void DrawGameValue_Score(int value)
940 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
943 inline void DrawGameValue_Time(int value)
946 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
948 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
951 inline void DrawGameValue_Level(int value)
954 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
957 /* misuse area for displaying emeralds to draw bigger level number */
958 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
959 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
961 /* now copy it to the area for displaying level number */
962 BlitBitmap(drawto, drawto,
963 DX_EMERALDS, DY_EMERALDS + 1,
964 getFontWidth(FONT_LEVEL_NUMBER) * 3,
965 getFontHeight(FONT_LEVEL_NUMBER) - 1,
966 DX_LEVEL - 1, DY_LEVEL + 1);
968 /* restore the area for displaying emeralds */
969 DrawGameValue_Emeralds(local_player->gems_still_needed);
971 /* yes, this is all really ugly :-) */
975 void DrawGameDoorValues()
979 DrawGameValue_Level(level_nr);
981 for (i = 0; i < MAX_PLAYERS; i++)
982 DrawGameValue_Keys(&stored_player[i]);
984 DrawGameValue_Emeralds(local_player->gems_still_needed);
985 DrawGameValue_Dynamite(local_player->inventory_size);
986 DrawGameValue_Score(local_player->score);
987 DrawGameValue_Time(TimeLeft);
990 static void resolve_group_element(int group_element, int recursion_depth)
993 static struct ElementGroupInfo *group;
994 struct ElementGroupInfo *actual_group = element_info[group_element].group;
997 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
999 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1000 group_element - EL_GROUP_START + 1);
1002 /* replace element which caused too deep recursion by question mark */
1003 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1008 if (recursion_depth == 0) /* initialization */
1010 group = element_info[group_element].group;
1011 group_nr = group_element - EL_GROUP_START;
1013 group->num_elements_resolved = 0;
1014 group->choice_pos = 0;
1017 for (i = 0; i < actual_group->num_elements; i++)
1019 int element = actual_group->element[i];
1021 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1024 if (IS_GROUP_ELEMENT(element))
1025 resolve_group_element(element, recursion_depth + 1);
1028 group->element_resolved[group->num_elements_resolved++] = element;
1029 element_info[element].in_group[group_nr] = TRUE;
1034 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1036 printf("::: group %d: %d resolved elements\n",
1037 group_element - EL_GROUP_START, group->num_elements_resolved);
1038 for (i = 0; i < group->num_elements_resolved; i++)
1039 printf("::: - %d ['%s']\n", group->element_resolved[i],
1040 element_info[group->element_resolved[i]].token_name);
1047 =============================================================================
1049 -----------------------------------------------------------------------------
1050 initialize game engine due to level / tape version number
1051 =============================================================================
1054 static void InitGameEngine()
1058 /* set game engine from tape file when re-playing, else from level file */
1059 game.engine_version = (tape.playing ? tape.engine_version :
1060 level.game_version);
1062 /* dynamically adjust element properties according to game engine version */
1063 InitElementPropertiesEngine(game.engine_version);
1066 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1067 printf(" tape version == %06d [%s] [file: %06d]\n",
1068 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1070 printf(" => game.engine_version == %06d\n", game.engine_version);
1073 /* ---------- recursively resolve group elements ------------------------- */
1075 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1076 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1077 element_info[i].in_group[j] = FALSE;
1079 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1080 resolve_group_element(EL_GROUP_START + i, 0);
1082 /* ---------- initialize player's initial move delay --------------------- */
1084 /* dynamically adjust player properties according to game engine version */
1085 game.initial_move_delay =
1086 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1087 INITIAL_MOVE_DELAY_OFF);
1089 /* dynamically adjust player properties according to level information */
1090 game.initial_move_delay_value =
1091 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1093 /* ---------- initialize player's initial push delay --------------------- */
1095 /* dynamically adjust player properties according to game engine version */
1096 game.initial_push_delay_value =
1097 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1099 /* ---------- initialize changing elements ------------------------------- */
1101 /* initialize changing elements information */
1102 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1104 struct ElementInfo *ei = &element_info[i];
1106 /* this pointer might have been changed in the level editor */
1107 ei->change = &ei->change_page[0];
1109 if (!IS_CUSTOM_ELEMENT(i))
1111 ei->change->target_element = EL_EMPTY_SPACE;
1112 ei->change->delay_fixed = 0;
1113 ei->change->delay_random = 0;
1114 ei->change->delay_frames = 1;
1117 ei->change_events = CE_BITMASK_DEFAULT;
1118 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1120 ei->event_page_nr[j] = 0;
1121 ei->event_page[j] = &ei->change_page[0];
1125 /* add changing elements from pre-defined list */
1126 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1128 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1129 struct ElementInfo *ei = &element_info[ch_delay->element];
1131 ei->change->target_element = ch_delay->target_element;
1132 ei->change->delay_fixed = ch_delay->change_delay;
1134 ei->change->pre_change_function = ch_delay->pre_change_function;
1135 ei->change->change_function = ch_delay->change_function;
1136 ei->change->post_change_function = ch_delay->post_change_function;
1138 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1142 /* add change events from custom element configuration */
1143 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1145 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1147 for (j = 0; j < ei->num_change_pages; j++)
1149 if (!ei->change_page[j].can_change)
1152 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1154 /* only add event page for the first page found with this event */
1155 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1156 !(ei->change_events & CH_EVENT_BIT(k)))
1158 ei->change_events |= CH_EVENT_BIT(k);
1159 ei->event_page_nr[k] = j;
1160 ei->event_page[k] = &ei->change_page[j];
1168 /* add change events from custom element configuration */
1169 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1171 int element = EL_CUSTOM_START + i;
1173 /* only add custom elements that change after fixed/random frame delay */
1174 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1175 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1179 /* ---------- initialize trigger events ---------------------------------- */
1181 /* initialize trigger events information */
1182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1183 trigger_events[i] = EP_BITMASK_DEFAULT;
1186 /* add trigger events from element change event properties */
1187 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1189 struct ElementInfo *ei = &element_info[i];
1191 for (j = 0; j < ei->num_change_pages; j++)
1193 if (!ei->change_page[j].can_change)
1196 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1198 int trigger_element = ei->change_page[j].trigger_element;
1200 if (IS_GROUP_ELEMENT(trigger_element))
1202 struct ElementGroupInfo *group = element_info[trigger_element].group;
1204 for (k = 0; k < group->num_elements_resolved; k++)
1205 trigger_events[group->element_resolved[k]]
1206 |= ei->change_page[j].events;
1209 trigger_events[trigger_element] |= ei->change_page[j].events;
1214 /* add trigger events from element change event properties */
1215 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1216 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1217 trigger_events[element_info[i].change->trigger_element] |=
1218 element_info[i].change->events;
1221 /* ---------- initialize push delay -------------------------------------- */
1223 /* initialize push delay values to default */
1224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1226 if (!IS_CUSTOM_ELEMENT(i))
1228 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1229 element_info[i].push_delay_random = game.default_push_delay_random;
1233 /* set push delay value for certain elements from pre-defined list */
1234 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1236 int e = push_delay_list[i].element;
1238 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1239 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1242 /* set push delay value for Supaplex elements for newer engine versions */
1243 if (game.engine_version >= VERSION_IDENT(3,0,9,0))
1245 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1247 if (IS_SP_ELEMENT(i))
1249 element_info[i].push_delay_fixed = 6;
1250 element_info[i].push_delay_random = 0;
1255 /* ---------- initialize move stepsize ----------------------------------- */
1257 /* initialize move stepsize values to default */
1258 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1259 if (!IS_CUSTOM_ELEMENT(i))
1260 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1262 /* set move stepsize value for certain elements from pre-defined list */
1263 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1265 int e = move_stepsize_list[i].element;
1267 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1270 /* ---------- initialize move dig/leave ---------------------------------- */
1272 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1274 element_info[i].can_leave_element = FALSE;
1275 element_info[i].can_leave_element_last = FALSE;
1278 /* ---------- initialize gem count --------------------------------------- */
1280 /* initialize gem count values for each element */
1281 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1282 if (!IS_CUSTOM_ELEMENT(i))
1283 element_info[i].collect_count = 0;
1285 /* add gem count values for all elements from pre-defined list */
1286 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1287 element_info[collect_count_list[i].element].collect_count =
1288 collect_count_list[i].count;
1290 /* ---------- initialize access direction -------------------------------- */
1292 /* initialize access direction values to default */
1293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1294 if (!IS_CUSTOM_ELEMENT(i))
1295 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1297 /* set access direction value for certain elements from pre-defined list */
1298 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1299 element_info[tube_access[i].element].access_direction =
1300 tube_access[i].direction;
1305 =============================================================================
1307 -----------------------------------------------------------------------------
1308 initialize and start new game
1309 =============================================================================
1314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1316 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1323 #if USE_NEW_AMOEBA_CODE
1324 printf("Using new amoeba code.\n");
1326 printf("Using old amoeba code.\n");
1331 /* don't play tapes over network */
1332 network_playing = (options.network && !tape.playing);
1334 for (i = 0; i < MAX_PLAYERS; i++)
1336 struct PlayerInfo *player = &stored_player[i];
1338 player->index_nr = i;
1339 player->element_nr = EL_PLAYER_1 + i;
1341 player->present = FALSE;
1342 player->active = FALSE;
1345 player->effective_action = 0;
1346 player->programmed_action = 0;
1349 player->gems_still_needed = level.gems_needed;
1350 player->sokobanfields_still_needed = 0;
1351 player->lights_still_needed = 0;
1352 player->friends_still_needed = 0;
1354 for (j = 0; j < MAX_KEYS; j++)
1355 player->key[j] = FALSE;
1357 player->dynabomb_count = 0;
1358 player->dynabomb_size = 1;
1359 player->dynabombs_left = 0;
1360 player->dynabomb_xl = FALSE;
1362 player->MovDir = MV_NO_MOVING;
1365 player->GfxDir = MV_NO_MOVING;
1366 player->GfxAction = ACTION_DEFAULT;
1368 player->StepFrame = 0;
1370 player->use_murphy_graphic = FALSE;
1372 player->block_last_field = FALSE;
1374 player->actual_frame_counter = 0;
1376 player->step_counter = 0;
1378 player->last_move_dir = MV_NO_MOVING;
1380 player->is_waiting = FALSE;
1381 player->is_moving = FALSE;
1382 player->is_digging = FALSE;
1383 player->is_snapping = FALSE;
1384 player->is_collecting = FALSE;
1385 player->is_pushing = FALSE;
1386 player->is_switching = FALSE;
1387 player->is_dropping = FALSE;
1389 player->is_bored = FALSE;
1390 player->is_sleeping = FALSE;
1392 player->frame_counter_bored = -1;
1393 player->frame_counter_sleeping = -1;
1395 player->anim_delay_counter = 0;
1396 player->post_delay_counter = 0;
1398 player->action_waiting = ACTION_DEFAULT;
1399 player->last_action_waiting = ACTION_DEFAULT;
1400 player->special_action_bored = ACTION_DEFAULT;
1401 player->special_action_sleeping = ACTION_DEFAULT;
1403 player->num_special_action_bored = 0;
1404 player->num_special_action_sleeping = 0;
1406 /* determine number of special actions for bored and sleeping animation */
1407 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1409 boolean found = FALSE;
1411 for (k = 0; k < NUM_DIRECTIONS; k++)
1412 if (el_act_dir2img(player->element_nr, j, k) !=
1413 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1417 player->num_special_action_bored++;
1421 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1423 boolean found = FALSE;
1425 for (k = 0; k < NUM_DIRECTIONS; k++)
1426 if (el_act_dir2img(player->element_nr, j, k) !=
1427 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1431 player->num_special_action_sleeping++;
1436 player->switch_x = -1;
1437 player->switch_y = -1;
1439 player->show_envelope = 0;
1441 player->move_delay = game.initial_move_delay;
1442 player->move_delay_value = game.initial_move_delay_value;
1444 player->move_delay_reset_counter = 0;
1446 player->push_delay = 0;
1447 player->push_delay_value = game.initial_push_delay_value;
1449 player->drop_delay = 0;
1451 player->last_jx = player->last_jy = 0;
1452 player->jx = player->jy = 0;
1454 player->shield_normal_time_left = 0;
1455 player->shield_deadly_time_left = 0;
1457 player->inventory_size = 0;
1459 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1460 SnapField(player, 0, 0);
1462 player->LevelSolved = FALSE;
1463 player->GameOver = FALSE;
1466 network_player_action_received = FALSE;
1468 #if defined(PLATFORM_UNIX)
1469 /* initial null action */
1470 if (network_playing)
1471 SendToServer_MovePlayer(MV_NO_MOVING);
1479 TimeLeft = level.time;
1481 ScreenMovDir = MV_NO_MOVING;
1485 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1487 AllPlayersGone = FALSE;
1489 game.yamyam_content_nr = 0;
1490 game.magic_wall_active = FALSE;
1491 game.magic_wall_time_left = 0;
1492 game.light_time_left = 0;
1493 game.timegate_time_left = 0;
1494 game.switchgate_pos = 0;
1495 game.balloon_dir = MV_NO_MOVING;
1496 game.gravity = level.initial_gravity;
1497 game.explosions_delayed = TRUE;
1499 game.envelope_active = FALSE;
1501 for (i = 0; i < NUM_BELTS; i++)
1503 game.belt_dir[i] = MV_NO_MOVING;
1504 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1507 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1508 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1510 for (x = 0; x < lev_fieldx; x++)
1512 for (y = 0; y < lev_fieldy; y++)
1514 Feld[x][y] = level.field[x][y];
1515 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1516 ChangeDelay[x][y] = 0;
1517 ChangePage[x][y] = -1;
1518 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1520 WasJustMoving[x][y] = 0;
1521 WasJustFalling[x][y] = 0;
1523 Pushed[x][y] = FALSE;
1525 Changed[x][y] = CE_BITMASK_DEFAULT;
1526 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1528 ExplodePhase[x][y] = 0;
1529 ExplodeDelay[x][y] = 0;
1530 ExplodeField[x][y] = EX_NO_EXPLOSION;
1532 RunnerVisit[x][y] = 0;
1533 PlayerVisit[x][y] = 0;
1536 GfxRandom[x][y] = INIT_GFX_RANDOM();
1537 GfxElement[x][y] = EL_UNDEFINED;
1538 GfxAction[x][y] = ACTION_DEFAULT;
1539 GfxDir[x][y] = MV_NO_MOVING;
1543 for (y = 0; y < lev_fieldy; y++)
1545 for (x = 0; x < lev_fieldx; x++)
1547 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1549 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1551 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1554 InitField(x, y, TRUE);
1560 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1561 emulate_sb ? EMU_SOKOBAN :
1562 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1564 /* initialize explosion and ignition delay */
1565 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1567 if (!IS_CUSTOM_ELEMENT(i))
1570 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1571 int last_phase = num_phase * delay;
1572 int half_phase = (num_phase / 2) * delay;
1574 element_info[i].explosion_delay = last_phase;
1575 element_info[i].ignition_delay = half_phase;
1577 if (i == EL_BLACK_ORB)
1578 element_info[i].ignition_delay = 1;
1581 if (element_info[i].explosion_delay < 2) /* !!! check again !!! */
1582 element_info[i].explosion_delay = 2;
1584 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1585 element_info[i].ignition_delay = 1;
1588 /* correct non-moving belts to start moving left */
1589 for (i = 0; i < NUM_BELTS; i++)
1590 if (game.belt_dir[i] == MV_NO_MOVING)
1591 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1593 /* check if any connected player was not found in playfield */
1594 for (i = 0; i < MAX_PLAYERS; i++)
1596 struct PlayerInfo *player = &stored_player[i];
1598 if (player->connected && !player->present)
1600 for (j = 0; j < MAX_PLAYERS; j++)
1602 struct PlayerInfo *some_player = &stored_player[j];
1603 int jx = some_player->jx, jy = some_player->jy;
1605 /* assign first free player found that is present in the playfield */
1606 if (some_player->present && !some_player->connected)
1608 player->present = TRUE;
1609 player->active = TRUE;
1611 some_player->present = FALSE;
1612 some_player->active = FALSE;
1614 StorePlayer[jx][jy] = player->element_nr;
1615 player->jx = player->last_jx = jx;
1616 player->jy = player->last_jy = jy;
1626 /* when playing a tape, eliminate all players which do not participate */
1628 for (i = 0; i < MAX_PLAYERS; i++)
1630 if (stored_player[i].active && !tape.player_participates[i])
1632 struct PlayerInfo *player = &stored_player[i];
1633 int jx = player->jx, jy = player->jy;
1635 player->active = FALSE;
1636 StorePlayer[jx][jy] = 0;
1637 Feld[jx][jy] = EL_EMPTY;
1641 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1643 /* when in single player mode, eliminate all but the first active player */
1645 for (i = 0; i < MAX_PLAYERS; i++)
1647 if (stored_player[i].active)
1649 for (j = i + 1; j < MAX_PLAYERS; j++)
1651 if (stored_player[j].active)
1653 struct PlayerInfo *player = &stored_player[j];
1654 int jx = player->jx, jy = player->jy;
1656 player->active = FALSE;
1657 player->present = FALSE;
1659 StorePlayer[jx][jy] = 0;
1660 Feld[jx][jy] = EL_EMPTY;
1667 /* when recording the game, store which players take part in the game */
1670 for (i = 0; i < MAX_PLAYERS; i++)
1671 if (stored_player[i].active)
1672 tape.player_participates[i] = TRUE;
1677 for (i = 0; i < MAX_PLAYERS; i++)
1679 struct PlayerInfo *player = &stored_player[i];
1681 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1686 if (local_player == player)
1687 printf("Player %d is local player.\n", i+1);
1691 if (BorderElement == EL_EMPTY)
1694 SBX_Right = lev_fieldx - SCR_FIELDX;
1696 SBY_Lower = lev_fieldy - SCR_FIELDY;
1701 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1703 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1706 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1707 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1709 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1710 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1712 /* if local player not found, look for custom element that might create
1713 the player (make some assumptions about the right custom element) */
1714 if (!local_player->present)
1716 int start_x = 0, start_y = 0;
1717 int found_rating = 0;
1718 int found_element = EL_UNDEFINED;
1720 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1722 int element = Feld[x][y];
1727 if (!IS_CUSTOM_ELEMENT(element))
1730 if (CAN_CHANGE(element))
1732 for (i = 0; i < element_info[element].num_change_pages; i++)
1734 content = element_info[element].change_page[i].target_element;
1735 is_player = ELEM_IS_PLAYER(content);
1737 if (is_player && (found_rating < 3 || element < found_element))
1743 found_element = element;
1748 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1750 content = element_info[element].content[xx][yy];
1751 is_player = ELEM_IS_PLAYER(content);
1753 if (is_player && (found_rating < 2 || element < found_element))
1755 start_x = x + xx - 1;
1756 start_y = y + yy - 1;
1759 found_element = element;
1762 if (!CAN_CHANGE(element))
1765 for (i = 0; i < element_info[element].num_change_pages; i++)
1767 content = element_info[element].change_page[i].content[xx][yy];
1768 is_player = ELEM_IS_PLAYER(content);
1770 if (is_player && (found_rating < 1 || element < found_element))
1772 start_x = x + xx - 1;
1773 start_y = y + yy - 1;
1776 found_element = element;
1782 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1783 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1786 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1787 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1793 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1794 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1795 local_player->jx - MIDPOSX);
1797 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1798 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1799 local_player->jy - MIDPOSY);
1801 scroll_x = SBX_Left;
1802 scroll_y = SBY_Upper;
1803 if (local_player->jx >= SBX_Left + MIDPOSX)
1804 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1805 local_player->jx - MIDPOSX :
1807 if (local_player->jy >= SBY_Upper + MIDPOSY)
1808 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1809 local_player->jy - MIDPOSY :
1814 CloseDoor(DOOR_CLOSE_1);
1819 /* after drawing the level, correct some elements */
1820 if (game.timegate_time_left == 0)
1821 CloseAllOpenTimegates();
1823 if (setup.soft_scrolling)
1824 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1826 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1829 /* copy default game door content to main double buffer */
1830 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1831 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1833 DrawGameDoorValues();
1837 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1838 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1839 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1843 /* copy actual game door content to door double buffer for OpenDoor() */
1844 BlitBitmap(drawto, bitmap_db_door,
1845 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1847 OpenDoor(DOOR_OPEN_ALL);
1849 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1851 if (setup.sound_music)
1854 KeyboardAutoRepeatOffUnlessAutoplay();
1858 for (i = 0; i < MAX_PLAYERS; i++)
1859 printf("Player %d %sactive.\n",
1860 i + 1, (stored_player[i].active ? "" : "not "));
1864 printf("::: starting game [%d]\n", FrameCounter);
1868 void InitMovDir(int x, int y)
1870 int i, element = Feld[x][y];
1871 static int xy[4][2] =
1878 static int direction[3][4] =
1880 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1881 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1882 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1891 Feld[x][y] = EL_BUG;
1892 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1895 case EL_SPACESHIP_RIGHT:
1896 case EL_SPACESHIP_UP:
1897 case EL_SPACESHIP_LEFT:
1898 case EL_SPACESHIP_DOWN:
1899 Feld[x][y] = EL_SPACESHIP;
1900 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1903 case EL_BD_BUTTERFLY_RIGHT:
1904 case EL_BD_BUTTERFLY_UP:
1905 case EL_BD_BUTTERFLY_LEFT:
1906 case EL_BD_BUTTERFLY_DOWN:
1907 Feld[x][y] = EL_BD_BUTTERFLY;
1908 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1911 case EL_BD_FIREFLY_RIGHT:
1912 case EL_BD_FIREFLY_UP:
1913 case EL_BD_FIREFLY_LEFT:
1914 case EL_BD_FIREFLY_DOWN:
1915 Feld[x][y] = EL_BD_FIREFLY;
1916 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1919 case EL_PACMAN_RIGHT:
1921 case EL_PACMAN_LEFT:
1922 case EL_PACMAN_DOWN:
1923 Feld[x][y] = EL_PACMAN;
1924 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1927 case EL_SP_SNIKSNAK:
1928 MovDir[x][y] = MV_UP;
1931 case EL_SP_ELECTRON:
1932 MovDir[x][y] = MV_LEFT;
1939 Feld[x][y] = EL_MOLE;
1940 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1944 if (IS_CUSTOM_ELEMENT(element))
1946 struct ElementInfo *ei = &element_info[element];
1947 int move_direction_initial = ei->move_direction_initial;
1948 int move_pattern = ei->move_pattern;
1950 if (move_direction_initial == MV_START_PREVIOUS)
1952 if (MovDir[x][y] != MV_NO_MOVING)
1955 move_direction_initial = MV_START_AUTOMATIC;
1958 if (move_direction_initial == MV_START_RANDOM)
1959 MovDir[x][y] = 1 << RND(4);
1960 else if (move_direction_initial & MV_ANY_DIRECTION)
1961 MovDir[x][y] = move_direction_initial;
1962 else if (move_pattern == MV_ALL_DIRECTIONS ||
1963 move_pattern == MV_TURNING_LEFT ||
1964 move_pattern == MV_TURNING_RIGHT ||
1965 move_pattern == MV_TURNING_LEFT_RIGHT ||
1966 move_pattern == MV_TURNING_RIGHT_LEFT ||
1967 move_pattern == MV_TURNING_RANDOM)
1968 MovDir[x][y] = 1 << RND(4);
1969 else if (move_pattern == MV_HORIZONTAL)
1970 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1971 else if (move_pattern == MV_VERTICAL)
1972 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1973 else if (move_pattern & MV_ANY_DIRECTION)
1974 MovDir[x][y] = element_info[element].move_pattern;
1975 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
1976 move_pattern == MV_ALONG_RIGHT_SIDE)
1978 for (i = 0; i < NUM_DIRECTIONS; i++)
1980 int x1 = x + xy[i][0];
1981 int y1 = y + xy[i][1];
1983 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1985 if (move_pattern == MV_ALONG_RIGHT_SIDE)
1986 MovDir[x][y] = direction[0][i];
1988 MovDir[x][y] = direction[1][i];
1997 MovDir[x][y] = 1 << RND(4);
1999 if (element != EL_BUG &&
2000 element != EL_SPACESHIP &&
2001 element != EL_BD_BUTTERFLY &&
2002 element != EL_BD_FIREFLY)
2005 for (i = 0; i < NUM_DIRECTIONS; i++)
2007 int x1 = x + xy[i][0];
2008 int y1 = y + xy[i][1];
2010 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2012 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2014 MovDir[x][y] = direction[0][i];
2017 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2018 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2020 MovDir[x][y] = direction[1][i];
2029 GfxDir[x][y] = MovDir[x][y];
2032 void InitAmoebaNr(int x, int y)
2035 int group_nr = AmoebeNachbarNr(x, y);
2039 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2041 if (AmoebaCnt[i] == 0)
2049 AmoebaNr[x][y] = group_nr;
2050 AmoebaCnt[group_nr]++;
2051 AmoebaCnt2[group_nr]++;
2057 boolean raise_level = FALSE;
2059 if (local_player->MovPos)
2063 if (tape.auto_play) /* tape might already be stopped here */
2064 tape.auto_play_level_solved = TRUE;
2066 if (tape.playing && tape.auto_play)
2067 tape.auto_play_level_solved = TRUE;
2070 local_player->LevelSolved = FALSE;
2072 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2076 if (!tape.playing && setup.sound_loops)
2077 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2078 SND_CTRL_PLAY_LOOP);
2080 while (TimeLeft > 0)
2082 if (!tape.playing && !setup.sound_loops)
2083 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2084 if (TimeLeft > 0 && !(TimeLeft % 10))
2085 RaiseScore(level.score[SC_TIME_BONUS]);
2086 if (TimeLeft > 100 && !(TimeLeft % 10))
2091 DrawGameValue_Time(TimeLeft);
2099 if (!tape.playing && setup.sound_loops)
2100 StopSound(SND_GAME_LEVELTIME_BONUS);
2102 else if (level.time == 0) /* level without time limit */
2104 if (!tape.playing && setup.sound_loops)
2105 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2106 SND_CTRL_PLAY_LOOP);
2108 while (TimePlayed < 999)
2110 if (!tape.playing && !setup.sound_loops)
2111 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2112 if (TimePlayed < 999 && !(TimePlayed % 10))
2113 RaiseScore(level.score[SC_TIME_BONUS]);
2114 if (TimePlayed < 900 && !(TimePlayed % 10))
2119 DrawGameValue_Time(TimePlayed);
2127 if (!tape.playing && setup.sound_loops)
2128 StopSound(SND_GAME_LEVELTIME_BONUS);
2131 /* close exit door after last player */
2132 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2133 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2135 int element = Feld[ExitX][ExitY];
2137 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2138 EL_SP_EXIT_CLOSING);
2140 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2143 /* Hero disappears */
2144 DrawLevelField(ExitX, ExitY);
2150 CloseDoor(DOOR_CLOSE_1);
2155 SaveTape(tape.level_nr); /* Ask to save tape */
2158 if (level_nr == leveldir_current->handicap_level)
2160 leveldir_current->handicap_level++;
2161 SaveLevelSetup_SeriesInfo();
2164 if (level_editor_test_game)
2165 local_player->score = -1; /* no highscore when playing from editor */
2166 else if (level_nr < leveldir_current->last_level)
2167 raise_level = TRUE; /* advance to next level */
2169 if ((hi_pos = NewHiScore()) >= 0)
2171 game_status = GAME_MODE_SCORES;
2172 DrawHallOfFame(hi_pos);
2181 game_status = GAME_MODE_MAIN;
2198 LoadScore(level_nr);
2200 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2201 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2204 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2206 if (local_player->score > highscore[k].Score)
2208 /* player has made it to the hall of fame */
2210 if (k < MAX_SCORE_ENTRIES - 1)
2212 int m = MAX_SCORE_ENTRIES - 1;
2215 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2216 if (!strcmp(setup.player_name, highscore[l].Name))
2218 if (m == k) /* player's new highscore overwrites his old one */
2222 for (l = m; l > k; l--)
2224 strcpy(highscore[l].Name, highscore[l - 1].Name);
2225 highscore[l].Score = highscore[l - 1].Score;
2232 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2233 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2234 highscore[k].Score = local_player->score;
2240 else if (!strncmp(setup.player_name, highscore[k].Name,
2241 MAX_PLAYER_NAME_LEN))
2242 break; /* player already there with a higher score */
2248 SaveScore(level_nr);
2253 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2255 if (player->GfxAction != action || player->GfxDir != dir)
2258 printf("Player frame reset! (%d => %d, %d => %d)\n",
2259 player->GfxAction, action, player->GfxDir, dir);
2262 player->GfxAction = action;
2263 player->GfxDir = dir;
2265 player->StepFrame = 0;
2269 static void ResetRandomAnimationValue(int x, int y)
2271 GfxRandom[x][y] = INIT_GFX_RANDOM();
2274 static void ResetGfxAnimation(int x, int y)
2277 GfxAction[x][y] = ACTION_DEFAULT;
2278 GfxDir[x][y] = MovDir[x][y];
2281 void InitMovingField(int x, int y, int direction)
2283 int element = Feld[x][y];
2284 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2285 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2289 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2290 ResetGfxAnimation(x, y);
2292 MovDir[newx][newy] = MovDir[x][y] = direction;
2293 GfxDir[x][y] = direction;
2295 if (Feld[newx][newy] == EL_EMPTY)
2296 Feld[newx][newy] = EL_BLOCKED;
2298 if (direction == MV_DOWN && CAN_FALL(element))
2299 GfxAction[x][y] = ACTION_FALLING;
2301 GfxAction[x][y] = ACTION_MOVING;
2303 GfxFrame[newx][newy] = GfxFrame[x][y];
2304 GfxRandom[newx][newy] = GfxRandom[x][y];
2305 GfxAction[newx][newy] = GfxAction[x][y];
2306 GfxDir[newx][newy] = GfxDir[x][y];
2309 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2311 int direction = MovDir[x][y];
2312 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2313 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2319 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2321 int oldx = x, oldy = y;
2322 int direction = MovDir[x][y];
2324 if (direction == MV_LEFT)
2326 else if (direction == MV_RIGHT)
2328 else if (direction == MV_UP)
2330 else if (direction == MV_DOWN)
2333 *comes_from_x = oldx;
2334 *comes_from_y = oldy;
2337 int MovingOrBlocked2Element(int x, int y)
2339 int element = Feld[x][y];
2341 if (element == EL_BLOCKED)
2345 Blocked2Moving(x, y, &oldx, &oldy);
2346 return Feld[oldx][oldy];
2352 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2354 /* like MovingOrBlocked2Element(), but if element is moving
2355 and (x,y) is the field the moving element is just leaving,
2356 return EL_BLOCKED instead of the element value */
2357 int element = Feld[x][y];
2359 if (IS_MOVING(x, y))
2361 if (element == EL_BLOCKED)
2365 Blocked2Moving(x, y, &oldx, &oldy);
2366 return Feld[oldx][oldy];
2375 static void RemoveField(int x, int y)
2377 Feld[x][y] = EL_EMPTY;
2384 ChangeDelay[x][y] = 0;
2385 ChangePage[x][y] = -1;
2386 Pushed[x][y] = FALSE;
2388 GfxElement[x][y] = EL_UNDEFINED;
2389 GfxAction[x][y] = ACTION_DEFAULT;
2390 GfxDir[x][y] = MV_NO_MOVING;
2393 void RemoveMovingField(int x, int y)
2395 int oldx = x, oldy = y, newx = x, newy = y;
2396 int element = Feld[x][y];
2397 int next_element = EL_UNDEFINED;
2399 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2402 if (IS_MOVING(x, y))
2404 Moving2Blocked(x, y, &newx, &newy);
2406 if (Feld[newx][newy] != EL_BLOCKED)
2409 if (Feld[newx][newy] != EL_BLOCKED)
2411 /* element is moving, but target field is not free (blocked), but
2412 already occupied by something different (example: acid pool);
2413 in this case, only remove the moving field, but not the target */
2415 RemoveField(oldx, oldy);
2417 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2419 DrawLevelField(oldx, oldy);
2425 else if (element == EL_BLOCKED)
2427 Blocked2Moving(x, y, &oldx, &oldy);
2428 if (!IS_MOVING(oldx, oldy))
2432 if (element == EL_BLOCKED &&
2433 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2434 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2435 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2436 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2437 next_element = get_next_element(Feld[oldx][oldy]);
2439 RemoveField(oldx, oldy);
2440 RemoveField(newx, newy);
2442 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2444 if (next_element != EL_UNDEFINED)
2445 Feld[oldx][oldy] = next_element;
2447 DrawLevelField(oldx, oldy);
2448 DrawLevelField(newx, newy);
2451 void DrawDynamite(int x, int y)
2453 int sx = SCREENX(x), sy = SCREENY(y);
2454 int graphic = el2img(Feld[x][y]);
2457 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2460 if (IS_WALKABLE_INSIDE(Back[x][y]))
2464 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2465 else if (Store[x][y])
2466 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2468 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2471 if (Back[x][y] || Store[x][y])
2472 DrawGraphicThruMask(sx, sy, graphic, frame);
2474 DrawGraphic(sx, sy, graphic, frame);
2476 if (game.emulation == EMU_SUPAPLEX)
2477 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2478 else if (Store[x][y])
2479 DrawGraphicThruMask(sx, sy, graphic, frame);
2481 DrawGraphic(sx, sy, graphic, frame);
2485 void CheckDynamite(int x, int y)
2487 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2491 if (MovDelay[x][y] != 0)
2494 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2501 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2503 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2504 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2505 StopSound(SND_DYNAMITE_ACTIVE);
2507 StopSound(SND_DYNABOMB_ACTIVE);
2513 void RelocatePlayer(int x, int y, int element_raw)
2515 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2516 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2517 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2518 boolean no_delay = (tape.index_search);
2519 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2520 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2522 if (player->GameOver) /* do not reanimate dead player */
2526 RemoveField(x, y); /* temporarily remove newly placed player */
2527 DrawLevelField(x, y);
2530 if (player->present)
2532 while (player->MovPos)
2534 ScrollPlayer(player, SCROLL_GO_ON);
2535 ScrollScreen(NULL, SCROLL_GO_ON);
2541 Delay(wait_delay_value);
2544 DrawPlayer(player); /* needed here only to cleanup last field */
2545 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2547 player->is_moving = FALSE;
2550 Feld[x][y] = element;
2551 InitPlayerField(x, y, element, TRUE);
2553 if (player == local_player)
2555 int scroll_xx = -999, scroll_yy = -999;
2557 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2560 int fx = FX, fy = FY;
2562 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2563 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2564 local_player->jx - MIDPOSX);
2566 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2567 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2568 local_player->jy - MIDPOSY);
2570 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2571 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2576 fx += dx * TILEX / 2;
2577 fy += dy * TILEY / 2;
2579 ScrollLevel(dx, dy);
2582 /* scroll in two steps of half tile size to make things smoother */
2583 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2585 Delay(wait_delay_value);
2587 /* scroll second step to align at full tile size */
2589 Delay(wait_delay_value);
2594 void Explode(int ex, int ey, int phase, int mode)
2601 /* !!! eliminate this variable !!! */
2602 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2607 int last_phase = num_phase * delay;
2608 int half_phase = (num_phase / 2) * delay;
2609 int first_phase_after_start = EX_PHASE_START + 1;
2613 if (game.explosions_delayed)
2615 ExplodeField[ex][ey] = mode;
2619 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2621 int center_element = Feld[ex][ey];
2624 /* --- This is only really needed (and now handled) in "Impact()". --- */
2625 /* do not explode moving elements that left the explode field in time */
2626 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2627 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2631 if (mode == EX_NORMAL || mode == EX_CENTER)
2632 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2634 /* remove things displayed in background while burning dynamite */
2635 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2638 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2640 /* put moving element to center field (and let it explode there) */
2641 center_element = MovingOrBlocked2Element(ex, ey);
2642 RemoveMovingField(ex, ey);
2643 Feld[ex][ey] = center_element;
2647 last_phase = element_info[center_element].explosion_delay;
2650 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2652 int xx = x - ex + 1;
2653 int yy = y - ey + 1;
2656 if (!IN_LEV_FIELD(x, y) ||
2657 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2658 (x != ex || y != ey)))
2661 element = Feld[x][y];
2663 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2665 element = MovingOrBlocked2Element(x, y);
2667 if (!IS_EXPLOSION_PROOF(element))
2668 RemoveMovingField(x, y);
2674 if (IS_EXPLOSION_PROOF(element))
2677 /* indestructible elements can only explode in center (but not flames) */
2678 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2679 element == EL_FLAMES)
2684 if ((IS_INDESTRUCTIBLE(element) &&
2685 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2686 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2687 element == EL_FLAMES)
2691 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2693 if (IS_ACTIVE_BOMB(element))
2695 /* re-activate things under the bomb like gate or penguin */
2696 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2703 /* save walkable background elements while explosion on same tile */
2705 if (IS_INDESTRUCTIBLE(element))
2706 Back[x][y] = element;
2708 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2709 Back[x][y] = element;
2712 /* ignite explodable elements reached by other explosion */
2713 if (element == EL_EXPLOSION)
2714 element = Store2[x][y];
2717 if (AmoebaNr[x][y] &&
2718 (element == EL_AMOEBA_FULL ||
2719 element == EL_BD_AMOEBA ||
2720 element == EL_AMOEBA_GROWING))
2722 AmoebaCnt[AmoebaNr[x][y]]--;
2723 AmoebaCnt2[AmoebaNr[x][y]]--;
2729 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2731 switch(StorePlayer[ex][ey])
2734 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2737 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2740 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2744 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2748 if (game.emulation == EMU_SUPAPLEX)
2749 Store[x][y] = EL_EMPTY;
2751 else if (center_element == EL_MOLE)
2752 Store[x][y] = EL_EMERALD_RED;
2753 else if (center_element == EL_PENGUIN)
2754 Store[x][y] = EL_EMERALD_PURPLE;
2755 else if (center_element == EL_BUG)
2756 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2757 else if (center_element == EL_BD_BUTTERFLY)
2758 Store[x][y] = EL_BD_DIAMOND;
2759 else if (center_element == EL_SP_ELECTRON)
2760 Store[x][y] = EL_SP_INFOTRON;
2761 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2762 Store[x][y] = level.amoeba_content;
2763 else if (center_element == EL_YAMYAM)
2764 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2765 else if (IS_CUSTOM_ELEMENT(center_element) &&
2766 element_info[center_element].content[xx][yy] != EL_EMPTY)
2767 Store[x][y] = element_info[center_element].content[xx][yy];
2768 else if (element == EL_WALL_EMERALD)
2769 Store[x][y] = EL_EMERALD;
2770 else if (element == EL_WALL_DIAMOND)
2771 Store[x][y] = EL_DIAMOND;
2772 else if (element == EL_WALL_BD_DIAMOND)
2773 Store[x][y] = EL_BD_DIAMOND;
2774 else if (element == EL_WALL_EMERALD_YELLOW)
2775 Store[x][y] = EL_EMERALD_YELLOW;
2776 else if (element == EL_WALL_EMERALD_RED)
2777 Store[x][y] = EL_EMERALD_RED;
2778 else if (element == EL_WALL_EMERALD_PURPLE)
2779 Store[x][y] = EL_EMERALD_PURPLE;
2780 else if (element == EL_WALL_PEARL)
2781 Store[x][y] = EL_PEARL;
2782 else if (element == EL_WALL_CRYSTAL)
2783 Store[x][y] = EL_CRYSTAL;
2784 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2785 Store[x][y] = element_info[element].content[1][1];
2787 Store[x][y] = EL_EMPTY;
2789 if (x != ex || y != ey ||
2790 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2791 Store2[x][y] = element;
2794 if (AmoebaNr[x][y] &&
2795 (element == EL_AMOEBA_FULL ||
2796 element == EL_BD_AMOEBA ||
2797 element == EL_AMOEBA_GROWING))
2799 AmoebaCnt[AmoebaNr[x][y]]--;
2800 AmoebaCnt2[AmoebaNr[x][y]]--;
2806 MovDir[x][y] = MovPos[x][y] = 0;
2807 GfxDir[x][y] = MovDir[x][y];
2812 Feld[x][y] = EL_EXPLOSION;
2814 GfxElement[x][y] = center_element;
2816 GfxElement[x][y] = EL_UNDEFINED;
2819 ExplodePhase[x][y] = 1;
2821 ExplodeDelay[x][y] = last_phase;
2826 if (center_element == EL_YAMYAM)
2827 game.yamyam_content_nr =
2828 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2840 last_phase = ExplodeDelay[x][y];
2843 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2847 /* activate this even in non-DEBUG version until cause for crash in
2848 getGraphicAnimationFrame() (see below) is found and eliminated */
2852 if (GfxElement[x][y] == EL_UNDEFINED)
2855 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2856 printf("Explode(): This should never happen!\n");
2859 GfxElement[x][y] = EL_EMPTY;
2865 border_element = Store2[x][y];
2866 if (IS_PLAYER(x, y))
2867 border_element = StorePlayer[x][y];
2869 if (phase == element_info[border_element].ignition_delay ||
2870 phase == last_phase)
2872 boolean border_explosion = FALSE;
2875 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
2877 if (IS_PLAYER(x, y))
2880 KillHeroUnlessExplosionProtected(x, y);
2881 border_explosion = TRUE;
2884 if (phase == last_phase)
2885 printf("::: IS_PLAYER\n");
2888 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
2890 Feld[x][y] = Store2[x][y];
2893 border_explosion = TRUE;
2896 if (phase == last_phase)
2897 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
2900 else if (border_element == EL_AMOEBA_TO_DIAMOND)
2902 AmoebeUmwandeln(x, y);
2904 border_explosion = TRUE;
2907 if (phase == last_phase)
2908 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
2909 element_info[border_element].explosion_delay,
2910 element_info[border_element].ignition_delay,
2916 /* if an element just explodes due to another explosion (chain-reaction),
2917 do not immediately end the new explosion when it was the last frame of
2918 the explosion (as it would be done in the following "if"-statement!) */
2919 if (border_explosion && phase == last_phase)
2926 if (phase == first_phase_after_start)
2928 int element = Store2[x][y];
2930 if (element == EL_BLACK_ORB)
2932 Feld[x][y] = Store2[x][y];
2937 else if (phase == half_phase)
2939 int element = Store2[x][y];
2941 if (IS_PLAYER(x, y))
2942 KillHeroUnlessExplosionProtected(x, y);
2943 else if (CAN_EXPLODE_BY_EXPLOSION(element))
2945 Feld[x][y] = Store2[x][y];
2949 else if (element == EL_AMOEBA_TO_DIAMOND)
2950 AmoebeUmwandeln(x, y);
2954 if (phase == last_phase)
2958 element = Feld[x][y] = Store[x][y];
2959 Store[x][y] = Store2[x][y] = 0;
2960 GfxElement[x][y] = EL_UNDEFINED;
2962 /* player can escape from explosions and might therefore be still alive */
2963 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
2964 element <= EL_PLAYER_IS_EXPLODING_4)
2965 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
2967 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
2968 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
2969 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
2972 /* restore probably existing indestructible background element */
2973 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2974 element = Feld[x][y] = Back[x][y];
2977 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2978 GfxDir[x][y] = MV_NO_MOVING;
2979 ChangeDelay[x][y] = 0;
2980 ChangePage[x][y] = -1;
2983 InitField_WithBug2(x, y, FALSE);
2985 InitField(x, y, FALSE);
2987 /* !!! not needed !!! */
2989 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
2990 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
2993 if (CAN_MOVE(element))
2998 DrawLevelField(x, y);
3000 TestIfElementTouchesCustomElement(x, y);
3002 if (GFX_CRUMBLED(element))
3003 DrawLevelFieldCrumbledSandNeighbours(x, y);
3005 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3006 StorePlayer[x][y] = 0;
3008 if (ELEM_IS_PLAYER(element))
3009 RelocatePlayer(x, y, element);
3012 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3014 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3018 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3020 int stored = Store[x][y];
3021 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3022 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3025 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3028 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3029 element_info[GfxElement[x][y]].token_name,
3034 DrawLevelFieldCrumbledSand(x, y);
3036 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3038 DrawLevelElement(x, y, Back[x][y]);
3039 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3041 else if (IS_WALKABLE_UNDER(Back[x][y]))
3043 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3044 DrawLevelElementThruMask(x, y, Back[x][y]);
3046 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3047 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3051 void DynaExplode(int ex, int ey)
3054 int dynabomb_element = Feld[ex][ey];
3055 int dynabomb_size = 1;
3056 boolean dynabomb_xl = FALSE;
3057 struct PlayerInfo *player;
3058 static int xy[4][2] =
3066 if (IS_ACTIVE_BOMB(dynabomb_element))
3068 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3069 dynabomb_size = player->dynabomb_size;
3070 dynabomb_xl = player->dynabomb_xl;
3071 player->dynabombs_left++;
3074 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3076 for (i = 0; i < NUM_DIRECTIONS; i++)
3078 for (j = 1; j <= dynabomb_size; j++)
3080 int x = ex + j * xy[i][0];
3081 int y = ey + j * xy[i][1];
3084 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3087 element = Feld[x][y];
3089 /* do not restart explosions of fields with active bombs */
3090 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3093 Explode(x, y, EX_PHASE_START, EX_BORDER);
3095 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3096 if (element != EL_EMPTY &&
3097 element != EL_SAND &&
3098 element != EL_EXPLOSION &&
3105 void Bang(int x, int y)
3108 int element = MovingOrBlocked2Element(x, y);
3110 int element = Feld[x][y];
3114 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3116 if (IS_PLAYER(x, y))
3119 struct PlayerInfo *player = PLAYERINFO(x, y);
3121 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3122 player->element_nr);
3127 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3129 if (game.emulation == EMU_SUPAPLEX)
3130 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3132 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3137 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3145 case EL_BD_BUTTERFLY:
3148 case EL_DARK_YAMYAM:
3152 RaiseScoreElement(element);
3153 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3155 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3156 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3157 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3158 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3159 case EL_DYNABOMB_INCREASE_NUMBER:
3160 case EL_DYNABOMB_INCREASE_SIZE:
3161 case EL_DYNABOMB_INCREASE_POWER:
3166 case EL_LAMP_ACTIVE:
3167 if (IS_PLAYER(x, y))
3168 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3170 Explode(x, y, EX_PHASE_START, EX_CENTER);
3173 if (CAN_EXPLODE_DYNA(element))
3175 else if (CAN_EXPLODE_1X1(element))
3176 Explode(x, y, EX_PHASE_START, EX_CENTER);
3178 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3182 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3185 void SplashAcid(int x, int y)
3188 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3189 (!IN_LEV_FIELD(x - 1, y - 2) ||
3190 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3191 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3193 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3194 (!IN_LEV_FIELD(x + 1, y - 2) ||
3195 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3196 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3198 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3200 /* input: position of element entering acid (obsolete) */
3202 int element = Feld[x][y];
3204 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3207 if (element != EL_ACID_SPLASH_LEFT &&
3208 element != EL_ACID_SPLASH_RIGHT)
3210 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3212 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3213 (!IN_LEV_FIELD(x - 1, y - 1) ||
3214 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3215 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3217 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3218 (!IN_LEV_FIELD(x + 1, y - 1) ||
3219 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3220 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3225 static void InitBeltMovement()
3227 static int belt_base_element[4] =
3229 EL_CONVEYOR_BELT_1_LEFT,
3230 EL_CONVEYOR_BELT_2_LEFT,
3231 EL_CONVEYOR_BELT_3_LEFT,
3232 EL_CONVEYOR_BELT_4_LEFT
3234 static int belt_base_active_element[4] =
3236 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3237 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3238 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3239 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3244 /* set frame order for belt animation graphic according to belt direction */
3245 for (i = 0; i < NUM_BELTS; i++)
3249 for (j = 0; j < NUM_BELT_PARTS; j++)
3251 int element = belt_base_active_element[belt_nr] + j;
3252 int graphic = el2img(element);
3254 if (game.belt_dir[i] == MV_LEFT)
3255 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3257 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3261 for (y = 0; y < lev_fieldy; y++)
3263 for (x = 0; x < lev_fieldx; x++)
3265 int element = Feld[x][y];
3267 for (i = 0; i < NUM_BELTS; i++)
3269 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3271 int e_belt_nr = getBeltNrFromBeltElement(element);
3274 if (e_belt_nr == belt_nr)
3276 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3278 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3286 static void ToggleBeltSwitch(int x, int y)
3288 static int belt_base_element[4] =
3290 EL_CONVEYOR_BELT_1_LEFT,
3291 EL_CONVEYOR_BELT_2_LEFT,
3292 EL_CONVEYOR_BELT_3_LEFT,
3293 EL_CONVEYOR_BELT_4_LEFT
3295 static int belt_base_active_element[4] =
3297 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3298 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3299 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3300 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3302 static int belt_base_switch_element[4] =
3304 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3305 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3306 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3307 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3309 static int belt_move_dir[4] =
3317 int element = Feld[x][y];
3318 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3319 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3320 int belt_dir = belt_move_dir[belt_dir_nr];
3323 if (!IS_BELT_SWITCH(element))
3326 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3327 game.belt_dir[belt_nr] = belt_dir;
3329 if (belt_dir_nr == 3)
3332 /* set frame order for belt animation graphic according to belt direction */
3333 for (i = 0; i < NUM_BELT_PARTS; i++)
3335 int element = belt_base_active_element[belt_nr] + i;
3336 int graphic = el2img(element);
3338 if (belt_dir == MV_LEFT)
3339 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3341 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3344 for (yy = 0; yy < lev_fieldy; yy++)
3346 for (xx = 0; xx < lev_fieldx; xx++)
3348 int element = Feld[xx][yy];
3350 if (IS_BELT_SWITCH(element))
3352 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3354 if (e_belt_nr == belt_nr)
3356 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3357 DrawLevelField(xx, yy);
3360 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3362 int e_belt_nr = getBeltNrFromBeltElement(element);
3364 if (e_belt_nr == belt_nr)
3366 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3368 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3369 DrawLevelField(xx, yy);
3372 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3374 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3376 if (e_belt_nr == belt_nr)
3378 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3380 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3381 DrawLevelField(xx, yy);
3388 static void ToggleSwitchgateSwitch(int x, int y)
3392 game.switchgate_pos = !game.switchgate_pos;
3394 for (yy = 0; yy < lev_fieldy; yy++)
3396 for (xx = 0; xx < lev_fieldx; xx++)
3398 int element = Feld[xx][yy];
3400 if (element == EL_SWITCHGATE_SWITCH_UP ||
3401 element == EL_SWITCHGATE_SWITCH_DOWN)
3403 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3404 DrawLevelField(xx, yy);
3406 else if (element == EL_SWITCHGATE_OPEN ||
3407 element == EL_SWITCHGATE_OPENING)
3409 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3411 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3413 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3416 else if (element == EL_SWITCHGATE_CLOSED ||
3417 element == EL_SWITCHGATE_CLOSING)
3419 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3421 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3423 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3430 static int getInvisibleActiveFromInvisibleElement(int element)
3432 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3433 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3434 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3438 static int getInvisibleFromInvisibleActiveElement(int element)
3440 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3441 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3442 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3446 static void RedrawAllLightSwitchesAndInvisibleElements()
3450 for (y = 0; y < lev_fieldy; y++)
3452 for (x = 0; x < lev_fieldx; x++)
3454 int element = Feld[x][y];
3456 if (element == EL_LIGHT_SWITCH &&
3457 game.light_time_left > 0)
3459 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3460 DrawLevelField(x, y);
3462 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3463 game.light_time_left == 0)
3465 Feld[x][y] = EL_LIGHT_SWITCH;
3466 DrawLevelField(x, y);
3468 else if (element == EL_INVISIBLE_STEELWALL ||
3469 element == EL_INVISIBLE_WALL ||
3470 element == EL_INVISIBLE_SAND)
3472 if (game.light_time_left > 0)
3473 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3475 DrawLevelField(x, y);
3477 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3478 element == EL_INVISIBLE_WALL_ACTIVE ||
3479 element == EL_INVISIBLE_SAND_ACTIVE)
3481 if (game.light_time_left == 0)
3482 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3484 DrawLevelField(x, y);
3490 static void ToggleLightSwitch(int x, int y)
3492 int element = Feld[x][y];
3494 game.light_time_left =
3495 (element == EL_LIGHT_SWITCH ?
3496 level.time_light * FRAMES_PER_SECOND : 0);
3498 RedrawAllLightSwitchesAndInvisibleElements();
3501 static void ActivateTimegateSwitch(int x, int y)
3505 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3507 for (yy = 0; yy < lev_fieldy; yy++)
3509 for (xx = 0; xx < lev_fieldx; xx++)
3511 int element = Feld[xx][yy];
3513 if (element == EL_TIMEGATE_CLOSED ||
3514 element == EL_TIMEGATE_CLOSING)
3516 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3517 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3521 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3523 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3524 DrawLevelField(xx, yy);
3531 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3534 inline static int getElementMoveStepsize(int x, int y)
3536 int element = Feld[x][y];
3537 int direction = MovDir[x][y];
3538 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3539 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3540 int horiz_move = (dx != 0);
3541 int sign = (horiz_move ? dx : dy);
3542 int step = sign * element_info[element].move_stepsize;
3544 /* special values for move stepsize for spring and things on conveyor belt */
3548 if (element == EL_SPRING)
3549 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3550 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3551 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3552 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3554 if (CAN_FALL(element) &&
3555 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3556 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3557 else if (element == EL_SPRING)
3558 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3565 void Impact(int x, int y)
3567 boolean lastline = (y == lev_fieldy-1);
3568 boolean object_hit = FALSE;
3569 boolean impact = (lastline || object_hit);
3570 int element = Feld[x][y];
3571 int smashed = EL_UNDEFINED;
3573 if (!lastline) /* check if element below was hit */
3575 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3578 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3579 MovDir[x][y + 1] != MV_DOWN ||
3580 MovPos[x][y + 1] <= TILEY / 2));
3583 object_hit = !IS_FREE(x, y + 1);
3586 /* do not smash moving elements that left the smashed field in time */
3587 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3588 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3592 smashed = MovingOrBlocked2Element(x, y + 1);
3594 impact = (lastline || object_hit);
3597 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3599 SplashAcid(x, y + 1);
3603 /* only reset graphic animation if graphic really changes after impact */
3605 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3607 ResetGfxAnimation(x, y);
3608 DrawLevelField(x, y);
3611 if (impact && CAN_EXPLODE_IMPACT(element))
3616 else if (impact && element == EL_PEARL)
3618 Feld[x][y] = EL_PEARL_BREAKING;
3619 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3622 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3624 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3629 if (impact && element == EL_AMOEBA_DROP)
3631 if (object_hit && IS_PLAYER(x, y + 1))
3632 KillHeroUnlessEnemyProtected(x, y + 1);
3633 else if (object_hit && smashed == EL_PENGUIN)
3637 Feld[x][y] = EL_AMOEBA_GROWING;
3638 Store[x][y] = EL_AMOEBA_WET;
3640 ResetRandomAnimationValue(x, y);
3645 if (object_hit) /* check which object was hit */
3647 if (CAN_PASS_MAGIC_WALL(element) &&
3648 (smashed == EL_MAGIC_WALL ||
3649 smashed == EL_BD_MAGIC_WALL))
3652 int activated_magic_wall =
3653 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3654 EL_BD_MAGIC_WALL_ACTIVE);
3656 /* activate magic wall / mill */
3657 for (yy = 0; yy < lev_fieldy; yy++)
3658 for (xx = 0; xx < lev_fieldx; xx++)
3659 if (Feld[xx][yy] == smashed)
3660 Feld[xx][yy] = activated_magic_wall;
3662 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3663 game.magic_wall_active = TRUE;
3665 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3666 SND_MAGIC_WALL_ACTIVATING :
3667 SND_BD_MAGIC_WALL_ACTIVATING));
3670 if (IS_PLAYER(x, y + 1))
3672 if (CAN_SMASH_PLAYER(element))
3674 KillHeroUnlessEnemyProtected(x, y + 1);
3678 else if (smashed == EL_PENGUIN)
3680 if (CAN_SMASH_PLAYER(element))
3686 else if (element == EL_BD_DIAMOND)
3688 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3694 else if (((element == EL_SP_INFOTRON ||
3695 element == EL_SP_ZONK) &&
3696 (smashed == EL_SP_SNIKSNAK ||
3697 smashed == EL_SP_ELECTRON ||
3698 smashed == EL_SP_DISK_ORANGE)) ||
3699 (element == EL_SP_INFOTRON &&
3700 smashed == EL_SP_DISK_YELLOW))
3706 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3712 else if (CAN_SMASH_EVERYTHING(element))
3714 if (IS_CLASSIC_ENEMY(smashed) ||
3715 CAN_EXPLODE_SMASHED(smashed))
3720 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3722 if (smashed == EL_LAMP ||
3723 smashed == EL_LAMP_ACTIVE)
3728 else if (smashed == EL_NUT)
3730 Feld[x][y + 1] = EL_NUT_BREAKING;
3731 PlayLevelSound(x, y, SND_NUT_BREAKING);
3732 RaiseScoreElement(EL_NUT);
3735 else if (smashed == EL_PEARL)
3737 Feld[x][y + 1] = EL_PEARL_BREAKING;
3738 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3741 else if (smashed == EL_DIAMOND)
3743 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3744 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3747 else if (IS_BELT_SWITCH(smashed))
3749 ToggleBeltSwitch(x, y + 1);
3751 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3752 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3754 ToggleSwitchgateSwitch(x, y + 1);
3756 else if (smashed == EL_LIGHT_SWITCH ||
3757 smashed == EL_LIGHT_SWITCH_ACTIVE)
3759 ToggleLightSwitch(x, y + 1);
3763 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3765 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3766 CE_OTHER_IS_SWITCHING);
3767 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3773 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3778 /* play sound of magic wall / mill */
3780 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3781 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3783 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3784 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3785 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3786 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3791 /* play sound of object that hits the ground */
3792 if (lastline || object_hit)
3793 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3796 inline static void TurnRoundExt(int x, int y)
3808 { 0, 0 }, { 0, 0 }, { 0, 0 },
3813 int left, right, back;
3817 { MV_DOWN, MV_UP, MV_RIGHT },
3818 { MV_UP, MV_DOWN, MV_LEFT },
3820 { MV_LEFT, MV_RIGHT, MV_DOWN },
3824 { MV_RIGHT, MV_LEFT, MV_UP }
3827 int element = Feld[x][y];
3828 int move_pattern = element_info[element].move_pattern;
3830 int old_move_dir = MovDir[x][y];
3831 int left_dir = turn[old_move_dir].left;
3832 int right_dir = turn[old_move_dir].right;
3833 int back_dir = turn[old_move_dir].back;
3835 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3836 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3837 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3838 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3840 int left_x = x + left_dx, left_y = y + left_dy;
3841 int right_x = x + right_dx, right_y = y + right_dy;
3842 int move_x = x + move_dx, move_y = y + move_dy;
3846 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3848 TestIfBadThingTouchesOtherBadThing(x, y);
3850 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3851 MovDir[x][y] = right_dir;
3852 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3853 MovDir[x][y] = left_dir;
3855 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3857 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3860 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3861 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3863 TestIfBadThingTouchesOtherBadThing(x, y);
3865 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3866 MovDir[x][y] = left_dir;
3867 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3868 MovDir[x][y] = right_dir;
3870 if ((element == EL_SPACESHIP ||
3871 element == EL_SP_SNIKSNAK ||
3872 element == EL_SP_ELECTRON)
3873 && MovDir[x][y] != old_move_dir)
3875 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3878 else if (element == EL_YAMYAM)
3880 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3881 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3883 if (can_turn_left && can_turn_right)
3884 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3885 else if (can_turn_left)
3886 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3887 else if (can_turn_right)
3888 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3890 MovDir[x][y] = back_dir;
3892 MovDelay[x][y] = 16 + 16 * RND(3);
3894 else if (element == EL_DARK_YAMYAM)
3896 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3897 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3899 if (can_turn_left && can_turn_right)
3900 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3901 else if (can_turn_left)
3902 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3903 else if (can_turn_right)
3904 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3906 MovDir[x][y] = back_dir;
3908 MovDelay[x][y] = 16 + 16 * RND(3);
3910 else if (element == EL_PACMAN)
3912 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3913 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3915 if (can_turn_left && can_turn_right)
3916 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3917 else if (can_turn_left)
3918 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3919 else if (can_turn_right)
3920 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3922 MovDir[x][y] = back_dir;
3924 MovDelay[x][y] = 6 + RND(40);
3926 else if (element == EL_PIG)
3928 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3929 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3930 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3931 boolean should_turn_left, should_turn_right, should_move_on;
3933 int rnd = RND(rnd_value);
3935 should_turn_left = (can_turn_left &&
3937 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3938 y + back_dy + left_dy)));
3939 should_turn_right = (can_turn_right &&
3941 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3942 y + back_dy + right_dy)));
3943 should_move_on = (can_move_on &&
3946 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3947 y + move_dy + left_dy) ||
3948 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3949 y + move_dy + right_dy)));
3951 if (should_turn_left || should_turn_right || should_move_on)
3953 if (should_turn_left && should_turn_right && should_move_on)
3954 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3955 rnd < 2 * rnd_value / 3 ? right_dir :
3957 else if (should_turn_left && should_turn_right)
3958 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3959 else if (should_turn_left && should_move_on)
3960 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3961 else if (should_turn_right && should_move_on)
3962 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3963 else if (should_turn_left)
3964 MovDir[x][y] = left_dir;
3965 else if (should_turn_right)
3966 MovDir[x][y] = right_dir;
3967 else if (should_move_on)
3968 MovDir[x][y] = old_move_dir;
3970 else if (can_move_on && rnd > rnd_value / 8)
3971 MovDir[x][y] = old_move_dir;
3972 else if (can_turn_left && can_turn_right)
3973 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3974 else if (can_turn_left && rnd > rnd_value / 8)
3975 MovDir[x][y] = left_dir;
3976 else if (can_turn_right && rnd > rnd_value/8)
3977 MovDir[x][y] = right_dir;
3979 MovDir[x][y] = back_dir;
3981 xx = x + move_xy[MovDir[x][y]].x;
3982 yy = y + move_xy[MovDir[x][y]].y;
3984 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3985 MovDir[x][y] = old_move_dir;
3989 else if (element == EL_DRAGON)
3991 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(left_x, left_y);
3992 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(right_x, right_y);
3993 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(move_x, move_y);
3995 int rnd = RND(rnd_value);
3998 if (FrameCounter < 1 && x == 0 && y == 29)
3999 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4002 if (can_move_on && rnd > rnd_value / 8)
4003 MovDir[x][y] = old_move_dir;
4004 else if (can_turn_left && can_turn_right)
4005 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4006 else if (can_turn_left && rnd > rnd_value / 8)
4007 MovDir[x][y] = left_dir;
4008 else if (can_turn_right && rnd > rnd_value / 8)
4009 MovDir[x][y] = right_dir;
4011 MovDir[x][y] = back_dir;
4013 xx = x + move_xy[MovDir[x][y]].x;
4014 yy = y + move_xy[MovDir[x][y]].y;
4017 if (FrameCounter < 1 && x == 0 && y == 29)
4018 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4019 xx, yy, Feld[xx][yy],
4024 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4025 MovDir[x][y] = old_move_dir;
4027 if (!IS_FREE(xx, yy))
4028 MovDir[x][y] = old_move_dir;
4032 if (FrameCounter < 1 && x == 0 && y == 29)
4033 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4038 else if (element == EL_MOLE)
4040 boolean can_move_on =
4041 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
4042 IS_AMOEBOID(Feld[move_x][move_y]) ||
4043 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4046 boolean can_turn_left =
4047 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
4048 IS_AMOEBOID(Feld[left_x][left_y])));
4050 boolean can_turn_right =
4051 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
4052 IS_AMOEBOID(Feld[right_x][right_y])));
4054 if (can_turn_left && can_turn_right)
4055 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4056 else if (can_turn_left)
4057 MovDir[x][y] = left_dir;
4059 MovDir[x][y] = right_dir;
4062 if (MovDir[x][y] != old_move_dir)
4065 else if (element == EL_BALLOON)
4067 MovDir[x][y] = game.balloon_dir;
4070 else if (element == EL_SPRING)
4073 if (MovDir[x][y] & MV_HORIZONTAL &&
4074 !SPRING_CAN_ENTER_FIELD(move_x, move_y))
4075 MovDir[x][y] = MV_NO_MOVING;
4077 if (MovDir[x][y] & MV_HORIZONTAL &&
4078 (!SPRING_CAN_ENTER_FIELD(move_x, move_y) ||
4079 SPRING_CAN_ENTER_FIELD(x, y + 1)))
4080 MovDir[x][y] = MV_NO_MOVING;
4085 else if (element == EL_ROBOT ||
4086 element == EL_SATELLITE ||
4087 element == EL_PENGUIN)
4089 int attr_x = -1, attr_y = -1;
4100 for (i = 0; i < MAX_PLAYERS; i++)
4102 struct PlayerInfo *player = &stored_player[i];
4103 int jx = player->jx, jy = player->jy;
4105 if (!player->active)
4109 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4117 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4123 if (element == EL_PENGUIN)
4126 static int xy[4][2] =
4134 for (i = 0; i < NUM_DIRECTIONS; i++)
4136 int ex = x + xy[i][0];
4137 int ey = y + xy[i][1];
4139 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4148 MovDir[x][y] = MV_NO_MOVING;
4150 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4151 else if (attr_x > x)
4152 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4154 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4155 else if (attr_y > y)
4156 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4158 if (element == EL_ROBOT)
4162 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4163 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4164 Moving2Blocked(x, y, &newx, &newy);
4166 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4167 MovDelay[x][y] = 8 + 8 * !RND(3);
4169 MovDelay[x][y] = 16;
4171 else if (element == EL_PENGUIN)
4177 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4179 boolean first_horiz = RND(2);
4180 int new_move_dir = MovDir[x][y];
4183 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4184 Moving2Blocked(x, y, &newx, &newy);
4186 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4190 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4191 Moving2Blocked(x, y, &newx, &newy);
4193 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4196 MovDir[x][y] = old_move_dir;
4200 else /* (element == EL_SATELLITE) */
4206 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4208 boolean first_horiz = RND(2);
4209 int new_move_dir = MovDir[x][y];
4212 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4213 Moving2Blocked(x, y, &newx, &newy);
4215 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4219 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4220 Moving2Blocked(x, y, &newx, &newy);
4222 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4225 MovDir[x][y] = old_move_dir;
4230 else if (move_pattern == MV_TURNING_LEFT ||
4231 move_pattern == MV_TURNING_RIGHT ||
4232 move_pattern == MV_TURNING_LEFT_RIGHT ||
4233 move_pattern == MV_TURNING_RIGHT_LEFT ||
4234 move_pattern == MV_TURNING_RANDOM ||
4235 move_pattern == MV_ALL_DIRECTIONS)
4237 boolean can_turn_left =
4238 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4239 boolean can_turn_right =
4240 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4242 if (move_pattern == MV_TURNING_LEFT)
4243 MovDir[x][y] = left_dir;
4244 else if (move_pattern == MV_TURNING_RIGHT)
4245 MovDir[x][y] = right_dir;
4246 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4247 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4248 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4249 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4250 else if (move_pattern == MV_TURNING_RANDOM)
4251 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4252 can_turn_right && !can_turn_left ? right_dir :
4253 RND(2) ? left_dir : right_dir);
4254 else if (can_turn_left && can_turn_right)
4255 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4256 else if (can_turn_left)
4257 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4258 else if (can_turn_right)
4259 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4261 MovDir[x][y] = back_dir;
4263 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4265 else if (move_pattern == MV_HORIZONTAL ||
4266 move_pattern == MV_VERTICAL)
4268 if (move_pattern & old_move_dir)
4269 MovDir[x][y] = back_dir;
4270 else if (move_pattern == MV_HORIZONTAL)
4271 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4272 else if (move_pattern == MV_VERTICAL)
4273 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4275 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4277 else if (move_pattern & MV_ANY_DIRECTION)
4279 MovDir[x][y] = move_pattern;
4280 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4282 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4284 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4285 MovDir[x][y] = left_dir;
4286 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4287 MovDir[x][y] = right_dir;
4289 if (MovDir[x][y] != old_move_dir)
4290 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4292 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4294 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4295 MovDir[x][y] = right_dir;
4296 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4297 MovDir[x][y] = left_dir;
4299 if (MovDir[x][y] != old_move_dir)
4300 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4302 else if (move_pattern == MV_TOWARDS_PLAYER ||
4303 move_pattern == MV_AWAY_FROM_PLAYER)
4305 int attr_x = -1, attr_y = -1;
4307 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4318 for (i = 0; i < MAX_PLAYERS; i++)
4320 struct PlayerInfo *player = &stored_player[i];
4321 int jx = player->jx, jy = player->jy;
4323 if (!player->active)
4327 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4335 MovDir[x][y] = MV_NO_MOVING;
4337 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4338 else if (attr_x > x)
4339 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4341 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4342 else if (attr_y > y)
4343 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4345 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4347 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4349 boolean first_horiz = RND(2);
4350 int new_move_dir = MovDir[x][y];
4353 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4354 Moving2Blocked(x, y, &newx, &newy);
4356 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4360 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4361 Moving2Blocked(x, y, &newx, &newy);
4363 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4366 MovDir[x][y] = old_move_dir;
4369 else if (move_pattern == MV_WHEN_PUSHED ||
4370 move_pattern == MV_WHEN_DROPPED)
4372 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4373 MovDir[x][y] = MV_NO_MOVING;
4377 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4379 static int test_xy[7][2] =
4389 static int test_dir[7] =
4399 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4400 int move_preference = -1000000; /* start with very low preference */
4401 int new_move_dir = MV_NO_MOVING;
4402 int start_test = RND(4);
4405 for (i = 0; i < NUM_DIRECTIONS; i++)
4407 int move_dir = test_dir[start_test + i];
4408 int move_dir_preference;
4410 xx = x + test_xy[start_test + i][0];
4411 yy = y + test_xy[start_test + i][1];
4413 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4414 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4416 new_move_dir = move_dir;
4421 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4424 move_dir_preference = -1 * RunnerVisit[xx][yy];
4425 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4426 move_dir_preference = PlayerVisit[xx][yy];
4428 if (move_dir_preference > move_preference)
4430 /* prefer field that has not been visited for the longest time */
4431 move_preference = move_dir_preference;
4432 new_move_dir = move_dir;
4434 else if (move_dir_preference == move_preference &&
4435 move_dir == old_move_dir)
4437 /* prefer last direction when all directions are preferred equally */
4438 move_preference = move_dir_preference;
4439 new_move_dir = move_dir;
4443 MovDir[x][y] = new_move_dir;
4444 if (old_move_dir != new_move_dir)
4449 static void TurnRound(int x, int y)
4451 int direction = MovDir[x][y];
4454 GfxDir[x][y] = MovDir[x][y];
4460 GfxDir[x][y] = MovDir[x][y];
4463 if (direction != MovDir[x][y])
4468 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4471 GfxAction[x][y] = ACTION_WAITING;
4475 static boolean JustBeingPushed(int x, int y)
4479 for (i = 0; i < MAX_PLAYERS; i++)
4481 struct PlayerInfo *player = &stored_player[i];
4483 if (player->active && player->is_pushing && player->MovPos)
4485 int next_jx = player->jx + (player->jx - player->last_jx);
4486 int next_jy = player->jy + (player->jy - player->last_jy);
4488 if (x == next_jx && y == next_jy)
4496 void StartMoving(int x, int y)
4499 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4501 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4502 int element = Feld[x][y];
4508 if (MovDelay[x][y] == 0)
4509 GfxAction[x][y] = ACTION_DEFAULT;
4511 /* !!! this should be handled more generic (not only for mole) !!! */
4512 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4513 GfxAction[x][y] = ACTION_DEFAULT;
4516 if (CAN_FALL(element) && y < lev_fieldy - 1)
4518 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4519 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4520 if (JustBeingPushed(x, y))
4523 if (element == EL_QUICKSAND_FULL)
4525 if (IS_FREE(x, y + 1))
4527 InitMovingField(x, y, MV_DOWN);
4528 started_moving = TRUE;
4530 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4531 Store[x][y] = EL_ROCK;
4533 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4535 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4538 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4540 if (!MovDelay[x][y])
4541 MovDelay[x][y] = TILEY + 1;
4550 Feld[x][y] = EL_QUICKSAND_EMPTY;
4551 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4552 Store[x][y + 1] = Store[x][y];
4555 PlayLevelSoundAction(x, y, ACTION_FILLING);
4557 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4561 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4562 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4564 InitMovingField(x, y, MV_DOWN);
4565 started_moving = TRUE;
4567 Feld[x][y] = EL_QUICKSAND_FILLING;
4568 Store[x][y] = element;
4570 PlayLevelSoundAction(x, y, ACTION_FILLING);
4572 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4575 else if (element == EL_MAGIC_WALL_FULL)
4577 if (IS_FREE(x, y + 1))
4579 InitMovingField(x, y, MV_DOWN);
4580 started_moving = TRUE;
4582 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4583 Store[x][y] = EL_CHANGED(Store[x][y]);
4585 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4587 if (!MovDelay[x][y])
4588 MovDelay[x][y] = TILEY/4 + 1;
4597 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4598 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4599 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4603 else if (element == EL_BD_MAGIC_WALL_FULL)
4605 if (IS_FREE(x, y + 1))
4607 InitMovingField(x, y, MV_DOWN);
4608 started_moving = TRUE;
4610 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4611 Store[x][y] = EL_CHANGED2(Store[x][y]);
4613 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4615 if (!MovDelay[x][y])
4616 MovDelay[x][y] = TILEY/4 + 1;
4625 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4626 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4627 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4631 else if (CAN_PASS_MAGIC_WALL(element) &&
4632 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4633 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4635 InitMovingField(x, y, MV_DOWN);
4636 started_moving = TRUE;
4639 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4640 EL_BD_MAGIC_WALL_FILLING);
4641 Store[x][y] = element;
4644 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4646 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4649 SplashAcid(x, y + 1);
4651 InitMovingField(x, y, MV_DOWN);
4652 started_moving = TRUE;
4654 Store[x][y] = EL_ACID;
4656 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4657 GfxAction[x][y + 1] = ACTION_ACTIVE;
4661 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4662 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4663 (Feld[x][y + 1] == EL_BLOCKED)) ||
4664 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4665 CAN_SMASH(element) && WasJustFalling[x][y] &&
4666 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4670 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4671 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4672 WasJustMoving[x][y] && !Pushed[x][y + 1])
4674 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4675 WasJustMoving[x][y])
4680 /* this is needed for a special case not covered by calling "Impact()"
4681 from "ContinueMoving()": if an element moves to a tile directly below
4682 another element which was just falling on that tile (which was empty
4683 in the previous frame), the falling element above would just stop
4684 instead of smashing the element below (in previous version, the above
4685 element was just checked for "moving" instead of "falling", resulting
4686 in incorrect smashes caused by horizontal movement of the above
4687 element; also, the case of the player being the element to smash was
4688 simply not covered here... :-/ ) */
4691 WasJustMoving[x][y] = 0;
4692 WasJustFalling[x][y] = 0;
4697 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4699 if (MovDir[x][y] == MV_NO_MOVING)
4701 InitMovingField(x, y, MV_DOWN);
4702 started_moving = TRUE;
4705 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4707 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4708 MovDir[x][y] = MV_DOWN;
4710 InitMovingField(x, y, MV_DOWN);
4711 started_moving = TRUE;
4713 else if (element == EL_AMOEBA_DROP)
4715 Feld[x][y] = EL_AMOEBA_GROWING;
4716 Store[x][y] = EL_AMOEBA_WET;
4718 /* Store[x][y + 1] must be zero, because:
4719 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4722 #if OLD_GAME_BEHAVIOUR
4723 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4725 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4726 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4727 element != EL_DX_SUPABOMB)
4730 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4731 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4732 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4733 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4736 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4737 (IS_FREE(x - 1, y + 1) ||
4738 Feld[x - 1][y + 1] == EL_ACID));
4739 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4740 (IS_FREE(x + 1, y + 1) ||
4741 Feld[x + 1][y + 1] == EL_ACID));
4742 boolean can_fall_any = (can_fall_left || can_fall_right);
4743 boolean can_fall_both = (can_fall_left && can_fall_right);
4745 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4747 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4749 if (slippery_type == SLIPPERY_ONLY_LEFT)
4750 can_fall_right = FALSE;
4751 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4752 can_fall_left = FALSE;
4753 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4754 can_fall_right = FALSE;
4755 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4756 can_fall_left = FALSE;
4758 can_fall_any = (can_fall_left || can_fall_right);
4759 can_fall_both = (can_fall_left && can_fall_right);
4764 if (can_fall_both &&
4765 (game.emulation != EMU_BOULDERDASH &&
4766 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4767 can_fall_left = !(can_fall_right = RND(2));
4769 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4770 started_moving = TRUE;
4774 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4776 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4779 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4780 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4781 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4782 int belt_dir = game.belt_dir[belt_nr];
4784 if ((belt_dir == MV_LEFT && left_is_free) ||
4785 (belt_dir == MV_RIGHT && right_is_free))
4788 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4791 InitMovingField(x, y, belt_dir);
4792 started_moving = TRUE;
4795 Pushed[x][y] = TRUE;
4796 Pushed[nextx][y] = TRUE;
4799 GfxAction[x][y] = ACTION_DEFAULT;
4803 MovDir[x][y] = 0; /* if element was moving, stop it */
4808 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4809 if (CAN_MOVE(element) && !started_moving)
4811 int move_pattern = element_info[element].move_pattern;
4814 Moving2Blocked(x, y, &newx, &newy);
4817 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4820 if ((element == EL_SATELLITE ||
4821 element == EL_BALLOON ||
4822 element == EL_SPRING)
4823 && JustBeingPushed(x, y))
4828 if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
4829 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
4830 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
4833 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
4834 element, element_info[element].token_name,
4835 WasJustMoving[x][y],
4836 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
4837 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
4838 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
4839 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
4843 WasJustMoving[x][y] = 0;
4846 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4849 if (Feld[x][y] != element) /* element has changed */
4851 element = Feld[x][y];
4852 move_pattern = element_info[element].move_pattern;
4854 if (!CAN_MOVE(element))
4858 if (Feld[x][y] != element) /* element has changed */
4866 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4867 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4869 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4871 Moving2Blocked(x, y, &newx, &newy);
4872 if (Feld[newx][newy] == EL_BLOCKED)
4873 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4879 if (FrameCounter < 1 && x == 0 && y == 29)
4880 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4883 if (!MovDelay[x][y]) /* start new movement phase */
4885 /* all objects that can change their move direction after each step
4886 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4888 if (element != EL_YAMYAM &&
4889 element != EL_DARK_YAMYAM &&
4890 element != EL_PACMAN &&
4891 !(move_pattern & MV_ANY_DIRECTION) &&
4892 move_pattern != MV_TURNING_LEFT &&
4893 move_pattern != MV_TURNING_RIGHT &&
4894 move_pattern != MV_TURNING_LEFT_RIGHT &&
4895 move_pattern != MV_TURNING_RIGHT_LEFT &&
4896 move_pattern != MV_TURNING_RANDOM)
4901 if (FrameCounter < 1 && x == 0 && y == 29)
4902 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
4905 if (MovDelay[x][y] && (element == EL_BUG ||
4906 element == EL_SPACESHIP ||
4907 element == EL_SP_SNIKSNAK ||
4908 element == EL_SP_ELECTRON ||
4909 element == EL_MOLE))
4910 DrawLevelField(x, y);
4914 if (MovDelay[x][y]) /* wait some time before next movement */
4919 if (element == EL_YAMYAM)
4922 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4923 DrawLevelElementAnimation(x, y, element);
4927 if (MovDelay[x][y]) /* element still has to wait some time */
4930 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4931 ResetGfxAnimation(x, y);
4935 if (GfxAction[x][y] != ACTION_WAITING)
4936 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
4938 GfxAction[x][y] = ACTION_WAITING;
4942 if (element == EL_ROBOT ||
4944 element == EL_PACMAN ||
4946 element == EL_YAMYAM ||
4947 element == EL_DARK_YAMYAM)
4950 DrawLevelElementAnimation(x, y, element);
4952 DrawLevelElementAnimationIfNeeded(x, y, element);
4954 PlayLevelSoundAction(x, y, ACTION_WAITING);
4956 else if (element == EL_SP_ELECTRON)
4957 DrawLevelElementAnimationIfNeeded(x, y, element);
4958 else if (element == EL_DRAGON)
4961 int dir = MovDir[x][y];
4962 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4963 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4964 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4965 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4966 dir == MV_UP ? IMG_FLAMES_1_UP :
4967 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4968 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4971 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
4974 GfxAction[x][y] = ACTION_ATTACKING;
4976 if (IS_PLAYER(x, y))
4977 DrawPlayerField(x, y);
4979 DrawLevelField(x, y);
4981 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4983 for (i = 1; i <= 3; i++)
4985 int xx = x + i * dx;
4986 int yy = y + i * dy;
4987 int sx = SCREENX(xx);
4988 int sy = SCREENY(yy);
4989 int flame_graphic = graphic + (i - 1);
4991 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4996 int flamed = MovingOrBlocked2Element(xx, yy);
4998 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5001 RemoveMovingField(xx, yy);
5003 Feld[xx][yy] = EL_FLAMES;
5004 if (IN_SCR_FIELD(sx, sy))
5006 DrawLevelFieldCrumbledSand(xx, yy);
5007 DrawGraphic(sx, sy, flame_graphic, frame);
5012 if (Feld[xx][yy] == EL_FLAMES)
5013 Feld[xx][yy] = EL_EMPTY;
5014 DrawLevelField(xx, yy);
5019 if (MovDelay[x][y]) /* element still has to wait some time */
5021 PlayLevelSoundAction(x, y, ACTION_WAITING);
5027 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5028 for all other elements GfxAction will be set by InitMovingField() */
5029 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5030 GfxAction[x][y] = ACTION_MOVING;
5034 /* now make next step */
5036 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5038 if (DONT_COLLIDE_WITH(element) &&
5039 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5040 !PLAYER_ENEMY_PROTECTED(newx, newy))
5043 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5047 /* player killed by element which is deadly when colliding with */
5049 KillHero(PLAYERINFO(newx, newy));
5056 else if (CAN_MOVE_INTO_ACID(element) &&
5057 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5058 (MovDir[x][y] == MV_DOWN ||
5059 game.engine_version > VERSION_IDENT(3,0,8,0)))
5061 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5062 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5066 else if ((element == EL_PENGUIN ||
5067 element == EL_ROBOT ||
5068 element == EL_SATELLITE ||
5069 element == EL_BALLOON ||
5070 IS_CUSTOM_ELEMENT(element)) &&
5071 IN_LEV_FIELD(newx, newy) &&
5072 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5075 SplashAcid(newx, newy);
5076 Store[x][y] = EL_ACID;
5078 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5080 if (Feld[newx][newy] == EL_EXIT_OPEN)
5084 DrawLevelField(x, y);
5086 Feld[x][y] = EL_EMPTY;
5087 DrawLevelField(x, y);
5090 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5091 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5092 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5094 local_player->friends_still_needed--;
5095 if (!local_player->friends_still_needed &&
5096 !local_player->GameOver && AllPlayersGone)
5097 local_player->LevelSolved = local_player->GameOver = TRUE;
5101 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5103 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5104 DrawLevelField(newx, newy);
5106 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5108 else if (!IS_FREE(newx, newy))
5110 GfxAction[x][y] = ACTION_WAITING;
5112 if (IS_PLAYER(x, y))
5113 DrawPlayerField(x, y);
5115 DrawLevelField(x, y);
5120 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5122 if (IS_FOOD_PIG(Feld[newx][newy]))
5124 if (IS_MOVING(newx, newy))
5125 RemoveMovingField(newx, newy);
5128 Feld[newx][newy] = EL_EMPTY;
5129 DrawLevelField(newx, newy);
5132 PlayLevelSound(x, y, SND_PIG_DIGGING);
5134 else if (!IS_FREE(newx, newy))
5136 if (IS_PLAYER(x, y))
5137 DrawPlayerField(x, y);
5139 DrawLevelField(x, y);
5148 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5151 else if (IS_CUSTOM_ELEMENT(element) &&
5152 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5156 !IS_FREE(newx, newy)
5161 int new_element = Feld[newx][newy];
5164 printf("::: '%s' digs '%s' [%d]\n",
5165 element_info[element].token_name,
5166 element_info[Feld[newx][newy]].token_name,
5167 StorePlayer[newx][newy]);
5170 if (!IS_FREE(newx, newy))
5172 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5173 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5176 /* no element can dig solid indestructible elements */
5177 if (IS_INDESTRUCTIBLE(new_element) &&
5178 !IS_DIGGABLE(new_element) &&
5179 !IS_COLLECTIBLE(new_element))
5182 if (AmoebaNr[newx][newy] &&
5183 (new_element == EL_AMOEBA_FULL ||
5184 new_element == EL_BD_AMOEBA ||
5185 new_element == EL_AMOEBA_GROWING))
5187 AmoebaCnt[AmoebaNr[newx][newy]]--;
5188 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5191 if (IS_MOVING(newx, newy))
5192 RemoveMovingField(newx, newy);
5195 RemoveField(newx, newy);
5196 DrawLevelField(newx, newy);
5199 PlayLevelSoundAction(x, y, action);
5202 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5203 element_info[element].can_leave_element = TRUE;
5205 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5207 RunnerVisit[x][y] = FrameCounter;
5208 PlayerVisit[x][y] /= 8; /* expire player visit path */
5214 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5216 if (!IS_FREE(newx, newy))
5218 if (IS_PLAYER(x, y))
5219 DrawPlayerField(x, y);
5221 DrawLevelField(x, y);
5227 boolean wanna_flame = !RND(10);
5228 int dx = newx - x, dy = newy - y;
5229 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5230 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5231 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5232 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5233 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5234 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5237 IS_CLASSIC_ENEMY(element1) ||
5238 IS_CLASSIC_ENEMY(element2)) &&
5239 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5240 element1 != EL_FLAMES && element2 != EL_FLAMES)
5243 ResetGfxAnimation(x, y);
5244 GfxAction[x][y] = ACTION_ATTACKING;
5247 if (IS_PLAYER(x, y))
5248 DrawPlayerField(x, y);
5250 DrawLevelField(x, y);
5252 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5254 MovDelay[x][y] = 50;
5256 Feld[newx][newy] = EL_FLAMES;
5257 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5258 Feld[newx1][newy1] = EL_FLAMES;
5259 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5260 Feld[newx2][newy2] = EL_FLAMES;
5266 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5267 Feld[newx][newy] == EL_DIAMOND)
5269 if (IS_MOVING(newx, newy))
5270 RemoveMovingField(newx, newy);
5273 Feld[newx][newy] = EL_EMPTY;
5274 DrawLevelField(newx, newy);
5277 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5279 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5280 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5282 if (AmoebaNr[newx][newy])
5284 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5285 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5286 Feld[newx][newy] == EL_BD_AMOEBA)
5287 AmoebaCnt[AmoebaNr[newx][newy]]--;
5292 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5294 if (IS_MOVING(newx, newy))
5297 RemoveMovingField(newx, newy);
5301 Feld[newx][newy] = EL_EMPTY;
5302 DrawLevelField(newx, newy);
5305 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5307 else if ((element == EL_PACMAN || element == EL_MOLE)
5308 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5310 if (AmoebaNr[newx][newy])
5312 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5313 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5314 Feld[newx][newy] == EL_BD_AMOEBA)
5315 AmoebaCnt[AmoebaNr[newx][newy]]--;
5318 if (element == EL_MOLE)
5320 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5321 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5323 ResetGfxAnimation(x, y);
5324 GfxAction[x][y] = ACTION_DIGGING;
5325 DrawLevelField(x, y);
5327 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5329 return; /* wait for shrinking amoeba */
5331 else /* element == EL_PACMAN */
5333 Feld[newx][newy] = EL_EMPTY;
5334 DrawLevelField(newx, newy);
5335 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5338 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5339 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5340 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5342 /* wait for shrinking amoeba to completely disappear */
5345 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5347 /* object was running against a wall */
5352 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5353 DrawLevelElementAnimation(x, y, element);
5355 if (element == EL_BUG ||
5356 element == EL_SPACESHIP ||
5357 element == EL_SP_SNIKSNAK)
5358 DrawLevelField(x, y);
5359 else if (element == EL_MOLE)
5360 DrawLevelField(x, y);
5361 else if (element == EL_BD_BUTTERFLY ||
5362 element == EL_BD_FIREFLY)
5363 DrawLevelElementAnimationIfNeeded(x, y, element);
5364 else if (element == EL_SATELLITE)
5365 DrawLevelElementAnimationIfNeeded(x, y, element);
5366 else if (element == EL_SP_ELECTRON)
5367 DrawLevelElementAnimationIfNeeded(x, y, element);
5370 if (DONT_TOUCH(element))
5371 TestIfBadThingTouchesHero(x, y);
5374 PlayLevelSoundAction(x, y, ACTION_WAITING);
5380 InitMovingField(x, y, MovDir[x][y]);
5382 PlayLevelSoundAction(x, y, ACTION_MOVING);
5386 ContinueMoving(x, y);
5389 void ContinueMoving(int x, int y)
5391 int element = Feld[x][y];
5392 struct ElementInfo *ei = &element_info[element];
5393 int direction = MovDir[x][y];
5394 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5395 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5396 int newx = x + dx, newy = y + dy;
5398 int nextx = newx + dx, nexty = newy + dy;
5401 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5402 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5404 boolean pushed_by_player = Pushed[x][y];
5407 MovPos[x][y] += getElementMoveStepsize(x, y);
5410 if (pushed_by_player && IS_PLAYER(x, y))
5412 /* special case: moving object pushed by player */
5413 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5416 if (pushed_by_player) /* special case: moving object pushed by player */
5417 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5420 if (ABS(MovPos[x][y]) < TILEX)
5422 DrawLevelField(x, y);
5424 return; /* element is still moving */
5427 /* element reached destination field */
5429 Feld[x][y] = EL_EMPTY;
5430 Feld[newx][newy] = element;
5431 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5433 if (element == EL_MOLE)
5435 Feld[x][y] = EL_SAND;
5437 DrawLevelFieldCrumbledSandNeighbours(x, y);
5439 else if (element == EL_QUICKSAND_FILLING)
5441 element = Feld[newx][newy] = get_next_element(element);
5442 Store[newx][newy] = Store[x][y];
5444 else if (element == EL_QUICKSAND_EMPTYING)
5446 Feld[x][y] = get_next_element(element);
5447 element = Feld[newx][newy] = Store[x][y];
5449 else if (element == EL_MAGIC_WALL_FILLING)
5451 element = Feld[newx][newy] = get_next_element(element);
5452 if (!game.magic_wall_active)
5453 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5454 Store[newx][newy] = Store[x][y];
5456 else if (element == EL_MAGIC_WALL_EMPTYING)
5458 Feld[x][y] = get_next_element(element);
5459 if (!game.magic_wall_active)
5460 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5461 element = Feld[newx][newy] = Store[x][y];
5463 else if (element == EL_BD_MAGIC_WALL_FILLING)
5465 element = Feld[newx][newy] = get_next_element(element);
5466 if (!game.magic_wall_active)
5467 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5468 Store[newx][newy] = Store[x][y];
5470 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5472 Feld[x][y] = get_next_element(element);
5473 if (!game.magic_wall_active)
5474 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5475 element = Feld[newx][newy] = Store[x][y];
5477 else if (element == EL_AMOEBA_DROPPING)
5479 Feld[x][y] = get_next_element(element);
5480 element = Feld[newx][newy] = Store[x][y];
5482 else if (element == EL_SOKOBAN_OBJECT)
5485 Feld[x][y] = Back[x][y];
5487 if (Back[newx][newy])
5488 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5490 Back[x][y] = Back[newx][newy] = 0;
5492 else if (Store[x][y] == EL_ACID)
5494 element = Feld[newx][newy] = EL_ACID;
5498 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5499 MovDelay[newx][newy] = 0;
5501 /* copy element change control values to new field */
5502 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5503 ChangePage[newx][newy] = ChangePage[x][y];
5504 Changed[newx][newy] = Changed[x][y];
5505 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5507 ChangeDelay[x][y] = 0;
5508 ChangePage[x][y] = -1;
5509 Changed[x][y] = CE_BITMASK_DEFAULT;
5510 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5512 /* copy animation control values to new field */
5513 GfxFrame[newx][newy] = GfxFrame[x][y];
5514 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5515 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5516 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5518 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5520 ResetGfxAnimation(x, y); /* reset animation values for old field */
5523 /* some elements can leave other elements behind after moving */
5524 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5525 ei->move_leave_element != EL_EMPTY &&
5526 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5527 ei->can_leave_element_last))
5529 Feld[x][y] = ei->move_leave_element;
5530 InitField(x, y, FALSE);
5532 if (GFX_CRUMBLED(Feld[x][y]))
5533 DrawLevelFieldCrumbledSandNeighbours(x, y);
5536 ei->can_leave_element_last = ei->can_leave_element;
5537 ei->can_leave_element = FALSE;
5541 /* 2.1.1 (does not work correctly for spring) */
5542 if (!CAN_MOVE(element))
5543 MovDir[newx][newy] = 0;
5547 /* (does not work for falling objects that slide horizontally) */
5548 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5549 MovDir[newx][newy] = 0;
5552 if (!CAN_MOVE(element) ||
5553 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5554 MovDir[newx][newy] = 0;
5557 if (!CAN_MOVE(element) ||
5558 (CAN_FALL(element) && direction == MV_DOWN))
5559 GfxDir[x][y] = MovDir[newx][newy] = 0;
5564 DrawLevelField(x, y);
5565 DrawLevelField(newx, newy);
5567 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5569 /* prevent pushed element from moving on in pushed direction */
5570 if (pushed_by_player && CAN_MOVE(element) &&
5571 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5572 !(element_info[element].move_pattern & direction))
5573 TurnRound(newx, newy);
5576 /* prevent elements on conveyor belt from moving on in last direction */
5577 if (pushed_by_conveyor && CAN_FALL(element) &&
5578 direction & MV_HORIZONTAL)
5579 MovDir[newx][newy] = 0;
5582 if (!pushed_by_player)
5584 WasJustMoving[newx][newy] = 3;
5586 if (CAN_FALL(element) && direction == MV_DOWN)
5587 WasJustFalling[newx][newy] = 3;
5590 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5592 TestIfBadThingTouchesHero(newx, newy);
5593 TestIfBadThingTouchesFriend(newx, newy);
5595 if (!IS_CUSTOM_ELEMENT(element))
5596 TestIfBadThingTouchesOtherBadThing(newx, newy);
5598 else if (element == EL_PENGUIN)
5599 TestIfFriendTouchesBadThing(newx, newy);
5601 if (CAN_FALL(element) && direction == MV_DOWN &&
5602 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5606 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5610 if (ChangePage[newx][newy] != -1) /* delayed change */
5611 ChangeElement(newx, newy, ChangePage[newx][newy]);
5616 TestIfElementHitsCustomElement(newx, newy, direction);
5620 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5622 int hitting_element = Feld[newx][newy];
5624 /* !!! fix side (direction) orientation here and elsewhere !!! */
5625 CheckElementSideChange(newx, newy, hitting_element,
5626 direction, CE_HITTING_SOMETHING, -1);
5629 if (IN_LEV_FIELD(nextx, nexty))
5631 int opposite_direction = MV_DIR_OPPOSITE(direction);
5632 int hitting_side = direction;
5633 int touched_side = opposite_direction;
5634 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5635 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5636 MovDir[nextx][nexty] != direction ||
5637 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5643 CheckElementSideChange(nextx, nexty, touched_element,
5644 opposite_direction, CE_HIT_BY_SOMETHING, -1);
5646 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5647 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5649 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5651 struct ElementChangeInfo *change =
5652 &element_info[hitting_element].change_page[i];
5654 if (change->can_change &&
5655 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5656 change->sides & touched_side &&
5657 change->trigger_element == touched_element)
5659 CheckElementSideChange(newx, newy, hitting_element,
5660 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
5666 if (IS_CUSTOM_ELEMENT(touched_element) &&
5667 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5669 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5671 struct ElementChangeInfo *change =
5672 &element_info[touched_element].change_page[i];
5674 if (change->can_change &&
5675 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5676 change->sides & hitting_side &&
5677 change->trigger_element == hitting_element)
5679 CheckElementSideChange(nextx, nexty, touched_element,
5680 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
5691 TestIfPlayerTouchesCustomElement(newx, newy);
5692 TestIfElementTouchesCustomElement(newx, newy);
5695 int AmoebeNachbarNr(int ax, int ay)
5698 int element = Feld[ax][ay];
5700 static int xy[4][2] =
5708 for (i = 0; i < NUM_DIRECTIONS; i++)
5710 int x = ax + xy[i][0];
5711 int y = ay + xy[i][1];
5713 if (!IN_LEV_FIELD(x, y))
5716 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5717 group_nr = AmoebaNr[x][y];
5723 void AmoebenVereinigen(int ax, int ay)
5725 int i, x, y, xx, yy;
5726 int new_group_nr = AmoebaNr[ax][ay];
5727 static int xy[4][2] =
5735 if (new_group_nr == 0)
5738 for (i = 0; i < NUM_DIRECTIONS; i++)
5743 if (!IN_LEV_FIELD(x, y))
5746 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5747 Feld[x][y] == EL_BD_AMOEBA ||
5748 Feld[x][y] == EL_AMOEBA_DEAD) &&
5749 AmoebaNr[x][y] != new_group_nr)
5751 int old_group_nr = AmoebaNr[x][y];
5753 if (old_group_nr == 0)
5756 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5757 AmoebaCnt[old_group_nr] = 0;
5758 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5759 AmoebaCnt2[old_group_nr] = 0;
5761 for (yy = 0; yy < lev_fieldy; yy++)
5763 for (xx = 0; xx < lev_fieldx; xx++)
5765 if (AmoebaNr[xx][yy] == old_group_nr)
5766 AmoebaNr[xx][yy] = new_group_nr;
5773 void AmoebeUmwandeln(int ax, int ay)
5777 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5779 int group_nr = AmoebaNr[ax][ay];
5784 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5785 printf("AmoebeUmwandeln(): This should never happen!\n");
5790 for (y = 0; y < lev_fieldy; y++)
5792 for (x = 0; x < lev_fieldx; x++)
5794 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5797 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5801 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5802 SND_AMOEBA_TURNING_TO_GEM :
5803 SND_AMOEBA_TURNING_TO_ROCK));
5808 static int xy[4][2] =
5816 for (i = 0; i < NUM_DIRECTIONS; i++)
5821 if (!IN_LEV_FIELD(x, y))
5824 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5826 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5827 SND_AMOEBA_TURNING_TO_GEM :
5828 SND_AMOEBA_TURNING_TO_ROCK));
5835 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5838 int group_nr = AmoebaNr[ax][ay];
5839 boolean done = FALSE;
5844 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5845 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5850 for (y = 0; y < lev_fieldy; y++)
5852 for (x = 0; x < lev_fieldx; x++)
5854 if (AmoebaNr[x][y] == group_nr &&
5855 (Feld[x][y] == EL_AMOEBA_DEAD ||
5856 Feld[x][y] == EL_BD_AMOEBA ||
5857 Feld[x][y] == EL_AMOEBA_GROWING))
5860 Feld[x][y] = new_element;
5861 InitField(x, y, FALSE);
5862 DrawLevelField(x, y);
5869 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5870 SND_BD_AMOEBA_TURNING_TO_ROCK :
5871 SND_BD_AMOEBA_TURNING_TO_GEM));
5874 void AmoebeWaechst(int x, int y)
5876 static unsigned long sound_delay = 0;
5877 static unsigned long sound_delay_value = 0;
5879 if (!MovDelay[x][y]) /* start new growing cycle */
5883 if (DelayReached(&sound_delay, sound_delay_value))
5886 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5888 if (Store[x][y] == EL_BD_AMOEBA)
5889 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
5891 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
5893 sound_delay_value = 30;
5897 if (MovDelay[x][y]) /* wait some time before growing bigger */
5900 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5902 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5903 6 - MovDelay[x][y]);
5905 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5908 if (!MovDelay[x][y])
5910 Feld[x][y] = Store[x][y];
5912 DrawLevelField(x, y);
5917 void AmoebaDisappearing(int x, int y)
5919 static unsigned long sound_delay = 0;
5920 static unsigned long sound_delay_value = 0;
5922 if (!MovDelay[x][y]) /* start new shrinking cycle */
5926 if (DelayReached(&sound_delay, sound_delay_value))
5927 sound_delay_value = 30;
5930 if (MovDelay[x][y]) /* wait some time before shrinking */
5933 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5935 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5936 6 - MovDelay[x][y]);
5938 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5941 if (!MovDelay[x][y])
5943 Feld[x][y] = EL_EMPTY;
5944 DrawLevelField(x, y);
5946 /* don't let mole enter this field in this cycle;
5947 (give priority to objects falling to this field from above) */
5953 void AmoebeAbleger(int ax, int ay)
5956 int element = Feld[ax][ay];
5957 int graphic = el2img(element);
5958 int newax = ax, neway = ay;
5959 static int xy[4][2] =
5967 if (!level.amoeba_speed)
5969 Feld[ax][ay] = EL_AMOEBA_DEAD;
5970 DrawLevelField(ax, ay);
5974 if (IS_ANIMATED(graphic))
5975 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5977 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5978 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5980 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5983 if (MovDelay[ax][ay])
5987 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5990 int x = ax + xy[start][0];
5991 int y = ay + xy[start][1];
5993 if (!IN_LEV_FIELD(x, y))
5996 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5997 if (IS_FREE(x, y) ||
5998 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6004 if (newax == ax && neway == ay)
6007 else /* normal or "filled" (BD style) amoeba */
6010 boolean waiting_for_player = FALSE;
6012 for (i = 0; i < NUM_DIRECTIONS; i++)
6014 int j = (start + i) % 4;
6015 int x = ax + xy[j][0];
6016 int y = ay + xy[j][1];
6018 if (!IN_LEV_FIELD(x, y))
6021 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6022 if (IS_FREE(x, y) ||
6023 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6029 else if (IS_PLAYER(x, y))
6030 waiting_for_player = TRUE;
6033 if (newax == ax && neway == ay) /* amoeba cannot grow */
6035 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6037 Feld[ax][ay] = EL_AMOEBA_DEAD;
6038 DrawLevelField(ax, ay);
6039 AmoebaCnt[AmoebaNr[ax][ay]]--;
6041 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6043 if (element == EL_AMOEBA_FULL)
6044 AmoebeUmwandeln(ax, ay);
6045 else if (element == EL_BD_AMOEBA)
6046 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6051 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6053 /* amoeba gets larger by growing in some direction */
6055 int new_group_nr = AmoebaNr[ax][ay];
6058 if (new_group_nr == 0)
6060 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6061 printf("AmoebeAbleger(): This should never happen!\n");
6066 AmoebaNr[newax][neway] = new_group_nr;
6067 AmoebaCnt[new_group_nr]++;
6068 AmoebaCnt2[new_group_nr]++;
6070 /* if amoeba touches other amoeba(s) after growing, unify them */
6071 AmoebenVereinigen(newax, neway);
6073 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6075 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6081 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6082 (neway == lev_fieldy - 1 && newax != ax))
6084 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6085 Store[newax][neway] = element;
6087 else if (neway == ay)
6089 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6091 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6093 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6098 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6099 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6100 Store[ax][ay] = EL_AMOEBA_DROP;
6101 ContinueMoving(ax, ay);
6105 DrawLevelField(newax, neway);
6108 void Life(int ax, int ay)
6111 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6113 int element = Feld[ax][ay];
6114 int graphic = el2img(element);
6115 boolean changed = FALSE;
6117 if (IS_ANIMATED(graphic))
6118 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6123 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6124 MovDelay[ax][ay] = life_time;
6126 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6129 if (MovDelay[ax][ay])
6133 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6135 int xx = ax+x1, yy = ay+y1;
6138 if (!IN_LEV_FIELD(xx, yy))
6141 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6143 int x = xx+x2, y = yy+y2;
6145 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6148 if (((Feld[x][y] == element ||
6149 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6151 (IS_FREE(x, y) && Stop[x][y]))
6155 if (xx == ax && yy == ay) /* field in the middle */
6157 if (nachbarn < life[0] || nachbarn > life[1])
6159 Feld[xx][yy] = EL_EMPTY;
6161 DrawLevelField(xx, yy);
6162 Stop[xx][yy] = TRUE;
6166 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6167 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6168 { /* free border field */
6169 if (nachbarn >= life[2] && nachbarn <= life[3])
6171 Feld[xx][yy] = element;
6172 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6174 DrawLevelField(xx, yy);
6175 Stop[xx][yy] = TRUE;
6182 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6183 SND_GAME_OF_LIFE_GROWING);
6186 static void InitRobotWheel(int x, int y)
6188 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6191 static void RunRobotWheel(int x, int y)
6193 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6196 static void StopRobotWheel(int x, int y)
6198 if (ZX == x && ZY == y)
6202 static void InitTimegateWheel(int x, int y)
6204 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6207 static void RunTimegateWheel(int x, int y)
6209 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6212 void CheckExit(int x, int y)
6214 if (local_player->gems_still_needed > 0 ||
6215 local_player->sokobanfields_still_needed > 0 ||
6216 local_player->lights_still_needed > 0)
6218 int element = Feld[x][y];
6219 int graphic = el2img(element);
6221 if (IS_ANIMATED(graphic))
6222 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6227 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6230 Feld[x][y] = EL_EXIT_OPENING;
6232 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6235 void CheckExitSP(int x, int y)
6237 if (local_player->gems_still_needed > 0)
6239 int element = Feld[x][y];
6240 int graphic = el2img(element);
6242 if (IS_ANIMATED(graphic))
6243 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6248 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6251 Feld[x][y] = EL_SP_EXIT_OPENING;
6253 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6256 static void CloseAllOpenTimegates()
6260 for (y = 0; y < lev_fieldy; y++)
6262 for (x = 0; x < lev_fieldx; x++)
6264 int element = Feld[x][y];
6266 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6268 Feld[x][y] = EL_TIMEGATE_CLOSING;
6270 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6272 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6279 void EdelsteinFunkeln(int x, int y)
6281 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6284 if (Feld[x][y] == EL_BD_DIAMOND)
6287 if (MovDelay[x][y] == 0) /* next animation frame */
6288 MovDelay[x][y] = 11 * !SimpleRND(500);
6290 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6294 if (setup.direct_draw && MovDelay[x][y])
6295 SetDrawtoField(DRAW_BUFFERED);
6297 DrawLevelElementAnimation(x, y, Feld[x][y]);
6299 if (MovDelay[x][y] != 0)
6301 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6302 10 - MovDelay[x][y]);
6304 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6306 if (setup.direct_draw)
6310 dest_x = FX + SCREENX(x) * TILEX;
6311 dest_y = FY + SCREENY(y) * TILEY;
6313 BlitBitmap(drawto_field, window,
6314 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6315 SetDrawtoField(DRAW_DIRECT);
6321 void MauerWaechst(int x, int y)
6325 if (!MovDelay[x][y]) /* next animation frame */
6326 MovDelay[x][y] = 3 * delay;
6328 if (MovDelay[x][y]) /* wait some time before next frame */
6332 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6334 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6335 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6337 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6340 if (!MovDelay[x][y])
6342 if (MovDir[x][y] == MV_LEFT)
6344 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6345 DrawLevelField(x - 1, y);
6347 else if (MovDir[x][y] == MV_RIGHT)
6349 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6350 DrawLevelField(x + 1, y);
6352 else if (MovDir[x][y] == MV_UP)
6354 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6355 DrawLevelField(x, y - 1);
6359 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6360 DrawLevelField(x, y + 1);
6363 Feld[x][y] = Store[x][y];
6365 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6366 DrawLevelField(x, y);
6371 void MauerAbleger(int ax, int ay)
6373 int element = Feld[ax][ay];
6374 int graphic = el2img(element);
6375 boolean oben_frei = FALSE, unten_frei = FALSE;
6376 boolean links_frei = FALSE, rechts_frei = FALSE;
6377 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6378 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6379 boolean new_wall = FALSE;
6381 if (IS_ANIMATED(graphic))
6382 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6384 if (!MovDelay[ax][ay]) /* start building new wall */
6385 MovDelay[ax][ay] = 6;
6387 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6390 if (MovDelay[ax][ay])
6394 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6396 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6398 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6400 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6403 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6404 element == EL_EXPANDABLE_WALL_ANY)
6408 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6409 Store[ax][ay-1] = element;
6410 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6411 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6412 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6413 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6418 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6419 Store[ax][ay+1] = element;
6420 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6421 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6422 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6423 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6428 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6429 element == EL_EXPANDABLE_WALL_ANY ||
6430 element == EL_EXPANDABLE_WALL)
6434 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6435 Store[ax-1][ay] = element;
6436 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6437 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6438 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6439 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6445 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6446 Store[ax+1][ay] = element;
6447 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6448 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6449 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6450 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6455 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6456 DrawLevelField(ax, ay);
6458 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6460 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6461 unten_massiv = TRUE;
6462 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6463 links_massiv = TRUE;
6464 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6465 rechts_massiv = TRUE;
6467 if (((oben_massiv && unten_massiv) ||
6468 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6469 element == EL_EXPANDABLE_WALL) &&
6470 ((links_massiv && rechts_massiv) ||
6471 element == EL_EXPANDABLE_WALL_VERTICAL))
6472 Feld[ax][ay] = EL_WALL;
6476 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6478 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6482 void CheckForDragon(int x, int y)
6485 boolean dragon_found = FALSE;
6486 static int xy[4][2] =
6494 for (i = 0; i < NUM_DIRECTIONS; i++)
6496 for (j = 0; j < 4; j++)
6498 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6500 if (IN_LEV_FIELD(xx, yy) &&
6501 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6503 if (Feld[xx][yy] == EL_DRAGON)
6504 dragon_found = TRUE;
6513 for (i = 0; i < NUM_DIRECTIONS; i++)
6515 for (j = 0; j < 3; j++)
6517 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6519 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6521 Feld[xx][yy] = EL_EMPTY;
6522 DrawLevelField(xx, yy);
6531 static void InitBuggyBase(int x, int y)
6533 int element = Feld[x][y];
6534 int activating_delay = FRAMES_PER_SECOND / 4;
6537 (element == EL_SP_BUGGY_BASE ?
6538 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6539 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6541 element == EL_SP_BUGGY_BASE_ACTIVE ?
6542 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6545 static void WarnBuggyBase(int x, int y)
6548 static int xy[4][2] =
6556 for (i = 0; i < NUM_DIRECTIONS; i++)
6558 int xx = x + xy[i][0], yy = y + xy[i][1];
6560 if (IS_PLAYER(xx, yy))
6562 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6569 static void InitTrap(int x, int y)
6571 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6574 static void ActivateTrap(int x, int y)
6576 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6579 static void ChangeActiveTrap(int x, int y)
6581 int graphic = IMG_TRAP_ACTIVE;
6583 /* if new animation frame was drawn, correct crumbled sand border */
6584 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6585 DrawLevelFieldCrumbledSand(x, y);
6588 static void ChangeElementNowExt(int x, int y, int target_element)
6590 int previous_move_direction = MovDir[x][y];
6592 /* check if element under player changes from accessible to unaccessible
6593 (needed for special case of dropping element which then changes) */
6594 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6595 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6602 Feld[x][y] = target_element;
6604 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6606 ResetGfxAnimation(x, y);
6607 ResetRandomAnimationValue(x, y);
6609 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6610 MovDir[x][y] = previous_move_direction;
6613 InitField_WithBug1(x, y, FALSE);
6615 InitField(x, y, FALSE);
6616 if (CAN_MOVE(Feld[x][y]))
6620 DrawLevelField(x, y);
6622 if (GFX_CRUMBLED(Feld[x][y]))
6623 DrawLevelFieldCrumbledSandNeighbours(x, y);
6625 TestIfBadThingTouchesHero(x, y);
6626 TestIfPlayerTouchesCustomElement(x, y);
6627 TestIfElementTouchesCustomElement(x, y);
6629 if (ELEM_IS_PLAYER(target_element))
6630 RelocatePlayer(x, y, target_element);
6633 static boolean ChangeElementNow(int x, int y, int element, int page)
6635 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6637 /* always use default change event to prevent running into a loop */
6638 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6639 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6641 /* do not change already changed elements with same change event */
6643 if (Changed[x][y] & ChangeEvent[x][y])
6650 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6652 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
6654 if (change->explode)
6661 if (change->use_content)
6663 boolean complete_change = TRUE;
6664 boolean can_change[3][3];
6667 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6669 boolean half_destructible;
6670 int ex = x + xx - 1;
6671 int ey = y + yy - 1;
6674 can_change[xx][yy] = TRUE;
6676 if (ex == x && ey == y) /* do not check changing element itself */
6679 if (change->content[xx][yy] == EL_EMPTY_SPACE)
6681 can_change[xx][yy] = FALSE; /* do not change empty borders */
6686 if (!IN_LEV_FIELD(ex, ey))
6688 can_change[xx][yy] = FALSE;
6689 complete_change = FALSE;
6696 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6697 e = MovingOrBlocked2Element(ex, ey);
6699 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6701 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
6702 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
6703 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
6705 can_change[xx][yy] = FALSE;
6706 complete_change = FALSE;
6710 if (!change->only_complete || complete_change)
6712 boolean something_has_changed = FALSE;
6714 if (change->only_complete && change->use_random_change &&
6715 RND(100) < change->random)
6718 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6720 int ex = x + xx - 1;
6721 int ey = y + yy - 1;
6723 if (can_change[xx][yy] && (!change->use_random_change ||
6724 RND(100) < change->random))
6726 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6727 RemoveMovingField(ex, ey);
6729 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6731 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
6733 something_has_changed = TRUE;
6735 /* for symmetry reasons, freeze newly created border elements */
6736 if (ex != x || ey != y)
6737 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6741 if (something_has_changed)
6742 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6747 ChangeElementNowExt(x, y, change->target_element);
6749 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6755 static void ChangeElement(int x, int y, int page)
6757 int element = MovingOrBlocked2Element(x, y);
6758 struct ElementInfo *ei = &element_info[element];
6759 struct ElementChangeInfo *change = &ei->change_page[page];
6763 if (!CAN_CHANGE(element))
6766 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
6767 x, y, element, element_info[element].token_name);
6768 printf("ChangeElement(): This should never happen!\n");
6774 if (ChangeDelay[x][y] == 0) /* initialize element change */
6776 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
6777 RND(change->delay_random * change->delay_frames)) + 1;
6779 ResetGfxAnimation(x, y);
6780 ResetRandomAnimationValue(x, y);
6782 if (change->pre_change_function)
6783 change->pre_change_function(x, y);
6786 ChangeDelay[x][y]--;
6788 if (ChangeDelay[x][y] != 0) /* continue element change */
6790 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6792 if (IS_ANIMATED(graphic))
6793 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6795 if (change->change_function)
6796 change->change_function(x, y);
6798 else /* finish element change */
6800 if (ChangePage[x][y] != -1) /* remember page from delayed change */
6802 page = ChangePage[x][y];
6803 ChangePage[x][y] = -1;
6807 if (IS_MOVING(x, y) && !change->explode)
6809 if (IS_MOVING(x, y)) /* never change a running system ;-) */
6812 ChangeDelay[x][y] = 1; /* try change after next move step */
6813 ChangePage[x][y] = page; /* remember page to use for change */
6818 if (ChangeElementNow(x, y, element, page))
6820 if (change->post_change_function)
6821 change->post_change_function(x, y);
6826 static boolean CheckTriggeredElementSideChange(int lx, int ly,
6827 int trigger_element,
6833 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
6836 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
6838 int element = EL_CUSTOM_START + i;
6840 boolean change_element = FALSE;
6843 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6846 for (j = 0; j < element_info[element].num_change_pages; j++)
6848 struct ElementChangeInfo *change = &element_info[element].change_page[j];
6850 if (change->can_change &&
6852 change->events & CH_EVENT_BIT(trigger_event) &&
6854 change->sides & trigger_side &&
6856 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)
6858 change->trigger_element == trigger_element
6863 if (!(change->events & CH_EVENT_BIT(trigger_event)))
6864 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
6865 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
6868 change_element = TRUE;
6875 if (!change_element)
6878 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
6881 if (x == lx && y == ly) /* do not change trigger element itself */
6885 if (Feld[x][y] == element)
6887 ChangeDelay[x][y] = 1;
6888 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6889 ChangeElement(x, y, page);
6897 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
6900 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
6904 static boolean CheckElementSideChange(int x, int y, int element, int side,
6905 int trigger_event, int page)
6907 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6910 if (Feld[x][y] == EL_BLOCKED)
6912 Blocked2Moving(x, y, &x, &y);
6913 element = Feld[x][y];
6919 boolean change_element = FALSE;
6922 for (i = 0; i < element_info[element].num_change_pages; i++)
6924 struct ElementChangeInfo *change = &element_info[element].change_page[i];
6926 if (change->can_change &&
6927 change->events & CH_EVENT_BIT(trigger_event) &&
6928 change->sides & side)
6930 change_element = TRUE;
6937 if (!change_element)
6943 /* !!! this check misses pages with same event, but different side !!! */
6946 page = element_info[element].event_page_nr[trigger_event];
6948 if (!(element_info[element].change_page[page].sides & side))
6952 ChangeDelay[x][y] = 1;
6953 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6954 ChangeElement(x, y, page);
6959 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
6961 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
6964 static void PlayPlayerSound(struct PlayerInfo *player)
6966 int jx = player->jx, jy = player->jy;
6967 int element = player->element_nr;
6968 int last_action = player->last_action_waiting;
6969 int action = player->action_waiting;
6971 if (player->is_waiting)
6973 if (action != last_action)
6974 PlayLevelSoundElementAction(jx, jy, element, action);
6976 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
6980 if (action != last_action)
6981 StopSound(element_info[element].sound[last_action]);
6983 if (last_action == ACTION_SLEEPING)
6984 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
6988 static void PlayAllPlayersSound()
6992 for (i = 0; i < MAX_PLAYERS; i++)
6993 if (stored_player[i].active)
6994 PlayPlayerSound(&stored_player[i]);
6997 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
6999 boolean last_waiting = player->is_waiting;
7000 int move_dir = player->MovDir;
7002 player->last_action_waiting = player->action_waiting;
7006 if (!last_waiting) /* not waiting -> waiting */
7008 player->is_waiting = TRUE;
7010 player->frame_counter_bored =
7012 game.player_boring_delay_fixed +
7013 SimpleRND(game.player_boring_delay_random);
7014 player->frame_counter_sleeping =
7016 game.player_sleeping_delay_fixed +
7017 SimpleRND(game.player_sleeping_delay_random);
7019 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7022 if (game.player_sleeping_delay_fixed +
7023 game.player_sleeping_delay_random > 0 &&
7024 player->anim_delay_counter == 0 &&
7025 player->post_delay_counter == 0 &&
7026 FrameCounter >= player->frame_counter_sleeping)
7027 player->is_sleeping = TRUE;
7028 else if (game.player_boring_delay_fixed +
7029 game.player_boring_delay_random > 0 &&
7030 FrameCounter >= player->frame_counter_bored)
7031 player->is_bored = TRUE;
7033 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7034 player->is_bored ? ACTION_BORING :
7037 if (player->is_sleeping)
7039 if (player->num_special_action_sleeping > 0)
7041 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7043 int last_special_action = player->special_action_sleeping;
7044 int num_special_action = player->num_special_action_sleeping;
7045 int special_action =
7046 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7047 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7048 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7049 last_special_action + 1 : ACTION_SLEEPING);
7050 int special_graphic =
7051 el_act_dir2img(player->element_nr, special_action, move_dir);
7053 player->anim_delay_counter =
7054 graphic_info[special_graphic].anim_delay_fixed +
7055 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7056 player->post_delay_counter =
7057 graphic_info[special_graphic].post_delay_fixed +
7058 SimpleRND(graphic_info[special_graphic].post_delay_random);
7060 player->special_action_sleeping = special_action;
7063 if (player->anim_delay_counter > 0)
7065 player->action_waiting = player->special_action_sleeping;
7066 player->anim_delay_counter--;
7068 else if (player->post_delay_counter > 0)
7070 player->post_delay_counter--;
7074 else if (player->is_bored)
7076 if (player->num_special_action_bored > 0)
7078 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7080 int special_action =
7081 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7082 int special_graphic =
7083 el_act_dir2img(player->element_nr, special_action, move_dir);
7085 player->anim_delay_counter =
7086 graphic_info[special_graphic].anim_delay_fixed +
7087 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7088 player->post_delay_counter =
7089 graphic_info[special_graphic].post_delay_fixed +
7090 SimpleRND(graphic_info[special_graphic].post_delay_random);
7092 player->special_action_bored = special_action;
7095 if (player->anim_delay_counter > 0)
7097 player->action_waiting = player->special_action_bored;
7098 player->anim_delay_counter--;
7100 else if (player->post_delay_counter > 0)
7102 player->post_delay_counter--;
7107 else if (last_waiting) /* waiting -> not waiting */
7109 player->is_waiting = FALSE;
7110 player->is_bored = FALSE;
7111 player->is_sleeping = FALSE;
7113 player->frame_counter_bored = -1;
7114 player->frame_counter_sleeping = -1;
7116 player->anim_delay_counter = 0;
7117 player->post_delay_counter = 0;
7119 player->action_waiting = ACTION_DEFAULT;
7121 player->special_action_bored = ACTION_DEFAULT;
7122 player->special_action_sleeping = ACTION_DEFAULT;
7127 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7130 static byte stored_player_action[MAX_PLAYERS];
7131 static int num_stored_actions = 0;
7133 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7134 int left = player_action & JOY_LEFT;
7135 int right = player_action & JOY_RIGHT;
7136 int up = player_action & JOY_UP;
7137 int down = player_action & JOY_DOWN;
7138 int button1 = player_action & JOY_BUTTON_1;
7139 int button2 = player_action & JOY_BUTTON_2;
7140 int dx = (left ? -1 : right ? 1 : 0);
7141 int dy = (up ? -1 : down ? 1 : 0);
7144 stored_player_action[player->index_nr] = 0;
7145 num_stored_actions++;
7149 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7152 if (!player->active || tape.pausing)
7156 printf("::: [%d %d %d %d] [%d %d]\n",
7157 left, right, up, down, button1, button2);
7163 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7167 snapped = SnapField(player, dx, dy);
7171 dropped = DropElement(player);
7173 moved = MovePlayer(player, dx, dy);
7176 if (tape.single_step && tape.recording && !tape.pausing)
7178 if (button1 || (dropped && !moved))
7180 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7181 SnapField(player, 0, 0); /* stop snapping */
7185 SetPlayerWaiting(player, FALSE);
7188 return player_action;
7190 stored_player_action[player->index_nr] = player_action;
7196 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7199 /* no actions for this player (no input at player's configured device) */
7201 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7202 SnapField(player, 0, 0);
7203 CheckGravityMovement(player);
7205 if (player->MovPos == 0)
7206 SetPlayerWaiting(player, TRUE);
7208 if (player->MovPos == 0) /* needed for tape.playing */
7209 player->is_moving = FALSE;
7211 player->is_dropping = FALSE;
7217 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7219 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7221 TapeRecordAction(stored_player_action);
7222 num_stored_actions = 0;
7229 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7231 static byte stored_player_action[MAX_PLAYERS];
7232 static int num_stored_actions = 0;
7233 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7234 int left = player_action & JOY_LEFT;
7235 int right = player_action & JOY_RIGHT;
7236 int up = player_action & JOY_UP;
7237 int down = player_action & JOY_DOWN;
7238 int button1 = player_action & JOY_BUTTON_1;
7239 int button2 = player_action & JOY_BUTTON_2;
7240 int dx = (left ? -1 : right ? 1 : 0);
7241 int dy = (up ? -1 : down ? 1 : 0);
7243 stored_player_action[player->index_nr] = 0;
7244 num_stored_actions++;
7246 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7248 if (!player->active || tape.pausing)
7253 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7256 snapped = SnapField(player, dx, dy);
7260 dropped = DropElement(player);
7262 moved = MovePlayer(player, dx, dy);
7265 if (tape.single_step && tape.recording && !tape.pausing)
7267 if (button1 || (dropped && !moved))
7269 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7270 SnapField(player, 0, 0); /* stop snapping */
7274 stored_player_action[player->index_nr] = player_action;
7278 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7280 /* no actions for this player (no input at player's configured device) */
7282 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7283 SnapField(player, 0, 0);
7284 CheckGravityMovement(player);
7286 if (player->MovPos == 0)
7287 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7289 if (player->MovPos == 0) /* needed for tape.playing */
7290 player->is_moving = FALSE;
7293 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7295 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7297 TapeRecordAction(stored_player_action);
7298 num_stored_actions = 0;
7305 static unsigned long action_delay = 0;
7306 unsigned long action_delay_value;
7307 int magic_wall_x = 0, magic_wall_y = 0;
7308 int i, x, y, element, graphic;
7309 byte *recorded_player_action;
7310 byte summarized_player_action = 0;
7312 byte tape_action[MAX_PLAYERS];
7315 if (game_status != GAME_MODE_PLAYING)
7318 action_delay_value =
7319 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7321 if (tape.playing && tape.index_search && !tape.pausing)
7322 action_delay_value = 0;
7324 /* ---------- main game synchronization point ---------- */
7326 WaitUntilDelayReached(&action_delay, action_delay_value);
7328 if (network_playing && !network_player_action_received)
7332 printf("DEBUG: try to get network player actions in time\n");
7336 #if defined(PLATFORM_UNIX)
7337 /* last chance to get network player actions without main loop delay */
7341 if (game_status != GAME_MODE_PLAYING)
7344 if (!network_player_action_received)
7348 printf("DEBUG: failed to get network player actions in time\n");
7359 printf("::: getting new tape action [%d]\n", FrameCounter);
7362 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7364 for (i = 0; i < MAX_PLAYERS; i++)
7366 summarized_player_action |= stored_player[i].action;
7368 if (!network_playing)
7369 stored_player[i].effective_action = stored_player[i].action;
7372 #if defined(PLATFORM_UNIX)
7373 if (network_playing)
7374 SendToServer_MovePlayer(summarized_player_action);
7377 if (!options.network && !setup.team_mode)
7378 local_player->effective_action = summarized_player_action;
7380 for (i = 0; i < MAX_PLAYERS; i++)
7382 int actual_player_action = stored_player[i].effective_action;
7384 if (stored_player[i].programmed_action)
7385 actual_player_action = stored_player[i].programmed_action;
7387 if (recorded_player_action)
7388 actual_player_action = recorded_player_action[i];
7390 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7392 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7393 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7395 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7400 TapeRecordAction(tape_action);
7403 network_player_action_received = FALSE;
7405 ScrollScreen(NULL, SCROLL_GO_ON);
7411 for (i = 0; i < MAX_PLAYERS; i++)
7412 stored_player[i].Frame++;
7416 /* for downwards compatibility, the following code emulates a fixed bug that
7417 occured when pushing elements (causing elements that just made their last
7418 pushing step to already (if possible) make their first falling step in the
7419 same game frame, which is bad); this code is also needed to use the famous
7420 "spring push bug" which is used in older levels and might be wanted to be
7421 used also in newer levels, but in this case the buggy pushing code is only
7422 affecting the "spring" element and no other elements */
7425 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7427 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7430 for (i = 0; i < MAX_PLAYERS; i++)
7432 struct PlayerInfo *player = &stored_player[i];
7437 if (player->active && player->is_pushing && player->is_moving &&
7439 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7440 Feld[x][y] == EL_SPRING))
7442 if (player->active && player->is_pushing && player->is_moving &&
7446 ContinueMoving(x, y);
7448 /* continue moving after pushing (this is actually a bug) */
7449 if (!IS_MOVING(x, y))
7458 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7460 Changed[x][y] = CE_BITMASK_DEFAULT;
7461 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7464 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7466 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7467 printf("GameActions(): This should never happen!\n");
7469 ChangePage[x][y] = -1;
7474 if (WasJustMoving[x][y] > 0)
7475 WasJustMoving[x][y]--;
7476 if (WasJustFalling[x][y] > 0)
7477 WasJustFalling[x][y]--;
7482 /* reset finished pushing action (not done in ContinueMoving() to allow
7483 continous pushing animation for elements with zero push delay) */
7484 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7486 ResetGfxAnimation(x, y);
7487 DrawLevelField(x, y);
7492 if (IS_BLOCKED(x, y))
7496 Blocked2Moving(x, y, &oldx, &oldy);
7497 if (!IS_MOVING(oldx, oldy))
7499 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7500 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7501 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7502 printf("GameActions(): This should never happen!\n");
7508 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7510 element = Feld[x][y];
7512 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7514 graphic = el2img(element);
7520 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7522 element = graphic = 0;
7526 if (graphic_info[graphic].anim_global_sync)
7527 GfxFrame[x][y] = FrameCounter;
7529 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7530 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7531 ResetRandomAnimationValue(x, y);
7533 SetRandomAnimationValue(x, y);
7536 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7539 if (IS_INACTIVE(element))
7541 if (IS_ANIMATED(graphic))
7542 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7548 /* this may take place after moving, so 'element' may have changed */
7550 if (IS_CHANGING(x, y))
7552 if (IS_CHANGING(x, y) &&
7553 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7557 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7558 element_info[element].event_page_nr[CE_DELAY]);
7560 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7563 element = Feld[x][y];
7564 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7568 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7573 element = Feld[x][y];
7574 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7576 if (element == EL_MOLE)
7577 printf("::: %d, %d, %d [%d]\n",
7578 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7582 if (element == EL_YAMYAM)
7583 printf("::: %d, %d, %d\n",
7584 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7588 if (IS_ANIMATED(graphic) &&
7592 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7595 if (element == EL_BUG)
7596 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7600 if (element == EL_MOLE)
7601 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7605 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7606 EdelsteinFunkeln(x, y);
7608 else if ((element == EL_ACID ||
7609 element == EL_EXIT_OPEN ||
7610 element == EL_SP_EXIT_OPEN ||
7611 element == EL_SP_TERMINAL ||
7612 element == EL_SP_TERMINAL_ACTIVE ||
7613 element == EL_EXTRA_TIME ||
7614 element == EL_SHIELD_NORMAL ||
7615 element == EL_SHIELD_DEADLY) &&
7616 IS_ANIMATED(graphic))
7617 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7618 else if (IS_MOVING(x, y))
7619 ContinueMoving(x, y);
7620 else if (IS_ACTIVE_BOMB(element))
7621 CheckDynamite(x, y);
7623 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7624 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7626 else if (element == EL_AMOEBA_GROWING)
7627 AmoebeWaechst(x, y);
7628 else if (element == EL_AMOEBA_SHRINKING)
7629 AmoebaDisappearing(x, y);
7631 #if !USE_NEW_AMOEBA_CODE
7632 else if (IS_AMOEBALIVE(element))
7633 AmoebeAbleger(x, y);
7636 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7638 else if (element == EL_EXIT_CLOSED)
7640 else if (element == EL_SP_EXIT_CLOSED)
7642 else if (element == EL_EXPANDABLE_WALL_GROWING)
7644 else if (element == EL_EXPANDABLE_WALL ||
7645 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7646 element == EL_EXPANDABLE_WALL_VERTICAL ||
7647 element == EL_EXPANDABLE_WALL_ANY)
7649 else if (element == EL_FLAMES)
7650 CheckForDragon(x, y);
7652 else if (IS_AUTO_CHANGING(element))
7653 ChangeElement(x, y);
7655 else if (element == EL_EXPLOSION)
7656 ; /* drawing of correct explosion animation is handled separately */
7657 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7658 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7661 /* this may take place after moving, so 'element' may have changed */
7662 if (IS_AUTO_CHANGING(Feld[x][y]))
7663 ChangeElement(x, y);
7666 if (IS_BELT_ACTIVE(element))
7667 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7669 if (game.magic_wall_active)
7671 int jx = local_player->jx, jy = local_player->jy;
7673 /* play the element sound at the position nearest to the player */
7674 if ((element == EL_MAGIC_WALL_FULL ||
7675 element == EL_MAGIC_WALL_ACTIVE ||
7676 element == EL_MAGIC_WALL_EMPTYING ||
7677 element == EL_BD_MAGIC_WALL_FULL ||
7678 element == EL_BD_MAGIC_WALL_ACTIVE ||
7679 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7680 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7688 #if USE_NEW_AMOEBA_CODE
7689 /* new experimental amoeba growth stuff */
7691 if (!(FrameCounter % 8))
7694 static unsigned long random = 1684108901;
7696 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7699 x = (random >> 10) % lev_fieldx;
7700 y = (random >> 20) % lev_fieldy;
7702 x = RND(lev_fieldx);
7703 y = RND(lev_fieldy);
7705 element = Feld[x][y];
7707 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7708 if (!IS_PLAYER(x,y) &&
7709 (element == EL_EMPTY ||
7710 element == EL_SAND ||
7711 element == EL_QUICKSAND_EMPTY ||
7712 element == EL_ACID_SPLASH_LEFT ||
7713 element == EL_ACID_SPLASH_RIGHT))
7715 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7716 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7717 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7718 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7719 Feld[x][y] = EL_AMOEBA_DROP;
7722 random = random * 129 + 1;
7728 if (game.explosions_delayed)
7731 game.explosions_delayed = FALSE;
7733 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7735 element = Feld[x][y];
7737 if (ExplodeField[x][y])
7738 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7739 else if (element == EL_EXPLOSION)
7740 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7742 ExplodeField[x][y] = EX_NO_EXPLOSION;
7745 game.explosions_delayed = TRUE;
7748 if (game.magic_wall_active)
7750 if (!(game.magic_wall_time_left % 4))
7752 int element = Feld[magic_wall_x][magic_wall_y];
7754 if (element == EL_BD_MAGIC_WALL_FULL ||
7755 element == EL_BD_MAGIC_WALL_ACTIVE ||
7756 element == EL_BD_MAGIC_WALL_EMPTYING)
7757 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7759 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7762 if (game.magic_wall_time_left > 0)
7764 game.magic_wall_time_left--;
7765 if (!game.magic_wall_time_left)
7767 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7769 element = Feld[x][y];
7771 if (element == EL_MAGIC_WALL_ACTIVE ||
7772 element == EL_MAGIC_WALL_FULL)
7774 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7775 DrawLevelField(x, y);
7777 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7778 element == EL_BD_MAGIC_WALL_FULL)
7780 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7781 DrawLevelField(x, y);
7785 game.magic_wall_active = FALSE;
7790 if (game.light_time_left > 0)
7792 game.light_time_left--;
7794 if (game.light_time_left == 0)
7795 RedrawAllLightSwitchesAndInvisibleElements();
7798 if (game.timegate_time_left > 0)
7800 game.timegate_time_left--;
7802 if (game.timegate_time_left == 0)
7803 CloseAllOpenTimegates();
7806 for (i = 0; i < MAX_PLAYERS; i++)
7808 struct PlayerInfo *player = &stored_player[i];
7810 if (SHIELD_ON(player))
7812 if (player->shield_deadly_time_left)
7813 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7814 else if (player->shield_normal_time_left)
7815 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7819 if (TimeFrames >= FRAMES_PER_SECOND)
7824 for (i = 0; i < MAX_PLAYERS; i++)
7826 struct PlayerInfo *player = &stored_player[i];
7828 if (SHIELD_ON(player))
7830 player->shield_normal_time_left--;
7832 if (player->shield_deadly_time_left > 0)
7833 player->shield_deadly_time_left--;
7837 if (tape.recording || tape.playing)
7838 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
7844 if (TimeLeft <= 10 && setup.time_limit)
7845 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7847 DrawGameValue_Time(TimeLeft);
7849 if (!TimeLeft && setup.time_limit)
7850 for (i = 0; i < MAX_PLAYERS; i++)
7851 KillHero(&stored_player[i]);
7853 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
7854 DrawGameValue_Time(TimePlayed);
7858 PlayAllPlayersSound();
7860 if (options.debug) /* calculate frames per second */
7862 static unsigned long fps_counter = 0;
7863 static int fps_frames = 0;
7864 unsigned long fps_delay_ms = Counter() - fps_counter;
7868 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7870 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
7873 fps_counter = Counter();
7876 redraw_mask |= REDRAW_FPS;
7880 if (stored_player[0].jx != stored_player[0].last_jx ||
7881 stored_player[0].jy != stored_player[0].last_jy)
7882 printf("::: %d, %d, %d, %d, %d\n",
7883 stored_player[0].MovDir,
7884 stored_player[0].MovPos,
7885 stored_player[0].GfxPos,
7886 stored_player[0].Frame,
7887 stored_player[0].StepFrame);
7894 for (i = 0; i < MAX_PLAYERS; i++)
7897 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
7899 stored_player[i].Frame += move_frames;
7901 if (stored_player[i].MovPos != 0)
7902 stored_player[i].StepFrame += move_frames;
7904 if (stored_player[i].drop_delay > 0)
7905 stored_player[i].drop_delay--;
7910 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
7912 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
7914 local_player->show_envelope = 0;
7919 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
7921 int min_x = x, min_y = y, max_x = x, max_y = y;
7924 for (i = 0; i < MAX_PLAYERS; i++)
7926 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7928 if (!stored_player[i].active || &stored_player[i] == player)
7931 min_x = MIN(min_x, jx);
7932 min_y = MIN(min_y, jy);
7933 max_x = MAX(max_x, jx);
7934 max_y = MAX(max_y, jy);
7937 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
7940 static boolean AllPlayersInVisibleScreen()
7944 for (i = 0; i < MAX_PLAYERS; i++)
7946 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7948 if (!stored_player[i].active)
7951 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
7958 void ScrollLevel(int dx, int dy)
7960 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
7963 BlitBitmap(drawto_field, drawto_field,
7964 FX + TILEX * (dx == -1) - softscroll_offset,
7965 FY + TILEY * (dy == -1) - softscroll_offset,
7966 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
7967 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
7968 FX + TILEX * (dx == 1) - softscroll_offset,
7969 FY + TILEY * (dy == 1) - softscroll_offset);
7973 x = (dx == 1 ? BX1 : BX2);
7974 for (y = BY1; y <= BY2; y++)
7975 DrawScreenField(x, y);
7980 y = (dy == 1 ? BY1 : BY2);
7981 for (x = BX1; x <= BX2; x++)
7982 DrawScreenField(x, y);
7985 redraw_mask |= REDRAW_FIELD;
7988 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
7990 int nextx = x + dx, nexty = y + dy;
7991 int element = Feld[x][y];
7994 element != EL_SP_PORT_LEFT &&
7995 element != EL_SP_GRAVITY_PORT_LEFT &&
7996 element != EL_SP_PORT_HORIZONTAL &&
7997 element != EL_SP_PORT_ANY) ||
7999 element != EL_SP_PORT_RIGHT &&
8000 element != EL_SP_GRAVITY_PORT_RIGHT &&
8001 element != EL_SP_PORT_HORIZONTAL &&
8002 element != EL_SP_PORT_ANY) ||
8004 element != EL_SP_PORT_UP &&
8005 element != EL_SP_GRAVITY_PORT_UP &&
8006 element != EL_SP_PORT_VERTICAL &&
8007 element != EL_SP_PORT_ANY) ||
8009 element != EL_SP_PORT_DOWN &&
8010 element != EL_SP_GRAVITY_PORT_DOWN &&
8011 element != EL_SP_PORT_VERTICAL &&
8012 element != EL_SP_PORT_ANY) ||
8013 !IN_LEV_FIELD(nextx, nexty) ||
8014 !IS_FREE(nextx, nexty))
8020 static void CheckGravityMovement(struct PlayerInfo *player)
8022 if (game.gravity && !player->programmed_action)
8024 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
8025 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
8027 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
8028 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8029 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8030 int jx = player->jx, jy = player->jy;
8031 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8032 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8033 int new_jx = jx + dx, new_jy = jy + dy;
8034 boolean field_under_player_is_free =
8035 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8036 boolean player_is_moving_to_valid_field =
8037 (IN_LEV_FIELD(new_jx, new_jy) &&
8038 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8039 Feld[new_jx][new_jy] == EL_SAND ||
8040 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8041 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8042 /* !!! extend EL_SAND to anything diggable !!! */
8044 boolean player_is_standing_on_valid_field =
8045 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8046 (IS_WALKABLE(Feld[jx][jy]) &&
8047 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8049 if (field_under_player_is_free &&
8050 !player_is_standing_on_valid_field &&
8051 !player_is_moving_to_valid_field)
8052 player->programmed_action = MV_DOWN;
8058 -----------------------------------------------------------------------------
8059 dx, dy: direction (non-diagonal) to try to move the player to
8060 real_dx, real_dy: direction as read from input device (can be diagonal)
8063 boolean MovePlayerOneStep(struct PlayerInfo *player,
8064 int dx, int dy, int real_dx, int real_dy)
8067 static int change_sides[4][2] =
8069 /* enter side leave side */
8070 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8071 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8072 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8073 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8075 int move_direction = (dx == -1 ? MV_LEFT :
8076 dx == +1 ? MV_RIGHT :
8078 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8079 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
8080 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
8082 int jx = player->jx, jy = player->jy;
8083 int new_jx = jx + dx, new_jy = jy + dy;
8087 if (!player->active || (!dx && !dy))
8088 return MF_NO_ACTION;
8090 player->MovDir = (dx < 0 ? MV_LEFT :
8093 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8095 if (!IN_LEV_FIELD(new_jx, new_jy))
8096 return MF_NO_ACTION;
8098 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8099 return MF_NO_ACTION;
8102 element = MovingOrBlocked2Element(new_jx, new_jy);
8104 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8107 if (DONT_RUN_INTO(element))
8109 if (element == EL_ACID && dx == 0 && dy == 1)
8111 SplashAcid(new_jx, new_jy);
8112 Feld[jx][jy] = EL_PLAYER_1;
8113 InitMovingField(jx, jy, MV_DOWN);
8114 Store[jx][jy] = EL_ACID;
8115 ContinueMoving(jx, jy);
8119 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8124 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8125 if (can_move != MF_MOVING)
8128 /* check if DigField() has caused relocation of the player */
8129 if (player->jx != jx || player->jy != jy)
8130 return MF_NO_ACTION;
8132 StorePlayer[jx][jy] = 0;
8133 player->last_jx = jx;
8134 player->last_jy = jy;
8135 player->jx = new_jx;
8136 player->jy = new_jy;
8137 StorePlayer[new_jx][new_jy] = player->element_nr;
8140 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8142 player->step_counter++;
8144 player->drop_delay = 0;
8146 PlayerVisit[jx][jy] = FrameCounter;
8148 ScrollPlayer(player, SCROLL_INIT);
8151 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8153 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
8154 CE_OTHER_GETS_LEFT);
8155 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
8156 CE_LEFT_BY_PLAYER, -1);
8159 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8161 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
8162 enter_side, CE_OTHER_GETS_ENTERED);
8163 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
8164 CE_ENTERED_BY_PLAYER, -1);
8171 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8173 int jx = player->jx, jy = player->jy;
8174 int old_jx = jx, old_jy = jy;
8175 int moved = MF_NO_ACTION;
8178 if (!player->active)
8183 if (player->MovPos == 0)
8185 player->is_moving = FALSE;
8186 player->is_digging = FALSE;
8187 player->is_collecting = FALSE;
8188 player->is_snapping = FALSE;
8189 player->is_pushing = FALSE;
8195 if (!player->active || (!dx && !dy))
8200 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8204 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8205 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8209 /* remove the last programmed player action */
8210 player->programmed_action = 0;
8214 /* should only happen if pre-1.2 tape recordings are played */
8215 /* this is only for backward compatibility */
8217 int original_move_delay_value = player->move_delay_value;
8220 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8224 /* scroll remaining steps with finest movement resolution */
8225 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8227 while (player->MovPos)
8229 ScrollPlayer(player, SCROLL_GO_ON);
8230 ScrollScreen(NULL, SCROLL_GO_ON);
8236 player->move_delay_value = original_move_delay_value;
8239 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
8241 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8242 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8246 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8247 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8253 if (moved & MF_MOVING && !ScreenMovPos &&
8254 (player == local_player || !options.network))
8256 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8257 int offset = (setup.scroll_delay ? 3 : 0);
8259 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8261 /* actual player has left the screen -- scroll in that direction */
8262 if (jx != old_jx) /* player has moved horizontally */
8263 scroll_x += (jx - old_jx);
8264 else /* player has moved vertically */
8265 scroll_y += (jy - old_jy);
8269 if (jx != old_jx) /* player has moved horizontally */
8271 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8272 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8273 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8275 /* don't scroll over playfield boundaries */
8276 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8277 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8279 /* don't scroll more than one field at a time */
8280 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8282 /* don't scroll against the player's moving direction */
8283 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8284 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8285 scroll_x = old_scroll_x;
8287 else /* player has moved vertically */
8289 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8290 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8291 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8293 /* don't scroll over playfield boundaries */
8294 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8295 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8297 /* don't scroll more than one field at a time */
8298 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8300 /* don't scroll against the player's moving direction */
8301 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8302 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8303 scroll_y = old_scroll_y;
8307 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8309 if (!options.network && !AllPlayersInVisibleScreen())
8311 scroll_x = old_scroll_x;
8312 scroll_y = old_scroll_y;
8316 ScrollScreen(player, SCROLL_INIT);
8317 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8324 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8326 if (!(moved & MF_MOVING) && !player->is_pushing)
8331 player->StepFrame = 0;
8333 if (moved & MF_MOVING)
8335 if (old_jx != jx && old_jy == jy)
8336 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8337 else if (old_jx == jx && old_jy != jy)
8338 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8340 DrawLevelField(jx, jy); /* for "crumbled sand" */
8342 player->last_move_dir = player->MovDir;
8343 player->is_moving = TRUE;
8345 player->is_snapping = FALSE;
8349 player->is_switching = FALSE;
8352 player->is_dropping = FALSE;
8357 static int change_sides[4][2] =
8359 /* enter side leave side */
8360 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8361 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8362 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8363 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8365 int move_direction = player->MovDir;
8366 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
8367 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
8370 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8372 CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8373 leave_side, CE_OTHER_GETS_LEFT);
8374 CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8375 leave_side, CE_LEFT_BY_PLAYER, -1);
8378 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8380 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
8381 enter_side, CE_OTHER_GETS_ENTERED);
8382 CheckElementSideChange(jx, jy, Feld[jx][jy],
8383 enter_side, CE_ENTERED_BY_PLAYER, -1);
8394 CheckGravityMovement(player);
8397 player->last_move_dir = MV_NO_MOVING;
8399 player->is_moving = FALSE;
8402 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8404 TestIfHeroTouchesBadThing(jx, jy);
8405 TestIfPlayerTouchesCustomElement(jx, jy);
8408 if (!player->active)
8414 void ScrollPlayer(struct PlayerInfo *player, int mode)
8416 int jx = player->jx, jy = player->jy;
8417 int last_jx = player->last_jx, last_jy = player->last_jy;
8418 int move_stepsize = TILEX / player->move_delay_value;
8420 if (!player->active || !player->MovPos)
8423 if (mode == SCROLL_INIT)
8425 player->actual_frame_counter = FrameCounter;
8426 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8428 if (Feld[last_jx][last_jy] == EL_EMPTY)
8429 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8437 else if (!FrameReached(&player->actual_frame_counter, 1))
8440 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8441 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8443 if (!player->block_last_field &&
8444 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8445 Feld[last_jx][last_jy] = EL_EMPTY;
8447 /* before DrawPlayer() to draw correct player graphic for this case */
8448 if (player->MovPos == 0)
8449 CheckGravityMovement(player);
8452 DrawPlayer(player); /* needed here only to cleanup last field */
8455 if (player->MovPos == 0) /* player reached destination field */
8458 if (player->move_delay_reset_counter > 0)
8460 player->move_delay_reset_counter--;
8462 if (player->move_delay_reset_counter == 0)
8464 /* continue with normal speed after quickly moving through gate */
8465 HALVE_PLAYER_SPEED(player);
8467 /* be able to make the next move without delay */
8468 player->move_delay = 0;
8472 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8474 /* continue with normal speed after quickly moving through gate */
8475 HALVE_PLAYER_SPEED(player);
8477 /* be able to make the next move without delay */
8478 player->move_delay = 0;
8482 if (player->block_last_field &&
8483 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8484 Feld[last_jx][last_jy] = EL_EMPTY;
8486 player->last_jx = jx;
8487 player->last_jy = jy;
8489 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8490 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8491 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8493 DrawPlayer(player); /* needed here only to cleanup last field */
8496 if (local_player->friends_still_needed == 0 ||
8497 IS_SP_ELEMENT(Feld[jx][jy]))
8498 player->LevelSolved = player->GameOver = TRUE;
8501 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8503 TestIfHeroTouchesBadThing(jx, jy);
8504 TestIfPlayerTouchesCustomElement(jx, jy);
8506 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8509 if (!player->active)
8513 if (tape.single_step && tape.recording && !tape.pausing &&
8514 !player->programmed_action)
8515 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8519 void ScrollScreen(struct PlayerInfo *player, int mode)
8521 static unsigned long screen_frame_counter = 0;
8523 if (mode == SCROLL_INIT)
8525 /* set scrolling step size according to actual player's moving speed */
8526 ScrollStepSize = TILEX / player->move_delay_value;
8528 screen_frame_counter = FrameCounter;
8529 ScreenMovDir = player->MovDir;
8530 ScreenMovPos = player->MovPos;
8531 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8534 else if (!FrameReached(&screen_frame_counter, 1))
8539 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8540 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8541 redraw_mask |= REDRAW_FIELD;
8544 ScreenMovDir = MV_NO_MOVING;
8547 void TestIfPlayerTouchesCustomElement(int x, int y)
8549 static int xy[4][2] =
8556 static int change_sides[4][2] =
8558 /* center side border side */
8559 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8560 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8561 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8562 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8564 static int touch_dir[4] =
8571 int center_element = Feld[x][y]; /* should always be non-moving! */
8574 for (i = 0; i < NUM_DIRECTIONS; i++)
8576 int xx = x + xy[i][0];
8577 int yy = y + xy[i][1];
8578 int center_side = change_sides[i][0];
8579 int border_side = change_sides[i][1];
8582 if (!IN_LEV_FIELD(xx, yy))
8585 if (IS_PLAYER(x, y))
8587 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8588 border_element = Feld[xx][yy]; /* may be moving! */
8589 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8590 border_element = Feld[xx][yy];
8591 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8592 border_element = MovingOrBlocked2Element(xx, yy);
8594 continue; /* center and border element do not touch */
8596 CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
8597 CE_OTHER_GETS_TOUCHED);
8598 CheckElementSideChange(xx, yy, border_element, border_side,
8599 CE_TOUCHED_BY_PLAYER, -1);
8601 else if (IS_PLAYER(xx, yy))
8603 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8605 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8607 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8608 continue; /* center and border element do not touch */
8611 CheckTriggeredElementSideChange(x, y, center_element, center_side,
8612 CE_OTHER_GETS_TOUCHED);
8613 CheckElementSideChange(x, y, center_element, center_side,
8614 CE_TOUCHED_BY_PLAYER, -1);
8621 void TestIfElementTouchesCustomElement(int x, int y)
8623 static int xy[4][2] =
8630 static int change_sides[4][2] =
8632 /* center side border side */
8633 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8634 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8635 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8636 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8638 static int touch_dir[4] =
8645 boolean change_center_element = FALSE;
8646 int center_element_change_page = 0;
8647 int center_element = Feld[x][y]; /* should always be non-moving! */
8650 for (i = 0; i < NUM_DIRECTIONS; i++)
8652 int xx = x + xy[i][0];
8653 int yy = y + xy[i][1];
8654 int center_side = change_sides[i][0];
8655 int border_side = change_sides[i][1];
8658 if (!IN_LEV_FIELD(xx, yy))
8661 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8662 border_element = Feld[xx][yy]; /* may be moving! */
8663 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8664 border_element = Feld[xx][yy];
8665 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8666 border_element = MovingOrBlocked2Element(xx, yy);
8668 continue; /* center and border element do not touch */
8670 /* check for change of center element (but change it only once) */
8671 if (IS_CUSTOM_ELEMENT(center_element) &&
8672 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
8673 !change_center_element)
8675 for (j = 0; j < element_info[center_element].num_change_pages; j++)
8677 struct ElementChangeInfo *change =
8678 &element_info[center_element].change_page[j];
8680 if (change->can_change &&
8681 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8682 change->sides & border_side &&
8684 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
8686 change->trigger_element == border_element
8690 change_center_element = TRUE;
8691 center_element_change_page = j;
8698 /* check for change of border element */
8699 if (IS_CUSTOM_ELEMENT(border_element) &&
8700 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
8702 for (j = 0; j < element_info[border_element].num_change_pages; j++)
8704 struct ElementChangeInfo *change =
8705 &element_info[border_element].change_page[j];
8707 if (change->can_change &&
8708 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8709 change->sides & center_side &&
8711 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
8713 change->trigger_element == center_element
8717 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
8718 CE_OTHER_IS_TOUCHING, j);
8725 if (change_center_element)
8726 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
8727 CE_OTHER_IS_TOUCHING, center_element_change_page);
8730 void TestIfElementHitsCustomElement(int x, int y, int direction)
8732 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8733 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8734 int hitx = x + dx, hity = y + dy;
8735 int hitting_element = Feld[x][y];
8737 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8738 !IS_FREE(hitx, hity) &&
8739 (!IS_MOVING(hitx, hity) ||
8740 MovDir[hitx][hity] != direction ||
8741 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8744 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8748 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8752 CheckElementSideChange(x, y, hitting_element,
8753 direction, CE_HITTING_SOMETHING, -1);
8755 if (IN_LEV_FIELD(hitx, hity))
8757 int opposite_direction = MV_DIR_OPPOSITE(direction);
8758 int hitting_side = direction;
8759 int touched_side = opposite_direction;
8760 int touched_element = MovingOrBlocked2Element(hitx, hity);
8762 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8763 MovDir[hitx][hity] != direction ||
8764 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8773 CheckElementSideChange(hitx, hity, touched_element,
8774 opposite_direction, CE_HIT_BY_SOMETHING, -1);
8776 if (IS_CUSTOM_ELEMENT(hitting_element) &&
8777 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
8779 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
8781 struct ElementChangeInfo *change =
8782 &element_info[hitting_element].change_page[i];
8784 if (change->can_change &&
8785 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
8786 change->sides & touched_side &&
8789 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
8791 change->trigger_element == touched_element
8795 CheckElementSideChange(x, y, hitting_element,
8796 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
8802 if (IS_CUSTOM_ELEMENT(touched_element) &&
8803 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
8805 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
8807 struct ElementChangeInfo *change =
8808 &element_info[touched_element].change_page[i];
8810 if (change->can_change &&
8811 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
8812 change->sides & hitting_side &&
8814 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
8816 change->trigger_element == hitting_element
8820 CheckElementSideChange(hitx, hity, touched_element,
8821 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
8830 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8832 int i, kill_x = -1, kill_y = -1;
8833 static int test_xy[4][2] =
8840 static int test_dir[4] =
8848 for (i = 0; i < NUM_DIRECTIONS; i++)
8850 int test_x, test_y, test_move_dir, test_element;
8852 test_x = good_x + test_xy[i][0];
8853 test_y = good_y + test_xy[i][1];
8854 if (!IN_LEV_FIELD(test_x, test_y))
8858 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8861 test_element = Feld[test_x][test_y];
8863 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8866 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8867 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8869 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8870 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8878 if (kill_x != -1 || kill_y != -1)
8880 if (IS_PLAYER(good_x, good_y))
8882 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
8884 if (player->shield_deadly_time_left > 0)
8885 Bang(kill_x, kill_y);
8886 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
8890 Bang(good_x, good_y);
8894 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
8896 int i, kill_x = -1, kill_y = -1;
8897 int bad_element = Feld[bad_x][bad_y];
8898 static int test_xy[4][2] =
8905 static int touch_dir[4] =
8912 static int test_dir[4] =
8920 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
8923 for (i = 0; i < NUM_DIRECTIONS; i++)
8925 int test_x, test_y, test_move_dir, test_element;
8927 test_x = bad_x + test_xy[i][0];
8928 test_y = bad_y + test_xy[i][1];
8929 if (!IN_LEV_FIELD(test_x, test_y))
8933 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8935 test_element = Feld[test_x][test_y];
8937 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8938 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8940 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
8941 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
8943 /* good thing is player or penguin that does not move away */
8944 if (IS_PLAYER(test_x, test_y))
8946 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
8948 if (bad_element == EL_ROBOT && player->is_moving)
8949 continue; /* robot does not kill player if he is moving */
8951 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8953 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8954 continue; /* center and border element do not touch */
8961 else if (test_element == EL_PENGUIN)
8970 if (kill_x != -1 || kill_y != -1)
8972 if (IS_PLAYER(kill_x, kill_y))
8974 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
8976 if (player->shield_deadly_time_left > 0)
8978 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
8982 Bang(kill_x, kill_y);
8986 void TestIfHeroTouchesBadThing(int x, int y)
8988 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
8991 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
8993 TestIfGoodThingHitsBadThing(x, y, move_dir);
8996 void TestIfBadThingTouchesHero(int x, int y)
8998 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9001 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9003 TestIfBadThingHitsGoodThing(x, y, move_dir);
9006 void TestIfFriendTouchesBadThing(int x, int y)
9008 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9011 void TestIfBadThingTouchesFriend(int x, int y)
9013 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9016 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9018 int i, kill_x = bad_x, kill_y = bad_y;
9019 static int xy[4][2] =
9027 for (i = 0; i < NUM_DIRECTIONS; i++)
9031 x = bad_x + xy[i][0];
9032 y = bad_y + xy[i][1];
9033 if (!IN_LEV_FIELD(x, y))
9036 element = Feld[x][y];
9037 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9038 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9046 if (kill_x != bad_x || kill_y != bad_y)
9050 void KillHero(struct PlayerInfo *player)
9052 int jx = player->jx, jy = player->jy;
9054 if (!player->active)
9057 /* remove accessible field at the player's position */
9058 Feld[jx][jy] = EL_EMPTY;
9060 /* deactivate shield (else Bang()/Explode() would not work right) */
9061 player->shield_normal_time_left = 0;
9062 player->shield_deadly_time_left = 0;
9068 static void KillHeroUnlessEnemyProtected(int x, int y)
9070 if (!PLAYER_ENEMY_PROTECTED(x, y))
9071 KillHero(PLAYERINFO(x, y));
9074 static void KillHeroUnlessExplosionProtected(int x, int y)
9076 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9077 KillHero(PLAYERINFO(x, y));
9080 void BuryHero(struct PlayerInfo *player)
9082 int jx = player->jx, jy = player->jy;
9084 if (!player->active)
9088 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9090 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9092 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9094 player->GameOver = TRUE;
9098 void RemoveHero(struct PlayerInfo *player)
9100 int jx = player->jx, jy = player->jy;
9101 int i, found = FALSE;
9103 player->present = FALSE;
9104 player->active = FALSE;
9106 if (!ExplodeField[jx][jy])
9107 StorePlayer[jx][jy] = 0;
9109 for (i = 0; i < MAX_PLAYERS; i++)
9110 if (stored_player[i].active)
9114 AllPlayersGone = TRUE;
9121 =============================================================================
9122 checkDiagonalPushing()
9123 -----------------------------------------------------------------------------
9124 check if diagonal input device direction results in pushing of object
9125 (by checking if the alternative direction is walkable, diggable, ...)
9126 =============================================================================
9129 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9130 int x, int y, int real_dx, int real_dy)
9132 int jx, jy, dx, dy, xx, yy;
9134 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9137 /* diagonal direction: check alternative direction */
9142 xx = jx + (dx == 0 ? real_dx : 0);
9143 yy = jy + (dy == 0 ? real_dy : 0);
9145 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9149 =============================================================================
9151 -----------------------------------------------------------------------------
9152 x, y: field next to player (non-diagonal) to try to dig to
9153 real_dx, real_dy: direction as read from input device (can be diagonal)
9154 =============================================================================
9157 int DigField(struct PlayerInfo *player,
9158 int oldx, int oldy, int x, int y,
9159 int real_dx, int real_dy, int mode)
9161 static int change_sides[4] =
9163 CH_SIDE_RIGHT, /* moving left */
9164 CH_SIDE_LEFT, /* moving right */
9165 CH_SIDE_BOTTOM, /* moving up */
9166 CH_SIDE_TOP, /* moving down */
9169 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9171 int jx = oldx, jy = oldy;
9172 int dx = x - jx, dy = y - jy;
9173 int nextx = x + dx, nexty = y + dy;
9174 int move_direction = (dx == -1 ? MV_LEFT :
9175 dx == +1 ? MV_RIGHT :
9177 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9178 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9179 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
9180 int old_element = Feld[jx][jy];
9183 if (player->MovPos == 0)
9185 player->is_digging = FALSE;
9186 player->is_collecting = FALSE;
9189 if (player->MovPos == 0) /* last pushing move finished */
9190 player->is_pushing = FALSE;
9192 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9194 player->is_switching = FALSE;
9195 player->push_delay = 0;
9197 return MF_NO_ACTION;
9200 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9201 return MF_NO_ACTION;
9206 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9208 if (IS_TUBE(Feld[jx][jy]) ||
9209 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9213 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9214 int tube_leave_directions[][2] =
9216 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9217 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9218 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9219 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9220 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9221 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9222 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9223 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9224 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9225 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9226 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9227 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9230 while (tube_leave_directions[i][0] != tube_element)
9233 if (tube_leave_directions[i][0] == -1) /* should not happen */
9237 if (!(tube_leave_directions[i][1] & move_direction))
9238 return MF_NO_ACTION; /* tube has no opening in this direction */
9243 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9244 old_element = Back[jx][jy];
9248 if (IS_WALKABLE(old_element) &&
9249 !(element_info[old_element].access_direction & move_direction))
9250 return MF_NO_ACTION; /* field has no opening in this direction */
9252 element = Feld[x][y];
9254 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9255 game.engine_version >= VERSION_IDENT(2,2,0,0))
9256 return MF_NO_ACTION;
9260 case EL_SP_PORT_LEFT:
9261 case EL_SP_PORT_RIGHT:
9263 case EL_SP_PORT_DOWN:
9264 case EL_SP_PORT_HORIZONTAL:
9265 case EL_SP_PORT_VERTICAL:
9266 case EL_SP_PORT_ANY:
9267 case EL_SP_GRAVITY_PORT_LEFT:
9268 case EL_SP_GRAVITY_PORT_RIGHT:
9269 case EL_SP_GRAVITY_PORT_UP:
9270 case EL_SP_GRAVITY_PORT_DOWN:
9272 if (!canEnterSupaplexPort(x, y, dx, dy))
9273 return MF_NO_ACTION;
9276 element != EL_SP_PORT_LEFT &&
9277 element != EL_SP_GRAVITY_PORT_LEFT &&
9278 element != EL_SP_PORT_HORIZONTAL &&
9279 element != EL_SP_PORT_ANY) ||
9281 element != EL_SP_PORT_RIGHT &&
9282 element != EL_SP_GRAVITY_PORT_RIGHT &&
9283 element != EL_SP_PORT_HORIZONTAL &&
9284 element != EL_SP_PORT_ANY) ||
9286 element != EL_SP_PORT_UP &&
9287 element != EL_SP_GRAVITY_PORT_UP &&
9288 element != EL_SP_PORT_VERTICAL &&
9289 element != EL_SP_PORT_ANY) ||
9291 element != EL_SP_PORT_DOWN &&
9292 element != EL_SP_GRAVITY_PORT_DOWN &&
9293 element != EL_SP_PORT_VERTICAL &&
9294 element != EL_SP_PORT_ANY) ||
9295 !IN_LEV_FIELD(nextx, nexty) ||
9296 !IS_FREE(nextx, nexty))
9297 return MF_NO_ACTION;
9300 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9301 element == EL_SP_GRAVITY_PORT_RIGHT ||
9302 element == EL_SP_GRAVITY_PORT_UP ||
9303 element == EL_SP_GRAVITY_PORT_DOWN)
9304 game.gravity = !game.gravity;
9306 /* automatically move to the next field with double speed */
9307 player->programmed_action = move_direction;
9309 if (player->move_delay_reset_counter == 0)
9311 player->move_delay_reset_counter = 2; /* two double speed steps */
9313 DOUBLE_PLAYER_SPEED(player);
9316 player->move_delay_reset_counter = 2;
9318 DOUBLE_PLAYER_SPEED(player);
9321 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9326 case EL_TUBE_VERTICAL:
9327 case EL_TUBE_HORIZONTAL:
9328 case EL_TUBE_VERTICAL_LEFT:
9329 case EL_TUBE_VERTICAL_RIGHT:
9330 case EL_TUBE_HORIZONTAL_UP:
9331 case EL_TUBE_HORIZONTAL_DOWN:
9332 case EL_TUBE_LEFT_UP:
9333 case EL_TUBE_LEFT_DOWN:
9334 case EL_TUBE_RIGHT_UP:
9335 case EL_TUBE_RIGHT_DOWN:
9338 int tube_enter_directions[][2] =
9340 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9341 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9342 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9343 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9344 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9345 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9346 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9347 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9348 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9349 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9350 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9351 { -1, MV_NO_MOVING }
9354 while (tube_enter_directions[i][0] != element)
9357 if (tube_enter_directions[i][0] == -1) /* should not happen */
9361 if (!(tube_enter_directions[i][1] & move_direction))
9362 return MF_NO_ACTION; /* tube has no opening in this direction */
9364 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
9371 if (IS_WALKABLE(element))
9373 int sound_action = ACTION_WALKING;
9375 if (!(element_info[element].access_direction & opposite_direction))
9376 return MF_NO_ACTION; /* field not accessible from this direction */
9378 if (element >= EL_GATE_1 && element <= EL_GATE_4)
9380 if (!player->key[element - EL_GATE_1])
9381 return MF_NO_ACTION;
9383 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
9385 if (!player->key[element - EL_GATE_1_GRAY])
9386 return MF_NO_ACTION;
9388 else if (element == EL_EXIT_OPEN ||
9389 element == EL_SP_EXIT_OPEN ||
9390 element == EL_SP_EXIT_OPENING)
9392 sound_action = ACTION_PASSING; /* player is passing exit */
9394 else if (element == EL_EMPTY)
9396 sound_action = ACTION_MOVING; /* nothing to walk on */
9399 /* play sound from background or player, whatever is available */
9400 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
9401 PlayLevelSoundElementAction(x, y, element, sound_action);
9403 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9407 else if (IS_PASSABLE(element))
9409 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
9410 return MF_NO_ACTION;
9412 if (IS_CUSTOM_ELEMENT(element) &&
9413 !(element_info[element].access_direction & opposite_direction))
9414 return MF_NO_ACTION; /* field not accessible from this direction */
9417 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9418 return MF_NO_ACTION;
9421 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
9423 if (!player->key[element - EL_EM_GATE_1])
9424 return MF_NO_ACTION;
9426 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
9428 if (!player->key[element - EL_EM_GATE_1_GRAY])
9429 return MF_NO_ACTION;
9432 /* automatically move to the next field with double speed */
9433 player->programmed_action = move_direction;
9435 if (player->move_delay_reset_counter == 0)
9437 player->move_delay_reset_counter = 2; /* two double speed steps */
9439 DOUBLE_PLAYER_SPEED(player);
9442 player->move_delay_reset_counter = 2;
9444 DOUBLE_PLAYER_SPEED(player);
9447 PlayLevelSoundAction(x, y, ACTION_PASSING);
9451 else if (IS_DIGGABLE(element))
9455 if (mode != DF_SNAP)
9458 GfxElement[x][y] = GFX_ELEMENT(element);
9461 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
9463 player->is_digging = TRUE;
9466 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9468 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
9471 if (mode == DF_SNAP)
9472 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9477 else if (IS_COLLECTIBLE(element))
9481 if (mode != DF_SNAP)
9483 GfxElement[x][y] = element;
9484 player->is_collecting = TRUE;
9487 if (element == EL_SPEED_PILL)
9488 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9489 else if (element == EL_EXTRA_TIME && level.time > 0)
9492 DrawGameValue_Time(TimeLeft);
9494 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9496 player->shield_normal_time_left += 10;
9497 if (element == EL_SHIELD_DEADLY)
9498 player->shield_deadly_time_left += 10;
9500 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9502 if (player->inventory_size < MAX_INVENTORY_SIZE)
9503 player->inventory_element[player->inventory_size++] = element;
9505 DrawGameValue_Dynamite(local_player->inventory_size);
9507 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9509 player->dynabomb_count++;
9510 player->dynabombs_left++;
9512 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9514 player->dynabomb_size++;
9516 else if (element == EL_DYNABOMB_INCREASE_POWER)
9518 player->dynabomb_xl = TRUE;
9520 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
9521 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
9523 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
9524 element - EL_KEY_1 : element - EL_EM_KEY_1);
9526 player->key[key_nr] = TRUE;
9528 DrawGameValue_Keys(player);
9530 redraw_mask |= REDRAW_DOOR_1;
9532 else if (IS_ENVELOPE(element))
9535 player->show_envelope = element;
9537 ShowEnvelope(element - EL_ENVELOPE_1);
9540 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
9544 for (i = 0; i < element_info[element].collect_count; i++)
9545 if (player->inventory_size < MAX_INVENTORY_SIZE)
9546 player->inventory_element[player->inventory_size++] = element;
9548 DrawGameValue_Dynamite(local_player->inventory_size);
9550 else if (element_info[element].collect_count > 0)
9552 local_player->gems_still_needed -=
9553 element_info[element].collect_count;
9554 if (local_player->gems_still_needed < 0)
9555 local_player->gems_still_needed = 0;
9557 DrawGameValue_Emeralds(local_player->gems_still_needed);
9560 RaiseScoreElement(element);
9561 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9563 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
9566 if (mode == DF_SNAP)
9567 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9572 else if (IS_PUSHABLE(element))
9574 if (mode == DF_SNAP && element != EL_BD_ROCK)
9575 return MF_NO_ACTION;
9577 if (CAN_FALL(element) && dy)
9578 return MF_NO_ACTION;
9580 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9581 !(element == EL_SPRING && level.use_spring_bug))
9582 return MF_NO_ACTION;
9585 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9586 ((move_direction & MV_VERTICAL &&
9587 ((element_info[element].move_pattern & MV_LEFT &&
9588 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9589 (element_info[element].move_pattern & MV_RIGHT &&
9590 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9591 (move_direction & MV_HORIZONTAL &&
9592 ((element_info[element].move_pattern & MV_UP &&
9593 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9594 (element_info[element].move_pattern & MV_DOWN &&
9595 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9596 return MF_NO_ACTION;
9600 /* do not push elements already moving away faster than player */
9601 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9602 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9603 return MF_NO_ACTION;
9605 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
9606 return MF_NO_ACTION;
9610 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9612 if (player->push_delay_value == -1)
9613 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9615 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9617 if (!player->is_pushing)
9618 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9622 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
9623 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
9624 !player_is_pushing))
9625 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9628 if (!player->is_pushing &&
9629 game.engine_version >= VERSION_IDENT(2,2,0,7))
9630 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9634 printf("::: push delay: %ld [%d, %d] [%d]\n",
9635 player->push_delay_value, FrameCounter, game.engine_version,
9636 player->is_pushing);
9639 player->is_pushing = TRUE;
9641 if (!(IN_LEV_FIELD(nextx, nexty) &&
9642 (IS_FREE(nextx, nexty) ||
9643 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9644 IS_SB_ELEMENT(element)))))
9645 return MF_NO_ACTION;
9647 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9648 return MF_NO_ACTION;
9650 if (player->push_delay == 0) /* new pushing; restart delay */
9651 player->push_delay = FrameCounter;
9653 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
9654 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9655 element != EL_SPRING && element != EL_BALLOON)
9657 /* make sure that there is no move delay before next try to push */
9658 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9659 player->move_delay = INITIAL_MOVE_DELAY_OFF;
9661 return MF_NO_ACTION;
9665 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
9668 if (IS_SB_ELEMENT(element))
9670 if (element == EL_SOKOBAN_FIELD_FULL)
9672 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9673 local_player->sokobanfields_still_needed++;
9676 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9678 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9679 local_player->sokobanfields_still_needed--;
9682 Feld[x][y] = EL_SOKOBAN_OBJECT;
9684 if (Back[x][y] == Back[nextx][nexty])
9685 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9686 else if (Back[x][y] != 0)
9687 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9690 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9693 if (local_player->sokobanfields_still_needed == 0 &&
9694 game.emulation == EMU_SOKOBAN)
9696 player->LevelSolved = player->GameOver = TRUE;
9697 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9701 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9703 InitMovingField(x, y, move_direction);
9704 GfxAction[x][y] = ACTION_PUSHING;
9706 if (mode == DF_SNAP)
9707 ContinueMoving(x, y);
9709 MovPos[x][y] = (dx != 0 ? dx : dy);
9711 Pushed[x][y] = TRUE;
9712 Pushed[nextx][nexty] = TRUE;
9714 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9715 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9717 player->push_delay_value = -1; /* get new value later */
9719 CheckTriggeredElementSideChange(x, y, element, dig_side,
9720 CE_OTHER_GETS_PUSHED);
9721 CheckElementSideChange(x, y, element, dig_side,
9722 CE_PUSHED_BY_PLAYER, -1);
9726 else if (IS_SWITCHABLE(element))
9728 if (PLAYER_SWITCHING(player, x, y))
9731 player->is_switching = TRUE;
9732 player->switch_x = x;
9733 player->switch_y = y;
9735 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9737 if (element == EL_ROBOT_WHEEL)
9739 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9743 DrawLevelField(x, y);
9745 else if (element == EL_SP_TERMINAL)
9749 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9751 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9753 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9754 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9757 else if (IS_BELT_SWITCH(element))
9759 ToggleBeltSwitch(x, y);
9761 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9762 element == EL_SWITCHGATE_SWITCH_DOWN)
9764 ToggleSwitchgateSwitch(x, y);
9766 else if (element == EL_LIGHT_SWITCH ||
9767 element == EL_LIGHT_SWITCH_ACTIVE)
9769 ToggleLightSwitch(x, y);
9772 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
9773 SND_LIGHT_SWITCH_ACTIVATING :
9774 SND_LIGHT_SWITCH_DEACTIVATING);
9777 else if (element == EL_TIMEGATE_SWITCH)
9779 ActivateTimegateSwitch(x, y);
9781 else if (element == EL_BALLOON_SWITCH_LEFT ||
9782 element == EL_BALLOON_SWITCH_RIGHT ||
9783 element == EL_BALLOON_SWITCH_UP ||
9784 element == EL_BALLOON_SWITCH_DOWN ||
9785 element == EL_BALLOON_SWITCH_ANY)
9787 if (element == EL_BALLOON_SWITCH_ANY)
9788 game.balloon_dir = move_direction;
9790 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9791 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9792 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9793 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9796 else if (element == EL_LAMP)
9798 Feld[x][y] = EL_LAMP_ACTIVE;
9799 local_player->lights_still_needed--;
9801 DrawLevelField(x, y);
9803 else if (element == EL_TIME_ORB_FULL)
9805 Feld[x][y] = EL_TIME_ORB_EMPTY;
9807 DrawGameValue_Time(TimeLeft);
9809 DrawLevelField(x, y);
9812 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
9820 if (!PLAYER_SWITCHING(player, x, y))
9822 player->is_switching = TRUE;
9823 player->switch_x = x;
9824 player->switch_y = y;
9826 CheckTriggeredElementSideChange(x, y, element, dig_side,
9827 CE_OTHER_IS_SWITCHING);
9828 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
9831 CheckTriggeredElementSideChange(x, y, element, dig_side,
9832 CE_OTHER_GETS_PRESSED);
9833 CheckElementSideChange(x, y, element, dig_side,
9834 CE_PRESSED_BY_PLAYER, -1);
9837 return MF_NO_ACTION;
9840 player->push_delay = 0;
9842 if (Feld[x][y] != element) /* really digged/collected something */
9843 player->is_collecting = !player->is_digging;
9848 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9850 int jx = player->jx, jy = player->jy;
9851 int x = jx + dx, y = jy + dy;
9852 int snap_direction = (dx == -1 ? MV_LEFT :
9853 dx == +1 ? MV_RIGHT :
9855 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9857 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
9860 if (!player->active || !IN_LEV_FIELD(x, y))
9868 if (player->MovPos == 0)
9869 player->is_pushing = FALSE;
9871 player->is_snapping = FALSE;
9873 if (player->MovPos == 0)
9875 player->is_moving = FALSE;
9876 player->is_digging = FALSE;
9877 player->is_collecting = FALSE;
9883 if (player->is_snapping)
9886 player->MovDir = snap_direction;
9889 if (player->MovPos == 0)
9892 player->is_moving = FALSE;
9893 player->is_digging = FALSE;
9894 player->is_collecting = FALSE;
9897 player->is_dropping = FALSE;
9899 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9902 player->is_snapping = TRUE;
9905 if (player->MovPos == 0)
9908 player->is_moving = FALSE;
9909 player->is_digging = FALSE;
9910 player->is_collecting = FALSE;
9913 DrawLevelField(x, y);
9919 boolean DropElement(struct PlayerInfo *player)
9921 int jx = player->jx, jy = player->jy;
9922 int old_element = Feld[jx][jy];
9925 /* check if player is active, not moving and ready to drop */
9926 if (!player->active || player->MovPos || player->drop_delay > 0)
9929 /* check if player has anything that can be dropped */
9930 if (player->inventory_size == 0 && player->dynabombs_left == 0)
9933 /* check if anything can be dropped at the current position */
9934 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9937 /* collected custom elements can only be dropped on empty fields */
9938 if (player->inventory_size > 0 &&
9939 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
9940 && old_element != EL_EMPTY)
9943 if (old_element != EL_EMPTY)
9944 Back[jx][jy] = old_element; /* store old element on this field */
9946 ResetGfxAnimation(jx, jy);
9947 ResetRandomAnimationValue(jx, jy);
9949 if (player->inventory_size > 0)
9951 player->inventory_size--;
9952 new_element = player->inventory_element[player->inventory_size];
9954 if (new_element == EL_DYNAMITE)
9955 new_element = EL_DYNAMITE_ACTIVE;
9956 else if (new_element == EL_SP_DISK_RED)
9957 new_element = EL_SP_DISK_RED_ACTIVE;
9959 Feld[jx][jy] = new_element;
9961 DrawGameValue_Dynamite(local_player->inventory_size);
9963 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9964 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9966 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
9969 /* needed if previous element just changed to "empty" in the last frame */
9970 Changed[jx][jy] = 0; /* allow another change */
9973 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
9974 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
9976 TestIfElementTouchesCustomElement(jx, jy);
9978 else /* player is dropping a dyna bomb */
9980 player->dynabombs_left--;
9981 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
9983 Feld[jx][jy] = new_element;
9985 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9986 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9988 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
9995 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
9998 InitField_WithBug1(jx, jy, FALSE);
10000 InitField(jx, jy, FALSE);
10001 if (CAN_MOVE(Feld[jx][jy]))
10002 InitMovDir(jx, jy);
10006 new_element = Feld[jx][jy];
10008 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10009 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10011 int move_stepsize = element_info[new_element].move_stepsize;
10012 int direction, dx, dy, nextx, nexty;
10014 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10015 MovDir[jx][jy] = player->MovDir;
10017 direction = MovDir[jx][jy];
10018 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10019 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10023 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10026 WasJustMoving[jx][jy] = 3;
10028 InitMovingField(jx, jy, direction);
10029 ContinueMoving(jx, jy);
10034 Changed[jx][jy] = 0; /* allow another change */
10037 TestIfElementHitsCustomElement(jx, jy, direction);
10039 CheckElementSideChange(jx, jy, new_element,
10040 direction, CE_HITTING_SOMETHING, -1);
10044 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10048 player->drop_delay = 8 + 8 + 8;
10053 player->is_dropping = TRUE;
10059 /* ------------------------------------------------------------------------- */
10060 /* game sound playing functions */
10061 /* ------------------------------------------------------------------------- */
10063 static int *loop_sound_frame = NULL;
10064 static int *loop_sound_volume = NULL;
10066 void InitPlayLevelSound()
10068 int num_sounds = getSoundListSize();
10070 checked_free(loop_sound_frame);
10071 checked_free(loop_sound_volume);
10073 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10074 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10077 static void PlayLevelSound(int x, int y, int nr)
10079 int sx = SCREENX(x), sy = SCREENY(y);
10080 int volume, stereo_position;
10081 int max_distance = 8;
10082 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10084 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10085 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10088 if (!IN_LEV_FIELD(x, y) ||
10089 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10090 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10093 volume = SOUND_MAX_VOLUME;
10095 if (!IN_SCR_FIELD(sx, sy))
10097 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10098 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10100 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10103 stereo_position = (SOUND_MAX_LEFT +
10104 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10105 (SCR_FIELDX + 2 * max_distance));
10107 if (IS_LOOP_SOUND(nr))
10109 /* This assures that quieter loop sounds do not overwrite louder ones,
10110 while restarting sound volume comparison with each new game frame. */
10112 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10115 loop_sound_volume[nr] = volume;
10116 loop_sound_frame[nr] = FrameCounter;
10119 PlaySoundExt(nr, volume, stereo_position, type);
10122 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10124 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10125 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10126 y < LEVELY(BY1) ? LEVELY(BY1) :
10127 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10131 static void PlayLevelSoundAction(int x, int y, int action)
10133 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10136 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10138 int sound_effect = element_info[element].sound[action];
10140 if (sound_effect != SND_UNDEFINED)
10141 PlayLevelSound(x, y, sound_effect);
10144 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10147 int sound_effect = element_info[element].sound[action];
10149 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10150 PlayLevelSound(x, y, sound_effect);
10153 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10155 int sound_effect = element_info[Feld[x][y]].sound[action];
10157 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10158 PlayLevelSound(x, y, sound_effect);
10161 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10163 int sound_effect = element_info[Feld[x][y]].sound[action];
10165 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10166 StopSound(sound_effect);
10169 static void PlayLevelMusic()
10171 if (levelset.music[level_nr] != MUS_UNDEFINED)
10172 PlayMusic(levelset.music[level_nr]); /* from config file */
10174 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10177 void RaiseScore(int value)
10179 local_player->score += value;
10181 DrawGameValue_Score(local_player->score);
10184 void RaiseScoreElement(int element)
10189 case EL_BD_DIAMOND:
10190 case EL_EMERALD_YELLOW:
10191 case EL_EMERALD_RED:
10192 case EL_EMERALD_PURPLE:
10193 case EL_SP_INFOTRON:
10194 RaiseScore(level.score[SC_EMERALD]);
10197 RaiseScore(level.score[SC_DIAMOND]);
10200 RaiseScore(level.score[SC_CRYSTAL]);
10203 RaiseScore(level.score[SC_PEARL]);
10206 case EL_BD_BUTTERFLY:
10207 case EL_SP_ELECTRON:
10208 RaiseScore(level.score[SC_BUG]);
10211 case EL_BD_FIREFLY:
10212 case EL_SP_SNIKSNAK:
10213 RaiseScore(level.score[SC_SPACESHIP]);
10216 case EL_DARK_YAMYAM:
10217 RaiseScore(level.score[SC_YAMYAM]);
10220 RaiseScore(level.score[SC_ROBOT]);
10223 RaiseScore(level.score[SC_PACMAN]);
10226 RaiseScore(level.score[SC_NUT]);
10229 case EL_SP_DISK_RED:
10230 case EL_DYNABOMB_INCREASE_NUMBER:
10231 case EL_DYNABOMB_INCREASE_SIZE:
10232 case EL_DYNABOMB_INCREASE_POWER:
10233 RaiseScore(level.score[SC_DYNAMITE]);
10235 case EL_SHIELD_NORMAL:
10236 case EL_SHIELD_DEADLY:
10237 RaiseScore(level.score[SC_SHIELD]);
10239 case EL_EXTRA_TIME:
10240 RaiseScore(level.score[SC_TIME_BONUS]);
10246 RaiseScore(level.score[SC_KEY]);
10249 RaiseScore(element_info[element].collect_score);
10254 void RequestQuitGame(boolean ask_if_really_quit)
10256 if (AllPlayersGone ||
10257 !ask_if_really_quit ||
10258 level_editor_test_game ||
10259 Request("Do you really want to quit the game ?",
10260 REQ_ASK | REQ_STAY_CLOSED))
10262 #if defined(PLATFORM_UNIX)
10263 if (options.network)
10264 SendToServer_StopPlaying();
10268 game_status = GAME_MODE_MAIN;
10274 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10279 /* ---------- new game button stuff ---------------------------------------- */
10281 /* graphic position values for game buttons */
10282 #define GAME_BUTTON_XSIZE 30
10283 #define GAME_BUTTON_YSIZE 30
10284 #define GAME_BUTTON_XPOS 5
10285 #define GAME_BUTTON_YPOS 215
10286 #define SOUND_BUTTON_XPOS 5
10287 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10289 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10290 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10291 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10292 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10293 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10294 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10301 } gamebutton_info[NUM_GAME_BUTTONS] =
10304 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10309 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10310 GAME_CTRL_ID_PAUSE,
10314 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10319 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10320 SOUND_CTRL_ID_MUSIC,
10321 "background music on/off"
10324 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10325 SOUND_CTRL_ID_LOOPS,
10326 "sound loops on/off"
10329 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10330 SOUND_CTRL_ID_SIMPLE,
10331 "normal sounds on/off"
10335 void CreateGameButtons()
10339 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10341 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10342 struct GadgetInfo *gi;
10345 unsigned long event_mask;
10346 int gd_xoffset, gd_yoffset;
10347 int gd_x1, gd_x2, gd_y1, gd_y2;
10350 gd_xoffset = gamebutton_info[i].x;
10351 gd_yoffset = gamebutton_info[i].y;
10352 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10353 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10355 if (id == GAME_CTRL_ID_STOP ||
10356 id == GAME_CTRL_ID_PAUSE ||
10357 id == GAME_CTRL_ID_PLAY)
10359 button_type = GD_TYPE_NORMAL_BUTTON;
10361 event_mask = GD_EVENT_RELEASED;
10362 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10363 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10367 button_type = GD_TYPE_CHECK_BUTTON;
10369 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10370 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10371 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10372 event_mask = GD_EVENT_PRESSED;
10373 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10374 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10377 gi = CreateGadget(GDI_CUSTOM_ID, id,
10378 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10379 GDI_X, DX + gd_xoffset,
10380 GDI_Y, DY + gd_yoffset,
10381 GDI_WIDTH, GAME_BUTTON_XSIZE,
10382 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10383 GDI_TYPE, button_type,
10384 GDI_STATE, GD_BUTTON_UNPRESSED,
10385 GDI_CHECKED, checked,
10386 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10387 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10388 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10389 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10390 GDI_EVENT_MASK, event_mask,
10391 GDI_CALLBACK_ACTION, HandleGameButtons,
10395 Error(ERR_EXIT, "cannot create gadget");
10397 game_gadget[id] = gi;
10401 void FreeGameButtons()
10405 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10406 FreeGadget(game_gadget[i]);
10409 static void MapGameButtons()
10413 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10414 MapGadget(game_gadget[i]);
10417 void UnmapGameButtons()
10421 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10422 UnmapGadget(game_gadget[i]);
10425 static void HandleGameButtons(struct GadgetInfo *gi)
10427 int id = gi->custom_id;
10429 if (game_status != GAME_MODE_PLAYING)
10434 case GAME_CTRL_ID_STOP:
10435 RequestQuitGame(TRUE);
10438 case GAME_CTRL_ID_PAUSE:
10439 if (options.network)
10441 #if defined(PLATFORM_UNIX)
10443 SendToServer_ContinuePlaying();
10445 SendToServer_PausePlaying();
10449 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10452 case GAME_CTRL_ID_PLAY:
10455 #if defined(PLATFORM_UNIX)
10456 if (options.network)
10457 SendToServer_ContinuePlaying();
10461 tape.pausing = FALSE;
10462 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10467 case SOUND_CTRL_ID_MUSIC:
10468 if (setup.sound_music)
10470 setup.sound_music = FALSE;
10473 else if (audio.music_available)
10475 setup.sound = setup.sound_music = TRUE;
10477 SetAudioMode(setup.sound);
10483 case SOUND_CTRL_ID_LOOPS:
10484 if (setup.sound_loops)
10485 setup.sound_loops = FALSE;
10486 else if (audio.loops_available)
10488 setup.sound = setup.sound_loops = TRUE;
10489 SetAudioMode(setup.sound);
10493 case SOUND_CTRL_ID_SIMPLE:
10494 if (setup.sound_simple)
10495 setup.sound_simple = FALSE;
10496 else if (audio.sound_available)
10498 setup.sound = setup.sound_simple = TRUE;
10499 SetAudioMode(setup.sound);