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 MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
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
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
173 static boolean CheckTriggeredElementChange(int, int, int, int);
174 static boolean CheckElementSideChange(int, int, int, int, int, int);
175 static boolean CheckElementChange(int, int, int, int);
177 static void PlaySoundLevel(int, int, int);
178 static void PlaySoundLevelNearest(int, int, int);
179 static void PlaySoundLevelAction(int, int, int);
180 static void PlaySoundLevelElementAction(int, int, int, int);
181 static void PlaySoundLevelActionIfLoop(int, int, int);
182 static void StopSoundLevelActionIfLoop(int, int, int);
184 static void MapGameButtons();
185 static void HandleGameButtons(struct GadgetInfo *);
187 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
190 /* ------------------------------------------------------------------------- */
191 /* definition of elements that automatically change to other elements after */
192 /* a specified time, eventually calling a function when changing */
193 /* ------------------------------------------------------------------------- */
195 /* forward declaration for changer functions */
196 static void InitBuggyBase(int x, int y);
197 static void WarnBuggyBase(int x, int y);
199 static void InitTrap(int x, int y);
200 static void ActivateTrap(int x, int y);
201 static void ChangeActiveTrap(int x, int y);
203 static void InitRobotWheel(int x, int y);
204 static void RunRobotWheel(int x, int y);
205 static void StopRobotWheel(int x, int y);
207 static void InitTimegateWheel(int x, int y);
208 static void RunTimegateWheel(int x, int y);
210 struct ChangingElementInfo
215 void (*pre_change_function)(int x, int y);
216 void (*change_function)(int x, int y);
217 void (*post_change_function)(int x, int y);
220 static struct ChangingElementInfo change_delay_list[] =
271 EL_SWITCHGATE_OPENING,
279 EL_SWITCHGATE_CLOSING,
280 EL_SWITCHGATE_CLOSED,
312 EL_ACID_SPLASH_RIGHT,
321 EL_SP_BUGGY_BASE_ACTIVATING,
328 EL_SP_BUGGY_BASE_ACTIVATING,
329 EL_SP_BUGGY_BASE_ACTIVE,
336 EL_SP_BUGGY_BASE_ACTIVE,
360 EL_ROBOT_WHEEL_ACTIVE,
368 EL_TIMEGATE_SWITCH_ACTIVE,
389 int push_delay_fixed, push_delay_random;
394 { EL_BALLOON, 0, 0 },
396 { EL_SOKOBAN_OBJECT, 2, 0 },
397 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
398 { EL_SATELLITE, 2, 0 },
399 { EL_SP_DISK_YELLOW, 2, 0 },
401 { EL_UNDEFINED, 0, 0 },
409 move_stepsize_list[] =
411 { EL_AMOEBA_DROP, 2 },
412 { EL_AMOEBA_DROPPING, 2 },
413 { EL_QUICKSAND_FILLING, 1 },
414 { EL_QUICKSAND_EMPTYING, 1 },
415 { EL_MAGIC_WALL_FILLING, 2 },
416 { EL_BD_MAGIC_WALL_FILLING, 2 },
417 { EL_MAGIC_WALL_EMPTYING, 2 },
418 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
428 collect_count_list[] =
431 { EL_BD_DIAMOND, 1 },
432 { EL_EMERALD_YELLOW, 1 },
433 { EL_EMERALD_RED, 1 },
434 { EL_EMERALD_PURPLE, 1 },
436 { EL_SP_INFOTRON, 1 },
443 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
445 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
446 CH_EVENT_BIT(CE_DELAY))
447 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
448 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
449 IS_JUST_CHANGING(x, y))
451 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
454 void GetPlayerConfig()
456 if (!audio.sound_available)
457 setup.sound_simple = FALSE;
459 if (!audio.loops_available)
460 setup.sound_loops = FALSE;
462 if (!audio.music_available)
463 setup.sound_music = FALSE;
465 if (!video.fullscreen_available)
466 setup.fullscreen = FALSE;
468 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
470 SetAudioMode(setup.sound);
474 static int getBeltNrFromBeltElement(int element)
476 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
477 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
478 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
481 static int getBeltNrFromBeltActiveElement(int element)
483 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
484 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
485 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
488 static int getBeltNrFromBeltSwitchElement(int element)
490 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
491 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
492 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
495 static int getBeltDirNrFromBeltSwitchElement(int element)
497 static int belt_base_element[4] =
499 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
500 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
501 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
502 EL_CONVEYOR_BELT_4_SWITCH_LEFT
505 int belt_nr = getBeltNrFromBeltSwitchElement(element);
506 int belt_dir_nr = element - belt_base_element[belt_nr];
508 return (belt_dir_nr % 3);
511 static int getBeltDirFromBeltSwitchElement(int element)
513 static int belt_move_dir[3] =
520 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
522 return belt_move_dir[belt_dir_nr];
525 static void InitPlayerField(int x, int y, int element, boolean init_game)
527 if (element == EL_SP_MURPHY)
531 if (stored_player[0].present)
533 Feld[x][y] = EL_SP_MURPHY_CLONE;
539 stored_player[0].use_murphy_graphic = TRUE;
542 Feld[x][y] = EL_PLAYER_1;
548 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
549 int jx = player->jx, jy = player->jy;
551 player->present = TRUE;
553 if (!options.network || player->connected)
555 player->active = TRUE;
557 /* remove potentially duplicate players */
558 if (StorePlayer[jx][jy] == Feld[x][y])
559 StorePlayer[jx][jy] = 0;
561 StorePlayer[x][y] = Feld[x][y];
565 printf("Player %d activated.\n", player->element_nr);
566 printf("[Local player is %d and currently %s.]\n",
567 local_player->element_nr,
568 local_player->active ? "active" : "not active");
572 Feld[x][y] = EL_EMPTY;
573 player->jx = player->last_jx = x;
574 player->jy = player->last_jy = y;
578 static void InitField(int x, int y, boolean init_game)
580 int element = Feld[x][y];
589 InitPlayerField(x, y, element, init_game);
593 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
594 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
595 else if (x > 0 && Feld[x-1][y] == EL_ACID)
596 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
597 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
598 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
599 else if (y > 0 && Feld[x][y-1] == EL_ACID)
600 Feld[x][y] = EL_ACID_POOL_BOTTOM;
601 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
602 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
610 case EL_SPACESHIP_RIGHT:
611 case EL_SPACESHIP_UP:
612 case EL_SPACESHIP_LEFT:
613 case EL_SPACESHIP_DOWN:
615 case EL_BD_BUTTERFLY_RIGHT:
616 case EL_BD_BUTTERFLY_UP:
617 case EL_BD_BUTTERFLY_LEFT:
618 case EL_BD_BUTTERFLY_DOWN:
619 case EL_BD_BUTTERFLY:
620 case EL_BD_FIREFLY_RIGHT:
621 case EL_BD_FIREFLY_UP:
622 case EL_BD_FIREFLY_LEFT:
623 case EL_BD_FIREFLY_DOWN:
625 case EL_PACMAN_RIGHT:
649 if (y == lev_fieldy - 1)
651 Feld[x][y] = EL_AMOEBA_GROWING;
652 Store[x][y] = EL_AMOEBA_WET;
656 case EL_DYNAMITE_ACTIVE:
661 local_player->lights_still_needed++;
664 case EL_SOKOBAN_FIELD_EMPTY:
665 local_player->sokobanfields_still_needed++;
669 local_player->friends_still_needed++;
674 MovDir[x][y] = 1 << RND(4);
679 Feld[x][y] = EL_EMPTY;
684 case EL_EM_KEY_1_FILE:
685 Feld[x][y] = EL_EM_KEY_1;
687 case EL_EM_KEY_2_FILE:
688 Feld[x][y] = EL_EM_KEY_2;
690 case EL_EM_KEY_3_FILE:
691 Feld[x][y] = EL_EM_KEY_3;
693 case EL_EM_KEY_4_FILE:
694 Feld[x][y] = EL_EM_KEY_4;
698 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
699 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
700 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
701 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
702 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
703 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
704 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
705 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
706 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
707 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
708 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
709 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
712 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
713 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
714 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
716 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
718 game.belt_dir[belt_nr] = belt_dir;
719 game.belt_dir_nr[belt_nr] = belt_dir_nr;
721 else /* more than one switch -- set it like the first switch */
723 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
728 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
730 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
733 case EL_LIGHT_SWITCH_ACTIVE:
735 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
739 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
745 void DrawGameDoorValues()
749 for (i=0; i<MAX_PLAYERS; i++)
751 if (stored_player[i].key[j])
752 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
753 el2edimg(EL_KEY_1 + j));
755 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
756 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
757 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
758 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
759 DrawText(DX + XX_SCORE, DY + YY_SCORE,
760 int2str(local_player->score, 5), FONT_TEXT_2);
761 DrawText(DX + XX_TIME, DY + YY_TIME,
762 int2str(TimeLeft, 3), FONT_TEXT_2);
767 =============================================================================
769 -----------------------------------------------------------------------------
770 initialize game engine due to level / tape version number
771 =============================================================================
774 static void InitGameEngine()
778 /* set game engine from tape file when re-playing, else from level file */
779 game.engine_version = (tape.playing ? tape.engine_version :
782 /* dynamically adjust element properties according to game engine version */
783 InitElementPropertiesEngine(game.engine_version);
786 printf("level %d: level version == %06d\n", level_nr, level.game_version);
787 printf(" tape version == %06d [%s] [file: %06d]\n",
788 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
790 printf(" => game.engine_version == %06d\n", game.engine_version);
793 /* ---------- initialize player's initial move delay --------------------- */
795 /* dynamically adjust player properties according to game engine version */
796 game.initial_move_delay =
797 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
798 INITIAL_MOVE_DELAY_OFF);
800 /* dynamically adjust player properties according to level information */
801 game.initial_move_delay_value =
802 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
804 /* ---------- initialize changing elements ------------------------------- */
806 /* initialize changing elements information */
807 for (i=0; i < MAX_NUM_ELEMENTS; i++)
809 struct ElementInfo *ei = &element_info[i];
811 /* this pointer might have been changed in the level editor */
812 ei->change = &ei->change_page[0];
814 if (!IS_CUSTOM_ELEMENT(i))
816 ei->change->target_element = EL_EMPTY_SPACE;
817 ei->change->delay_fixed = 0;
818 ei->change->delay_random = 0;
819 ei->change->delay_frames = 1;
822 ei->change_events = CE_BITMASK_DEFAULT;
823 for (j=0; j < NUM_CHANGE_EVENTS; j++)
825 ei->event_page_nr[j] = 0;
826 ei->event_page[j] = &ei->change_page[0];
830 /* add changing elements from pre-defined list */
831 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
833 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
834 struct ElementInfo *ei = &element_info[ch_delay->element];
836 ei->change->target_element = ch_delay->target_element;
837 ei->change->delay_fixed = ch_delay->change_delay;
839 ei->change->pre_change_function = ch_delay->pre_change_function;
840 ei->change->change_function = ch_delay->change_function;
841 ei->change->post_change_function = ch_delay->post_change_function;
843 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
847 /* add change events from custom element configuration */
848 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
850 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
852 for (j=0; j < ei->num_change_pages; j++)
854 if (!ei->change_page[j].can_change)
857 for (k=0; k < NUM_CHANGE_EVENTS; k++)
859 /* only add event page for the first page found with this event */
860 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
861 !(ei->change_events & CH_EVENT_BIT(k)))
863 ei->change_events |= CH_EVENT_BIT(k);
864 ei->event_page_nr[k] = j;
865 ei->event_page[k] = &ei->change_page[j];
873 /* add change events from custom element configuration */
874 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
876 int element = EL_CUSTOM_START + i;
878 /* only add custom elements that change after fixed/random frame delay */
879 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
880 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
884 /* ---------- initialize trigger events ---------------------------------- */
886 /* initialize trigger events information */
887 for (i=0; i<MAX_NUM_ELEMENTS; i++)
888 trigger_events[i] = EP_BITMASK_DEFAULT;
891 /* add trigger events from element change event properties */
892 for (i=0; i<MAX_NUM_ELEMENTS; i++)
894 struct ElementInfo *ei = &element_info[i];
896 for (j=0; j < ei->num_change_pages; j++)
898 if (!ei->change_page->can_change)
901 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
903 int trigger_element = ei->change_page[j].trigger_element;
905 trigger_events[trigger_element] |= ei->change_page[j].events;
910 /* add trigger events from element change event properties */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
913 trigger_events[element_info[i].change->trigger_element] |=
914 element_info[i].change->events;
917 /* ---------- initialize push delay -------------------------------------- */
919 /* initialize push delay values to default */
920 for (i=0; i<MAX_NUM_ELEMENTS; i++)
922 if (!IS_CUSTOM_ELEMENT(i))
924 element_info[i].push_delay_fixed = 2;
925 element_info[i].push_delay_random = 8;
929 /* set push delay value for certain elements from pre-defined list */
930 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
932 int e = push_delay_list[i].element;
934 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
935 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
938 /* ---------- initialize move stepsize ----------------------------------- */
940 /* initialize move stepsize values to default */
941 for (i=0; i<MAX_NUM_ELEMENTS; i++)
942 if (!IS_CUSTOM_ELEMENT(i))
943 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
945 /* set move stepsize value for certain elements from pre-defined list */
946 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
948 int e = move_stepsize_list[i].element;
950 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
953 /* ---------- initialize gem count --------------------------------------- */
955 /* initialize gem count values for each element */
956 for (i=0; i<MAX_NUM_ELEMENTS; i++)
957 if (!IS_CUSTOM_ELEMENT(i))
958 element_info[i].collect_count = 0;
960 /* add gem count values for all elements from pre-defined list */
961 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
962 element_info[collect_count_list[i].element].collect_count =
963 collect_count_list[i].count;
968 =============================================================================
970 -----------------------------------------------------------------------------
971 initialize and start new game
972 =============================================================================
977 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
978 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
979 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
986 #if USE_NEW_AMOEBA_CODE
987 printf("Using new amoeba code.\n");
989 printf("Using old amoeba code.\n");
994 /* don't play tapes over network */
995 network_playing = (options.network && !tape.playing);
997 for (i=0; i<MAX_PLAYERS; i++)
999 struct PlayerInfo *player = &stored_player[i];
1001 player->index_nr = i;
1002 player->element_nr = EL_PLAYER_1 + i;
1004 player->present = FALSE;
1005 player->active = FALSE;
1008 player->effective_action = 0;
1009 player->programmed_action = 0;
1012 player->gems_still_needed = level.gems_needed;
1013 player->sokobanfields_still_needed = 0;
1014 player->lights_still_needed = 0;
1015 player->friends_still_needed = 0;
1018 player->key[j] = FALSE;
1020 player->dynabomb_count = 0;
1021 player->dynabomb_size = 1;
1022 player->dynabombs_left = 0;
1023 player->dynabomb_xl = FALSE;
1025 player->MovDir = MV_NO_MOVING;
1027 player->Pushing = FALSE;
1028 player->Switching = FALSE;
1030 player->GfxDir = MV_NO_MOVING;
1031 player->GfxAction = ACTION_DEFAULT;
1033 player->StepFrame = 0;
1035 player->switch_x = -1;
1036 player->switch_y = -1;
1038 player->use_murphy_graphic = FALSE;
1039 player->use_disk_red_graphic = FALSE;
1041 player->actual_frame_counter = 0;
1043 player->last_move_dir = MV_NO_MOVING;
1045 player->is_moving = FALSE;
1046 player->is_waiting = FALSE;
1047 player->is_digging = FALSE;
1048 player->is_collecting = FALSE;
1050 player->show_envelope = 0;
1052 player->move_delay = game.initial_move_delay;
1053 player->move_delay_value = game.initial_move_delay_value;
1055 player->push_delay = 0;
1056 player->push_delay_value = 5;
1058 player->snapped = FALSE;
1060 player->last_jx = player->last_jy = 0;
1061 player->jx = player->jy = 0;
1063 player->shield_normal_time_left = 0;
1064 player->shield_deadly_time_left = 0;
1066 player->inventory_size = 0;
1068 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1069 SnapField(player, 0, 0);
1071 player->LevelSolved = FALSE;
1072 player->GameOver = FALSE;
1075 network_player_action_received = FALSE;
1077 #if defined(PLATFORM_UNIX)
1078 /* initial null action */
1079 if (network_playing)
1080 SendToServer_MovePlayer(MV_NO_MOVING);
1088 TimeLeft = level.time;
1090 ScreenMovDir = MV_NO_MOVING;
1094 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1096 AllPlayersGone = FALSE;
1098 game.yamyam_content_nr = 0;
1099 game.magic_wall_active = FALSE;
1100 game.magic_wall_time_left = 0;
1101 game.light_time_left = 0;
1102 game.timegate_time_left = 0;
1103 game.switchgate_pos = 0;
1104 game.balloon_dir = MV_NO_MOVING;
1105 game.gravity = level.initial_gravity;
1106 game.explosions_delayed = TRUE;
1108 game.envelope_active = FALSE;
1112 game.belt_dir[i] = MV_NO_MOVING;
1113 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1116 for (i=0; i<MAX_NUM_AMOEBA; i++)
1117 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1119 for (x=0; x<lev_fieldx; x++)
1121 for (y=0; y<lev_fieldy; y++)
1123 Feld[x][y] = level.field[x][y];
1124 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1125 ChangeDelay[x][y] = 0;
1126 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1128 JustStopped[x][y] = 0;
1130 Pushed[x][y] = FALSE;
1132 Changed[x][y] = CE_BITMASK_DEFAULT;
1133 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1135 ExplodePhase[x][y] = 0;
1136 ExplodeField[x][y] = EX_NO_EXPLOSION;
1139 GfxAction[x][y] = ACTION_DEFAULT;
1140 GfxRandom[x][y] = INIT_GFX_RANDOM();
1141 GfxElement[x][y] = EL_UNDEFINED;
1145 for(y=0; y<lev_fieldy; y++)
1147 for(x=0; x<lev_fieldx; x++)
1149 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1151 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1153 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1156 InitField(x, y, TRUE);
1162 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1163 emulate_sb ? EMU_SOKOBAN :
1164 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1166 /* correct non-moving belts to start moving left */
1168 if (game.belt_dir[i] == MV_NO_MOVING)
1169 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1171 /* check if any connected player was not found in playfield */
1172 for (i=0; i<MAX_PLAYERS; i++)
1174 struct PlayerInfo *player = &stored_player[i];
1176 if (player->connected && !player->present)
1178 for (j=0; j<MAX_PLAYERS; j++)
1180 struct PlayerInfo *some_player = &stored_player[j];
1181 int jx = some_player->jx, jy = some_player->jy;
1183 /* assign first free player found that is present in the playfield */
1184 if (some_player->present && !some_player->connected)
1186 player->present = TRUE;
1187 player->active = TRUE;
1188 some_player->present = FALSE;
1190 StorePlayer[jx][jy] = player->element_nr;
1191 player->jx = player->last_jx = jx;
1192 player->jy = player->last_jy = jy;
1202 /* when playing a tape, eliminate all players who do not participate */
1204 for (i=0; i<MAX_PLAYERS; i++)
1206 if (stored_player[i].active && !tape.player_participates[i])
1208 struct PlayerInfo *player = &stored_player[i];
1209 int jx = player->jx, jy = player->jy;
1211 player->active = FALSE;
1212 StorePlayer[jx][jy] = 0;
1213 Feld[jx][jy] = EL_EMPTY;
1217 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1219 /* when in single player mode, eliminate all but the first active player */
1221 for (i=0; i<MAX_PLAYERS; i++)
1223 if (stored_player[i].active)
1225 for (j=i+1; j<MAX_PLAYERS; j++)
1227 if (stored_player[j].active)
1229 struct PlayerInfo *player = &stored_player[j];
1230 int jx = player->jx, jy = player->jy;
1232 player->active = FALSE;
1233 StorePlayer[jx][jy] = 0;
1234 Feld[jx][jy] = EL_EMPTY;
1241 /* when recording the game, store which players take part in the game */
1244 for (i=0; i<MAX_PLAYERS; i++)
1245 if (stored_player[i].active)
1246 tape.player_participates[i] = TRUE;
1251 for (i=0; i<MAX_PLAYERS; i++)
1253 struct PlayerInfo *player = &stored_player[i];
1255 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1260 if (local_player == player)
1261 printf("Player %d is local player.\n", i+1);
1265 if (BorderElement == EL_EMPTY)
1268 SBX_Right = lev_fieldx - SCR_FIELDX;
1270 SBY_Lower = lev_fieldy - SCR_FIELDY;
1275 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1277 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1280 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1281 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1283 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1284 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1286 /* if local player not found, look for custom element that might create
1287 the player (make some assumptions about the right custom element) */
1288 if (!local_player->present)
1290 int start_x = 0, start_y = 0;
1291 int found_rating = 0;
1292 int found_element = EL_UNDEFINED;
1294 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1296 int element = Feld[x][y];
1301 if (!IS_CUSTOM_ELEMENT(element))
1304 if (CAN_CHANGE(element))
1306 for (i=0; i < element_info[element].num_change_pages; i++)
1308 content = element_info[element].change_page[i].target_element;
1309 is_player = ELEM_IS_PLAYER(content);
1311 if (is_player && (found_rating < 3 || element < found_element))
1317 found_element = element;
1322 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1324 content = element_info[element].content[xx][yy];
1325 is_player = ELEM_IS_PLAYER(content);
1327 if (is_player && (found_rating < 2 || element < found_element))
1329 start_x = x + xx - 1;
1330 start_y = y + yy - 1;
1333 found_element = element;
1336 if (!CAN_CHANGE(element))
1339 for (i=0; i < element_info[element].num_change_pages; i++)
1341 content = element_info[element].change_page[i].content[xx][yy];
1342 is_player = ELEM_IS_PLAYER(content);
1344 if (is_player && (found_rating < 1 || element < found_element))
1346 start_x = x + xx - 1;
1347 start_y = y + yy - 1;
1350 found_element = element;
1356 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1357 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1360 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1361 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1367 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1368 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1369 local_player->jx - MIDPOSX);
1371 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1372 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1373 local_player->jy - MIDPOSY);
1375 scroll_x = SBX_Left;
1376 scroll_y = SBY_Upper;
1377 if (local_player->jx >= SBX_Left + MIDPOSX)
1378 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1379 local_player->jx - MIDPOSX :
1381 if (local_player->jy >= SBY_Upper + MIDPOSY)
1382 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1383 local_player->jy - MIDPOSY :
1388 CloseDoor(DOOR_CLOSE_1);
1393 /* after drawing the level, correct some elements */
1394 if (game.timegate_time_left == 0)
1395 CloseAllOpenTimegates();
1397 if (setup.soft_scrolling)
1398 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1400 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1403 /* copy default game door content to main double buffer */
1404 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1405 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1408 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1411 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1412 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1413 BlitBitmap(drawto, drawto,
1414 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1415 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1416 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1417 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1420 DrawGameDoorValues();
1424 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1425 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1426 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1430 /* copy actual game door content to door double buffer for OpenDoor() */
1431 BlitBitmap(drawto, bitmap_db_door,
1432 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1434 OpenDoor(DOOR_OPEN_ALL);
1436 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1437 if (setup.sound_music)
1438 PlayMusic(level_nr);
1440 KeyboardAutoRepeatOffUnlessAutoplay();
1445 printf("Player %d %sactive.\n",
1446 i + 1, (stored_player[i].active ? "" : "not "));
1450 void InitMovDir(int x, int y)
1452 int i, element = Feld[x][y];
1453 static int xy[4][2] =
1460 static int direction[3][4] =
1462 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1463 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1464 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1473 Feld[x][y] = EL_BUG;
1474 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1477 case EL_SPACESHIP_RIGHT:
1478 case EL_SPACESHIP_UP:
1479 case EL_SPACESHIP_LEFT:
1480 case EL_SPACESHIP_DOWN:
1481 Feld[x][y] = EL_SPACESHIP;
1482 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1485 case EL_BD_BUTTERFLY_RIGHT:
1486 case EL_BD_BUTTERFLY_UP:
1487 case EL_BD_BUTTERFLY_LEFT:
1488 case EL_BD_BUTTERFLY_DOWN:
1489 Feld[x][y] = EL_BD_BUTTERFLY;
1490 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1493 case EL_BD_FIREFLY_RIGHT:
1494 case EL_BD_FIREFLY_UP:
1495 case EL_BD_FIREFLY_LEFT:
1496 case EL_BD_FIREFLY_DOWN:
1497 Feld[x][y] = EL_BD_FIREFLY;
1498 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1501 case EL_PACMAN_RIGHT:
1503 case EL_PACMAN_LEFT:
1504 case EL_PACMAN_DOWN:
1505 Feld[x][y] = EL_PACMAN;
1506 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1509 case EL_SP_SNIKSNAK:
1510 MovDir[x][y] = MV_UP;
1513 case EL_SP_ELECTRON:
1514 MovDir[x][y] = MV_LEFT;
1521 Feld[x][y] = EL_MOLE;
1522 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1526 if (IS_CUSTOM_ELEMENT(element))
1528 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1529 MovDir[x][y] = element_info[element].move_direction_initial;
1530 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1531 element_info[element].move_pattern == MV_TURNING_LEFT ||
1532 element_info[element].move_pattern == MV_TURNING_RIGHT)
1533 MovDir[x][y] = 1 << RND(4);
1534 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1535 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1536 else if (element_info[element].move_pattern == MV_VERTICAL)
1537 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1538 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1539 MovDir[x][y] = element_info[element].move_pattern;
1540 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1541 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1545 int x1 = x + xy[i][0];
1546 int y1 = y + xy[i][1];
1548 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1550 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1551 MovDir[x][y] = direction[0][i];
1553 MovDir[x][y] = direction[1][i];
1562 MovDir[x][y] = 1 << RND(4);
1564 if (element != EL_BUG &&
1565 element != EL_SPACESHIP &&
1566 element != EL_BD_BUTTERFLY &&
1567 element != EL_BD_FIREFLY)
1572 int x1 = x + xy[i][0];
1573 int y1 = y + xy[i][1];
1575 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1577 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1579 MovDir[x][y] = direction[0][i];
1582 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1583 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1585 MovDir[x][y] = direction[1][i];
1595 void InitAmoebaNr(int x, int y)
1598 int group_nr = AmoebeNachbarNr(x, y);
1602 for (i=1; i<MAX_NUM_AMOEBA; i++)
1604 if (AmoebaCnt[i] == 0)
1612 AmoebaNr[x][y] = group_nr;
1613 AmoebaCnt[group_nr]++;
1614 AmoebaCnt2[group_nr]++;
1620 boolean raise_level = FALSE;
1622 if (local_player->MovPos)
1626 if (tape.auto_play) /* tape might already be stopped here */
1627 tape.auto_play_level_solved = TRUE;
1629 if (tape.playing && tape.auto_play)
1630 tape.auto_play_level_solved = TRUE;
1633 local_player->LevelSolved = FALSE;
1635 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1639 if (!tape.playing && setup.sound_loops)
1640 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1641 SND_CTRL_PLAY_LOOP);
1643 while (TimeLeft > 0)
1645 if (!tape.playing && !setup.sound_loops)
1646 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1647 if (TimeLeft > 0 && !(TimeLeft % 10))
1648 RaiseScore(level.score[SC_TIME_BONUS]);
1649 if (TimeLeft > 100 && !(TimeLeft % 10))
1653 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1660 if (!tape.playing && setup.sound_loops)
1661 StopSound(SND_GAME_LEVELTIME_BONUS);
1663 else if (level.time == 0) /* level without time limit */
1665 if (!tape.playing && setup.sound_loops)
1666 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1667 SND_CTRL_PLAY_LOOP);
1669 while (TimePlayed < 999)
1671 if (!tape.playing && !setup.sound_loops)
1672 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1673 if (TimePlayed < 999 && !(TimePlayed % 10))
1674 RaiseScore(level.score[SC_TIME_BONUS]);
1675 if (TimePlayed < 900 && !(TimePlayed % 10))
1679 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1686 if (!tape.playing && setup.sound_loops)
1687 StopSound(SND_GAME_LEVELTIME_BONUS);
1690 /* close exit door after last player */
1691 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
1692 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
1694 int element = Feld[ExitX][ExitY];
1696 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
1697 EL_SP_EXIT_CLOSING);
1699 PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
1702 /* Hero disappears */
1703 DrawLevelField(ExitX, ExitY);
1709 CloseDoor(DOOR_CLOSE_1);
1714 SaveTape(tape.level_nr); /* Ask to save tape */
1717 if (level_nr == leveldir_current->handicap_level)
1719 leveldir_current->handicap_level++;
1720 SaveLevelSetup_SeriesInfo();
1723 if (level_editor_test_game)
1724 local_player->score = -1; /* no highscore when playing from editor */
1725 else if (level_nr < leveldir_current->last_level)
1726 raise_level = TRUE; /* advance to next level */
1728 if ((hi_pos = NewHiScore()) >= 0)
1730 game_status = GAME_MODE_SCORES;
1731 DrawHallOfFame(hi_pos);
1740 game_status = GAME_MODE_MAIN;
1757 LoadScore(level_nr);
1759 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1760 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1763 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1765 if (local_player->score > highscore[k].Score)
1767 /* player has made it to the hall of fame */
1769 if (k < MAX_SCORE_ENTRIES - 1)
1771 int m = MAX_SCORE_ENTRIES - 1;
1774 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1775 if (!strcmp(setup.player_name, highscore[l].Name))
1777 if (m == k) /* player's new highscore overwrites his old one */
1783 strcpy(highscore[l].Name, highscore[l - 1].Name);
1784 highscore[l].Score = highscore[l - 1].Score;
1791 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1792 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1793 highscore[k].Score = local_player->score;
1799 else if (!strncmp(setup.player_name, highscore[k].Name,
1800 MAX_PLAYER_NAME_LEN))
1801 break; /* player already there with a higher score */
1807 SaveScore(level_nr);
1812 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1814 if (player->GfxAction != action || player->GfxDir != dir)
1817 printf("Player frame reset! (%d => %d, %d => %d)\n",
1818 player->GfxAction, action, player->GfxDir, dir);
1821 player->GfxAction = action;
1822 player->GfxDir = dir;
1824 player->StepFrame = 0;
1828 static void ResetRandomAnimationValue(int x, int y)
1830 GfxRandom[x][y] = INIT_GFX_RANDOM();
1833 static void ResetGfxAnimation(int x, int y)
1836 GfxAction[x][y] = ACTION_DEFAULT;
1839 void InitMovingField(int x, int y, int direction)
1841 int element = Feld[x][y];
1842 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1843 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1847 if (!JustStopped[x][y] || direction != MovDir[x][y])
1848 ResetGfxAnimation(x, y);
1850 MovDir[newx][newy] = MovDir[x][y] = direction;
1852 if (Feld[newx][newy] == EL_EMPTY)
1853 Feld[newx][newy] = EL_BLOCKED;
1855 if (direction == MV_DOWN && CAN_FALL(element))
1856 GfxAction[x][y] = ACTION_FALLING;
1858 GfxAction[x][y] = ACTION_MOVING;
1860 GfxFrame[newx][newy] = GfxFrame[x][y];
1861 GfxAction[newx][newy] = GfxAction[x][y];
1862 GfxRandom[newx][newy] = GfxRandom[x][y];
1865 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1867 int direction = MovDir[x][y];
1868 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1869 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1875 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1877 int oldx = x, oldy = y;
1878 int direction = MovDir[x][y];
1880 if (direction == MV_LEFT)
1882 else if (direction == MV_RIGHT)
1884 else if (direction == MV_UP)
1886 else if (direction == MV_DOWN)
1889 *comes_from_x = oldx;
1890 *comes_from_y = oldy;
1893 int MovingOrBlocked2Element(int x, int y)
1895 int element = Feld[x][y];
1897 if (element == EL_BLOCKED)
1901 Blocked2Moving(x, y, &oldx, &oldy);
1902 return Feld[oldx][oldy];
1908 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1910 /* like MovingOrBlocked2Element(), but if element is moving
1911 and (x,y) is the field the moving element is just leaving,
1912 return EL_BLOCKED instead of the element value */
1913 int element = Feld[x][y];
1915 if (IS_MOVING(x, y))
1917 if (element == EL_BLOCKED)
1921 Blocked2Moving(x, y, &oldx, &oldy);
1922 return Feld[oldx][oldy];
1931 static void RemoveField(int x, int y)
1933 Feld[x][y] = EL_EMPTY;
1940 ChangeDelay[x][y] = 0;
1941 Pushed[x][y] = FALSE;
1943 GfxElement[x][y] = EL_UNDEFINED;
1944 GfxAction[x][y] = ACTION_DEFAULT;
1947 void RemoveMovingField(int x, int y)
1949 int oldx = x, oldy = y, newx = x, newy = y;
1950 int element = Feld[x][y];
1951 int next_element = EL_UNDEFINED;
1953 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1956 if (IS_MOVING(x, y))
1958 Moving2Blocked(x, y, &newx, &newy);
1959 if (Feld[newx][newy] != EL_BLOCKED)
1962 else if (element == EL_BLOCKED)
1964 Blocked2Moving(x, y, &oldx, &oldy);
1965 if (!IS_MOVING(oldx, oldy))
1969 if (element == EL_BLOCKED &&
1970 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1971 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1972 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1973 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1974 next_element = get_next_element(Feld[oldx][oldy]);
1976 RemoveField(oldx, oldy);
1977 RemoveField(newx, newy);
1979 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1981 if (next_element != EL_UNDEFINED)
1982 Feld[oldx][oldy] = next_element;
1984 DrawLevelField(oldx, oldy);
1985 DrawLevelField(newx, newy);
1988 void DrawDynamite(int x, int y)
1990 int sx = SCREENX(x), sy = SCREENY(y);
1991 int graphic = el2img(Feld[x][y]);
1994 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1997 if (IS_WALKABLE_INSIDE(Back[x][y]))
2001 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2002 else if (Store[x][y])
2003 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2005 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2008 if (Back[x][y] || Store[x][y])
2009 DrawGraphicThruMask(sx, sy, graphic, frame);
2011 DrawGraphic(sx, sy, graphic, frame);
2013 if (game.emulation == EMU_SUPAPLEX)
2014 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2015 else if (Store[x][y])
2016 DrawGraphicThruMask(sx, sy, graphic, frame);
2018 DrawGraphic(sx, sy, graphic, frame);
2022 void CheckDynamite(int x, int y)
2024 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2028 if (MovDelay[x][y] != 0)
2031 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2038 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2040 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2041 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2042 StopSound(SND_DYNAMITE_ACTIVE);
2044 StopSound(SND_DYNABOMB_ACTIVE);
2050 void RelocatePlayer(int x, int y, int element)
2052 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2054 if (player->present)
2056 while (player->MovPos)
2058 ScrollFigure(player, SCROLL_GO_ON);
2059 ScrollScreen(NULL, SCROLL_GO_ON);
2065 RemoveField(player->jx, player->jy);
2066 DrawLevelField(player->jx, player->jy);
2069 InitPlayerField(x, y, element, TRUE);
2071 if (player == local_player)
2073 int scroll_xx = -999, scroll_yy = -999;
2075 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2078 int fx = FX, fy = FY;
2080 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2081 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2082 local_player->jx - MIDPOSX);
2084 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2085 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2086 local_player->jy - MIDPOSY);
2088 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2089 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2094 fx += dx * TILEX / 2;
2095 fy += dy * TILEY / 2;
2097 ScrollLevel(dx, dy);
2100 /* scroll in to steps of half tile size to make things smoother */
2101 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2103 Delay(GAME_FRAME_DELAY);
2105 /* scroll second step to align at full tile size */
2107 Delay(GAME_FRAME_DELAY);
2112 void Explode(int ex, int ey, int phase, int mode)
2116 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2117 int last_phase = num_phase * delay;
2118 int half_phase = (num_phase / 2) * delay;
2119 int first_phase_after_start = EX_PHASE_START + 1;
2121 if (game.explosions_delayed)
2123 ExplodeField[ex][ey] = mode;
2127 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2129 int center_element = Feld[ex][ey];
2132 /* --- This is only really needed (and now handled) in "Impact()". --- */
2133 /* do not explode moving elements that left the explode field in time */
2134 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2135 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2139 if (mode == EX_NORMAL || mode == EX_CENTER)
2140 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2142 /* remove things displayed in background while burning dynamite */
2143 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2146 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2148 /* put moving element to center field (and let it explode there) */
2149 center_element = MovingOrBlocked2Element(ex, ey);
2150 RemoveMovingField(ex, ey);
2151 Feld[ex][ey] = center_element;
2154 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2156 int xx = x - ex + 1;
2157 int yy = y - ey + 1;
2160 if (!IN_LEV_FIELD(x, y) ||
2161 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2162 (x != ex || y != ey)))
2165 element = Feld[x][y];
2167 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2169 element = MovingOrBlocked2Element(x, y);
2171 if (!IS_EXPLOSION_PROOF(element))
2172 RemoveMovingField(x, y);
2178 if (IS_EXPLOSION_PROOF(element))
2181 /* indestructible elements can only explode in center (but not flames) */
2182 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2183 element == EL_FLAMES)
2188 if ((IS_INDESTRUCTIBLE(element) &&
2189 (game.engine_version < VERSION_IDENT(2,2,0) ||
2190 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2191 element == EL_FLAMES)
2195 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2197 if (IS_ACTIVE_BOMB(element))
2199 /* re-activate things under the bomb like gate or penguin */
2200 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2207 /* save walkable background elements while explosion on same tile */
2209 if (IS_INDESTRUCTIBLE(element))
2210 Back[x][y] = element;
2212 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2213 Back[x][y] = element;
2216 /* ignite explodable elements reached by other explosion */
2217 if (element == EL_EXPLOSION)
2218 element = Store2[x][y];
2221 if (AmoebaNr[x][y] &&
2222 (element == EL_AMOEBA_FULL ||
2223 element == EL_BD_AMOEBA ||
2224 element == EL_AMOEBA_GROWING))
2226 AmoebaCnt[AmoebaNr[x][y]]--;
2227 AmoebaCnt2[AmoebaNr[x][y]]--;
2233 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2235 switch(StorePlayer[ex][ey])
2238 Store[x][y] = EL_EMERALD_RED;
2241 Store[x][y] = EL_EMERALD;
2244 Store[x][y] = EL_EMERALD_PURPLE;
2248 Store[x][y] = EL_EMERALD_YELLOW;
2252 if (game.emulation == EMU_SUPAPLEX)
2253 Store[x][y] = EL_EMPTY;
2255 else if (center_element == EL_MOLE)
2256 Store[x][y] = EL_EMERALD_RED;
2257 else if (center_element == EL_PENGUIN)
2258 Store[x][y] = EL_EMERALD_PURPLE;
2259 else if (center_element == EL_BUG)
2260 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2261 else if (center_element == EL_BD_BUTTERFLY)
2262 Store[x][y] = EL_BD_DIAMOND;
2263 else if (center_element == EL_SP_ELECTRON)
2264 Store[x][y] = EL_SP_INFOTRON;
2265 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2266 Store[x][y] = level.amoeba_content;
2267 else if (center_element == EL_YAMYAM)
2268 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2269 else if (IS_CUSTOM_ELEMENT(center_element) &&
2270 element_info[center_element].content[xx][yy] != EL_EMPTY)
2271 Store[x][y] = element_info[center_element].content[xx][yy];
2272 else if (element == EL_WALL_EMERALD)
2273 Store[x][y] = EL_EMERALD;
2274 else if (element == EL_WALL_DIAMOND)
2275 Store[x][y] = EL_DIAMOND;
2276 else if (element == EL_WALL_BD_DIAMOND)
2277 Store[x][y] = EL_BD_DIAMOND;
2278 else if (element == EL_WALL_EMERALD_YELLOW)
2279 Store[x][y] = EL_EMERALD_YELLOW;
2280 else if (element == EL_WALL_EMERALD_RED)
2281 Store[x][y] = EL_EMERALD_RED;
2282 else if (element == EL_WALL_EMERALD_PURPLE)
2283 Store[x][y] = EL_EMERALD_PURPLE;
2284 else if (element == EL_WALL_PEARL)
2285 Store[x][y] = EL_PEARL;
2286 else if (element == EL_WALL_CRYSTAL)
2287 Store[x][y] = EL_CRYSTAL;
2288 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2289 Store[x][y] = element_info[element].content[1][1];
2291 Store[x][y] = EL_EMPTY;
2293 if (x != ex || y != ey ||
2294 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2295 Store2[x][y] = element;
2298 if (AmoebaNr[x][y] &&
2299 (element == EL_AMOEBA_FULL ||
2300 element == EL_BD_AMOEBA ||
2301 element == EL_AMOEBA_GROWING))
2303 AmoebaCnt[AmoebaNr[x][y]]--;
2304 AmoebaCnt2[AmoebaNr[x][y]]--;
2310 MovDir[x][y] = MovPos[x][y] = 0;
2315 Feld[x][y] = EL_EXPLOSION;
2317 GfxElement[x][y] = center_element;
2319 GfxElement[x][y] = EL_UNDEFINED;
2322 ExplodePhase[x][y] = 1;
2326 if (center_element == EL_YAMYAM)
2327 game.yamyam_content_nr =
2328 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2339 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2343 /* activate this even in non-DEBUG version until cause for crash in
2344 getGraphicAnimationFrame() (see below) is found and eliminated */
2348 if (GfxElement[x][y] == EL_UNDEFINED)
2351 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2352 printf("Explode(): This should never happen!\n");
2355 GfxElement[x][y] = EL_EMPTY;
2359 if (phase == first_phase_after_start)
2361 int element = Store2[x][y];
2363 if (element == EL_BLACK_ORB)
2365 Feld[x][y] = Store2[x][y];
2370 else if (phase == half_phase)
2372 int element = Store2[x][y];
2374 if (IS_PLAYER(x, y))
2375 KillHeroUnlessProtected(x, y);
2376 else if (CAN_EXPLODE_BY_FIRE(element))
2378 Feld[x][y] = Store2[x][y];
2382 else if (element == EL_AMOEBA_TO_DIAMOND)
2383 AmoebeUmwandeln(x, y);
2386 if (phase == last_phase)
2390 element = Feld[x][y] = Store[x][y];
2391 Store[x][y] = Store2[x][y] = 0;
2392 GfxElement[x][y] = EL_UNDEFINED;
2394 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2395 element = Feld[x][y] = Back[x][y];
2398 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2399 InitField(x, y, FALSE);
2400 if (CAN_MOVE(element))
2402 DrawLevelField(x, y);
2404 TestIfElementTouchesCustomElement(x, y);
2406 if (GFX_CRUMBLED(element))
2407 DrawLevelFieldCrumbledSandNeighbours(x, y);
2409 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2410 StorePlayer[x][y] = 0;
2412 if (ELEM_IS_PLAYER(element))
2413 RelocatePlayer(x, y, element);
2415 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2418 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2420 int stored = Store[x][y];
2421 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2422 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2425 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2428 DrawLevelFieldCrumbledSand(x, y);
2430 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2432 DrawLevelElement(x, y, Back[x][y]);
2433 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2435 else if (IS_WALKABLE_UNDER(Back[x][y]))
2437 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2438 DrawLevelElementThruMask(x, y, Back[x][y]);
2440 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2441 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2445 void DynaExplode(int ex, int ey)
2448 int dynabomb_size = 1;
2449 boolean dynabomb_xl = FALSE;
2450 struct PlayerInfo *player;
2451 static int xy[4][2] =
2459 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2461 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2462 dynabomb_size = player->dynabomb_size;
2463 dynabomb_xl = player->dynabomb_xl;
2464 player->dynabombs_left++;
2467 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2471 for (j=1; j<=dynabomb_size; j++)
2473 int x = ex + j * xy[i % 4][0];
2474 int y = ey + j * xy[i % 4][1];
2477 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2480 element = Feld[x][y];
2482 /* do not restart explosions of fields with active bombs */
2483 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2486 Explode(x, y, EX_PHASE_START, EX_BORDER);
2488 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2489 if (element != EL_EMPTY &&
2490 element != EL_SAND &&
2491 element != EL_EXPLOSION &&
2498 void Bang(int x, int y)
2501 int element = MovingOrBlocked2Element(x, y);
2503 int element = Feld[x][y];
2507 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2509 if (IS_PLAYER(x, y))
2512 struct PlayerInfo *player = PLAYERINFO(x, y);
2514 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2515 player->element_nr);
2520 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2522 if (game.emulation == EMU_SUPAPLEX)
2523 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2525 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2530 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2538 case EL_BD_BUTTERFLY:
2541 case EL_DARK_YAMYAM:
2545 RaiseScoreElement(element);
2546 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2548 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2549 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2550 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2551 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2552 case EL_DYNABOMB_INCREASE_NUMBER:
2553 case EL_DYNABOMB_INCREASE_SIZE:
2554 case EL_DYNABOMB_INCREASE_POWER:
2559 case EL_LAMP_ACTIVE:
2560 if (IS_PLAYER(x, y))
2561 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2563 Explode(x, y, EX_PHASE_START, EX_CENTER);
2566 if (CAN_EXPLODE_1X1(element))
2567 Explode(x, y, EX_PHASE_START, EX_CENTER);
2569 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2573 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2576 void SplashAcid(int x, int y)
2578 int element = Feld[x][y];
2580 if (element != EL_ACID_SPLASH_LEFT &&
2581 element != EL_ACID_SPLASH_RIGHT)
2583 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2585 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2586 (!IN_LEV_FIELD(x-1, y-1) ||
2587 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2588 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2590 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2591 (!IN_LEV_FIELD(x+1, y-1) ||
2592 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2593 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2597 static void InitBeltMovement()
2599 static int belt_base_element[4] =
2601 EL_CONVEYOR_BELT_1_LEFT,
2602 EL_CONVEYOR_BELT_2_LEFT,
2603 EL_CONVEYOR_BELT_3_LEFT,
2604 EL_CONVEYOR_BELT_4_LEFT
2606 static int belt_base_active_element[4] =
2608 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2609 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2610 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2611 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2616 /* set frame order for belt animation graphic according to belt direction */
2623 int element = belt_base_active_element[belt_nr] + j;
2624 int graphic = el2img(element);
2626 if (game.belt_dir[i] == MV_LEFT)
2627 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2629 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2633 for(y=0; y<lev_fieldy; y++)
2635 for(x=0; x<lev_fieldx; x++)
2637 int element = Feld[x][y];
2641 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2643 int e_belt_nr = getBeltNrFromBeltElement(element);
2646 if (e_belt_nr == belt_nr)
2648 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2650 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2658 static void ToggleBeltSwitch(int x, int y)
2660 static int belt_base_element[4] =
2662 EL_CONVEYOR_BELT_1_LEFT,
2663 EL_CONVEYOR_BELT_2_LEFT,
2664 EL_CONVEYOR_BELT_3_LEFT,
2665 EL_CONVEYOR_BELT_4_LEFT
2667 static int belt_base_active_element[4] =
2669 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2670 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2671 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2672 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2674 static int belt_base_switch_element[4] =
2676 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2677 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2678 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2679 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2681 static int belt_move_dir[4] =
2689 int element = Feld[x][y];
2690 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2691 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2692 int belt_dir = belt_move_dir[belt_dir_nr];
2695 if (!IS_BELT_SWITCH(element))
2698 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2699 game.belt_dir[belt_nr] = belt_dir;
2701 if (belt_dir_nr == 3)
2704 /* set frame order for belt animation graphic according to belt direction */
2707 int element = belt_base_active_element[belt_nr] + i;
2708 int graphic = el2img(element);
2710 if (belt_dir == MV_LEFT)
2711 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2713 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2716 for (yy=0; yy<lev_fieldy; yy++)
2718 for (xx=0; xx<lev_fieldx; xx++)
2720 int element = Feld[xx][yy];
2722 if (IS_BELT_SWITCH(element))
2724 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2726 if (e_belt_nr == belt_nr)
2728 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2729 DrawLevelField(xx, yy);
2732 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2734 int e_belt_nr = getBeltNrFromBeltElement(element);
2736 if (e_belt_nr == belt_nr)
2738 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2740 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2741 DrawLevelField(xx, yy);
2744 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2746 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2748 if (e_belt_nr == belt_nr)
2750 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2752 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2753 DrawLevelField(xx, yy);
2760 static void ToggleSwitchgateSwitch(int x, int y)
2764 game.switchgate_pos = !game.switchgate_pos;
2766 for (yy=0; yy<lev_fieldy; yy++)
2768 for (xx=0; xx<lev_fieldx; xx++)
2770 int element = Feld[xx][yy];
2772 if (element == EL_SWITCHGATE_SWITCH_UP ||
2773 element == EL_SWITCHGATE_SWITCH_DOWN)
2775 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2776 DrawLevelField(xx, yy);
2778 else if (element == EL_SWITCHGATE_OPEN ||
2779 element == EL_SWITCHGATE_OPENING)
2781 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2783 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2785 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2788 else if (element == EL_SWITCHGATE_CLOSED ||
2789 element == EL_SWITCHGATE_CLOSING)
2791 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2793 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2795 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2802 static int getInvisibleActiveFromInvisibleElement(int element)
2804 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2805 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2806 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2810 static int getInvisibleFromInvisibleActiveElement(int element)
2812 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2813 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2814 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2818 static void RedrawAllLightSwitchesAndInvisibleElements()
2822 for (y=0; y<lev_fieldy; y++)
2824 for (x=0; x<lev_fieldx; x++)
2826 int element = Feld[x][y];
2828 if (element == EL_LIGHT_SWITCH &&
2829 game.light_time_left > 0)
2831 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2832 DrawLevelField(x, y);
2834 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2835 game.light_time_left == 0)
2837 Feld[x][y] = EL_LIGHT_SWITCH;
2838 DrawLevelField(x, y);
2840 else if (element == EL_INVISIBLE_STEELWALL ||
2841 element == EL_INVISIBLE_WALL ||
2842 element == EL_INVISIBLE_SAND)
2844 if (game.light_time_left > 0)
2845 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2847 DrawLevelField(x, y);
2849 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2850 element == EL_INVISIBLE_WALL_ACTIVE ||
2851 element == EL_INVISIBLE_SAND_ACTIVE)
2853 if (game.light_time_left == 0)
2854 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2856 DrawLevelField(x, y);
2862 static void ToggleLightSwitch(int x, int y)
2864 int element = Feld[x][y];
2866 game.light_time_left =
2867 (element == EL_LIGHT_SWITCH ?
2868 level.time_light * FRAMES_PER_SECOND : 0);
2870 RedrawAllLightSwitchesAndInvisibleElements();
2873 static void ActivateTimegateSwitch(int x, int y)
2877 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2879 for (yy=0; yy<lev_fieldy; yy++)
2881 for (xx=0; xx<lev_fieldx; xx++)
2883 int element = Feld[xx][yy];
2885 if (element == EL_TIMEGATE_CLOSED ||
2886 element == EL_TIMEGATE_CLOSING)
2888 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2889 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2893 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2895 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2896 DrawLevelField(xx, yy);
2903 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2906 inline static int getElementMoveStepsize(int x, int y)
2908 int element = Feld[x][y];
2909 int direction = MovDir[x][y];
2910 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2911 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2912 int horiz_move = (dx != 0);
2913 int sign = (horiz_move ? dx : dy);
2914 int step = sign * element_info[element].move_stepsize;
2916 /* special values for move stepsize for spring and things on conveyor belt */
2919 if (CAN_FALL(element) &&
2920 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2921 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2922 else if (element == EL_SPRING)
2923 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2929 void Impact(int x, int y)
2931 boolean lastline = (y == lev_fieldy-1);
2932 boolean object_hit = FALSE;
2933 boolean impact = (lastline || object_hit);
2934 int element = Feld[x][y];
2935 int smashed = EL_UNDEFINED;
2937 if (!lastline) /* check if element below was hit */
2939 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2942 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2943 MovDir[x][y + 1] != MV_DOWN ||
2944 MovPos[x][y + 1] <= TILEY / 2));
2946 /* do not smash moving elements that left the smashed field in time */
2947 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2948 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2952 smashed = MovingOrBlocked2Element(x, y + 1);
2954 impact = (lastline || object_hit);
2957 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2963 /* only reset graphic animation if graphic really changes after impact */
2965 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2967 ResetGfxAnimation(x, y);
2968 DrawLevelField(x, y);
2971 if (impact && CAN_EXPLODE_IMPACT(element))
2976 else if (impact && element == EL_PEARL)
2978 Feld[x][y] = EL_PEARL_BREAKING;
2979 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2982 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2984 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2989 if (impact && element == EL_AMOEBA_DROP)
2991 if (object_hit && IS_PLAYER(x, y + 1))
2992 KillHeroUnlessProtected(x, y + 1);
2993 else if (object_hit && smashed == EL_PENGUIN)
2997 Feld[x][y] = EL_AMOEBA_GROWING;
2998 Store[x][y] = EL_AMOEBA_WET;
3000 ResetRandomAnimationValue(x, y);
3005 if (object_hit) /* check which object was hit */
3007 if (CAN_PASS_MAGIC_WALL(element) &&
3008 (smashed == EL_MAGIC_WALL ||
3009 smashed == EL_BD_MAGIC_WALL))
3012 int activated_magic_wall =
3013 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3014 EL_BD_MAGIC_WALL_ACTIVE);
3016 /* activate magic wall / mill */
3017 for (yy=0; yy<lev_fieldy; yy++)
3018 for (xx=0; xx<lev_fieldx; xx++)
3019 if (Feld[xx][yy] == smashed)
3020 Feld[xx][yy] = activated_magic_wall;
3022 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3023 game.magic_wall_active = TRUE;
3025 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3026 SND_MAGIC_WALL_ACTIVATING :
3027 SND_BD_MAGIC_WALL_ACTIVATING));
3030 if (IS_PLAYER(x, y + 1))
3032 if (CAN_SMASH_PLAYER(element))
3034 KillHeroUnlessProtected(x, y + 1);
3038 else if (smashed == EL_PENGUIN)
3040 if (CAN_SMASH_PLAYER(element))
3046 else if (element == EL_BD_DIAMOND)
3048 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3054 else if ((element == EL_SP_INFOTRON ||
3055 element == EL_SP_ZONK) &&
3056 (smashed == EL_SP_SNIKSNAK ||
3057 smashed == EL_SP_ELECTRON ||
3058 smashed == EL_SP_DISK_ORANGE))
3064 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3070 else if (CAN_SMASH_EVERYTHING(element))
3072 if (IS_CLASSIC_ENEMY(smashed) ||
3073 CAN_EXPLODE_SMASHED(smashed))
3078 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3080 if (smashed == EL_LAMP ||
3081 smashed == EL_LAMP_ACTIVE)
3086 else if (smashed == EL_NUT)
3088 Feld[x][y + 1] = EL_NUT_BREAKING;
3089 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3090 RaiseScoreElement(EL_NUT);
3093 else if (smashed == EL_PEARL)
3095 Feld[x][y + 1] = EL_PEARL_BREAKING;
3096 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3099 else if (smashed == EL_DIAMOND)
3101 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3102 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3105 else if (IS_BELT_SWITCH(smashed))
3107 ToggleBeltSwitch(x, y + 1);
3109 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3110 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3112 ToggleSwitchgateSwitch(x, y + 1);
3114 else if (smashed == EL_LIGHT_SWITCH ||
3115 smashed == EL_LIGHT_SWITCH_ACTIVE)
3117 ToggleLightSwitch(x, y + 1);
3121 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3123 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3124 CE_OTHER_IS_SWITCHING);
3125 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3131 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3136 /* play sound of magic wall / mill */
3138 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3139 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3141 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3142 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3143 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3144 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3149 /* play sound of object that hits the ground */
3150 if (lastline || object_hit)
3151 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3154 void TurnRound(int x, int y)
3166 { 0, 0 }, { 0, 0 }, { 0, 0 },
3171 int left, right, back;
3175 { MV_DOWN, MV_UP, MV_RIGHT },
3176 { MV_UP, MV_DOWN, MV_LEFT },
3178 { MV_LEFT, MV_RIGHT, MV_DOWN },
3182 { MV_RIGHT, MV_LEFT, MV_UP }
3185 int element = Feld[x][y];
3186 int old_move_dir = MovDir[x][y];
3187 int left_dir = turn[old_move_dir].left;
3188 int right_dir = turn[old_move_dir].right;
3189 int back_dir = turn[old_move_dir].back;
3191 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3192 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3193 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3194 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3196 int left_x = x + left_dx, left_y = y + left_dy;
3197 int right_x = x + right_dx, right_y = y + right_dy;
3198 int move_x = x + move_dx, move_y = y + move_dy;
3202 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3204 TestIfBadThingTouchesOtherBadThing(x, y);
3206 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3207 MovDir[x][y] = right_dir;
3208 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3209 MovDir[x][y] = left_dir;
3211 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3213 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3216 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3217 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3219 TestIfBadThingTouchesOtherBadThing(x, y);
3221 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3222 MovDir[x][y] = left_dir;
3223 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3224 MovDir[x][y] = right_dir;
3226 if ((element == EL_SPACESHIP ||
3227 element == EL_SP_SNIKSNAK ||
3228 element == EL_SP_ELECTRON)
3229 && MovDir[x][y] != old_move_dir)
3231 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3234 else if (element == EL_YAMYAM)
3236 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3237 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3239 if (can_turn_left && can_turn_right)
3240 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3241 else if (can_turn_left)
3242 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3243 else if (can_turn_right)
3244 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3246 MovDir[x][y] = back_dir;
3248 MovDelay[x][y] = 16 + 16 * RND(3);
3250 else if (element == EL_DARK_YAMYAM)
3252 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3253 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3255 if (can_turn_left && can_turn_right)
3256 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3257 else if (can_turn_left)
3258 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3259 else if (can_turn_right)
3260 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3262 MovDir[x][y] = back_dir;
3264 MovDelay[x][y] = 16 + 16 * RND(3);
3266 else if (element == EL_PACMAN)
3268 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3269 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3271 if (can_turn_left && can_turn_right)
3272 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3273 else if (can_turn_left)
3274 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3275 else if (can_turn_right)
3276 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3278 MovDir[x][y] = back_dir;
3280 MovDelay[x][y] = 6 + RND(40);
3282 else if (element == EL_PIG)
3284 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3285 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3286 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3287 boolean should_turn_left, should_turn_right, should_move_on;
3289 int rnd = RND(rnd_value);
3291 should_turn_left = (can_turn_left &&
3293 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3294 y + back_dy + left_dy)));
3295 should_turn_right = (can_turn_right &&
3297 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3298 y + back_dy + right_dy)));
3299 should_move_on = (can_move_on &&
3302 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3303 y + move_dy + left_dy) ||
3304 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3305 y + move_dy + right_dy)));
3307 if (should_turn_left || should_turn_right || should_move_on)
3309 if (should_turn_left && should_turn_right && should_move_on)
3310 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3311 rnd < 2 * rnd_value / 3 ? right_dir :
3313 else if (should_turn_left && should_turn_right)
3314 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3315 else if (should_turn_left && should_move_on)
3316 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3317 else if (should_turn_right && should_move_on)
3318 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3319 else if (should_turn_left)
3320 MovDir[x][y] = left_dir;
3321 else if (should_turn_right)
3322 MovDir[x][y] = right_dir;
3323 else if (should_move_on)
3324 MovDir[x][y] = old_move_dir;
3326 else if (can_move_on && rnd > rnd_value / 8)
3327 MovDir[x][y] = old_move_dir;
3328 else if (can_turn_left && can_turn_right)
3329 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3330 else if (can_turn_left && rnd > rnd_value / 8)
3331 MovDir[x][y] = left_dir;
3332 else if (can_turn_right && rnd > rnd_value/8)
3333 MovDir[x][y] = right_dir;
3335 MovDir[x][y] = back_dir;
3337 xx = x + move_xy[MovDir[x][y]].x;
3338 yy = y + move_xy[MovDir[x][y]].y;
3340 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3341 MovDir[x][y] = old_move_dir;
3345 else if (element == EL_DRAGON)
3347 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3348 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3349 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3351 int rnd = RND(rnd_value);
3353 if (can_move_on && rnd > rnd_value / 8)
3354 MovDir[x][y] = old_move_dir;
3355 else if (can_turn_left && can_turn_right)
3356 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3357 else if (can_turn_left && rnd > rnd_value / 8)
3358 MovDir[x][y] = left_dir;
3359 else if (can_turn_right && rnd > rnd_value / 8)
3360 MovDir[x][y] = right_dir;
3362 MovDir[x][y] = back_dir;
3364 xx = x + move_xy[MovDir[x][y]].x;
3365 yy = y + move_xy[MovDir[x][y]].y;
3367 if (!IS_FREE(xx, yy))
3368 MovDir[x][y] = old_move_dir;
3372 else if (element == EL_MOLE)
3374 boolean can_move_on =
3375 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3376 IS_AMOEBOID(Feld[move_x][move_y]) ||
3377 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3380 boolean can_turn_left =
3381 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3382 IS_AMOEBOID(Feld[left_x][left_y])));
3384 boolean can_turn_right =
3385 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3386 IS_AMOEBOID(Feld[right_x][right_y])));
3388 if (can_turn_left && can_turn_right)
3389 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3390 else if (can_turn_left)
3391 MovDir[x][y] = left_dir;
3393 MovDir[x][y] = right_dir;
3396 if (MovDir[x][y] != old_move_dir)
3399 else if (element == EL_BALLOON)
3401 MovDir[x][y] = game.balloon_dir;
3404 else if (element == EL_SPRING)
3406 if (MovDir[x][y] & MV_HORIZONTAL &&
3407 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3408 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3409 MovDir[x][y] = MV_NO_MOVING;
3413 else if (element == EL_ROBOT ||
3414 element == EL_SATELLITE ||
3415 element == EL_PENGUIN)
3417 int attr_x = -1, attr_y = -1;
3428 for (i=0; i<MAX_PLAYERS; i++)
3430 struct PlayerInfo *player = &stored_player[i];
3431 int jx = player->jx, jy = player->jy;
3433 if (!player->active)
3437 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3445 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3451 if (element == EL_PENGUIN)
3454 static int xy[4][2] =
3464 int ex = x + xy[i % 4][0];
3465 int ey = y + xy[i % 4][1];
3467 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3476 MovDir[x][y] = MV_NO_MOVING;
3478 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3479 else if (attr_x > x)
3480 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3482 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3483 else if (attr_y > y)
3484 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3486 if (element == EL_ROBOT)
3490 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3491 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3492 Moving2Blocked(x, y, &newx, &newy);
3494 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3495 MovDelay[x][y] = 8 + 8 * !RND(3);
3497 MovDelay[x][y] = 16;
3499 else if (element == EL_PENGUIN)
3505 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3507 boolean first_horiz = RND(2);
3508 int new_move_dir = MovDir[x][y];
3511 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3512 Moving2Blocked(x, y, &newx, &newy);
3514 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3518 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3519 Moving2Blocked(x, y, &newx, &newy);
3521 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3524 MovDir[x][y] = old_move_dir;
3528 else /* (element == EL_SATELLITE) */
3534 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3536 boolean first_horiz = RND(2);
3537 int new_move_dir = MovDir[x][y];
3540 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3541 Moving2Blocked(x, y, &newx, &newy);
3543 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3547 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3548 Moving2Blocked(x, y, &newx, &newy);
3550 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3553 MovDir[x][y] = old_move_dir;
3558 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3559 element_info[element].move_pattern == MV_TURNING_LEFT ||
3560 element_info[element].move_pattern == MV_TURNING_RIGHT)
3562 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3563 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3565 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3566 MovDir[x][y] = left_dir;
3567 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3568 MovDir[x][y] = right_dir;
3569 else if (can_turn_left && can_turn_right)
3570 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3571 else if (can_turn_left)
3572 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3573 else if (can_turn_right)
3574 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3576 MovDir[x][y] = back_dir;
3578 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3580 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3581 element_info[element].move_pattern == MV_VERTICAL)
3583 if (element_info[element].move_pattern & old_move_dir)
3584 MovDir[x][y] = back_dir;
3585 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3586 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3587 else if (element_info[element].move_pattern == MV_VERTICAL)
3588 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3590 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3592 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3594 MovDir[x][y] = element_info[element].move_pattern;
3595 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3597 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3599 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3600 MovDir[x][y] = left_dir;
3601 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3602 MovDir[x][y] = right_dir;
3604 if (MovDir[x][y] != old_move_dir)
3605 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3607 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3609 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3610 MovDir[x][y] = right_dir;
3611 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3612 MovDir[x][y] = left_dir;
3614 if (MovDir[x][y] != old_move_dir)
3615 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3617 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3618 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3620 int attr_x = -1, attr_y = -1;
3623 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3634 for (i=0; i<MAX_PLAYERS; i++)
3636 struct PlayerInfo *player = &stored_player[i];
3637 int jx = player->jx, jy = player->jy;
3639 if (!player->active)
3643 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3651 MovDir[x][y] = MV_NO_MOVING;
3653 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3654 else if (attr_x > x)
3655 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3657 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3658 else if (attr_y > y)
3659 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3661 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3663 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3665 boolean first_horiz = RND(2);
3666 int new_move_dir = MovDir[x][y];
3669 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3670 Moving2Blocked(x, y, &newx, &newy);
3672 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3676 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3677 Moving2Blocked(x, y, &newx, &newy);
3679 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3682 MovDir[x][y] = old_move_dir;
3685 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3687 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3688 MovDir[x][y] = MV_NO_MOVING;
3694 static boolean JustBeingPushed(int x, int y)
3698 for (i=0; i<MAX_PLAYERS; i++)
3700 struct PlayerInfo *player = &stored_player[i];
3702 if (player->active && player->Pushing && player->MovPos)
3704 int next_jx = player->jx + (player->jx - player->last_jx);
3705 int next_jy = player->jy + (player->jy - player->last_jy);
3707 if (x == next_jx && y == next_jy)
3715 void StartMoving(int x, int y)
3717 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3718 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3719 int element = Feld[x][y];
3724 /* !!! this should be handled more generic (not only for mole) !!! */
3725 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3726 GfxAction[x][y] = ACTION_DEFAULT;
3728 if (CAN_FALL(element) && y < lev_fieldy - 1)
3730 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3731 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3732 if (JustBeingPushed(x, y))
3735 if (element == EL_QUICKSAND_FULL)
3737 if (IS_FREE(x, y + 1))
3739 InitMovingField(x, y, MV_DOWN);
3740 started_moving = TRUE;
3742 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3743 Store[x][y] = EL_ROCK;
3745 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3747 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3750 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3752 if (!MovDelay[x][y])
3753 MovDelay[x][y] = TILEY + 1;
3762 Feld[x][y] = EL_QUICKSAND_EMPTY;
3763 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3764 Store[x][y + 1] = Store[x][y];
3767 PlaySoundLevelAction(x, y, ACTION_FILLING);
3769 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3773 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3774 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3776 InitMovingField(x, y, MV_DOWN);
3777 started_moving = TRUE;
3779 Feld[x][y] = EL_QUICKSAND_FILLING;
3780 Store[x][y] = element;
3782 PlaySoundLevelAction(x, y, ACTION_FILLING);
3784 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3787 else if (element == EL_MAGIC_WALL_FULL)
3789 if (IS_FREE(x, y + 1))
3791 InitMovingField(x, y, MV_DOWN);
3792 started_moving = TRUE;
3794 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3795 Store[x][y] = EL_CHANGED(Store[x][y]);
3797 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3799 if (!MovDelay[x][y])
3800 MovDelay[x][y] = TILEY/4 + 1;
3809 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3810 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3811 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3815 else if (element == EL_BD_MAGIC_WALL_FULL)
3817 if (IS_FREE(x, y + 1))
3819 InitMovingField(x, y, MV_DOWN);
3820 started_moving = TRUE;
3822 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3823 Store[x][y] = EL_CHANGED2(Store[x][y]);
3825 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3827 if (!MovDelay[x][y])
3828 MovDelay[x][y] = TILEY/4 + 1;
3837 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3838 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3839 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3843 else if (CAN_PASS_MAGIC_WALL(element) &&
3844 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3845 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3847 InitMovingField(x, y, MV_DOWN);
3848 started_moving = TRUE;
3851 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3852 EL_BD_MAGIC_WALL_FILLING);
3853 Store[x][y] = element;
3856 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3858 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3863 InitMovingField(x, y, MV_DOWN);
3864 started_moving = TRUE;
3866 Store[x][y] = EL_ACID;
3868 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3869 GfxAction[x][y + 1] = ACTION_ACTIVE;
3875 /* TEST: bug where player gets not killed by falling rock ... */
3876 else if (CAN_SMASH(element) &&
3877 (Feld[x][y + 1] == EL_BLOCKED ||
3878 IS_PLAYER(x, y + 1)) &&
3879 JustStopped[x][y] && !Pushed[x][y + 1])
3883 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3884 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3885 JustStopped[x][y] && !Pushed[x][y + 1])
3887 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3893 /* calling "Impact()" here is not only completely unneccessary
3894 (because it already gets called from "ContinueMoving()" in
3895 all relevant situations), but also completely bullshit, because
3896 "JustStopped" also indicates a finished *horizontal* movement;
3897 we must keep this trash for backwards compatibility with older
3903 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3905 if (MovDir[x][y] == MV_NO_MOVING)
3907 InitMovingField(x, y, MV_DOWN);
3908 started_moving = TRUE;
3911 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3913 if (JustStopped[x][y]) /* prevent animation from being restarted */
3914 MovDir[x][y] = MV_DOWN;
3916 InitMovingField(x, y, MV_DOWN);
3917 started_moving = TRUE;
3919 else if (element == EL_AMOEBA_DROP)
3921 Feld[x][y] = EL_AMOEBA_GROWING;
3922 Store[x][y] = EL_AMOEBA_WET;
3924 /* Store[x][y + 1] must be zero, because:
3925 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3928 #if OLD_GAME_BEHAVIOUR
3929 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3931 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3932 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3933 element != EL_DX_SUPABOMB)
3936 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3937 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3938 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3939 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3942 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3943 (IS_FREE(x - 1, y + 1) ||
3944 Feld[x - 1][y + 1] == EL_ACID));
3945 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3946 (IS_FREE(x + 1, y + 1) ||
3947 Feld[x + 1][y + 1] == EL_ACID));
3948 boolean can_fall_any = (can_fall_left || can_fall_right);
3949 boolean can_fall_both = (can_fall_left && can_fall_right);
3951 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3953 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3955 if (slippery_type == SLIPPERY_ONLY_LEFT)
3956 can_fall_right = FALSE;
3957 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3958 can_fall_left = FALSE;
3959 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3960 can_fall_right = FALSE;
3961 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3962 can_fall_left = FALSE;
3964 can_fall_any = (can_fall_left || can_fall_right);
3965 can_fall_both = (can_fall_left && can_fall_right);
3970 if (can_fall_both &&
3971 (game.emulation != EMU_BOULDERDASH &&
3972 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3973 can_fall_left = !(can_fall_right = RND(2));
3975 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3976 started_moving = TRUE;
3979 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3981 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3982 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3983 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3984 int belt_dir = game.belt_dir[belt_nr];
3986 if ((belt_dir == MV_LEFT && left_is_free) ||
3987 (belt_dir == MV_RIGHT && right_is_free))
3989 InitMovingField(x, y, belt_dir);
3990 started_moving = TRUE;
3992 GfxAction[x][y] = ACTION_DEFAULT;
3997 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3998 if (CAN_MOVE(element) && !started_moving)
4003 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4006 if ((element == EL_SATELLITE ||
4007 element == EL_BALLOON ||
4008 element == EL_SPRING)
4009 && JustBeingPushed(x, y))
4015 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4016 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4018 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4020 Moving2Blocked(x, y, &newx, &newy);
4021 if (Feld[newx][newy] == EL_BLOCKED)
4022 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4027 if (!MovDelay[x][y]) /* start new movement phase */
4029 /* all objects that can change their move direction after each step
4030 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4032 if (element != EL_YAMYAM &&
4033 element != EL_DARK_YAMYAM &&
4034 element != EL_PACMAN &&
4035 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4036 element_info[element].move_pattern != MV_TURNING_LEFT &&
4037 element_info[element].move_pattern != MV_TURNING_RIGHT)
4041 if (MovDelay[x][y] && (element == EL_BUG ||
4042 element == EL_SPACESHIP ||
4043 element == EL_SP_SNIKSNAK ||
4044 element == EL_SP_ELECTRON ||
4045 element == EL_MOLE))
4046 DrawLevelField(x, y);
4050 if (MovDelay[x][y]) /* wait some time before next movement */
4055 if (element == EL_YAMYAM)
4058 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4059 DrawLevelElementAnimation(x, y, element);
4063 if (MovDelay[x][y]) /* element still has to wait some time */
4066 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4067 ResetGfxAnimation(x, y);
4069 GfxAction[x][y] = ACTION_WAITING;
4072 if (element == EL_ROBOT ||
4074 element == EL_PACMAN ||
4076 element == EL_YAMYAM ||
4077 element == EL_DARK_YAMYAM)
4080 DrawLevelElementAnimation(x, y, element);
4082 DrawLevelElementAnimationIfNeeded(x, y, element);
4084 PlaySoundLevelAction(x, y, ACTION_WAITING);
4086 else if (element == EL_SP_ELECTRON)
4087 DrawLevelElementAnimationIfNeeded(x, y, element);
4088 else if (element == EL_DRAGON)
4091 int dir = MovDir[x][y];
4092 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4093 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4094 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4095 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4096 dir == MV_UP ? IMG_FLAMES_1_UP :
4097 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4098 int frame = getGraphicAnimationFrame(graphic, -1);
4100 for (i=1; i<=3; i++)
4102 int xx = x + i*dx, yy = y + i*dy;
4103 int sx = SCREENX(xx), sy = SCREENY(yy);
4104 int flame_graphic = graphic + (i - 1);
4106 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4111 int flamed = MovingOrBlocked2Element(xx, yy);
4113 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4116 RemoveMovingField(xx, yy);
4118 Feld[xx][yy] = EL_FLAMES;
4119 if (IN_SCR_FIELD(sx, sy))
4120 DrawGraphic(sx, sy, flame_graphic, frame);
4124 if (Feld[xx][yy] == EL_FLAMES)
4125 Feld[xx][yy] = EL_EMPTY;
4126 DrawLevelField(xx, yy);
4131 if (MovDelay[x][y]) /* element still has to wait some time */
4133 PlaySoundLevelAction(x, y, ACTION_WAITING);
4138 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4139 for all other elements GfxAction will be set by InitMovingField() */
4140 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4141 GfxAction[x][y] = ACTION_MOVING;
4144 /* now make next step */
4146 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4148 if (DONT_COLLIDE_WITH(element) &&
4149 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4150 !PLAYER_PROTECTED(newx, newy))
4153 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4156 /* player killed by element which is deadly when colliding with */
4158 KillHero(PLAYERINFO(newx, newy));
4163 else if ((element == EL_PENGUIN ||
4164 element == EL_ROBOT ||
4165 element == EL_SATELLITE ||
4166 element == EL_BALLOON ||
4167 IS_CUSTOM_ELEMENT(element)) &&
4168 IN_LEV_FIELD(newx, newy) &&
4169 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4172 Store[x][y] = EL_ACID;
4174 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4176 if (Feld[newx][newy] == EL_EXIT_OPEN)
4178 Feld[x][y] = EL_EMPTY;
4179 DrawLevelField(x, y);
4181 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4182 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4183 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4185 local_player->friends_still_needed--;
4186 if (!local_player->friends_still_needed &&
4187 !local_player->GameOver && AllPlayersGone)
4188 local_player->LevelSolved = local_player->GameOver = TRUE;
4192 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4194 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4195 DrawLevelField(newx, newy);
4197 MovDir[x][y] = MV_NO_MOVING;
4199 else if (!IS_FREE(newx, newy))
4201 GfxAction[x][y] = ACTION_WAITING;
4203 if (IS_PLAYER(x, y))
4204 DrawPlayerField(x, y);
4206 DrawLevelField(x, y);
4210 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4212 if (IS_FOOD_PIG(Feld[newx][newy]))
4214 if (IS_MOVING(newx, newy))
4215 RemoveMovingField(newx, newy);
4218 Feld[newx][newy] = EL_EMPTY;
4219 DrawLevelField(newx, newy);
4222 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4224 else if (!IS_FREE(newx, newy))
4226 if (IS_PLAYER(x, y))
4227 DrawPlayerField(x, y);
4229 DrawLevelField(x, y);
4233 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4235 if (!IS_FREE(newx, newy))
4237 if (IS_PLAYER(x, y))
4238 DrawPlayerField(x, y);
4240 DrawLevelField(x, y);
4245 boolean wanna_flame = !RND(10);
4246 int dx = newx - x, dy = newy - y;
4247 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4248 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4249 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4250 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4251 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4252 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4255 IS_CLASSIC_ENEMY(element1) ||
4256 IS_CLASSIC_ENEMY(element2)) &&
4257 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4258 element1 != EL_FLAMES && element2 != EL_FLAMES)
4261 ResetGfxAnimation(x, y);
4262 GfxAction[x][y] = ACTION_ATTACKING;
4265 if (IS_PLAYER(x, y))
4266 DrawPlayerField(x, y);
4268 DrawLevelField(x, y);
4270 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4272 MovDelay[x][y] = 50;
4273 Feld[newx][newy] = EL_FLAMES;
4274 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4275 Feld[newx1][newy1] = EL_FLAMES;
4276 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4277 Feld[newx2][newy2] = EL_FLAMES;
4283 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4284 Feld[newx][newy] == EL_DIAMOND)
4286 if (IS_MOVING(newx, newy))
4287 RemoveMovingField(newx, newy);
4290 Feld[newx][newy] = EL_EMPTY;
4291 DrawLevelField(newx, newy);
4294 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4296 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4297 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4299 if (AmoebaNr[newx][newy])
4301 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4302 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4303 Feld[newx][newy] == EL_BD_AMOEBA)
4304 AmoebaCnt[AmoebaNr[newx][newy]]--;
4307 if (IS_MOVING(newx, newy))
4308 RemoveMovingField(newx, newy);
4311 Feld[newx][newy] = EL_EMPTY;
4312 DrawLevelField(newx, newy);
4315 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4317 else if ((element == EL_PACMAN || element == EL_MOLE)
4318 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4320 if (AmoebaNr[newx][newy])
4322 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4323 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4324 Feld[newx][newy] == EL_BD_AMOEBA)
4325 AmoebaCnt[AmoebaNr[newx][newy]]--;
4328 if (element == EL_MOLE)
4330 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4331 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4333 ResetGfxAnimation(x, y);
4334 GfxAction[x][y] = ACTION_DIGGING;
4335 DrawLevelField(x, y);
4337 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4338 return; /* wait for shrinking amoeba */
4340 else /* element == EL_PACMAN */
4342 Feld[newx][newy] = EL_EMPTY;
4343 DrawLevelField(newx, newy);
4344 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4347 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4348 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4349 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4351 /* wait for shrinking amoeba to completely disappear */
4354 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4356 /* object was running against a wall */
4361 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4362 DrawLevelElementAnimation(x, y, element);
4364 if (element == EL_BUG ||
4365 element == EL_SPACESHIP ||
4366 element == EL_SP_SNIKSNAK)
4367 DrawLevelField(x, y);
4368 else if (element == EL_MOLE)
4369 DrawLevelField(x, y);
4370 else if (element == EL_BD_BUTTERFLY ||
4371 element == EL_BD_FIREFLY)
4372 DrawLevelElementAnimationIfNeeded(x, y, element);
4373 else if (element == EL_SATELLITE)
4374 DrawLevelElementAnimationIfNeeded(x, y, element);
4375 else if (element == EL_SP_ELECTRON)
4376 DrawLevelElementAnimationIfNeeded(x, y, element);
4379 if (DONT_TOUCH(element))
4380 TestIfBadThingTouchesHero(x, y);
4383 PlaySoundLevelAction(x, y, ACTION_WAITING);
4389 InitMovingField(x, y, MovDir[x][y]);
4391 PlaySoundLevelAction(x, y, ACTION_MOVING);
4395 ContinueMoving(x, y);
4398 void ContinueMoving(int x, int y)
4400 int element = Feld[x][y];
4401 int direction = MovDir[x][y];
4402 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4403 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4404 int newx = x + dx, newy = y + dy;
4405 int nextx = newx + dx, nexty = newy + dy;
4406 boolean pushed = Pushed[x][y];
4408 MovPos[x][y] += getElementMoveStepsize(x, y);
4410 if (pushed) /* special case: moving object pushed by player */
4411 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4413 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4415 Feld[x][y] = EL_EMPTY;
4416 Feld[newx][newy] = element;
4417 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4419 if (element == EL_MOLE)
4421 Feld[x][y] = EL_SAND;
4423 DrawLevelFieldCrumbledSandNeighbours(x, y);
4425 else if (element == EL_QUICKSAND_FILLING)
4427 element = Feld[newx][newy] = get_next_element(element);
4428 Store[newx][newy] = Store[x][y];
4430 else if (element == EL_QUICKSAND_EMPTYING)
4432 Feld[x][y] = get_next_element(element);
4433 element = Feld[newx][newy] = Store[x][y];
4435 else if (element == EL_MAGIC_WALL_FILLING)
4437 element = Feld[newx][newy] = get_next_element(element);
4438 if (!game.magic_wall_active)
4439 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4440 Store[newx][newy] = Store[x][y];
4442 else if (element == EL_MAGIC_WALL_EMPTYING)
4444 Feld[x][y] = get_next_element(element);
4445 if (!game.magic_wall_active)
4446 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4447 element = Feld[newx][newy] = Store[x][y];
4449 else if (element == EL_BD_MAGIC_WALL_FILLING)
4451 element = Feld[newx][newy] = get_next_element(element);
4452 if (!game.magic_wall_active)
4453 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4454 Store[newx][newy] = Store[x][y];
4456 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4458 Feld[x][y] = get_next_element(element);
4459 if (!game.magic_wall_active)
4460 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4461 element = Feld[newx][newy] = Store[x][y];
4463 else if (element == EL_AMOEBA_DROPPING)
4465 Feld[x][y] = get_next_element(element);
4466 element = Feld[newx][newy] = Store[x][y];
4468 else if (element == EL_SOKOBAN_OBJECT)
4471 Feld[x][y] = Back[x][y];
4473 if (Back[newx][newy])
4474 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4476 Back[x][y] = Back[newx][newy] = 0;
4478 else if (Store[x][y] == EL_ACID)
4480 element = Feld[newx][newy] = EL_ACID;
4484 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4485 MovDelay[newx][newy] = 0;
4487 /* copy element change control values to new field */
4488 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4489 Changed[newx][newy] = Changed[x][y];
4490 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4492 ChangeDelay[x][y] = 0;
4493 Changed[x][y] = CE_BITMASK_DEFAULT;
4494 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4496 /* copy animation control values to new field */
4497 GfxFrame[newx][newy] = GfxFrame[x][y];
4498 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4499 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4501 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4503 ResetGfxAnimation(x, y); /* reset animation values for old field */
4506 /* 2.1.1 (does not work correctly for spring) */
4507 if (!CAN_MOVE(element))
4508 MovDir[newx][newy] = 0;
4512 /* (does not work for falling objects that slide horizontally) */
4513 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4514 MovDir[newx][newy] = 0;
4517 if (!CAN_MOVE(element) ||
4518 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4519 MovDir[newx][newy] = 0;
4522 if (!CAN_MOVE(element) ||
4523 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4524 MovDir[newx][newy] = 0;
4528 DrawLevelField(x, y);
4529 DrawLevelField(newx, newy);
4531 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4533 /* prevent pushed element from moving on in pushed direction */
4534 if (pushed && CAN_MOVE(element) &&
4535 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4536 !(element_info[element].move_pattern & MovDir[newx][newy]))
4537 TurnRound(newx, newy);
4539 if (!pushed) /* special case: moving object pushed by player */
4540 JustStopped[newx][newy] = 3;
4542 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4544 TestIfBadThingTouchesHero(newx, newy);
4545 TestIfBadThingTouchesFriend(newx, newy);
4546 TestIfBadThingTouchesOtherBadThing(newx, newy);
4548 else if (element == EL_PENGUIN)
4549 TestIfFriendTouchesBadThing(newx, newy);
4551 if (CAN_FALL(element) && direction == MV_DOWN &&
4552 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4555 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4556 CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1);
4559 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4562 TestIfPlayerTouchesCustomElement(newx, newy);
4563 TestIfElementTouchesCustomElement(newx, newy);
4565 else /* still moving on */
4567 DrawLevelField(x, y);
4571 int AmoebeNachbarNr(int ax, int ay)
4574 int element = Feld[ax][ay];
4576 static int xy[4][2] =
4586 int x = ax + xy[i][0];
4587 int y = ay + xy[i][1];
4589 if (!IN_LEV_FIELD(x, y))
4592 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4593 group_nr = AmoebaNr[x][y];
4599 void AmoebenVereinigen(int ax, int ay)
4601 int i, x, y, xx, yy;
4602 int new_group_nr = AmoebaNr[ax][ay];
4603 static int xy[4][2] =
4611 if (new_group_nr == 0)
4619 if (!IN_LEV_FIELD(x, y))
4622 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4623 Feld[x][y] == EL_BD_AMOEBA ||
4624 Feld[x][y] == EL_AMOEBA_DEAD) &&
4625 AmoebaNr[x][y] != new_group_nr)
4627 int old_group_nr = AmoebaNr[x][y];
4629 if (old_group_nr == 0)
4632 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4633 AmoebaCnt[old_group_nr] = 0;
4634 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4635 AmoebaCnt2[old_group_nr] = 0;
4637 for (yy=0; yy<lev_fieldy; yy++)
4639 for (xx=0; xx<lev_fieldx; xx++)
4641 if (AmoebaNr[xx][yy] == old_group_nr)
4642 AmoebaNr[xx][yy] = new_group_nr;
4649 void AmoebeUmwandeln(int ax, int ay)
4653 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4655 int group_nr = AmoebaNr[ax][ay];
4660 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4661 printf("AmoebeUmwandeln(): This should never happen!\n");
4666 for (y=0; y<lev_fieldy; y++)
4668 for (x=0; x<lev_fieldx; x++)
4670 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4673 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4677 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4678 SND_AMOEBA_TURNING_TO_GEM :
4679 SND_AMOEBA_TURNING_TO_ROCK));
4684 static int xy[4][2] =
4697 if (!IN_LEV_FIELD(x, y))
4700 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4702 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4703 SND_AMOEBA_TURNING_TO_GEM :
4704 SND_AMOEBA_TURNING_TO_ROCK));
4711 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4714 int group_nr = AmoebaNr[ax][ay];
4715 boolean done = FALSE;
4720 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4721 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4726 for (y=0; y<lev_fieldy; y++)
4728 for (x=0; x<lev_fieldx; x++)
4730 if (AmoebaNr[x][y] == group_nr &&
4731 (Feld[x][y] == EL_AMOEBA_DEAD ||
4732 Feld[x][y] == EL_BD_AMOEBA ||
4733 Feld[x][y] == EL_AMOEBA_GROWING))
4736 Feld[x][y] = new_element;
4737 InitField(x, y, FALSE);
4738 DrawLevelField(x, y);
4745 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4746 SND_BD_AMOEBA_TURNING_TO_ROCK :
4747 SND_BD_AMOEBA_TURNING_TO_GEM));
4750 void AmoebeWaechst(int x, int y)
4752 static unsigned long sound_delay = 0;
4753 static unsigned long sound_delay_value = 0;
4755 if (!MovDelay[x][y]) /* start new growing cycle */
4759 if (DelayReached(&sound_delay, sound_delay_value))
4762 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4764 if (Store[x][y] == EL_BD_AMOEBA)
4765 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4767 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4769 sound_delay_value = 30;
4773 if (MovDelay[x][y]) /* wait some time before growing bigger */
4776 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4778 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4779 6 - MovDelay[x][y]);
4781 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4784 if (!MovDelay[x][y])
4786 Feld[x][y] = Store[x][y];
4788 DrawLevelField(x, y);
4793 void AmoebaDisappearing(int x, int y)
4795 static unsigned long sound_delay = 0;
4796 static unsigned long sound_delay_value = 0;
4798 if (!MovDelay[x][y]) /* start new shrinking cycle */
4802 if (DelayReached(&sound_delay, sound_delay_value))
4803 sound_delay_value = 30;
4806 if (MovDelay[x][y]) /* wait some time before shrinking */
4809 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4811 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4812 6 - MovDelay[x][y]);
4814 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4817 if (!MovDelay[x][y])
4819 Feld[x][y] = EL_EMPTY;
4820 DrawLevelField(x, y);
4822 /* don't let mole enter this field in this cycle;
4823 (give priority to objects falling to this field from above) */
4829 void AmoebeAbleger(int ax, int ay)
4832 int element = Feld[ax][ay];
4833 int graphic = el2img(element);
4834 int newax = ax, neway = ay;
4835 static int xy[4][2] =
4843 if (!level.amoeba_speed)
4845 Feld[ax][ay] = EL_AMOEBA_DEAD;
4846 DrawLevelField(ax, ay);
4850 if (IS_ANIMATED(graphic))
4851 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4853 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4854 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4856 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4859 if (MovDelay[ax][ay])
4863 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4866 int x = ax + xy[start][0];
4867 int y = ay + xy[start][1];
4869 if (!IN_LEV_FIELD(x, y))
4872 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4873 if (IS_FREE(x, y) ||
4874 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4880 if (newax == ax && neway == ay)
4883 else /* normal or "filled" (BD style) amoeba */
4886 boolean waiting_for_player = FALSE;
4890 int j = (start + i) % 4;
4891 int x = ax + xy[j][0];
4892 int y = ay + xy[j][1];
4894 if (!IN_LEV_FIELD(x, y))
4897 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4898 if (IS_FREE(x, y) ||
4899 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4905 else if (IS_PLAYER(x, y))
4906 waiting_for_player = TRUE;
4909 if (newax == ax && neway == ay) /* amoeba cannot grow */
4911 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4913 Feld[ax][ay] = EL_AMOEBA_DEAD;
4914 DrawLevelField(ax, ay);
4915 AmoebaCnt[AmoebaNr[ax][ay]]--;
4917 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4919 if (element == EL_AMOEBA_FULL)
4920 AmoebeUmwandeln(ax, ay);
4921 else if (element == EL_BD_AMOEBA)
4922 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4927 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4929 /* amoeba gets larger by growing in some direction */
4931 int new_group_nr = AmoebaNr[ax][ay];
4934 if (new_group_nr == 0)
4936 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4937 printf("AmoebeAbleger(): This should never happen!\n");
4942 AmoebaNr[newax][neway] = new_group_nr;
4943 AmoebaCnt[new_group_nr]++;
4944 AmoebaCnt2[new_group_nr]++;
4946 /* if amoeba touches other amoeba(s) after growing, unify them */
4947 AmoebenVereinigen(newax, neway);
4949 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4951 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4957 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4958 (neway == lev_fieldy - 1 && newax != ax))
4960 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4961 Store[newax][neway] = element;
4963 else if (neway == ay)
4965 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4967 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4969 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4974 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4975 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4976 Store[ax][ay] = EL_AMOEBA_DROP;
4977 ContinueMoving(ax, ay);
4981 DrawLevelField(newax, neway);
4984 void Life(int ax, int ay)
4987 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4989 int element = Feld[ax][ay];
4990 int graphic = el2img(element);
4991 boolean changed = FALSE;
4993 if (IS_ANIMATED(graphic))
4994 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4999 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5000 MovDelay[ax][ay] = life_time;
5002 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5005 if (MovDelay[ax][ay])
5009 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5011 int xx = ax+x1, yy = ay+y1;
5014 if (!IN_LEV_FIELD(xx, yy))
5017 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5019 int x = xx+x2, y = yy+y2;
5021 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5024 if (((Feld[x][y] == element ||
5025 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5027 (IS_FREE(x, y) && Stop[x][y]))
5031 if (xx == ax && yy == ay) /* field in the middle */
5033 if (nachbarn < life[0] || nachbarn > life[1])
5035 Feld[xx][yy] = EL_EMPTY;
5037 DrawLevelField(xx, yy);
5038 Stop[xx][yy] = TRUE;
5042 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5043 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5044 { /* free border field */
5045 if (nachbarn >= life[2] && nachbarn <= life[3])
5047 Feld[xx][yy] = element;
5048 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5050 DrawLevelField(xx, yy);
5051 Stop[xx][yy] = TRUE;
5058 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5059 SND_GAME_OF_LIFE_GROWING);
5062 static void InitRobotWheel(int x, int y)
5064 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5067 static void RunRobotWheel(int x, int y)
5069 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5072 static void StopRobotWheel(int x, int y)
5074 if (ZX == x && ZY == y)
5078 static void InitTimegateWheel(int x, int y)
5080 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5083 static void RunTimegateWheel(int x, int y)
5085 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5088 void CheckExit(int x, int y)
5090 if (local_player->gems_still_needed > 0 ||
5091 local_player->sokobanfields_still_needed > 0 ||
5092 local_player->lights_still_needed > 0)
5094 int element = Feld[x][y];
5095 int graphic = el2img(element);
5097 if (IS_ANIMATED(graphic))
5098 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5103 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5106 Feld[x][y] = EL_EXIT_OPENING;
5108 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5111 void CheckExitSP(int x, int y)
5113 if (local_player->gems_still_needed > 0)
5115 int element = Feld[x][y];
5116 int graphic = el2img(element);
5118 if (IS_ANIMATED(graphic))
5119 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5124 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5127 Feld[x][y] = EL_SP_EXIT_OPENING;
5129 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5132 static void CloseAllOpenTimegates()
5136 for (y=0; y<lev_fieldy; y++)
5138 for (x=0; x<lev_fieldx; x++)
5140 int element = Feld[x][y];
5142 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5144 Feld[x][y] = EL_TIMEGATE_CLOSING;
5146 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5148 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5155 void EdelsteinFunkeln(int x, int y)
5157 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5160 if (Feld[x][y] == EL_BD_DIAMOND)
5163 if (MovDelay[x][y] == 0) /* next animation frame */
5164 MovDelay[x][y] = 11 * !SimpleRND(500);
5166 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5170 if (setup.direct_draw && MovDelay[x][y])
5171 SetDrawtoField(DRAW_BUFFERED);
5173 DrawLevelElementAnimation(x, y, Feld[x][y]);
5175 if (MovDelay[x][y] != 0)
5177 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5178 10 - MovDelay[x][y]);
5180 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5182 if (setup.direct_draw)
5186 dest_x = FX + SCREENX(x) * TILEX;
5187 dest_y = FY + SCREENY(y) * TILEY;
5189 BlitBitmap(drawto_field, window,
5190 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5191 SetDrawtoField(DRAW_DIRECT);
5197 void MauerWaechst(int x, int y)
5201 if (!MovDelay[x][y]) /* next animation frame */
5202 MovDelay[x][y] = 3 * delay;
5204 if (MovDelay[x][y]) /* wait some time before next frame */
5208 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5210 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5211 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5213 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5216 if (!MovDelay[x][y])
5218 if (MovDir[x][y] == MV_LEFT)
5220 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5221 DrawLevelField(x - 1, y);
5223 else if (MovDir[x][y] == MV_RIGHT)
5225 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5226 DrawLevelField(x + 1, y);
5228 else if (MovDir[x][y] == MV_UP)
5230 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5231 DrawLevelField(x, y - 1);
5235 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5236 DrawLevelField(x, y + 1);
5239 Feld[x][y] = Store[x][y];
5241 MovDir[x][y] = MV_NO_MOVING;
5242 DrawLevelField(x, y);
5247 void MauerAbleger(int ax, int ay)
5249 int element = Feld[ax][ay];
5250 int graphic = el2img(element);
5251 boolean oben_frei = FALSE, unten_frei = FALSE;
5252 boolean links_frei = FALSE, rechts_frei = FALSE;
5253 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5254 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5255 boolean new_wall = FALSE;
5257 if (IS_ANIMATED(graphic))
5258 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5260 if (!MovDelay[ax][ay]) /* start building new wall */
5261 MovDelay[ax][ay] = 6;
5263 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5266 if (MovDelay[ax][ay])
5270 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5272 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5274 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5276 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5279 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5280 element == EL_EXPANDABLE_WALL_ANY)
5284 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5285 Store[ax][ay-1] = element;
5286 MovDir[ax][ay-1] = MV_UP;
5287 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5288 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5289 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5294 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5295 Store[ax][ay+1] = element;
5296 MovDir[ax][ay+1] = MV_DOWN;
5297 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5298 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5299 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5304 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5305 element == EL_EXPANDABLE_WALL_ANY ||
5306 element == EL_EXPANDABLE_WALL)
5310 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5311 Store[ax-1][ay] = element;
5312 MovDir[ax-1][ay] = MV_LEFT;
5313 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5314 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5315 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5321 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5322 Store[ax+1][ay] = element;
5323 MovDir[ax+1][ay] = MV_RIGHT;
5324 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5325 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5326 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5331 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5332 DrawLevelField(ax, ay);
5334 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5336 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5337 unten_massiv = TRUE;
5338 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5339 links_massiv = TRUE;
5340 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5341 rechts_massiv = TRUE;
5343 if (((oben_massiv && unten_massiv) ||
5344 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5345 element == EL_EXPANDABLE_WALL) &&
5346 ((links_massiv && rechts_massiv) ||
5347 element == EL_EXPANDABLE_WALL_VERTICAL))
5348 Feld[ax][ay] = EL_WALL;
5352 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5354 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5358 void CheckForDragon(int x, int y)
5361 boolean dragon_found = FALSE;
5362 static int xy[4][2] =
5374 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5376 if (IN_LEV_FIELD(xx, yy) &&
5377 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5379 if (Feld[xx][yy] == EL_DRAGON)
5380 dragon_found = TRUE;
5393 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5395 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5397 Feld[xx][yy] = EL_EMPTY;
5398 DrawLevelField(xx, yy);
5407 static void InitBuggyBase(int x, int y)
5409 int element = Feld[x][y];
5410 int activating_delay = FRAMES_PER_SECOND / 4;
5413 (element == EL_SP_BUGGY_BASE ?
5414 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5415 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5417 element == EL_SP_BUGGY_BASE_ACTIVE ?
5418 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5421 static void WarnBuggyBase(int x, int y)
5424 static int xy[4][2] =
5434 int xx = x + xy[i][0], yy = y + xy[i][1];
5436 if (IS_PLAYER(xx, yy))
5438 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5445 static void InitTrap(int x, int y)
5447 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5450 static void ActivateTrap(int x, int y)
5452 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5455 static void ChangeActiveTrap(int x, int y)
5457 int graphic = IMG_TRAP_ACTIVE;
5459 /* if new animation frame was drawn, correct crumbled sand border */
5460 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5461 DrawLevelFieldCrumbledSand(x, y);
5464 static void ChangeElementNowExt(int x, int y, int target_element)
5466 /* check if element under player changes from accessible to unaccessible
5467 (needed for special case of dropping element which then changes) */
5468 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5469 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5476 Feld[x][y] = target_element;
5478 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5480 ResetGfxAnimation(x, y);
5481 ResetRandomAnimationValue(x, y);
5483 InitField(x, y, FALSE);
5484 if (CAN_MOVE(Feld[x][y]))
5487 DrawLevelField(x, y);
5489 if (GFX_CRUMBLED(Feld[x][y]))
5490 DrawLevelFieldCrumbledSandNeighbours(x, y);
5492 TestIfBadThingTouchesHero(x, y);
5493 TestIfPlayerTouchesCustomElement(x, y);
5494 TestIfElementTouchesCustomElement(x, y);
5496 if (ELEM_IS_PLAYER(target_element))
5497 RelocatePlayer(x, y, target_element);
5500 static boolean ChangeElementNow(int x, int y, int element, int page)
5502 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5504 /* always use default change event to prevent running into a loop */
5505 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5506 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5508 /* do not change already changed elements with same change event */
5510 if (Changed[x][y] & ChangeEvent[x][y])
5517 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5519 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5521 if (change->explode)
5528 if (change->use_content)
5530 boolean complete_change = TRUE;
5531 boolean can_change[3][3];
5534 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5536 boolean half_destructible;
5537 int ex = x + xx - 1;
5538 int ey = y + yy - 1;
5541 can_change[xx][yy] = TRUE;
5543 if (ex == x && ey == y) /* do not check changing element itself */
5546 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5548 can_change[xx][yy] = FALSE; /* do not change empty borders */
5553 if (!IN_LEV_FIELD(ex, ey))
5555 can_change[xx][yy] = FALSE;
5556 complete_change = FALSE;
5563 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5564 e = MovingOrBlocked2Element(ex, ey);
5566 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5568 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5569 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5570 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5572 can_change[xx][yy] = FALSE;
5573 complete_change = FALSE;
5577 if (!change->only_complete || complete_change)
5579 boolean something_has_changed = FALSE;
5581 if (change->only_complete && change->use_random_change &&
5582 RND(100) < change->random)
5585 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5587 int ex = x + xx - 1;
5588 int ey = y + yy - 1;
5590 if (can_change[xx][yy] && (!change->use_random_change ||
5591 RND(100) < change->random))
5593 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5594 RemoveMovingField(ex, ey);
5596 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5598 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5600 something_has_changed = TRUE;
5602 /* for symmetry reasons, freeze newly created border elements */
5603 if (ex != x || ey != y)
5604 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5608 if (something_has_changed)
5609 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5614 ChangeElementNowExt(x, y, change->target_element);
5616 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5622 static void ChangeElement(int x, int y, int page)
5624 int element = MovingOrBlocked2Element(x, y);
5625 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5629 if (!CAN_CHANGE(element))
5632 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5633 x, y, element, element_info[element].token_name);
5634 printf("ChangeElement(): This should never happen!\n");
5640 if (ChangeDelay[x][y] == 0) /* initialize element change */
5642 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5643 RND(change->delay_random * change->delay_frames)) + 1;
5645 ResetGfxAnimation(x, y);
5646 ResetRandomAnimationValue(x, y);
5648 if (change->pre_change_function)
5649 change->pre_change_function(x, y);
5652 ChangeDelay[x][y]--;
5654 if (ChangeDelay[x][y] != 0) /* continue element change */
5656 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5658 if (IS_ANIMATED(graphic))
5659 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5661 if (change->change_function)
5662 change->change_function(x, y);
5664 else /* finish element change */
5666 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5668 ChangeDelay[x][y] = 1; /* try change after next move step */
5673 if (ChangeElementNow(x, y, element, page))
5675 if (change->post_change_function)
5676 change->post_change_function(x, y);
5681 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5682 int trigger_element,
5688 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5691 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5693 int element = EL_CUSTOM_START + i;
5695 boolean change_element = FALSE;
5698 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5701 for (j=0; j < element_info[element].num_change_pages; j++)
5703 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5705 if (change->sides & trigger_side &&
5706 change->trigger_element == trigger_element)
5708 change_element = TRUE;
5715 if (!change_element)
5718 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5721 if (x == lx && y == ly) /* do not change trigger element itself */
5725 if (Feld[x][y] == element)
5727 ChangeDelay[x][y] = 1;
5728 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5729 ChangeElement(x, y, page);
5737 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5740 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5744 static boolean CheckElementSideChange(int x, int y, int element, int side,
5745 int trigger_event, int page)
5747 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5750 if (Feld[x][y] == EL_BLOCKED)
5752 Blocked2Moving(x, y, &x, &y);
5753 element = Feld[x][y];
5757 page = element_info[element].event_page_nr[trigger_event];
5759 if (!(element_info[element].change_page[page].sides & side))
5762 ChangeDelay[x][y] = 1;
5763 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5764 ChangeElement(x, y, page);
5769 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5771 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5774 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5776 static byte stored_player_action[MAX_PLAYERS];
5777 static int num_stored_actions = 0;
5778 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5779 int left = player_action & JOY_LEFT;
5780 int right = player_action & JOY_RIGHT;
5781 int up = player_action & JOY_UP;
5782 int down = player_action & JOY_DOWN;
5783 int button1 = player_action & JOY_BUTTON_1;
5784 int button2 = player_action & JOY_BUTTON_2;
5785 int dx = (left ? -1 : right ? 1 : 0);
5786 int dy = (up ? -1 : down ? 1 : 0);
5788 stored_player_action[player->index_nr] = 0;
5789 num_stored_actions++;
5791 if (!player->active || tape.pausing)
5797 snapped = SnapField(player, dx, dy);
5801 dropped = DropElement(player);
5803 moved = MoveFigure(player, dx, dy);
5806 if (tape.single_step && tape.recording && !tape.pausing)
5808 if (button1 || (dropped && !moved))
5810 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5811 SnapField(player, 0, 0); /* stop snapping */
5815 stored_player_action[player->index_nr] = player_action;
5819 /* no actions for this player (no input at player's configured device) */
5821 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5822 SnapField(player, 0, 0);
5823 CheckGravityMovement(player);
5825 if (player->MovPos == 0)
5826 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5828 if (player->MovPos == 0) /* needed for tape.playing */
5829 player->is_moving = FALSE;
5832 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5834 TapeRecordAction(stored_player_action);
5835 num_stored_actions = 0;
5841 static unsigned long action_delay = 0;
5842 unsigned long action_delay_value;
5843 int magic_wall_x = 0, magic_wall_y = 0;
5844 int i, x, y, element, graphic;
5845 byte *recorded_player_action;
5846 byte summarized_player_action = 0;
5848 if (game_status != GAME_MODE_PLAYING)
5851 action_delay_value =
5852 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5854 if (tape.playing && tape.index_search && !tape.pausing)
5855 action_delay_value = 0;
5857 /* ---------- main game synchronization point ---------- */
5859 WaitUntilDelayReached(&action_delay, action_delay_value);
5861 if (network_playing && !network_player_action_received)
5865 printf("DEBUG: try to get network player actions in time\n");
5869 #if defined(PLATFORM_UNIX)
5870 /* last chance to get network player actions without main loop delay */
5874 if (game_status != GAME_MODE_PLAYING)
5877 if (!network_player_action_received)
5881 printf("DEBUG: failed to get network player actions in time\n");
5891 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5893 for (i=0; i<MAX_PLAYERS; i++)
5895 summarized_player_action |= stored_player[i].action;
5897 if (!network_playing)
5898 stored_player[i].effective_action = stored_player[i].action;
5901 #if defined(PLATFORM_UNIX)
5902 if (network_playing)
5903 SendToServer_MovePlayer(summarized_player_action);
5906 if (!options.network && !setup.team_mode)
5907 local_player->effective_action = summarized_player_action;
5909 for (i=0; i<MAX_PLAYERS; i++)
5911 int actual_player_action = stored_player[i].effective_action;
5913 if (stored_player[i].programmed_action)
5914 actual_player_action = stored_player[i].programmed_action;
5916 if (recorded_player_action)
5917 actual_player_action = recorded_player_action[i];
5919 PlayerActions(&stored_player[i], actual_player_action);
5920 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5923 network_player_action_received = FALSE;
5925 ScrollScreen(NULL, SCROLL_GO_ON);
5931 for (i=0; i<MAX_PLAYERS; i++)
5932 stored_player[i].Frame++;
5936 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5938 for (i=0; i<MAX_PLAYERS; i++)
5940 struct PlayerInfo *player = &stored_player[i];
5944 if (player->active && player->Pushing && player->is_moving &&
5947 ContinueMoving(x, y);
5949 /* continue moving after pushing (this is actually a bug) */
5950 if (!IS_MOVING(x, y))
5959 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5961 Changed[x][y] = CE_BITMASK_DEFAULT;
5962 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5965 if (JustStopped[x][y] > 0)
5966 JustStopped[x][y]--;
5971 /* reset finished pushing action (not done in ContinueMoving() to allow
5972 continous pushing animation for elements with zero push delay) */
5973 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5975 ResetGfxAnimation(x, y);
5976 DrawLevelField(x, y);
5981 if (IS_BLOCKED(x, y))
5985 Blocked2Moving(x, y, &oldx, &oldy);
5986 if (!IS_MOVING(oldx, oldy))
5988 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5989 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5990 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5991 printf("GameActions(): This should never happen!\n");
5997 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5999 element = Feld[x][y];
6001 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6003 graphic = el2img(element);
6009 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
6011 element = graphic = 0;
6015 if (graphic_info[graphic].anim_global_sync)
6016 GfxFrame[x][y] = FrameCounter;
6018 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
6019 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
6020 ResetRandomAnimationValue(x, y);
6022 SetRandomAnimationValue(x, y);
6025 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
6028 if (IS_INACTIVE(element))
6030 if (IS_ANIMATED(graphic))
6031 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6037 /* this may take place after moving, so 'element' may have changed */
6038 if (IS_CHANGING(x, y))
6040 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6041 element = Feld[x][y];
6042 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6046 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6051 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6053 if (element == EL_MOLE)
6054 printf("::: %d, %d, %d [%d]\n",
6055 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6059 if (element == EL_YAMYAM)
6060 printf("::: %d, %d, %d\n",
6061 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6065 if (IS_ANIMATED(graphic) &&
6069 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6072 if (element == EL_MOLE)
6073 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6077 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6078 EdelsteinFunkeln(x, y);
6080 else if ((element == EL_ACID ||
6081 element == EL_EXIT_OPEN ||
6082 element == EL_SP_EXIT_OPEN ||
6083 element == EL_SP_TERMINAL ||
6084 element == EL_SP_TERMINAL_ACTIVE ||
6085 element == EL_EXTRA_TIME ||
6086 element == EL_SHIELD_NORMAL ||
6087 element == EL_SHIELD_DEADLY) &&
6088 IS_ANIMATED(graphic))
6089 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6090 else if (IS_MOVING(x, y))
6091 ContinueMoving(x, y);
6092 else if (IS_ACTIVE_BOMB(element))
6093 CheckDynamite(x, y);
6095 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6096 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6098 else if (element == EL_AMOEBA_GROWING)
6099 AmoebeWaechst(x, y);
6100 else if (element == EL_AMOEBA_SHRINKING)
6101 AmoebaDisappearing(x, y);
6103 #if !USE_NEW_AMOEBA_CODE
6104 else if (IS_AMOEBALIVE(element))
6105 AmoebeAbleger(x, y);
6108 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6110 else if (element == EL_EXIT_CLOSED)
6112 else if (element == EL_SP_EXIT_CLOSED)
6114 else if (element == EL_EXPANDABLE_WALL_GROWING)
6116 else if (element == EL_EXPANDABLE_WALL ||
6117 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6118 element == EL_EXPANDABLE_WALL_VERTICAL ||
6119 element == EL_EXPANDABLE_WALL_ANY)
6121 else if (element == EL_FLAMES)
6122 CheckForDragon(x, y);
6124 else if (IS_AUTO_CHANGING(element))
6125 ChangeElement(x, y);
6127 else if (element == EL_EXPLOSION)
6128 ; /* drawing of correct explosion animation is handled separately */
6129 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6130 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6133 /* this may take place after moving, so 'element' may have changed */
6134 if (IS_AUTO_CHANGING(Feld[x][y]))
6135 ChangeElement(x, y);
6138 if (IS_BELT_ACTIVE(element))
6139 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6141 if (game.magic_wall_active)
6143 int jx = local_player->jx, jy = local_player->jy;
6145 /* play the element sound at the position nearest to the player */
6146 if ((element == EL_MAGIC_WALL_FULL ||
6147 element == EL_MAGIC_WALL_ACTIVE ||
6148 element == EL_MAGIC_WALL_EMPTYING ||
6149 element == EL_BD_MAGIC_WALL_FULL ||
6150 element == EL_BD_MAGIC_WALL_ACTIVE ||
6151 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6152 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6160 #if USE_NEW_AMOEBA_CODE
6161 /* new experimental amoeba growth stuff */
6163 if (!(FrameCounter % 8))
6166 static unsigned long random = 1684108901;
6168 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6171 x = (random >> 10) % lev_fieldx;
6172 y = (random >> 20) % lev_fieldy;
6174 x = RND(lev_fieldx);
6175 y = RND(lev_fieldy);
6177 element = Feld[x][y];
6179 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6180 if (!IS_PLAYER(x,y) &&
6181 (element == EL_EMPTY ||
6182 element == EL_SAND ||
6183 element == EL_QUICKSAND_EMPTY ||
6184 element == EL_ACID_SPLASH_LEFT ||
6185 element == EL_ACID_SPLASH_RIGHT))
6187 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6188 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6189 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6190 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6191 Feld[x][y] = EL_AMOEBA_DROP;
6194 random = random * 129 + 1;
6200 if (game.explosions_delayed)
6203 game.explosions_delayed = FALSE;
6205 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6207 element = Feld[x][y];
6209 if (ExplodeField[x][y])
6210 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6211 else if (element == EL_EXPLOSION)
6212 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6214 ExplodeField[x][y] = EX_NO_EXPLOSION;
6217 game.explosions_delayed = TRUE;
6220 if (game.magic_wall_active)
6222 if (!(game.magic_wall_time_left % 4))
6224 int element = Feld[magic_wall_x][magic_wall_y];
6226 if (element == EL_BD_MAGIC_WALL_FULL ||
6227 element == EL_BD_MAGIC_WALL_ACTIVE ||
6228 element == EL_BD_MAGIC_WALL_EMPTYING)
6229 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6231 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6234 if (game.magic_wall_time_left > 0)
6236 game.magic_wall_time_left--;
6237 if (!game.magic_wall_time_left)
6239 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6241 element = Feld[x][y];
6243 if (element == EL_MAGIC_WALL_ACTIVE ||
6244 element == EL_MAGIC_WALL_FULL)
6246 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6247 DrawLevelField(x, y);
6249 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6250 element == EL_BD_MAGIC_WALL_FULL)
6252 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6253 DrawLevelField(x, y);
6257 game.magic_wall_active = FALSE;
6262 if (game.light_time_left > 0)
6264 game.light_time_left--;
6266 if (game.light_time_left == 0)
6267 RedrawAllLightSwitchesAndInvisibleElements();
6270 if (game.timegate_time_left > 0)
6272 game.timegate_time_left--;
6274 if (game.timegate_time_left == 0)
6275 CloseAllOpenTimegates();
6278 for (i=0; i<MAX_PLAYERS; i++)
6280 struct PlayerInfo *player = &stored_player[i];
6282 if (SHIELD_ON(player))
6284 if (player->shield_deadly_time_left)
6285 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6286 else if (player->shield_normal_time_left)
6287 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6291 if (TimeFrames >= FRAMES_PER_SECOND)
6296 for (i=0; i<MAX_PLAYERS; i++)
6298 struct PlayerInfo *player = &stored_player[i];
6300 if (SHIELD_ON(player))
6302 player->shield_normal_time_left--;
6304 if (player->shield_deadly_time_left > 0)
6305 player->shield_deadly_time_left--;
6309 if (tape.recording || tape.playing)
6310 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6316 if (TimeLeft <= 10 && setup.time_limit)
6317 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6319 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6321 if (!TimeLeft && setup.time_limit)
6322 for (i=0; i<MAX_PLAYERS; i++)
6323 KillHero(&stored_player[i]);
6325 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6326 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6331 if (options.debug) /* calculate frames per second */
6333 static unsigned long fps_counter = 0;
6334 static int fps_frames = 0;
6335 unsigned long fps_delay_ms = Counter() - fps_counter;
6339 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6341 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6344 fps_counter = Counter();
6347 redraw_mask |= REDRAW_FPS;
6351 if (stored_player[0].jx != stored_player[0].last_jx ||
6352 stored_player[0].jy != stored_player[0].last_jy)
6353 printf("::: %d, %d, %d, %d, %d\n",
6354 stored_player[0].MovDir,
6355 stored_player[0].MovPos,
6356 stored_player[0].GfxPos,
6357 stored_player[0].Frame,
6358 stored_player[0].StepFrame);
6365 for (i=0; i<MAX_PLAYERS; i++)
6368 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6370 stored_player[i].Frame += move_frames;
6372 if (stored_player[i].MovPos != 0)
6373 stored_player[i].StepFrame += move_frames;
6378 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6380 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6382 local_player->show_envelope = 0;
6387 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6389 int min_x = x, min_y = y, max_x = x, max_y = y;
6392 for (i=0; i<MAX_PLAYERS; i++)
6394 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6396 if (!stored_player[i].active || &stored_player[i] == player)
6399 min_x = MIN(min_x, jx);
6400 min_y = MIN(min_y, jy);
6401 max_x = MAX(max_x, jx);
6402 max_y = MAX(max_y, jy);
6405 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6408 static boolean AllPlayersInVisibleScreen()
6412 for (i=0; i<MAX_PLAYERS; i++)
6414 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6416 if (!stored_player[i].active)
6419 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6426 void ScrollLevel(int dx, int dy)
6428 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6431 BlitBitmap(drawto_field, drawto_field,
6432 FX + TILEX * (dx == -1) - softscroll_offset,
6433 FY + TILEY * (dy == -1) - softscroll_offset,
6434 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6435 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6436 FX + TILEX * (dx == 1) - softscroll_offset,
6437 FY + TILEY * (dy == 1) - softscroll_offset);
6441 x = (dx == 1 ? BX1 : BX2);
6442 for (y=BY1; y <= BY2; y++)
6443 DrawScreenField(x, y);
6448 y = (dy == 1 ? BY1 : BY2);
6449 for (x=BX1; x <= BX2; x++)
6450 DrawScreenField(x, y);
6453 redraw_mask |= REDRAW_FIELD;
6456 static void CheckGravityMovement(struct PlayerInfo *player)
6458 if (game.gravity && !player->programmed_action)
6460 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6461 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6463 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6464 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6465 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6466 int jx = player->jx, jy = player->jy;
6467 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6468 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6469 int new_jx = jx + dx, new_jy = jy + dy;
6470 boolean field_under_player_is_free =
6471 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6472 boolean player_is_moving_to_valid_field =
6473 (IN_LEV_FIELD(new_jx, new_jy) &&
6474 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6475 Feld[new_jx][new_jy] == EL_SAND));
6476 /* !!! extend EL_SAND to anything diggable !!! */
6478 if (field_under_player_is_free &&
6479 !player_is_moving_to_valid_field &&
6480 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6481 player->programmed_action = MV_DOWN;
6487 -----------------------------------------------------------------------------
6488 dx, dy: direction (non-diagonal) to try to move the player to
6489 real_dx, real_dy: direction as read from input device (can be diagonal)
6492 boolean MoveFigureOneStep(struct PlayerInfo *player,
6493 int dx, int dy, int real_dx, int real_dy)
6495 static int change_sides[4][2] =
6497 /* enter side leave side */
6498 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6499 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6500 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6501 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6503 int move_direction = (dx == -1 ? MV_LEFT :
6504 dx == +1 ? MV_RIGHT :
6506 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6507 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6508 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6509 int jx = player->jx, jy = player->jy;
6510 int new_jx = jx + dx, new_jy = jy + dy;
6514 if (!player->active || (!dx && !dy))
6515 return MF_NO_ACTION;
6517 player->MovDir = (dx < 0 ? MV_LEFT :
6520 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6522 if (!IN_LEV_FIELD(new_jx, new_jy))
6523 return MF_NO_ACTION;
6525 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6526 return MF_NO_ACTION;
6529 element = MovingOrBlocked2Element(new_jx, new_jy);
6531 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6534 if (DONT_RUN_INTO(element))
6536 if (element == EL_ACID && dx == 0 && dy == 1)
6539 Feld[jx][jy] = EL_PLAYER_1;
6540 InitMovingField(jx, jy, MV_DOWN);
6541 Store[jx][jy] = EL_ACID;
6542 ContinueMoving(jx, jy);
6546 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6551 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6552 if (can_move != MF_MOVING)
6555 /* check if DigField() has caused relocation of the player */
6556 if (player->jx != jx || player->jy != jy)
6557 return MF_NO_ACTION;
6559 StorePlayer[jx][jy] = 0;
6560 player->last_jx = jx;
6561 player->last_jy = jy;
6562 player->jx = new_jx;
6563 player->jy = new_jy;
6564 StorePlayer[new_jx][new_jy] = player->element_nr;
6567 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6569 ScrollFigure(player, SCROLL_INIT);
6572 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6574 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6575 CE_OTHER_GETS_LEFT);
6576 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6577 CE_LEFT_BY_PLAYER, -1);
6580 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6582 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6583 enter_side, CE_OTHER_GETS_ENTERED);
6584 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6585 CE_ENTERED_BY_PLAYER, -1);
6592 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6594 int jx = player->jx, jy = player->jy;
6595 int old_jx = jx, old_jy = jy;
6596 int moved = MF_NO_ACTION;
6598 if (!player->active || (!dx && !dy))
6602 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6606 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6607 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6611 /* remove the last programmed player action */
6612 player->programmed_action = 0;
6616 /* should only happen if pre-1.2 tape recordings are played */
6617 /* this is only for backward compatibility */
6619 int original_move_delay_value = player->move_delay_value;
6622 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6626 /* scroll remaining steps with finest movement resolution */
6627 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6629 while (player->MovPos)
6631 ScrollFigure(player, SCROLL_GO_ON);
6632 ScrollScreen(NULL, SCROLL_GO_ON);
6638 player->move_delay_value = original_move_delay_value;
6641 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6643 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6644 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6648 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6649 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6655 if (moved & MF_MOVING && !ScreenMovPos &&
6656 (player == local_player || !options.network))
6658 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6659 int offset = (setup.scroll_delay ? 3 : 0);
6661 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6663 /* actual player has left the screen -- scroll in that direction */
6664 if (jx != old_jx) /* player has moved horizontally */
6665 scroll_x += (jx - old_jx);
6666 else /* player has moved vertically */
6667 scroll_y += (jy - old_jy);
6671 if (jx != old_jx) /* player has moved horizontally */
6673 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6674 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6675 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6677 /* don't scroll over playfield boundaries */
6678 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6679 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6681 /* don't scroll more than one field at a time */
6682 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6684 /* don't scroll against the player's moving direction */
6685 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6686 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6687 scroll_x = old_scroll_x;
6689 else /* player has moved vertically */
6691 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6692 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6693 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6695 /* don't scroll over playfield boundaries */
6696 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6697 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6699 /* don't scroll more than one field at a time */
6700 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6702 /* don't scroll against the player's moving direction */
6703 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6704 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6705 scroll_y = old_scroll_y;
6709 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6711 if (!options.network && !AllPlayersInVisibleScreen())
6713 scroll_x = old_scroll_x;
6714 scroll_y = old_scroll_y;
6718 ScrollScreen(player, SCROLL_INIT);
6719 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6726 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6728 if (!(moved & MF_MOVING) && !player->Pushing)
6733 player->StepFrame = 0;
6735 if (moved & MF_MOVING)
6737 if (old_jx != jx && old_jy == jy)
6738 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6739 else if (old_jx == jx && old_jy != jy)
6740 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6742 DrawLevelField(jx, jy); /* for "crumbled sand" */
6744 player->last_move_dir = player->MovDir;
6745 player->is_moving = TRUE;
6747 player->snapped = FALSE;
6751 player->Switching = FALSE;
6756 CheckGravityMovement(player);
6759 player->last_move_dir = MV_NO_MOVING;
6761 player->is_moving = FALSE;
6764 TestIfHeroTouchesBadThing(jx, jy);
6765 TestIfPlayerTouchesCustomElement(jx, jy);
6767 if (!player->active)
6773 void ScrollFigure(struct PlayerInfo *player, int mode)
6775 int jx = player->jx, jy = player->jy;
6776 int last_jx = player->last_jx, last_jy = player->last_jy;
6777 int move_stepsize = TILEX / player->move_delay_value;
6779 if (!player->active || !player->MovPos)
6782 if (mode == SCROLL_INIT)
6784 player->actual_frame_counter = FrameCounter;
6785 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6787 if (Feld[last_jx][last_jy] == EL_EMPTY)
6788 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6795 else if (!FrameReached(&player->actual_frame_counter, 1))
6798 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6799 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6801 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6802 Feld[last_jx][last_jy] = EL_EMPTY;
6804 /* before DrawPlayer() to draw correct player graphic for this case */
6805 if (player->MovPos == 0)
6806 CheckGravityMovement(player);
6809 DrawPlayer(player); /* needed here only to cleanup last field */
6812 if (player->MovPos == 0) /* player reached destination field */
6814 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6816 /* continue with normal speed after quickly moving through gate */
6817 HALVE_PLAYER_SPEED(player);
6819 /* be able to make the next move without delay */
6820 player->move_delay = 0;
6823 player->last_jx = jx;
6824 player->last_jy = jy;
6826 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6827 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
6828 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
6830 DrawPlayer(player); /* needed here only to cleanup last field */
6833 if (local_player->friends_still_needed == 0 ||
6834 IS_SP_ELEMENT(Feld[jx][jy]))
6835 player->LevelSolved = player->GameOver = TRUE;
6838 if (tape.single_step && tape.recording && !tape.pausing &&
6839 !player->programmed_action)
6840 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6844 void ScrollScreen(struct PlayerInfo *player, int mode)
6846 static unsigned long screen_frame_counter = 0;
6848 if (mode == SCROLL_INIT)
6850 /* set scrolling step size according to actual player's moving speed */
6851 ScrollStepSize = TILEX / player->move_delay_value;
6853 screen_frame_counter = FrameCounter;
6854 ScreenMovDir = player->MovDir;
6855 ScreenMovPos = player->MovPos;
6856 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6859 else if (!FrameReached(&screen_frame_counter, 1))
6864 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6865 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6866 redraw_mask |= REDRAW_FIELD;
6869 ScreenMovDir = MV_NO_MOVING;
6872 void TestIfPlayerTouchesCustomElement(int x, int y)
6875 static boolean check_changing = FALSE;
6877 static int xy[4][2] =
6884 static int change_sides[4][2] =
6886 /* center side border side */
6887 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6888 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6889 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6890 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6895 if (check_changing) /* prevent this function from running into a loop */
6898 check_changing = TRUE;
6903 int xx = x + xy[i][0];
6904 int yy = y + xy[i][1];
6905 int center_side = change_sides[i][0];
6906 int border_side = change_sides[i][1];
6908 if (!IN_LEV_FIELD(xx, yy))
6912 if (IS_PLAYER(x, y))
6914 CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
6915 CE_OTHER_GETS_TOUCHED);
6916 CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
6917 CE_TOUCHED_BY_PLAYER, -1);
6919 else if (IS_PLAYER(xx, yy))
6921 CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
6922 CE_OTHER_GETS_TOUCHED);
6923 CheckElementSideChange(x, y, Feld[x][y], center_side,
6924 CE_TOUCHED_BY_PLAYER, -1);
6929 if (IS_PLAYER(x, y))
6931 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6932 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6934 else if (IS_PLAYER(xx, yy))
6936 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6937 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6945 check_changing = FALSE;
6949 void TestIfElementTouchesCustomElement(int x, int y)
6952 static boolean check_changing = FALSE;
6954 static int xy[4][2] =
6961 static int change_sides[4][2] =
6963 /* center side border side */
6964 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6965 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6966 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6967 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6969 boolean change_center_element = FALSE;
6970 int center_element_change_page = 0;
6971 int center_element = Feld[x][y];
6975 if (check_changing) /* prevent this function from running into a loop */
6978 check_changing = TRUE;
6983 int xx = x + xy[i][0];
6984 int yy = y + xy[i][1];
6985 int center_side = change_sides[i][0];
6986 int border_side = change_sides[i][1];
6989 if (!IN_LEV_FIELD(xx, yy))
6992 border_element = Feld[xx][yy];
6994 /* check for change of center element (but change it only once) */
6995 if (IS_CUSTOM_ELEMENT(center_element) &&
6996 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6997 !change_center_element)
6999 for (j=0; j < element_info[center_element].num_change_pages; j++)
7001 struct ElementChangeInfo *change =
7002 &element_info[center_element].change_page[j];
7004 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7005 change->sides & border_side &&
7006 change->trigger_element == border_element)
7008 change_center_element = TRUE;
7009 center_element_change_page = j;
7016 /* check for change of border element */
7017 if (IS_CUSTOM_ELEMENT(border_element) &&
7018 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
7020 for (j=0; j < element_info[border_element].num_change_pages; j++)
7022 struct ElementChangeInfo *change =
7023 &element_info[border_element].change_page[j];
7025 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7026 change->sides & center_side &&
7027 change->trigger_element == center_element)
7029 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
7030 CE_OTHER_IS_TOUCHING, j);
7037 if (change_center_element)
7038 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7039 CE_OTHER_IS_TOUCHING, center_element_change_page);
7042 check_changing = FALSE;
7046 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7048 int i, kill_x = -1, kill_y = -1;
7049 static int test_xy[4][2] =
7056 static int test_dir[4] =
7066 int test_x, test_y, test_move_dir, test_element;
7068 test_x = good_x + test_xy[i][0];
7069 test_y = good_y + test_xy[i][1];
7070 if (!IN_LEV_FIELD(test_x, test_y))
7074 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7077 test_element = Feld[test_x][test_y];
7079 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7082 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7083 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7085 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7086 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7094 if (kill_x != -1 || kill_y != -1)
7096 if (IS_PLAYER(good_x, good_y))
7098 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7100 if (player->shield_deadly_time_left > 0)
7101 Bang(kill_x, kill_y);
7102 else if (!PLAYER_PROTECTED(good_x, good_y))
7106 Bang(good_x, good_y);
7110 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7112 int i, kill_x = -1, kill_y = -1;
7113 int bad_element = Feld[bad_x][bad_y];
7114 static int test_xy[4][2] =
7121 static int test_dir[4] =
7129 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7134 int test_x, test_y, test_move_dir, test_element;
7136 test_x = bad_x + test_xy[i][0];
7137 test_y = bad_y + test_xy[i][1];
7138 if (!IN_LEV_FIELD(test_x, test_y))
7142 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7144 test_element = Feld[test_x][test_y];
7146 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7147 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7149 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7150 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7152 /* good thing is player or penguin that does not move away */
7153 if (IS_PLAYER(test_x, test_y))
7155 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7157 if (bad_element == EL_ROBOT && player->is_moving)
7158 continue; /* robot does not kill player if he is moving */
7164 else if (test_element == EL_PENGUIN)
7173 if (kill_x != -1 || kill_y != -1)
7175 if (IS_PLAYER(kill_x, kill_y))
7177 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7180 int dir = player->MovDir;
7181 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7182 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7184 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7185 newx != bad_x && newy != bad_y)
7186 ; /* robot does not kill player if he is moving */
7188 printf("-> %d\n", player->MovDir);
7190 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7191 newx != bad_x && newy != bad_y)
7192 ; /* robot does not kill player if he is moving */
7197 if (player->shield_deadly_time_left > 0)
7199 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7203 Bang(kill_x, kill_y);
7207 void TestIfHeroTouchesBadThing(int x, int y)
7209 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7212 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7214 TestIfGoodThingHitsBadThing(x, y, move_dir);
7217 void TestIfBadThingTouchesHero(int x, int y)
7219 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7222 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7224 TestIfBadThingHitsGoodThing(x, y, move_dir);
7227 void TestIfFriendTouchesBadThing(int x, int y)
7229 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7232 void TestIfBadThingTouchesFriend(int x, int y)
7234 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7237 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7239 int i, kill_x = bad_x, kill_y = bad_y;
7240 static int xy[4][2] =
7252 x = bad_x + xy[i][0];
7253 y = bad_y + xy[i][1];
7254 if (!IN_LEV_FIELD(x, y))
7257 element = Feld[x][y];
7258 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7259 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7267 if (kill_x != bad_x || kill_y != bad_y)
7271 void KillHero(struct PlayerInfo *player)
7273 int jx = player->jx, jy = player->jy;
7275 if (!player->active)
7278 /* remove accessible field at the player's position */
7279 Feld[jx][jy] = EL_EMPTY;
7281 /* deactivate shield (else Bang()/Explode() would not work right) */
7282 player->shield_normal_time_left = 0;
7283 player->shield_deadly_time_left = 0;
7289 static void KillHeroUnlessProtected(int x, int y)
7291 if (!PLAYER_PROTECTED(x, y))
7292 KillHero(PLAYERINFO(x, y));
7295 void BuryHero(struct PlayerInfo *player)
7297 int jx = player->jx, jy = player->jy;
7299 if (!player->active)
7303 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7305 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7307 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7309 player->GameOver = TRUE;
7313 void RemoveHero(struct PlayerInfo *player)
7315 int jx = player->jx, jy = player->jy;
7316 int i, found = FALSE;
7318 player->present = FALSE;
7319 player->active = FALSE;
7321 if (!ExplodeField[jx][jy])
7322 StorePlayer[jx][jy] = 0;
7324 for (i=0; i<MAX_PLAYERS; i++)
7325 if (stored_player[i].active)
7329 AllPlayersGone = TRUE;
7336 =============================================================================
7337 checkDiagonalPushing()
7338 -----------------------------------------------------------------------------
7339 check if diagonal input device direction results in pushing of object
7340 (by checking if the alternative direction is walkable, diggable, ...)
7341 =============================================================================
7344 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7345 int x, int y, int real_dx, int real_dy)
7347 int jx, jy, dx, dy, xx, yy;
7349 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7352 /* diagonal direction: check alternative direction */
7357 xx = jx + (dx == 0 ? real_dx : 0);
7358 yy = jy + (dy == 0 ? real_dy : 0);
7360 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7364 =============================================================================
7366 -----------------------------------------------------------------------------
7367 x, y: field next to player (non-diagonal) to try to dig to
7368 real_dx, real_dy: direction as read from input device (can be diagonal)
7369 =============================================================================
7372 int DigField(struct PlayerInfo *player,
7373 int x, int y, int real_dx, int real_dy, int mode)
7375 static int change_sides[4] =
7377 CH_SIDE_RIGHT, /* moving left */
7378 CH_SIDE_LEFT, /* moving right */
7379 CH_SIDE_BOTTOM, /* moving up */
7380 CH_SIDE_TOP, /* moving down */
7382 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7383 int jx = player->jx, jy = player->jy;
7384 int dx = x - jx, dy = y - jy;
7385 int nextx = x + dx, nexty = y + dy;
7386 int move_direction = (dx == -1 ? MV_LEFT :
7387 dx == +1 ? MV_RIGHT :
7389 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7390 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7393 if (player->MovPos == 0)
7395 player->is_digging = FALSE;
7396 player->is_collecting = FALSE;
7399 if (player->MovPos == 0) /* last pushing move finished */
7400 player->Pushing = FALSE;
7402 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7404 player->Switching = FALSE;
7405 player->push_delay = 0;
7407 return MF_NO_ACTION;
7410 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7411 return MF_NO_ACTION;
7414 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7416 if (IS_TUBE(Feld[jx][jy]) ||
7417 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7421 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7422 int tube_leave_directions[][2] =
7424 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7425 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7426 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7427 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7428 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7429 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7430 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7431 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7432 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7433 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7434 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7435 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7438 while (tube_leave_directions[i][0] != tube_element)
7441 if (tube_leave_directions[i][0] == -1) /* should not happen */
7445 if (!(tube_leave_directions[i][1] & move_direction))
7446 return MF_NO_ACTION; /* tube has no opening in this direction */
7449 element = Feld[x][y];
7451 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7452 game.engine_version >= VERSION_IDENT(2,2,0))
7453 return MF_NO_ACTION;
7458 case EL_ROBOT_WHEEL:
7459 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7462 DrawLevelField(x, y);
7463 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7469 case EL_SP_TERMINAL:
7473 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7475 for (yy=0; yy<lev_fieldy; yy++)
7477 for (xx=0; xx<lev_fieldx; xx++)
7479 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7481 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7482 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7492 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7493 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7494 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7495 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7496 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7497 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7498 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7499 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7500 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7501 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7502 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7503 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7505 if (!PLAYER_SWITCHING(player, x, y))
7507 if (!player->Switching)
7510 player->Switching = TRUE;
7511 player->switch_x = x;
7512 player->switch_y = y;
7514 ToggleBeltSwitch(x, y);
7515 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7522 case EL_SWITCHGATE_SWITCH_UP:
7523 case EL_SWITCHGATE_SWITCH_DOWN:
7525 if (!PLAYER_SWITCHING(player, x, y))
7527 if (!player->Switching)
7530 player->Switching = TRUE;
7531 player->switch_x = x;
7532 player->switch_y = y;
7534 ToggleSwitchgateSwitch(x, y);
7535 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7542 case EL_LIGHT_SWITCH:
7543 case EL_LIGHT_SWITCH_ACTIVE:
7545 if (!PLAYER_SWITCHING(player, x, y))
7547 if (!player->Switching)
7550 player->Switching = TRUE;
7551 player->switch_x = x;
7552 player->switch_y = y;
7554 ToggleLightSwitch(x, y);
7555 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7556 SND_LIGHT_SWITCH_ACTIVATING :
7557 SND_LIGHT_SWITCH_DEACTIVATING);
7564 case EL_TIMEGATE_SWITCH:
7565 ActivateTimegateSwitch(x, y);
7566 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7573 case EL_BALLOON_SWITCH_LEFT:
7574 case EL_BALLOON_SWITCH_RIGHT:
7575 case EL_BALLOON_SWITCH_UP:
7576 case EL_BALLOON_SWITCH_DOWN:
7577 case EL_BALLOON_SWITCH_ANY:
7578 if (element == EL_BALLOON_SWITCH_ANY)
7579 game.balloon_dir = move_direction;
7581 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7582 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7583 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7584 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7586 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7592 case EL_SP_PORT_LEFT:
7593 case EL_SP_PORT_RIGHT:
7595 case EL_SP_PORT_DOWN:
7596 case EL_SP_PORT_HORIZONTAL:
7597 case EL_SP_PORT_VERTICAL:
7598 case EL_SP_PORT_ANY:
7599 case EL_SP_GRAVITY_PORT_LEFT:
7600 case EL_SP_GRAVITY_PORT_RIGHT:
7601 case EL_SP_GRAVITY_PORT_UP:
7602 case EL_SP_GRAVITY_PORT_DOWN:
7604 element != EL_SP_PORT_LEFT &&
7605 element != EL_SP_GRAVITY_PORT_LEFT &&
7606 element != EL_SP_PORT_HORIZONTAL &&
7607 element != EL_SP_PORT_ANY) ||
7609 element != EL_SP_PORT_RIGHT &&
7610 element != EL_SP_GRAVITY_PORT_RIGHT &&
7611 element != EL_SP_PORT_HORIZONTAL &&
7612 element != EL_SP_PORT_ANY) ||
7614 element != EL_SP_PORT_UP &&
7615 element != EL_SP_GRAVITY_PORT_UP &&
7616 element != EL_SP_PORT_VERTICAL &&
7617 element != EL_SP_PORT_ANY) ||
7619 element != EL_SP_PORT_DOWN &&
7620 element != EL_SP_GRAVITY_PORT_DOWN &&
7621 element != EL_SP_PORT_VERTICAL &&
7622 element != EL_SP_PORT_ANY) ||
7623 !IN_LEV_FIELD(nextx, nexty) ||
7624 !IS_FREE(nextx, nexty))
7625 return MF_NO_ACTION;
7627 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7628 element == EL_SP_GRAVITY_PORT_RIGHT ||
7629 element == EL_SP_GRAVITY_PORT_UP ||
7630 element == EL_SP_GRAVITY_PORT_DOWN)
7631 game.gravity = !game.gravity;
7633 /* automatically move to the next field with double speed */
7634 player->programmed_action = move_direction;
7635 DOUBLE_PLAYER_SPEED(player);
7637 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7641 case EL_TUBE_VERTICAL:
7642 case EL_TUBE_HORIZONTAL:
7643 case EL_TUBE_VERTICAL_LEFT:
7644 case EL_TUBE_VERTICAL_RIGHT:
7645 case EL_TUBE_HORIZONTAL_UP:
7646 case EL_TUBE_HORIZONTAL_DOWN:
7647 case EL_TUBE_LEFT_UP:
7648 case EL_TUBE_LEFT_DOWN:
7649 case EL_TUBE_RIGHT_UP:
7650 case EL_TUBE_RIGHT_DOWN:
7653 int tube_enter_directions[][2] =
7655 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7656 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7657 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7658 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7659 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7660 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7661 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7662 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7663 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7664 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7665 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7666 { -1, MV_NO_MOVING }
7669 while (tube_enter_directions[i][0] != element)
7672 if (tube_enter_directions[i][0] == -1) /* should not happen */
7676 if (!(tube_enter_directions[i][1] & move_direction))
7677 return MF_NO_ACTION; /* tube has no opening in this direction */
7679 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7685 Feld[x][y] = EL_LAMP_ACTIVE;
7686 local_player->lights_still_needed--;
7687 DrawLevelField(x, y);
7688 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7694 case EL_TIME_ORB_FULL:
7695 Feld[x][y] = EL_TIME_ORB_EMPTY;
7697 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7698 DrawLevelField(x, y);
7699 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7706 if (IS_WALKABLE(element))
7708 int sound_action = ACTION_WALKING;
7710 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7712 if (!player->key[element - EL_GATE_1])
7713 return MF_NO_ACTION;
7715 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7717 if (!player->key[element - EL_GATE_1_GRAY])
7718 return MF_NO_ACTION;
7720 else if (element == EL_EXIT_OPEN ||
7721 element == EL_SP_EXIT_OPEN ||
7722 element == EL_SP_EXIT_OPENING)
7724 sound_action = ACTION_PASSING; /* player is passing exit */
7726 else if (element == EL_EMPTY)
7728 sound_action = ACTION_MOVING; /* nothing to walk on */
7731 /* play sound from background or player, whatever is available */
7732 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7733 PlaySoundLevelElementAction(x, y, element, sound_action);
7735 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7739 else if (IS_PASSABLE(element))
7741 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7742 return MF_NO_ACTION;
7745 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
7746 return MF_NO_ACTION;
7749 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7751 if (!player->key[element - EL_EM_GATE_1])
7752 return MF_NO_ACTION;
7754 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7756 if (!player->key[element - EL_EM_GATE_1_GRAY])
7757 return MF_NO_ACTION;
7760 /* automatically move to the next field with double speed */
7761 player->programmed_action = move_direction;
7762 DOUBLE_PLAYER_SPEED(player);
7764 PlaySoundLevelAction(x, y, ACTION_PASSING);
7768 else if (IS_DIGGABLE(element))
7772 if (mode != DF_SNAP)
7775 GfxElement[x][y] = GFX_ELEMENT(element);
7778 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7780 player->is_digging = TRUE;
7783 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7785 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7787 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7791 else if (IS_COLLECTIBLE(element))
7795 if (mode != DF_SNAP)
7797 GfxElement[x][y] = element;
7798 player->is_collecting = TRUE;
7801 if (element == EL_SPEED_PILL)
7802 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7803 else if (element == EL_EXTRA_TIME && level.time > 0)
7806 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7808 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7810 player->shield_normal_time_left += 10;
7811 if (element == EL_SHIELD_DEADLY)
7812 player->shield_deadly_time_left += 10;
7814 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7816 if (player->inventory_size < MAX_INVENTORY_SIZE)
7817 player->inventory_element[player->inventory_size++] = element;
7819 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7821 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7822 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7824 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7826 player->dynabomb_count++;
7827 player->dynabombs_left++;
7829 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7831 player->dynabomb_size++;
7833 else if (element == EL_DYNABOMB_INCREASE_POWER)
7835 player->dynabomb_xl = TRUE;
7837 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7838 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7840 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7841 element - EL_KEY_1 : element - EL_EM_KEY_1);
7843 player->key[key_nr] = TRUE;
7845 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7846 el2edimg(EL_KEY_1 + key_nr));
7847 redraw_mask |= REDRAW_DOOR_1;
7849 else if (IS_ENVELOPE(element))
7852 player->show_envelope = element;
7854 ShowEnvelope(element - EL_ENVELOPE_1);
7857 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7861 for (i=0; i < element_info[element].collect_count; i++)
7862 if (player->inventory_size < MAX_INVENTORY_SIZE)
7863 player->inventory_element[player->inventory_size++] = element;
7865 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7866 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7868 else if (element_info[element].collect_count > 0)
7870 local_player->gems_still_needed -=
7871 element_info[element].collect_count;
7872 if (local_player->gems_still_needed < 0)
7873 local_player->gems_still_needed = 0;
7875 DrawText(DX_EMERALDS, DY_EMERALDS,
7876 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7879 RaiseScoreElement(element);
7880 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7882 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7884 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7888 else if (IS_PUSHABLE(element))
7890 if (mode == DF_SNAP && element != EL_BD_ROCK)
7891 return MF_NO_ACTION;
7893 if (CAN_FALL(element) && dy)
7894 return MF_NO_ACTION;
7896 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7897 !(element == EL_SPRING && use_spring_bug))
7898 return MF_NO_ACTION;
7901 /* do not push elements already moving away faster than player */
7902 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
7903 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
7904 return MF_NO_ACTION;
7906 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7907 return MF_NO_ACTION;
7909 if (!player->Pushing &&
7910 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7911 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7913 player->Pushing = TRUE;
7915 if (!(IN_LEV_FIELD(nextx, nexty) &&
7916 (IS_FREE(nextx, nexty) ||
7917 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7918 IS_SB_ELEMENT(element)))))
7919 return MF_NO_ACTION;
7921 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7922 return MF_NO_ACTION;
7924 if (player->push_delay == 0) /* new pushing; restart delay */
7925 player->push_delay = FrameCounter;
7927 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7928 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7929 element != EL_SPRING && element != EL_BALLOON)
7930 return MF_NO_ACTION;
7932 if (IS_SB_ELEMENT(element))
7934 if (element == EL_SOKOBAN_FIELD_FULL)
7936 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7937 local_player->sokobanfields_still_needed++;
7940 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7942 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7943 local_player->sokobanfields_still_needed--;
7946 Feld[x][y] = EL_SOKOBAN_OBJECT;
7948 if (Back[x][y] == Back[nextx][nexty])
7949 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7950 else if (Back[x][y] != 0)
7951 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7954 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7957 if (local_player->sokobanfields_still_needed == 0 &&
7958 game.emulation == EMU_SOKOBAN)
7960 player->LevelSolved = player->GameOver = TRUE;
7961 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7965 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7967 InitMovingField(x, y, move_direction);
7968 GfxAction[x][y] = ACTION_PUSHING;
7970 if (mode == DF_SNAP)
7971 ContinueMoving(x, y);
7973 MovPos[x][y] = (dx != 0 ? dx : dy);
7975 Pushed[x][y] = TRUE;
7976 Pushed[nextx][nexty] = TRUE;
7978 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7979 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7982 CheckTriggeredElementSideChange(x, y, element, dig_side,
7983 CE_OTHER_GETS_PUSHED);
7984 CheckElementSideChange(x, y, element, dig_side,
7985 CE_PUSHED_BY_PLAYER, -1);
7987 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7988 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7993 else if (IS_SWITCHABLE(element))
7995 if (PLAYER_SWITCHING(player, x, y))
7999 PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
8002 if (element == EL_ROBOT_WHEEL)
8004 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
8008 DrawLevelField(x, y);
8011 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
8014 else if (element == EL_SP_TERMINAL)
8019 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
8022 for (yy=0; yy<lev_fieldy; yy++)
8024 for (xx=0; xx<lev_fieldx; xx++)
8026 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
8028 else if (Feld[xx][yy] == EL_SP_TERMINAL)
8029 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
8033 else if (IS_BELT_SWITCH(element))
8036 if (!PLAYER_SWITCHING(player, x, y))
8039 player->Switching = TRUE;
8040 player->switch_x = x;
8041 player->switch_y = y;
8043 ToggleBeltSwitch(x, y);
8046 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
8050 else if (element == EL_SWITCHGATE_SWITCH_UP ||
8051 element == EL_SWITCHGATE_SWITCH_DOWN)
8054 if (!PLAYER_SWITCHING(player, x, y))
8057 player->Switching = TRUE;
8058 player->switch_x = x;
8059 player->switch_y = y;
8061 ToggleSwitchgateSwitch(x, y);
8064 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
8068 else if (element == EL_LIGHT_SWITCH ||
8069 element == EL_LIGHT_SWITCH_ACTIVE)
8072 if (!PLAYER_SWITCHING(player, x, y))
8075 player->Switching = TRUE;
8076 player->switch_x = x;
8077 player->switch_y = y;
8079 ToggleLightSwitch(x, y);
8082 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
8083 SND_LIGHT_SWITCH_ACTIVATING :
8084 SND_LIGHT_SWITCH_DEACTIVATING);
8088 else if (element == EL_TIMEGATE_SWITCH)
8090 ActivateTimegateSwitch(x, y);
8093 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
8096 else if (element == EL_BALLOON_SWITCH_LEFT ||
8097 element == EL_BALLOON_SWITCH_RIGHT ||
8098 element == EL_BALLOON_SWITCH_UP ||
8099 element == EL_BALLOON_SWITCH_DOWN ||
8100 element == EL_BALLOON_SWITCH_ANY)
8102 if (element == EL_BALLOON_SWITCH_ANY)
8103 game.balloon_dir = move_direction;
8105 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
8106 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
8107 element == EL_BALLOON_SWITCH_UP ? MV_UP :
8108 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
8112 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
8115 else if (element == EL_LAMP)
8117 Feld[x][y] = EL_LAMP_ACTIVE;
8118 local_player->lights_still_needed--;
8120 DrawLevelField(x, y);
8123 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
8126 else if (element == EL_TIME_ORB_FULL)
8128 Feld[x][y] = EL_TIME_ORB_EMPTY;
8130 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8132 DrawLevelField(x, y);
8135 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
8144 if (!PLAYER_SWITCHING(player, x, y))
8146 if (!player->Switching)
8149 player->Switching = TRUE;
8150 player->switch_x = x;
8151 player->switch_y = y;
8153 CheckTriggeredElementSideChange(x, y, element, dig_side,
8154 CE_OTHER_IS_SWITCHING);
8155 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
8158 CheckTriggeredElementSideChange(x, y, element, dig_side,
8159 CE_OTHER_GETS_PRESSED);
8160 CheckElementSideChange(x, y, element, dig_side,
8161 CE_PRESSED_BY_PLAYER, -1);
8164 return MF_NO_ACTION;
8167 player->push_delay = 0;
8169 if (Feld[x][y] != element) /* really digged/collected something */
8170 player->is_collecting = !player->is_digging;
8175 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
8177 int jx = player->jx, jy = player->jy;
8178 int x = jx + dx, y = jy + dy;
8179 int snap_direction = (dx == -1 ? MV_LEFT :
8180 dx == +1 ? MV_RIGHT :
8182 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8184 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
8187 if (!player->active || !IN_LEV_FIELD(x, y))
8195 if (player->MovPos == 0)
8196 player->Pushing = FALSE;
8198 player->snapped = FALSE;
8200 if (player->MovPos == 0)
8202 player->is_digging = FALSE;
8203 player->is_collecting = FALSE;
8205 player->is_moving = FALSE;
8210 printf("::: trying to snap...\n");
8216 if (player->snapped)
8219 player->MovDir = snap_direction;
8222 player->is_digging = FALSE;
8223 player->is_collecting = FALSE;
8225 player->is_moving = FALSE;
8229 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8232 player->snapped = TRUE;
8234 player->is_digging = FALSE;
8235 player->is_collecting = FALSE;
8237 player->is_moving = FALSE;
8241 DrawLevelField(x, y);
8247 boolean DropElement(struct PlayerInfo *player)
8249 int jx = player->jx, jy = player->jy;
8252 if (!player->active || player->MovPos)
8255 old_element = Feld[jx][jy];
8257 /* check if player has anything that can be dropped */
8258 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8261 /* check if anything can be dropped at the current position */
8262 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8265 /* collected custom elements can only be dropped on empty fields */
8266 if (player->inventory_size > 0 &&
8267 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8268 && old_element != EL_EMPTY)
8271 if (old_element != EL_EMPTY)
8272 Back[jx][jy] = old_element; /* store old element on this field */
8274 MovDelay[jx][jy] = 96;
8276 ResetGfxAnimation(jx, jy);
8277 ResetRandomAnimationValue(jx, jy);
8279 if (player->inventory_size > 0)
8281 int new_element = player->inventory_element[--player->inventory_size];
8284 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8285 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8288 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8289 EL_DYNAMITE_ACTIVE);
8292 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8293 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8295 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8296 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8298 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8300 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8301 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8303 TestIfElementTouchesCustomElement(jx, jy);
8305 else /* player is dropping a dyna bomb */
8307 player->dynabombs_left--;
8310 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8312 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8313 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8315 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8321 /* ------------------------------------------------------------------------- */
8322 /* game sound playing functions */
8323 /* ------------------------------------------------------------------------- */
8325 static int *loop_sound_frame = NULL;
8326 static int *loop_sound_volume = NULL;
8328 void InitPlaySoundLevel()
8330 int num_sounds = getSoundListSize();
8332 if (loop_sound_frame != NULL)
8333 free(loop_sound_frame);
8335 if (loop_sound_volume != NULL)
8336 free(loop_sound_volume);
8338 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8339 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8342 static void PlaySoundLevel(int x, int y, int nr)
8344 int sx = SCREENX(x), sy = SCREENY(y);
8345 int volume, stereo_position;
8346 int max_distance = 8;
8347 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8349 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8350 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8353 if (!IN_LEV_FIELD(x, y) ||
8354 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8355 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8358 volume = SOUND_MAX_VOLUME;
8360 if (!IN_SCR_FIELD(sx, sy))
8362 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8363 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8365 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8368 stereo_position = (SOUND_MAX_LEFT +
8369 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8370 (SCR_FIELDX + 2 * max_distance));
8372 if (IS_LOOP_SOUND(nr))
8374 /* This assures that quieter loop sounds do not overwrite louder ones,
8375 while restarting sound volume comparison with each new game frame. */
8377 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8380 loop_sound_volume[nr] = volume;
8381 loop_sound_frame[nr] = FrameCounter;
8384 PlaySoundExt(nr, volume, stereo_position, type);
8387 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8389 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8390 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8391 y < LEVELY(BY1) ? LEVELY(BY1) :
8392 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8396 static void PlaySoundLevelAction(int x, int y, int action)
8398 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8401 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8403 int sound_effect = element_info[element].sound[action];
8405 if (sound_effect != SND_UNDEFINED)
8406 PlaySoundLevel(x, y, sound_effect);
8409 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8411 int sound_effect = element_info[Feld[x][y]].sound[action];
8413 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8414 PlaySoundLevel(x, y, sound_effect);
8417 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8419 int sound_effect = element_info[Feld[x][y]].sound[action];
8421 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8422 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8425 void RaiseScore(int value)
8427 local_player->score += value;
8428 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8431 void RaiseScoreElement(int element)
8437 case EL_EMERALD_YELLOW:
8438 case EL_EMERALD_RED:
8439 case EL_EMERALD_PURPLE:
8440 case EL_SP_INFOTRON:
8441 RaiseScore(level.score[SC_EMERALD]);
8444 RaiseScore(level.score[SC_DIAMOND]);
8447 RaiseScore(level.score[SC_CRYSTAL]);
8450 RaiseScore(level.score[SC_PEARL]);
8453 case EL_BD_BUTTERFLY:
8454 case EL_SP_ELECTRON:
8455 RaiseScore(level.score[SC_BUG]);
8459 case EL_SP_SNIKSNAK:
8460 RaiseScore(level.score[SC_SPACESHIP]);
8463 case EL_DARK_YAMYAM:
8464 RaiseScore(level.score[SC_YAMYAM]);
8467 RaiseScore(level.score[SC_ROBOT]);
8470 RaiseScore(level.score[SC_PACMAN]);
8473 RaiseScore(level.score[SC_NUT]);
8476 case EL_SP_DISK_RED:
8477 case EL_DYNABOMB_INCREASE_NUMBER:
8478 case EL_DYNABOMB_INCREASE_SIZE:
8479 case EL_DYNABOMB_INCREASE_POWER:
8480 RaiseScore(level.score[SC_DYNAMITE]);
8482 case EL_SHIELD_NORMAL:
8483 case EL_SHIELD_DEADLY:
8484 RaiseScore(level.score[SC_SHIELD]);
8487 RaiseScore(level.score[SC_TIME_BONUS]);
8493 RaiseScore(level.score[SC_KEY]);
8496 RaiseScore(element_info[element].collect_score);
8501 void RequestQuitGame(boolean ask_if_really_quit)
8503 if (AllPlayersGone ||
8504 !ask_if_really_quit ||
8505 level_editor_test_game ||
8506 Request("Do you really want to quit the game ?",
8507 REQ_ASK | REQ_STAY_CLOSED))
8509 #if defined(PLATFORM_UNIX)
8510 if (options.network)
8511 SendToServer_StopPlaying();
8515 game_status = GAME_MODE_MAIN;
8521 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8526 /* ---------- new game button stuff ---------------------------------------- */
8528 /* graphic position values for game buttons */
8529 #define GAME_BUTTON_XSIZE 30
8530 #define GAME_BUTTON_YSIZE 30
8531 #define GAME_BUTTON_XPOS 5
8532 #define GAME_BUTTON_YPOS 215
8533 #define SOUND_BUTTON_XPOS 5
8534 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8536 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8537 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8538 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8539 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8540 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8541 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8548 } gamebutton_info[NUM_GAME_BUTTONS] =
8551 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8556 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8561 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8566 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8567 SOUND_CTRL_ID_MUSIC,
8568 "background music on/off"
8571 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8572 SOUND_CTRL_ID_LOOPS,
8573 "sound loops on/off"
8576 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8577 SOUND_CTRL_ID_SIMPLE,
8578 "normal sounds on/off"
8582 void CreateGameButtons()
8586 for (i=0; i<NUM_GAME_BUTTONS; i++)
8588 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8589 struct GadgetInfo *gi;
8592 unsigned long event_mask;
8593 int gd_xoffset, gd_yoffset;
8594 int gd_x1, gd_x2, gd_y1, gd_y2;
8597 gd_xoffset = gamebutton_info[i].x;
8598 gd_yoffset = gamebutton_info[i].y;
8599 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8600 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8602 if (id == GAME_CTRL_ID_STOP ||
8603 id == GAME_CTRL_ID_PAUSE ||
8604 id == GAME_CTRL_ID_PLAY)
8606 button_type = GD_TYPE_NORMAL_BUTTON;
8608 event_mask = GD_EVENT_RELEASED;
8609 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8610 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8614 button_type = GD_TYPE_CHECK_BUTTON;
8616 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8617 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8618 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8619 event_mask = GD_EVENT_PRESSED;
8620 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8621 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8624 gi = CreateGadget(GDI_CUSTOM_ID, id,
8625 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8626 GDI_X, DX + gd_xoffset,
8627 GDI_Y, DY + gd_yoffset,
8628 GDI_WIDTH, GAME_BUTTON_XSIZE,
8629 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8630 GDI_TYPE, button_type,
8631 GDI_STATE, GD_BUTTON_UNPRESSED,
8632 GDI_CHECKED, checked,
8633 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8634 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8635 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8636 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8637 GDI_EVENT_MASK, event_mask,
8638 GDI_CALLBACK_ACTION, HandleGameButtons,
8642 Error(ERR_EXIT, "cannot create gadget");
8644 game_gadget[id] = gi;
8648 void FreeGameButtons()
8652 for (i=0; i<NUM_GAME_BUTTONS; i++)
8653 FreeGadget(game_gadget[i]);
8656 static void MapGameButtons()
8660 for (i=0; i<NUM_GAME_BUTTONS; i++)
8661 MapGadget(game_gadget[i]);
8664 void UnmapGameButtons()
8668 for (i=0; i<NUM_GAME_BUTTONS; i++)
8669 UnmapGadget(game_gadget[i]);
8672 static void HandleGameButtons(struct GadgetInfo *gi)
8674 int id = gi->custom_id;
8676 if (game_status != GAME_MODE_PLAYING)
8681 case GAME_CTRL_ID_STOP:
8682 RequestQuitGame(TRUE);
8685 case GAME_CTRL_ID_PAUSE:
8686 if (options.network)
8688 #if defined(PLATFORM_UNIX)
8690 SendToServer_ContinuePlaying();
8692 SendToServer_PausePlaying();
8696 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8699 case GAME_CTRL_ID_PLAY:
8702 #if defined(PLATFORM_UNIX)
8703 if (options.network)
8704 SendToServer_ContinuePlaying();
8708 tape.pausing = FALSE;
8709 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8714 case SOUND_CTRL_ID_MUSIC:
8715 if (setup.sound_music)
8717 setup.sound_music = FALSE;
8720 else if (audio.music_available)
8722 setup.sound = setup.sound_music = TRUE;
8724 SetAudioMode(setup.sound);
8725 PlayMusic(level_nr);
8729 case SOUND_CTRL_ID_LOOPS:
8730 if (setup.sound_loops)
8731 setup.sound_loops = FALSE;
8732 else if (audio.loops_available)
8734 setup.sound = setup.sound_loops = TRUE;
8735 SetAudioMode(setup.sound);
8739 case SOUND_CTRL_ID_SIMPLE:
8740 if (setup.sound_simple)
8741 setup.sound_simple = FALSE;
8742 else if (audio.sound_available)
8744 setup.sound = setup.sound_simple = TRUE;
8745 SetAudioMode(setup.sound);