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 void ChangeElement(int, int, int);
173 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
174 static boolean CheckTriggeredElementChange(int, int, int, int);
175 static boolean CheckElementSideChange(int, int, int, int, int, int);
176 static boolean CheckElementChange(int, int, int, int);
178 static void PlaySoundLevel(int, int, int);
179 static void PlaySoundLevelNearest(int, int, int);
180 static void PlaySoundLevelAction(int, int, int);
181 static void PlaySoundLevelElementAction(int, int, int, int);
182 static void PlaySoundLevelActionIfLoop(int, int, int);
183 static void StopSoundLevelActionIfLoop(int, int, int);
185 static void MapGameButtons();
186 static void HandleGameButtons(struct GadgetInfo *);
188 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
191 /* ------------------------------------------------------------------------- */
192 /* definition of elements that automatically change to other elements after */
193 /* a specified time, eventually calling a function when changing */
194 /* ------------------------------------------------------------------------- */
196 /* forward declaration for changer functions */
197 static void InitBuggyBase(int x, int y);
198 static void WarnBuggyBase(int x, int y);
200 static void InitTrap(int x, int y);
201 static void ActivateTrap(int x, int y);
202 static void ChangeActiveTrap(int x, int y);
204 static void InitRobotWheel(int x, int y);
205 static void RunRobotWheel(int x, int y);
206 static void StopRobotWheel(int x, int y);
208 static void InitTimegateWheel(int x, int y);
209 static void RunTimegateWheel(int x, int y);
211 struct ChangingElementInfo
216 void (*pre_change_function)(int x, int y);
217 void (*change_function)(int x, int y);
218 void (*post_change_function)(int x, int y);
221 static struct ChangingElementInfo change_delay_list[] =
272 EL_SWITCHGATE_OPENING,
280 EL_SWITCHGATE_CLOSING,
281 EL_SWITCHGATE_CLOSED,
313 EL_ACID_SPLASH_RIGHT,
322 EL_SP_BUGGY_BASE_ACTIVATING,
329 EL_SP_BUGGY_BASE_ACTIVATING,
330 EL_SP_BUGGY_BASE_ACTIVE,
337 EL_SP_BUGGY_BASE_ACTIVE,
361 EL_ROBOT_WHEEL_ACTIVE,
369 EL_TIMEGATE_SWITCH_ACTIVE,
390 int push_delay_fixed, push_delay_random;
395 { EL_BALLOON, 0, 0 },
397 { EL_SOKOBAN_OBJECT, 2, 0 },
398 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
399 { EL_SATELLITE, 2, 0 },
400 { EL_SP_DISK_YELLOW, 2, 0 },
402 { EL_UNDEFINED, 0, 0 },
410 move_stepsize_list[] =
412 { EL_AMOEBA_DROP, 2 },
413 { EL_AMOEBA_DROPPING, 2 },
414 { EL_QUICKSAND_FILLING, 1 },
415 { EL_QUICKSAND_EMPTYING, 1 },
416 { EL_MAGIC_WALL_FILLING, 2 },
417 { EL_BD_MAGIC_WALL_FILLING, 2 },
418 { EL_MAGIC_WALL_EMPTYING, 2 },
419 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
429 collect_count_list[] =
432 { EL_BD_DIAMOND, 1 },
433 { EL_EMERALD_YELLOW, 1 },
434 { EL_EMERALD_RED, 1 },
435 { EL_EMERALD_PURPLE, 1 },
437 { EL_SP_INFOTRON, 1 },
444 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
446 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
447 CH_EVENT_BIT(CE_DELAY))
448 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
449 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
450 IS_JUST_CHANGING(x, y))
452 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
455 void GetPlayerConfig()
457 if (!audio.sound_available)
458 setup.sound_simple = FALSE;
460 if (!audio.loops_available)
461 setup.sound_loops = FALSE;
463 if (!audio.music_available)
464 setup.sound_music = FALSE;
466 if (!video.fullscreen_available)
467 setup.fullscreen = FALSE;
469 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
471 SetAudioMode(setup.sound);
475 static int getBeltNrFromBeltElement(int element)
477 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
478 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
479 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
482 static int getBeltNrFromBeltActiveElement(int element)
484 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
485 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
486 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
489 static int getBeltNrFromBeltSwitchElement(int element)
491 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
492 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
493 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
496 static int getBeltDirNrFromBeltSwitchElement(int element)
498 static int belt_base_element[4] =
500 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
501 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
502 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
503 EL_CONVEYOR_BELT_4_SWITCH_LEFT
506 int belt_nr = getBeltNrFromBeltSwitchElement(element);
507 int belt_dir_nr = element - belt_base_element[belt_nr];
509 return (belt_dir_nr % 3);
512 static int getBeltDirFromBeltSwitchElement(int element)
514 static int belt_move_dir[3] =
521 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
523 return belt_move_dir[belt_dir_nr];
526 static void InitPlayerField(int x, int y, int element, boolean init_game)
528 if (element == EL_SP_MURPHY)
532 if (stored_player[0].present)
534 Feld[x][y] = EL_SP_MURPHY_CLONE;
540 stored_player[0].use_murphy_graphic = TRUE;
543 Feld[x][y] = EL_PLAYER_1;
549 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
550 int jx = player->jx, jy = player->jy;
552 player->present = TRUE;
554 if (!options.network || player->connected)
556 player->active = TRUE;
558 /* remove potentially duplicate players */
559 if (StorePlayer[jx][jy] == Feld[x][y])
560 StorePlayer[jx][jy] = 0;
562 StorePlayer[x][y] = Feld[x][y];
566 printf("Player %d activated.\n", player->element_nr);
567 printf("[Local player is %d and currently %s.]\n",
568 local_player->element_nr,
569 local_player->active ? "active" : "not active");
573 Feld[x][y] = EL_EMPTY;
574 player->jx = player->last_jx = x;
575 player->jy = player->last_jy = y;
579 static void InitField(int x, int y, boolean init_game)
581 int element = Feld[x][y];
590 InitPlayerField(x, y, element, init_game);
594 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
595 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
596 else if (x > 0 && Feld[x-1][y] == EL_ACID)
597 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
598 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
599 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
600 else if (y > 0 && Feld[x][y-1] == EL_ACID)
601 Feld[x][y] = EL_ACID_POOL_BOTTOM;
602 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
603 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
611 case EL_SPACESHIP_RIGHT:
612 case EL_SPACESHIP_UP:
613 case EL_SPACESHIP_LEFT:
614 case EL_SPACESHIP_DOWN:
616 case EL_BD_BUTTERFLY_RIGHT:
617 case EL_BD_BUTTERFLY_UP:
618 case EL_BD_BUTTERFLY_LEFT:
619 case EL_BD_BUTTERFLY_DOWN:
620 case EL_BD_BUTTERFLY:
621 case EL_BD_FIREFLY_RIGHT:
622 case EL_BD_FIREFLY_UP:
623 case EL_BD_FIREFLY_LEFT:
624 case EL_BD_FIREFLY_DOWN:
626 case EL_PACMAN_RIGHT:
650 if (y == lev_fieldy - 1)
652 Feld[x][y] = EL_AMOEBA_GROWING;
653 Store[x][y] = EL_AMOEBA_WET;
657 case EL_DYNAMITE_ACTIVE:
662 local_player->lights_still_needed++;
665 case EL_SOKOBAN_FIELD_EMPTY:
666 local_player->sokobanfields_still_needed++;
670 local_player->friends_still_needed++;
675 MovDir[x][y] = 1 << RND(4);
680 Feld[x][y] = EL_EMPTY;
685 case EL_EM_KEY_1_FILE:
686 Feld[x][y] = EL_EM_KEY_1;
688 case EL_EM_KEY_2_FILE:
689 Feld[x][y] = EL_EM_KEY_2;
691 case EL_EM_KEY_3_FILE:
692 Feld[x][y] = EL_EM_KEY_3;
694 case EL_EM_KEY_4_FILE:
695 Feld[x][y] = EL_EM_KEY_4;
699 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
700 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
701 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
702 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
703 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
704 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
705 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
706 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
707 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
708 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
709 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
710 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
713 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
714 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
715 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
717 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
719 game.belt_dir[belt_nr] = belt_dir;
720 game.belt_dir_nr[belt_nr] = belt_dir_nr;
722 else /* more than one switch -- set it like the first switch */
724 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
729 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
731 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
734 case EL_LIGHT_SWITCH_ACTIVE:
736 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
740 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
746 void DrawGameDoorValues()
750 for (i=0; i<MAX_PLAYERS; i++)
752 if (stored_player[i].key[j])
753 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
754 el2edimg(EL_KEY_1 + j));
756 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
757 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
758 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
759 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
760 DrawText(DX + XX_SCORE, DY + YY_SCORE,
761 int2str(local_player->score, 5), FONT_TEXT_2);
762 DrawText(DX + XX_TIME, DY + YY_TIME,
763 int2str(TimeLeft, 3), FONT_TEXT_2);
768 =============================================================================
770 -----------------------------------------------------------------------------
771 initialize game engine due to level / tape version number
772 =============================================================================
775 static void InitGameEngine()
779 /* set game engine from tape file when re-playing, else from level file */
780 game.engine_version = (tape.playing ? tape.engine_version :
783 /* dynamically adjust element properties according to game engine version */
784 InitElementPropertiesEngine(game.engine_version);
787 printf("level %d: level version == %06d\n", level_nr, level.game_version);
788 printf(" tape version == %06d [%s] [file: %06d]\n",
789 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
791 printf(" => game.engine_version == %06d\n", game.engine_version);
794 /* ---------- initialize player's initial move delay --------------------- */
796 /* dynamically adjust player properties according to game engine version */
797 game.initial_move_delay =
798 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
799 INITIAL_MOVE_DELAY_OFF);
801 /* dynamically adjust player properties according to level information */
802 game.initial_move_delay_value =
803 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
805 /* ---------- initialize changing elements ------------------------------- */
807 /* initialize changing elements information */
808 for (i=0; i < MAX_NUM_ELEMENTS; i++)
810 struct ElementInfo *ei = &element_info[i];
812 /* this pointer might have been changed in the level editor */
813 ei->change = &ei->change_page[0];
815 if (!IS_CUSTOM_ELEMENT(i))
817 ei->change->target_element = EL_EMPTY_SPACE;
818 ei->change->delay_fixed = 0;
819 ei->change->delay_random = 0;
820 ei->change->delay_frames = 1;
823 ei->change_events = CE_BITMASK_DEFAULT;
824 for (j=0; j < NUM_CHANGE_EVENTS; j++)
826 ei->event_page_nr[j] = 0;
827 ei->event_page[j] = &ei->change_page[0];
831 /* add changing elements from pre-defined list */
832 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
834 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
835 struct ElementInfo *ei = &element_info[ch_delay->element];
837 ei->change->target_element = ch_delay->target_element;
838 ei->change->delay_fixed = ch_delay->change_delay;
840 ei->change->pre_change_function = ch_delay->pre_change_function;
841 ei->change->change_function = ch_delay->change_function;
842 ei->change->post_change_function = ch_delay->post_change_function;
844 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
848 /* add change events from custom element configuration */
849 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
851 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
853 for (j=0; j < ei->num_change_pages; j++)
855 if (!ei->change_page[j].can_change)
858 for (k=0; k < NUM_CHANGE_EVENTS; k++)
860 /* only add event page for the first page found with this event */
861 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
862 !(ei->change_events & CH_EVENT_BIT(k)))
864 ei->change_events |= CH_EVENT_BIT(k);
865 ei->event_page_nr[k] = j;
866 ei->event_page[k] = &ei->change_page[j];
874 /* add change events from custom element configuration */
875 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
877 int element = EL_CUSTOM_START + i;
879 /* only add custom elements that change after fixed/random frame delay */
880 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
881 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
885 /* ---------- initialize trigger events ---------------------------------- */
887 /* initialize trigger events information */
888 for (i=0; i<MAX_NUM_ELEMENTS; i++)
889 trigger_events[i] = EP_BITMASK_DEFAULT;
892 /* add trigger events from element change event properties */
893 for (i=0; i<MAX_NUM_ELEMENTS; i++)
895 struct ElementInfo *ei = &element_info[i];
897 for (j=0; j < ei->num_change_pages; j++)
899 if (!ei->change_page[j].can_change)
902 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
904 int trigger_element = ei->change_page[j].trigger_element;
906 trigger_events[trigger_element] |= ei->change_page[j].events;
911 /* add trigger events from element change event properties */
912 for (i=0; i<MAX_NUM_ELEMENTS; i++)
913 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
914 trigger_events[element_info[i].change->trigger_element] |=
915 element_info[i].change->events;
918 /* ---------- initialize push delay -------------------------------------- */
920 /* initialize push delay values to default */
921 for (i=0; i<MAX_NUM_ELEMENTS; i++)
923 if (!IS_CUSTOM_ELEMENT(i))
925 element_info[i].push_delay_fixed = 2;
926 element_info[i].push_delay_random = 8;
930 /* set push delay value for certain elements from pre-defined list */
931 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
933 int e = push_delay_list[i].element;
935 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
936 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
939 /* ---------- initialize move stepsize ----------------------------------- */
941 /* initialize move stepsize values to default */
942 for (i=0; i<MAX_NUM_ELEMENTS; i++)
943 if (!IS_CUSTOM_ELEMENT(i))
944 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
946 /* set move stepsize value for certain elements from pre-defined list */
947 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
949 int e = move_stepsize_list[i].element;
951 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
954 /* ---------- initialize gem count --------------------------------------- */
956 /* initialize gem count values for each element */
957 for (i=0; i<MAX_NUM_ELEMENTS; i++)
958 if (!IS_CUSTOM_ELEMENT(i))
959 element_info[i].collect_count = 0;
961 /* add gem count values for all elements from pre-defined list */
962 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
963 element_info[collect_count_list[i].element].collect_count =
964 collect_count_list[i].count;
969 =============================================================================
971 -----------------------------------------------------------------------------
972 initialize and start new game
973 =============================================================================
978 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
979 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
980 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
987 #if USE_NEW_AMOEBA_CODE
988 printf("Using new amoeba code.\n");
990 printf("Using old amoeba code.\n");
995 /* don't play tapes over network */
996 network_playing = (options.network && !tape.playing);
998 for (i=0; i<MAX_PLAYERS; i++)
1000 struct PlayerInfo *player = &stored_player[i];
1002 player->index_nr = i;
1003 player->element_nr = EL_PLAYER_1 + i;
1005 player->present = FALSE;
1006 player->active = FALSE;
1009 player->effective_action = 0;
1010 player->programmed_action = 0;
1013 player->gems_still_needed = level.gems_needed;
1014 player->sokobanfields_still_needed = 0;
1015 player->lights_still_needed = 0;
1016 player->friends_still_needed = 0;
1019 player->key[j] = FALSE;
1021 player->dynabomb_count = 0;
1022 player->dynabomb_size = 1;
1023 player->dynabombs_left = 0;
1024 player->dynabomb_xl = FALSE;
1026 player->MovDir = MV_NO_MOVING;
1028 player->Pushing = FALSE;
1029 player->Switching = FALSE;
1031 player->GfxDir = MV_NO_MOVING;
1032 player->GfxAction = ACTION_DEFAULT;
1034 player->StepFrame = 0;
1036 player->switch_x = -1;
1037 player->switch_y = -1;
1039 player->use_murphy_graphic = FALSE;
1040 player->use_disk_red_graphic = FALSE;
1042 player->actual_frame_counter = 0;
1044 player->last_move_dir = MV_NO_MOVING;
1046 player->is_moving = FALSE;
1047 player->is_waiting = FALSE;
1048 player->is_digging = FALSE;
1049 player->is_collecting = FALSE;
1051 player->show_envelope = 0;
1053 player->move_delay = game.initial_move_delay;
1054 player->move_delay_value = game.initial_move_delay_value;
1056 player->push_delay = 0;
1057 player->push_delay_value = 5;
1059 player->snapped = FALSE;
1061 player->last_jx = player->last_jy = 0;
1062 player->jx = player->jy = 0;
1064 player->shield_normal_time_left = 0;
1065 player->shield_deadly_time_left = 0;
1067 player->inventory_size = 0;
1069 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1070 SnapField(player, 0, 0);
1072 player->LevelSolved = FALSE;
1073 player->GameOver = FALSE;
1076 network_player_action_received = FALSE;
1078 #if defined(PLATFORM_UNIX)
1079 /* initial null action */
1080 if (network_playing)
1081 SendToServer_MovePlayer(MV_NO_MOVING);
1089 TimeLeft = level.time;
1091 ScreenMovDir = MV_NO_MOVING;
1095 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1097 AllPlayersGone = FALSE;
1099 game.yamyam_content_nr = 0;
1100 game.magic_wall_active = FALSE;
1101 game.magic_wall_time_left = 0;
1102 game.light_time_left = 0;
1103 game.timegate_time_left = 0;
1104 game.switchgate_pos = 0;
1105 game.balloon_dir = MV_NO_MOVING;
1106 game.gravity = level.initial_gravity;
1107 game.explosions_delayed = TRUE;
1109 game.envelope_active = FALSE;
1113 game.belt_dir[i] = MV_NO_MOVING;
1114 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1117 for (i=0; i<MAX_NUM_AMOEBA; i++)
1118 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1120 for (x=0; x<lev_fieldx; x++)
1122 for (y=0; y<lev_fieldy; y++)
1124 Feld[x][y] = level.field[x][y];
1125 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1126 ChangeDelay[x][y] = 0;
1127 ChangePage[x][y] = -1;
1128 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1130 JustStopped[x][y] = 0;
1132 Pushed[x][y] = FALSE;
1134 Changed[x][y] = CE_BITMASK_DEFAULT;
1135 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1137 ExplodePhase[x][y] = 0;
1138 ExplodeField[x][y] = EX_NO_EXPLOSION;
1141 GfxAction[x][y] = ACTION_DEFAULT;
1142 GfxRandom[x][y] = INIT_GFX_RANDOM();
1143 GfxElement[x][y] = EL_UNDEFINED;
1147 for(y=0; y<lev_fieldy; y++)
1149 for(x=0; x<lev_fieldx; x++)
1151 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1153 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1155 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1158 InitField(x, y, TRUE);
1164 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1165 emulate_sb ? EMU_SOKOBAN :
1166 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1168 /* correct non-moving belts to start moving left */
1170 if (game.belt_dir[i] == MV_NO_MOVING)
1171 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1173 /* check if any connected player was not found in playfield */
1174 for (i=0; i<MAX_PLAYERS; i++)
1176 struct PlayerInfo *player = &stored_player[i];
1178 if (player->connected && !player->present)
1180 for (j=0; j<MAX_PLAYERS; j++)
1182 struct PlayerInfo *some_player = &stored_player[j];
1183 int jx = some_player->jx, jy = some_player->jy;
1185 /* assign first free player found that is present in the playfield */
1186 if (some_player->present && !some_player->connected)
1188 player->present = TRUE;
1189 player->active = TRUE;
1190 some_player->present = FALSE;
1192 StorePlayer[jx][jy] = player->element_nr;
1193 player->jx = player->last_jx = jx;
1194 player->jy = player->last_jy = jy;
1204 /* when playing a tape, eliminate all players who do not participate */
1206 for (i=0; i<MAX_PLAYERS; i++)
1208 if (stored_player[i].active && !tape.player_participates[i])
1210 struct PlayerInfo *player = &stored_player[i];
1211 int jx = player->jx, jy = player->jy;
1213 player->active = FALSE;
1214 StorePlayer[jx][jy] = 0;
1215 Feld[jx][jy] = EL_EMPTY;
1219 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1221 /* when in single player mode, eliminate all but the first active player */
1223 for (i=0; i<MAX_PLAYERS; i++)
1225 if (stored_player[i].active)
1227 for (j=i+1; j<MAX_PLAYERS; j++)
1229 if (stored_player[j].active)
1231 struct PlayerInfo *player = &stored_player[j];
1232 int jx = player->jx, jy = player->jy;
1234 player->active = FALSE;
1235 StorePlayer[jx][jy] = 0;
1236 Feld[jx][jy] = EL_EMPTY;
1243 /* when recording the game, store which players take part in the game */
1246 for (i=0; i<MAX_PLAYERS; i++)
1247 if (stored_player[i].active)
1248 tape.player_participates[i] = TRUE;
1253 for (i=0; i<MAX_PLAYERS; i++)
1255 struct PlayerInfo *player = &stored_player[i];
1257 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1262 if (local_player == player)
1263 printf("Player %d is local player.\n", i+1);
1267 if (BorderElement == EL_EMPTY)
1270 SBX_Right = lev_fieldx - SCR_FIELDX;
1272 SBY_Lower = lev_fieldy - SCR_FIELDY;
1277 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1279 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1282 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1283 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1285 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1286 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1288 /* if local player not found, look for custom element that might create
1289 the player (make some assumptions about the right custom element) */
1290 if (!local_player->present)
1292 int start_x = 0, start_y = 0;
1293 int found_rating = 0;
1294 int found_element = EL_UNDEFINED;
1296 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1298 int element = Feld[x][y];
1303 if (!IS_CUSTOM_ELEMENT(element))
1306 if (CAN_CHANGE(element))
1308 for (i=0; i < element_info[element].num_change_pages; i++)
1310 content = element_info[element].change_page[i].target_element;
1311 is_player = ELEM_IS_PLAYER(content);
1313 if (is_player && (found_rating < 3 || element < found_element))
1319 found_element = element;
1324 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1326 content = element_info[element].content[xx][yy];
1327 is_player = ELEM_IS_PLAYER(content);
1329 if (is_player && (found_rating < 2 || element < found_element))
1331 start_x = x + xx - 1;
1332 start_y = y + yy - 1;
1335 found_element = element;
1338 if (!CAN_CHANGE(element))
1341 for (i=0; i < element_info[element].num_change_pages; i++)
1343 content = element_info[element].change_page[i].content[xx][yy];
1344 is_player = ELEM_IS_PLAYER(content);
1346 if (is_player && (found_rating < 1 || element < found_element))
1348 start_x = x + xx - 1;
1349 start_y = y + yy - 1;
1352 found_element = element;
1358 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1359 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1362 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1363 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1369 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1370 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1371 local_player->jx - MIDPOSX);
1373 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1374 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1375 local_player->jy - MIDPOSY);
1377 scroll_x = SBX_Left;
1378 scroll_y = SBY_Upper;
1379 if (local_player->jx >= SBX_Left + MIDPOSX)
1380 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1381 local_player->jx - MIDPOSX :
1383 if (local_player->jy >= SBY_Upper + MIDPOSY)
1384 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1385 local_player->jy - MIDPOSY :
1390 CloseDoor(DOOR_CLOSE_1);
1395 /* after drawing the level, correct some elements */
1396 if (game.timegate_time_left == 0)
1397 CloseAllOpenTimegates();
1399 if (setup.soft_scrolling)
1400 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1402 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1405 /* copy default game door content to main double buffer */
1406 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1407 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1410 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1413 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1414 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1415 BlitBitmap(drawto, drawto,
1416 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1417 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1418 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1419 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1422 DrawGameDoorValues();
1426 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1427 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1428 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1432 /* copy actual game door content to door double buffer for OpenDoor() */
1433 BlitBitmap(drawto, bitmap_db_door,
1434 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1436 OpenDoor(DOOR_OPEN_ALL);
1438 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1439 if (setup.sound_music)
1440 PlayMusic(level_nr);
1442 KeyboardAutoRepeatOffUnlessAutoplay();
1447 printf("Player %d %sactive.\n",
1448 i + 1, (stored_player[i].active ? "" : "not "));
1452 void InitMovDir(int x, int y)
1454 int i, element = Feld[x][y];
1455 static int xy[4][2] =
1462 static int direction[3][4] =
1464 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1465 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1466 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1475 Feld[x][y] = EL_BUG;
1476 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1479 case EL_SPACESHIP_RIGHT:
1480 case EL_SPACESHIP_UP:
1481 case EL_SPACESHIP_LEFT:
1482 case EL_SPACESHIP_DOWN:
1483 Feld[x][y] = EL_SPACESHIP;
1484 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1487 case EL_BD_BUTTERFLY_RIGHT:
1488 case EL_BD_BUTTERFLY_UP:
1489 case EL_BD_BUTTERFLY_LEFT:
1490 case EL_BD_BUTTERFLY_DOWN:
1491 Feld[x][y] = EL_BD_BUTTERFLY;
1492 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1495 case EL_BD_FIREFLY_RIGHT:
1496 case EL_BD_FIREFLY_UP:
1497 case EL_BD_FIREFLY_LEFT:
1498 case EL_BD_FIREFLY_DOWN:
1499 Feld[x][y] = EL_BD_FIREFLY;
1500 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1503 case EL_PACMAN_RIGHT:
1505 case EL_PACMAN_LEFT:
1506 case EL_PACMAN_DOWN:
1507 Feld[x][y] = EL_PACMAN;
1508 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1511 case EL_SP_SNIKSNAK:
1512 MovDir[x][y] = MV_UP;
1515 case EL_SP_ELECTRON:
1516 MovDir[x][y] = MV_LEFT;
1523 Feld[x][y] = EL_MOLE;
1524 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1528 if (IS_CUSTOM_ELEMENT(element))
1530 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1531 MovDir[x][y] = element_info[element].move_direction_initial;
1532 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1533 element_info[element].move_pattern == MV_TURNING_LEFT ||
1534 element_info[element].move_pattern == MV_TURNING_RIGHT)
1535 MovDir[x][y] = 1 << RND(4);
1536 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1537 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1538 else if (element_info[element].move_pattern == MV_VERTICAL)
1539 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1540 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1541 MovDir[x][y] = element_info[element].move_pattern;
1542 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1543 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1547 int x1 = x + xy[i][0];
1548 int y1 = y + xy[i][1];
1550 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1552 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1553 MovDir[x][y] = direction[0][i];
1555 MovDir[x][y] = direction[1][i];
1564 MovDir[x][y] = 1 << RND(4);
1566 if (element != EL_BUG &&
1567 element != EL_SPACESHIP &&
1568 element != EL_BD_BUTTERFLY &&
1569 element != EL_BD_FIREFLY)
1574 int x1 = x + xy[i][0];
1575 int y1 = y + xy[i][1];
1577 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1579 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1581 MovDir[x][y] = direction[0][i];
1584 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1585 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1587 MovDir[x][y] = direction[1][i];
1597 void InitAmoebaNr(int x, int y)
1600 int group_nr = AmoebeNachbarNr(x, y);
1604 for (i=1; i<MAX_NUM_AMOEBA; i++)
1606 if (AmoebaCnt[i] == 0)
1614 AmoebaNr[x][y] = group_nr;
1615 AmoebaCnt[group_nr]++;
1616 AmoebaCnt2[group_nr]++;
1622 boolean raise_level = FALSE;
1624 if (local_player->MovPos)
1628 if (tape.auto_play) /* tape might already be stopped here */
1629 tape.auto_play_level_solved = TRUE;
1631 if (tape.playing && tape.auto_play)
1632 tape.auto_play_level_solved = TRUE;
1635 local_player->LevelSolved = FALSE;
1637 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1641 if (!tape.playing && setup.sound_loops)
1642 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1643 SND_CTRL_PLAY_LOOP);
1645 while (TimeLeft > 0)
1647 if (!tape.playing && !setup.sound_loops)
1648 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1649 if (TimeLeft > 0 && !(TimeLeft % 10))
1650 RaiseScore(level.score[SC_TIME_BONUS]);
1651 if (TimeLeft > 100 && !(TimeLeft % 10))
1655 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1662 if (!tape.playing && setup.sound_loops)
1663 StopSound(SND_GAME_LEVELTIME_BONUS);
1665 else if (level.time == 0) /* level without time limit */
1667 if (!tape.playing && setup.sound_loops)
1668 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1669 SND_CTRL_PLAY_LOOP);
1671 while (TimePlayed < 999)
1673 if (!tape.playing && !setup.sound_loops)
1674 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1675 if (TimePlayed < 999 && !(TimePlayed % 10))
1676 RaiseScore(level.score[SC_TIME_BONUS]);
1677 if (TimePlayed < 900 && !(TimePlayed % 10))
1681 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1688 if (!tape.playing && setup.sound_loops)
1689 StopSound(SND_GAME_LEVELTIME_BONUS);
1692 /* close exit door after last player */
1693 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
1694 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
1696 int element = Feld[ExitX][ExitY];
1698 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
1699 EL_SP_EXIT_CLOSING);
1701 PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
1704 /* Hero disappears */
1705 DrawLevelField(ExitX, ExitY);
1711 CloseDoor(DOOR_CLOSE_1);
1716 SaveTape(tape.level_nr); /* Ask to save tape */
1719 if (level_nr == leveldir_current->handicap_level)
1721 leveldir_current->handicap_level++;
1722 SaveLevelSetup_SeriesInfo();
1725 if (level_editor_test_game)
1726 local_player->score = -1; /* no highscore when playing from editor */
1727 else if (level_nr < leveldir_current->last_level)
1728 raise_level = TRUE; /* advance to next level */
1730 if ((hi_pos = NewHiScore()) >= 0)
1732 game_status = GAME_MODE_SCORES;
1733 DrawHallOfFame(hi_pos);
1742 game_status = GAME_MODE_MAIN;
1759 LoadScore(level_nr);
1761 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1762 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1765 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1767 if (local_player->score > highscore[k].Score)
1769 /* player has made it to the hall of fame */
1771 if (k < MAX_SCORE_ENTRIES - 1)
1773 int m = MAX_SCORE_ENTRIES - 1;
1776 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1777 if (!strcmp(setup.player_name, highscore[l].Name))
1779 if (m == k) /* player's new highscore overwrites his old one */
1785 strcpy(highscore[l].Name, highscore[l - 1].Name);
1786 highscore[l].Score = highscore[l - 1].Score;
1793 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1794 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1795 highscore[k].Score = local_player->score;
1801 else if (!strncmp(setup.player_name, highscore[k].Name,
1802 MAX_PLAYER_NAME_LEN))
1803 break; /* player already there with a higher score */
1809 SaveScore(level_nr);
1814 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1816 if (player->GfxAction != action || player->GfxDir != dir)
1819 printf("Player frame reset! (%d => %d, %d => %d)\n",
1820 player->GfxAction, action, player->GfxDir, dir);
1823 player->GfxAction = action;
1824 player->GfxDir = dir;
1826 player->StepFrame = 0;
1830 static void ResetRandomAnimationValue(int x, int y)
1832 GfxRandom[x][y] = INIT_GFX_RANDOM();
1835 static void ResetGfxAnimation(int x, int y)
1838 GfxAction[x][y] = ACTION_DEFAULT;
1841 void InitMovingField(int x, int y, int direction)
1843 int element = Feld[x][y];
1844 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1845 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1849 if (!JustStopped[x][y] || direction != MovDir[x][y])
1850 ResetGfxAnimation(x, y);
1852 MovDir[newx][newy] = MovDir[x][y] = direction;
1854 if (Feld[newx][newy] == EL_EMPTY)
1855 Feld[newx][newy] = EL_BLOCKED;
1857 if (direction == MV_DOWN && CAN_FALL(element))
1858 GfxAction[x][y] = ACTION_FALLING;
1860 GfxAction[x][y] = ACTION_MOVING;
1862 GfxFrame[newx][newy] = GfxFrame[x][y];
1863 GfxAction[newx][newy] = GfxAction[x][y];
1864 GfxRandom[newx][newy] = GfxRandom[x][y];
1867 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1869 int direction = MovDir[x][y];
1870 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1871 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1877 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1879 int oldx = x, oldy = y;
1880 int direction = MovDir[x][y];
1882 if (direction == MV_LEFT)
1884 else if (direction == MV_RIGHT)
1886 else if (direction == MV_UP)
1888 else if (direction == MV_DOWN)
1891 *comes_from_x = oldx;
1892 *comes_from_y = oldy;
1895 int MovingOrBlocked2Element(int x, int y)
1897 int element = Feld[x][y];
1899 if (element == EL_BLOCKED)
1903 Blocked2Moving(x, y, &oldx, &oldy);
1904 return Feld[oldx][oldy];
1910 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1912 /* like MovingOrBlocked2Element(), but if element is moving
1913 and (x,y) is the field the moving element is just leaving,
1914 return EL_BLOCKED instead of the element value */
1915 int element = Feld[x][y];
1917 if (IS_MOVING(x, y))
1919 if (element == EL_BLOCKED)
1923 Blocked2Moving(x, y, &oldx, &oldy);
1924 return Feld[oldx][oldy];
1933 static void RemoveField(int x, int y)
1935 Feld[x][y] = EL_EMPTY;
1942 ChangeDelay[x][y] = 0;
1943 ChangePage[x][y] = -1;
1944 Pushed[x][y] = FALSE;
1946 GfxElement[x][y] = EL_UNDEFINED;
1947 GfxAction[x][y] = ACTION_DEFAULT;
1950 void RemoveMovingField(int x, int y)
1952 int oldx = x, oldy = y, newx = x, newy = y;
1953 int element = Feld[x][y];
1954 int next_element = EL_UNDEFINED;
1956 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1959 if (IS_MOVING(x, y))
1961 Moving2Blocked(x, y, &newx, &newy);
1962 if (Feld[newx][newy] != EL_BLOCKED)
1965 else if (element == EL_BLOCKED)
1967 Blocked2Moving(x, y, &oldx, &oldy);
1968 if (!IS_MOVING(oldx, oldy))
1972 if (element == EL_BLOCKED &&
1973 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1974 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1975 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1976 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1977 next_element = get_next_element(Feld[oldx][oldy]);
1979 RemoveField(oldx, oldy);
1980 RemoveField(newx, newy);
1982 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1984 if (next_element != EL_UNDEFINED)
1985 Feld[oldx][oldy] = next_element;
1987 DrawLevelField(oldx, oldy);
1988 DrawLevelField(newx, newy);
1991 void DrawDynamite(int x, int y)
1993 int sx = SCREENX(x), sy = SCREENY(y);
1994 int graphic = el2img(Feld[x][y]);
1997 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2000 if (IS_WALKABLE_INSIDE(Back[x][y]))
2004 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2005 else if (Store[x][y])
2006 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2008 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2011 if (Back[x][y] || Store[x][y])
2012 DrawGraphicThruMask(sx, sy, graphic, frame);
2014 DrawGraphic(sx, sy, graphic, frame);
2016 if (game.emulation == EMU_SUPAPLEX)
2017 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2018 else if (Store[x][y])
2019 DrawGraphicThruMask(sx, sy, graphic, frame);
2021 DrawGraphic(sx, sy, graphic, frame);
2025 void CheckDynamite(int x, int y)
2027 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2031 if (MovDelay[x][y] != 0)
2034 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2041 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2043 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2044 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2045 StopSound(SND_DYNAMITE_ACTIVE);
2047 StopSound(SND_DYNABOMB_ACTIVE);
2053 void RelocatePlayer(int x, int y, int element)
2055 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2059 DrawLevelField(x, y);
2062 if (player->present)
2064 while (player->MovPos)
2066 ScrollFigure(player, SCROLL_GO_ON);
2067 ScrollScreen(NULL, SCROLL_GO_ON);
2073 Delay(GAME_FRAME_DELAY);
2076 player->is_moving = FALSE;
2079 RemoveField(player->jx, player->jy);
2082 DrawLevelField(player->jx, player->jy);
2085 Feld[x][y] = element;
2086 InitPlayerField(x, y, element, TRUE);
2088 if (player == local_player)
2090 int scroll_xx = -999, scroll_yy = -999;
2092 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2095 int fx = FX, fy = FY;
2097 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2098 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2099 local_player->jx - MIDPOSX);
2101 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2102 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2103 local_player->jy - MIDPOSY);
2105 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2106 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2111 fx += dx * TILEX / 2;
2112 fy += dy * TILEY / 2;
2114 ScrollLevel(dx, dy);
2117 /* scroll in two steps of half tile size to make things smoother */
2118 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2120 Delay(GAME_FRAME_DELAY);
2122 /* scroll second step to align at full tile size */
2124 Delay(GAME_FRAME_DELAY);
2129 void Explode(int ex, int ey, int phase, int mode)
2133 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2134 int last_phase = num_phase * delay;
2135 int half_phase = (num_phase / 2) * delay;
2136 int first_phase_after_start = EX_PHASE_START + 1;
2138 if (game.explosions_delayed)
2140 ExplodeField[ex][ey] = mode;
2144 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2146 int center_element = Feld[ex][ey];
2149 /* --- This is only really needed (and now handled) in "Impact()". --- */
2150 /* do not explode moving elements that left the explode field in time */
2151 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2152 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2156 if (mode == EX_NORMAL || mode == EX_CENTER)
2157 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2159 /* remove things displayed in background while burning dynamite */
2160 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2163 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2165 /* put moving element to center field (and let it explode there) */
2166 center_element = MovingOrBlocked2Element(ex, ey);
2167 RemoveMovingField(ex, ey);
2168 Feld[ex][ey] = center_element;
2171 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2173 int xx = x - ex + 1;
2174 int yy = y - ey + 1;
2177 if (!IN_LEV_FIELD(x, y) ||
2178 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2179 (x != ex || y != ey)))
2182 element = Feld[x][y];
2184 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2186 element = MovingOrBlocked2Element(x, y);
2188 if (!IS_EXPLOSION_PROOF(element))
2189 RemoveMovingField(x, y);
2195 if (IS_EXPLOSION_PROOF(element))
2198 /* indestructible elements can only explode in center (but not flames) */
2199 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2200 element == EL_FLAMES)
2205 if ((IS_INDESTRUCTIBLE(element) &&
2206 (game.engine_version < VERSION_IDENT(2,2,0) ||
2207 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2208 element == EL_FLAMES)
2212 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2214 if (IS_ACTIVE_BOMB(element))
2216 /* re-activate things under the bomb like gate or penguin */
2217 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2224 /* save walkable background elements while explosion on same tile */
2226 if (IS_INDESTRUCTIBLE(element))
2227 Back[x][y] = element;
2229 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2230 Back[x][y] = element;
2233 /* ignite explodable elements reached by other explosion */
2234 if (element == EL_EXPLOSION)
2235 element = Store2[x][y];
2238 if (AmoebaNr[x][y] &&
2239 (element == EL_AMOEBA_FULL ||
2240 element == EL_BD_AMOEBA ||
2241 element == EL_AMOEBA_GROWING))
2243 AmoebaCnt[AmoebaNr[x][y]]--;
2244 AmoebaCnt2[AmoebaNr[x][y]]--;
2250 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2252 switch(StorePlayer[ex][ey])
2255 Store[x][y] = EL_EMERALD_RED;
2258 Store[x][y] = EL_EMERALD;
2261 Store[x][y] = EL_EMERALD_PURPLE;
2265 Store[x][y] = EL_EMERALD_YELLOW;
2269 if (game.emulation == EMU_SUPAPLEX)
2270 Store[x][y] = EL_EMPTY;
2272 else if (center_element == EL_MOLE)
2273 Store[x][y] = EL_EMERALD_RED;
2274 else if (center_element == EL_PENGUIN)
2275 Store[x][y] = EL_EMERALD_PURPLE;
2276 else if (center_element == EL_BUG)
2277 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2278 else if (center_element == EL_BD_BUTTERFLY)
2279 Store[x][y] = EL_BD_DIAMOND;
2280 else if (center_element == EL_SP_ELECTRON)
2281 Store[x][y] = EL_SP_INFOTRON;
2282 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2283 Store[x][y] = level.amoeba_content;
2284 else if (center_element == EL_YAMYAM)
2285 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2286 else if (IS_CUSTOM_ELEMENT(center_element) &&
2287 element_info[center_element].content[xx][yy] != EL_EMPTY)
2288 Store[x][y] = element_info[center_element].content[xx][yy];
2289 else if (element == EL_WALL_EMERALD)
2290 Store[x][y] = EL_EMERALD;
2291 else if (element == EL_WALL_DIAMOND)
2292 Store[x][y] = EL_DIAMOND;
2293 else if (element == EL_WALL_BD_DIAMOND)
2294 Store[x][y] = EL_BD_DIAMOND;
2295 else if (element == EL_WALL_EMERALD_YELLOW)
2296 Store[x][y] = EL_EMERALD_YELLOW;
2297 else if (element == EL_WALL_EMERALD_RED)
2298 Store[x][y] = EL_EMERALD_RED;
2299 else if (element == EL_WALL_EMERALD_PURPLE)
2300 Store[x][y] = EL_EMERALD_PURPLE;
2301 else if (element == EL_WALL_PEARL)
2302 Store[x][y] = EL_PEARL;
2303 else if (element == EL_WALL_CRYSTAL)
2304 Store[x][y] = EL_CRYSTAL;
2305 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2306 Store[x][y] = element_info[element].content[1][1];
2308 Store[x][y] = EL_EMPTY;
2310 if (x != ex || y != ey ||
2311 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2312 Store2[x][y] = element;
2315 if (AmoebaNr[x][y] &&
2316 (element == EL_AMOEBA_FULL ||
2317 element == EL_BD_AMOEBA ||
2318 element == EL_AMOEBA_GROWING))
2320 AmoebaCnt[AmoebaNr[x][y]]--;
2321 AmoebaCnt2[AmoebaNr[x][y]]--;
2327 MovDir[x][y] = MovPos[x][y] = 0;
2332 Feld[x][y] = EL_EXPLOSION;
2334 GfxElement[x][y] = center_element;
2336 GfxElement[x][y] = EL_UNDEFINED;
2339 ExplodePhase[x][y] = 1;
2343 if (center_element == EL_YAMYAM)
2344 game.yamyam_content_nr =
2345 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2356 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2360 /* activate this even in non-DEBUG version until cause for crash in
2361 getGraphicAnimationFrame() (see below) is found and eliminated */
2365 if (GfxElement[x][y] == EL_UNDEFINED)
2368 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2369 printf("Explode(): This should never happen!\n");
2372 GfxElement[x][y] = EL_EMPTY;
2376 if (phase == first_phase_after_start)
2378 int element = Store2[x][y];
2380 if (element == EL_BLACK_ORB)
2382 Feld[x][y] = Store2[x][y];
2387 else if (phase == half_phase)
2389 int element = Store2[x][y];
2391 if (IS_PLAYER(x, y))
2392 KillHeroUnlessProtected(x, y);
2393 else if (CAN_EXPLODE_BY_FIRE(element))
2395 Feld[x][y] = Store2[x][y];
2399 else if (element == EL_AMOEBA_TO_DIAMOND)
2400 AmoebeUmwandeln(x, y);
2403 if (phase == last_phase)
2407 element = Feld[x][y] = Store[x][y];
2408 Store[x][y] = Store2[x][y] = 0;
2409 GfxElement[x][y] = EL_UNDEFINED;
2411 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2412 element = Feld[x][y] = Back[x][y];
2415 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2416 ChangeDelay[x][y] = 0;
2417 ChangePage[x][y] = -1;
2419 InitField(x, y, FALSE);
2420 if (CAN_MOVE(element))
2422 DrawLevelField(x, y);
2424 TestIfElementTouchesCustomElement(x, y);
2426 if (GFX_CRUMBLED(element))
2427 DrawLevelFieldCrumbledSandNeighbours(x, y);
2429 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2430 StorePlayer[x][y] = 0;
2432 if (ELEM_IS_PLAYER(element))
2433 RelocatePlayer(x, y, element);
2435 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2438 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2440 int stored = Store[x][y];
2441 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2442 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2445 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2448 DrawLevelFieldCrumbledSand(x, y);
2450 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2452 DrawLevelElement(x, y, Back[x][y]);
2453 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2455 else if (IS_WALKABLE_UNDER(Back[x][y]))
2457 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2458 DrawLevelElementThruMask(x, y, Back[x][y]);
2460 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2461 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2465 void DynaExplode(int ex, int ey)
2468 int dynabomb_size = 1;
2469 boolean dynabomb_xl = FALSE;
2470 struct PlayerInfo *player;
2471 static int xy[4][2] =
2479 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2481 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2482 dynabomb_size = player->dynabomb_size;
2483 dynabomb_xl = player->dynabomb_xl;
2484 player->dynabombs_left++;
2487 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2491 for (j=1; j<=dynabomb_size; j++)
2493 int x = ex + j * xy[i % 4][0];
2494 int y = ey + j * xy[i % 4][1];
2497 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2500 element = Feld[x][y];
2502 /* do not restart explosions of fields with active bombs */
2503 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2506 Explode(x, y, EX_PHASE_START, EX_BORDER);
2508 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2509 if (element != EL_EMPTY &&
2510 element != EL_SAND &&
2511 element != EL_EXPLOSION &&
2518 void Bang(int x, int y)
2521 int element = MovingOrBlocked2Element(x, y);
2523 int element = Feld[x][y];
2527 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2529 if (IS_PLAYER(x, y))
2532 struct PlayerInfo *player = PLAYERINFO(x, y);
2534 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2535 player->element_nr);
2540 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2542 if (game.emulation == EMU_SUPAPLEX)
2543 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2545 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2550 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2558 case EL_BD_BUTTERFLY:
2561 case EL_DARK_YAMYAM:
2565 RaiseScoreElement(element);
2566 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2568 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2569 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2570 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2571 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2572 case EL_DYNABOMB_INCREASE_NUMBER:
2573 case EL_DYNABOMB_INCREASE_SIZE:
2574 case EL_DYNABOMB_INCREASE_POWER:
2579 case EL_LAMP_ACTIVE:
2580 if (IS_PLAYER(x, y))
2581 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2583 Explode(x, y, EX_PHASE_START, EX_CENTER);
2586 if (CAN_EXPLODE_1X1(element))
2587 Explode(x, y, EX_PHASE_START, EX_CENTER);
2589 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2593 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2596 void SplashAcid(int x, int y)
2598 int element = Feld[x][y];
2600 if (element != EL_ACID_SPLASH_LEFT &&
2601 element != EL_ACID_SPLASH_RIGHT)
2603 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2605 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2606 (!IN_LEV_FIELD(x-1, y-1) ||
2607 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2608 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2610 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2611 (!IN_LEV_FIELD(x+1, y-1) ||
2612 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2613 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2617 static void InitBeltMovement()
2619 static int belt_base_element[4] =
2621 EL_CONVEYOR_BELT_1_LEFT,
2622 EL_CONVEYOR_BELT_2_LEFT,
2623 EL_CONVEYOR_BELT_3_LEFT,
2624 EL_CONVEYOR_BELT_4_LEFT
2626 static int belt_base_active_element[4] =
2628 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2629 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2630 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2631 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2636 /* set frame order for belt animation graphic according to belt direction */
2643 int element = belt_base_active_element[belt_nr] + j;
2644 int graphic = el2img(element);
2646 if (game.belt_dir[i] == MV_LEFT)
2647 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2649 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2653 for(y=0; y<lev_fieldy; y++)
2655 for(x=0; x<lev_fieldx; x++)
2657 int element = Feld[x][y];
2661 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2663 int e_belt_nr = getBeltNrFromBeltElement(element);
2666 if (e_belt_nr == belt_nr)
2668 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2670 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2678 static void ToggleBeltSwitch(int x, int y)
2680 static int belt_base_element[4] =
2682 EL_CONVEYOR_BELT_1_LEFT,
2683 EL_CONVEYOR_BELT_2_LEFT,
2684 EL_CONVEYOR_BELT_3_LEFT,
2685 EL_CONVEYOR_BELT_4_LEFT
2687 static int belt_base_active_element[4] =
2689 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2690 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2691 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2692 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2694 static int belt_base_switch_element[4] =
2696 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2697 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2698 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2699 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2701 static int belt_move_dir[4] =
2709 int element = Feld[x][y];
2710 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2711 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2712 int belt_dir = belt_move_dir[belt_dir_nr];
2715 if (!IS_BELT_SWITCH(element))
2718 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2719 game.belt_dir[belt_nr] = belt_dir;
2721 if (belt_dir_nr == 3)
2724 /* set frame order for belt animation graphic according to belt direction */
2727 int element = belt_base_active_element[belt_nr] + i;
2728 int graphic = el2img(element);
2730 if (belt_dir == MV_LEFT)
2731 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2733 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2736 for (yy=0; yy<lev_fieldy; yy++)
2738 for (xx=0; xx<lev_fieldx; xx++)
2740 int element = Feld[xx][yy];
2742 if (IS_BELT_SWITCH(element))
2744 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2746 if (e_belt_nr == belt_nr)
2748 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2749 DrawLevelField(xx, yy);
2752 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2754 int e_belt_nr = getBeltNrFromBeltElement(element);
2756 if (e_belt_nr == belt_nr)
2758 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2760 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2761 DrawLevelField(xx, yy);
2764 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2766 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2768 if (e_belt_nr == belt_nr)
2770 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2772 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2773 DrawLevelField(xx, yy);
2780 static void ToggleSwitchgateSwitch(int x, int y)
2784 game.switchgate_pos = !game.switchgate_pos;
2786 for (yy=0; yy<lev_fieldy; yy++)
2788 for (xx=0; xx<lev_fieldx; xx++)
2790 int element = Feld[xx][yy];
2792 if (element == EL_SWITCHGATE_SWITCH_UP ||
2793 element == EL_SWITCHGATE_SWITCH_DOWN)
2795 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2796 DrawLevelField(xx, yy);
2798 else if (element == EL_SWITCHGATE_OPEN ||
2799 element == EL_SWITCHGATE_OPENING)
2801 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2803 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2805 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2808 else if (element == EL_SWITCHGATE_CLOSED ||
2809 element == EL_SWITCHGATE_CLOSING)
2811 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2813 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2815 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2822 static int getInvisibleActiveFromInvisibleElement(int element)
2824 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2825 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2826 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2830 static int getInvisibleFromInvisibleActiveElement(int element)
2832 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2833 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2834 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2838 static void RedrawAllLightSwitchesAndInvisibleElements()
2842 for (y=0; y<lev_fieldy; y++)
2844 for (x=0; x<lev_fieldx; x++)
2846 int element = Feld[x][y];
2848 if (element == EL_LIGHT_SWITCH &&
2849 game.light_time_left > 0)
2851 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2852 DrawLevelField(x, y);
2854 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2855 game.light_time_left == 0)
2857 Feld[x][y] = EL_LIGHT_SWITCH;
2858 DrawLevelField(x, y);
2860 else if (element == EL_INVISIBLE_STEELWALL ||
2861 element == EL_INVISIBLE_WALL ||
2862 element == EL_INVISIBLE_SAND)
2864 if (game.light_time_left > 0)
2865 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2867 DrawLevelField(x, y);
2869 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2870 element == EL_INVISIBLE_WALL_ACTIVE ||
2871 element == EL_INVISIBLE_SAND_ACTIVE)
2873 if (game.light_time_left == 0)
2874 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2876 DrawLevelField(x, y);
2882 static void ToggleLightSwitch(int x, int y)
2884 int element = Feld[x][y];
2886 game.light_time_left =
2887 (element == EL_LIGHT_SWITCH ?
2888 level.time_light * FRAMES_PER_SECOND : 0);
2890 RedrawAllLightSwitchesAndInvisibleElements();
2893 static void ActivateTimegateSwitch(int x, int y)
2897 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2899 for (yy=0; yy<lev_fieldy; yy++)
2901 for (xx=0; xx<lev_fieldx; xx++)
2903 int element = Feld[xx][yy];
2905 if (element == EL_TIMEGATE_CLOSED ||
2906 element == EL_TIMEGATE_CLOSING)
2908 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2909 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2913 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2915 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2916 DrawLevelField(xx, yy);
2923 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2926 inline static int getElementMoveStepsize(int x, int y)
2928 int element = Feld[x][y];
2929 int direction = MovDir[x][y];
2930 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2931 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2932 int horiz_move = (dx != 0);
2933 int sign = (horiz_move ? dx : dy);
2934 int step = sign * element_info[element].move_stepsize;
2936 /* special values for move stepsize for spring and things on conveyor belt */
2939 if (CAN_FALL(element) &&
2940 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2941 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2942 else if (element == EL_SPRING)
2943 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2949 void Impact(int x, int y)
2951 boolean lastline = (y == lev_fieldy-1);
2952 boolean object_hit = FALSE;
2953 boolean impact = (lastline || object_hit);
2954 int element = Feld[x][y];
2955 int smashed = EL_UNDEFINED;
2957 if (!lastline) /* check if element below was hit */
2959 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2962 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2963 MovDir[x][y + 1] != MV_DOWN ||
2964 MovPos[x][y + 1] <= TILEY / 2));
2966 /* do not smash moving elements that left the smashed field in time */
2967 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2968 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2972 smashed = MovingOrBlocked2Element(x, y + 1);
2974 impact = (lastline || object_hit);
2977 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2983 /* only reset graphic animation if graphic really changes after impact */
2985 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2987 ResetGfxAnimation(x, y);
2988 DrawLevelField(x, y);
2991 if (impact && CAN_EXPLODE_IMPACT(element))
2996 else if (impact && element == EL_PEARL)
2998 Feld[x][y] = EL_PEARL_BREAKING;
2999 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3002 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3004 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3009 if (impact && element == EL_AMOEBA_DROP)
3011 if (object_hit && IS_PLAYER(x, y + 1))
3012 KillHeroUnlessProtected(x, y + 1);
3013 else if (object_hit && smashed == EL_PENGUIN)
3017 Feld[x][y] = EL_AMOEBA_GROWING;
3018 Store[x][y] = EL_AMOEBA_WET;
3020 ResetRandomAnimationValue(x, y);
3025 if (object_hit) /* check which object was hit */
3027 if (CAN_PASS_MAGIC_WALL(element) &&
3028 (smashed == EL_MAGIC_WALL ||
3029 smashed == EL_BD_MAGIC_WALL))
3032 int activated_magic_wall =
3033 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3034 EL_BD_MAGIC_WALL_ACTIVE);
3036 /* activate magic wall / mill */
3037 for (yy=0; yy<lev_fieldy; yy++)
3038 for (xx=0; xx<lev_fieldx; xx++)
3039 if (Feld[xx][yy] == smashed)
3040 Feld[xx][yy] = activated_magic_wall;
3042 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3043 game.magic_wall_active = TRUE;
3045 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3046 SND_MAGIC_WALL_ACTIVATING :
3047 SND_BD_MAGIC_WALL_ACTIVATING));
3050 if (IS_PLAYER(x, y + 1))
3052 if (CAN_SMASH_PLAYER(element))
3054 KillHeroUnlessProtected(x, y + 1);
3058 else if (smashed == EL_PENGUIN)
3060 if (CAN_SMASH_PLAYER(element))
3066 else if (element == EL_BD_DIAMOND)
3068 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3074 else if ((element == EL_SP_INFOTRON ||
3075 element == EL_SP_ZONK) &&
3076 (smashed == EL_SP_SNIKSNAK ||
3077 smashed == EL_SP_ELECTRON ||
3078 smashed == EL_SP_DISK_ORANGE))
3084 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3090 else if (CAN_SMASH_EVERYTHING(element))
3092 if (IS_CLASSIC_ENEMY(smashed) ||
3093 CAN_EXPLODE_SMASHED(smashed))
3098 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3100 if (smashed == EL_LAMP ||
3101 smashed == EL_LAMP_ACTIVE)
3106 else if (smashed == EL_NUT)
3108 Feld[x][y + 1] = EL_NUT_BREAKING;
3109 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3110 RaiseScoreElement(EL_NUT);
3113 else if (smashed == EL_PEARL)
3115 Feld[x][y + 1] = EL_PEARL_BREAKING;
3116 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3119 else if (smashed == EL_DIAMOND)
3121 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3122 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3125 else if (IS_BELT_SWITCH(smashed))
3127 ToggleBeltSwitch(x, y + 1);
3129 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3130 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3132 ToggleSwitchgateSwitch(x, y + 1);
3134 else if (smashed == EL_LIGHT_SWITCH ||
3135 smashed == EL_LIGHT_SWITCH_ACTIVE)
3137 ToggleLightSwitch(x, y + 1);
3141 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3143 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3144 CE_OTHER_IS_SWITCHING);
3145 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3151 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3156 /* play sound of magic wall / mill */
3158 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3159 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3161 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3162 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3163 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3164 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3169 /* play sound of object that hits the ground */
3170 if (lastline || object_hit)
3171 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3174 void TurnRound(int x, int y)
3186 { 0, 0 }, { 0, 0 }, { 0, 0 },
3191 int left, right, back;
3195 { MV_DOWN, MV_UP, MV_RIGHT },
3196 { MV_UP, MV_DOWN, MV_LEFT },
3198 { MV_LEFT, MV_RIGHT, MV_DOWN },
3202 { MV_RIGHT, MV_LEFT, MV_UP }
3205 int element = Feld[x][y];
3206 int old_move_dir = MovDir[x][y];
3207 int left_dir = turn[old_move_dir].left;
3208 int right_dir = turn[old_move_dir].right;
3209 int back_dir = turn[old_move_dir].back;
3211 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3212 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3213 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3214 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3216 int left_x = x + left_dx, left_y = y + left_dy;
3217 int right_x = x + right_dx, right_y = y + right_dy;
3218 int move_x = x + move_dx, move_y = y + move_dy;
3222 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3224 TestIfBadThingTouchesOtherBadThing(x, y);
3226 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3227 MovDir[x][y] = right_dir;
3228 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3229 MovDir[x][y] = left_dir;
3231 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3233 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3236 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3237 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3239 TestIfBadThingTouchesOtherBadThing(x, y);
3241 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3242 MovDir[x][y] = left_dir;
3243 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3244 MovDir[x][y] = right_dir;
3246 if ((element == EL_SPACESHIP ||
3247 element == EL_SP_SNIKSNAK ||
3248 element == EL_SP_ELECTRON)
3249 && MovDir[x][y] != old_move_dir)
3251 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3254 else if (element == EL_YAMYAM)
3256 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3257 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3259 if (can_turn_left && can_turn_right)
3260 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3261 else if (can_turn_left)
3262 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3263 else if (can_turn_right)
3264 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3266 MovDir[x][y] = back_dir;
3268 MovDelay[x][y] = 16 + 16 * RND(3);
3270 else if (element == EL_DARK_YAMYAM)
3272 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3273 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3275 if (can_turn_left && can_turn_right)
3276 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3277 else if (can_turn_left)
3278 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3279 else if (can_turn_right)
3280 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3282 MovDir[x][y] = back_dir;
3284 MovDelay[x][y] = 16 + 16 * RND(3);
3286 else if (element == EL_PACMAN)
3288 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3289 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3291 if (can_turn_left && can_turn_right)
3292 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3293 else if (can_turn_left)
3294 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3295 else if (can_turn_right)
3296 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3298 MovDir[x][y] = back_dir;
3300 MovDelay[x][y] = 6 + RND(40);
3302 else if (element == EL_PIG)
3304 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3305 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3306 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3307 boolean should_turn_left, should_turn_right, should_move_on;
3309 int rnd = RND(rnd_value);
3311 should_turn_left = (can_turn_left &&
3313 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3314 y + back_dy + left_dy)));
3315 should_turn_right = (can_turn_right &&
3317 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3318 y + back_dy + right_dy)));
3319 should_move_on = (can_move_on &&
3322 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3323 y + move_dy + left_dy) ||
3324 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3325 y + move_dy + right_dy)));
3327 if (should_turn_left || should_turn_right || should_move_on)
3329 if (should_turn_left && should_turn_right && should_move_on)
3330 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3331 rnd < 2 * rnd_value / 3 ? right_dir :
3333 else if (should_turn_left && should_turn_right)
3334 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3335 else if (should_turn_left && should_move_on)
3336 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3337 else if (should_turn_right && should_move_on)
3338 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3339 else if (should_turn_left)
3340 MovDir[x][y] = left_dir;
3341 else if (should_turn_right)
3342 MovDir[x][y] = right_dir;
3343 else if (should_move_on)
3344 MovDir[x][y] = old_move_dir;
3346 else if (can_move_on && rnd > rnd_value / 8)
3347 MovDir[x][y] = old_move_dir;
3348 else if (can_turn_left && can_turn_right)
3349 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3350 else if (can_turn_left && rnd > rnd_value / 8)
3351 MovDir[x][y] = left_dir;
3352 else if (can_turn_right && rnd > rnd_value/8)
3353 MovDir[x][y] = right_dir;
3355 MovDir[x][y] = back_dir;
3357 xx = x + move_xy[MovDir[x][y]].x;
3358 yy = y + move_xy[MovDir[x][y]].y;
3360 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3361 MovDir[x][y] = old_move_dir;
3365 else if (element == EL_DRAGON)
3367 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3368 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3369 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3371 int rnd = RND(rnd_value);
3373 if (can_move_on && rnd > rnd_value / 8)
3374 MovDir[x][y] = old_move_dir;
3375 else if (can_turn_left && can_turn_right)
3376 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3377 else if (can_turn_left && rnd > rnd_value / 8)
3378 MovDir[x][y] = left_dir;
3379 else if (can_turn_right && rnd > rnd_value / 8)
3380 MovDir[x][y] = right_dir;
3382 MovDir[x][y] = back_dir;
3384 xx = x + move_xy[MovDir[x][y]].x;
3385 yy = y + move_xy[MovDir[x][y]].y;
3387 if (!IS_FREE(xx, yy))
3388 MovDir[x][y] = old_move_dir;
3392 else if (element == EL_MOLE)
3394 boolean can_move_on =
3395 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3396 IS_AMOEBOID(Feld[move_x][move_y]) ||
3397 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3400 boolean can_turn_left =
3401 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3402 IS_AMOEBOID(Feld[left_x][left_y])));
3404 boolean can_turn_right =
3405 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3406 IS_AMOEBOID(Feld[right_x][right_y])));
3408 if (can_turn_left && can_turn_right)
3409 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3410 else if (can_turn_left)
3411 MovDir[x][y] = left_dir;
3413 MovDir[x][y] = right_dir;
3416 if (MovDir[x][y] != old_move_dir)
3419 else if (element == EL_BALLOON)
3421 MovDir[x][y] = game.balloon_dir;
3424 else if (element == EL_SPRING)
3426 if (MovDir[x][y] & MV_HORIZONTAL &&
3427 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3428 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3429 MovDir[x][y] = MV_NO_MOVING;
3433 else if (element == EL_ROBOT ||
3434 element == EL_SATELLITE ||
3435 element == EL_PENGUIN)
3437 int attr_x = -1, attr_y = -1;
3448 for (i=0; i<MAX_PLAYERS; i++)
3450 struct PlayerInfo *player = &stored_player[i];
3451 int jx = player->jx, jy = player->jy;
3453 if (!player->active)
3457 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3465 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3471 if (element == EL_PENGUIN)
3474 static int xy[4][2] =
3484 int ex = x + xy[i % 4][0];
3485 int ey = y + xy[i % 4][1];
3487 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3496 MovDir[x][y] = MV_NO_MOVING;
3498 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3499 else if (attr_x > x)
3500 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3502 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3503 else if (attr_y > y)
3504 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3506 if (element == EL_ROBOT)
3510 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3511 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3512 Moving2Blocked(x, y, &newx, &newy);
3514 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3515 MovDelay[x][y] = 8 + 8 * !RND(3);
3517 MovDelay[x][y] = 16;
3519 else if (element == EL_PENGUIN)
3525 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3527 boolean first_horiz = RND(2);
3528 int new_move_dir = MovDir[x][y];
3531 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3532 Moving2Blocked(x, y, &newx, &newy);
3534 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3538 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3539 Moving2Blocked(x, y, &newx, &newy);
3541 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3544 MovDir[x][y] = old_move_dir;
3548 else /* (element == EL_SATELLITE) */
3554 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3556 boolean first_horiz = RND(2);
3557 int new_move_dir = MovDir[x][y];
3560 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3561 Moving2Blocked(x, y, &newx, &newy);
3563 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3567 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3568 Moving2Blocked(x, y, &newx, &newy);
3570 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3573 MovDir[x][y] = old_move_dir;
3578 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3579 element_info[element].move_pattern == MV_TURNING_LEFT ||
3580 element_info[element].move_pattern == MV_TURNING_RIGHT)
3582 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3583 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3585 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3586 MovDir[x][y] = left_dir;
3587 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3588 MovDir[x][y] = right_dir;
3589 else if (can_turn_left && can_turn_right)
3590 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3591 else if (can_turn_left)
3592 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3593 else if (can_turn_right)
3594 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3596 MovDir[x][y] = back_dir;
3598 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3600 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3601 element_info[element].move_pattern == MV_VERTICAL)
3603 if (element_info[element].move_pattern & old_move_dir)
3604 MovDir[x][y] = back_dir;
3605 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3606 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3607 else if (element_info[element].move_pattern == MV_VERTICAL)
3608 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3610 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3612 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3614 MovDir[x][y] = element_info[element].move_pattern;
3615 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3617 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3619 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3620 MovDir[x][y] = left_dir;
3621 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3622 MovDir[x][y] = right_dir;
3624 if (MovDir[x][y] != old_move_dir)
3625 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3627 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3629 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3630 MovDir[x][y] = right_dir;
3631 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3632 MovDir[x][y] = left_dir;
3634 if (MovDir[x][y] != old_move_dir)
3635 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3637 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3638 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3640 int attr_x = -1, attr_y = -1;
3643 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3654 for (i=0; i<MAX_PLAYERS; i++)
3656 struct PlayerInfo *player = &stored_player[i];
3657 int jx = player->jx, jy = player->jy;
3659 if (!player->active)
3663 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3671 MovDir[x][y] = MV_NO_MOVING;
3673 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3674 else if (attr_x > x)
3675 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3677 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3678 else if (attr_y > y)
3679 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3681 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3683 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3685 boolean first_horiz = RND(2);
3686 int new_move_dir = MovDir[x][y];
3689 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3690 Moving2Blocked(x, y, &newx, &newy);
3692 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3696 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3697 Moving2Blocked(x, y, &newx, &newy);
3699 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3702 MovDir[x][y] = old_move_dir;
3705 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3707 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3708 MovDir[x][y] = MV_NO_MOVING;
3714 static boolean JustBeingPushed(int x, int y)
3718 for (i=0; i<MAX_PLAYERS; i++)
3720 struct PlayerInfo *player = &stored_player[i];
3722 if (player->active && player->Pushing && player->MovPos)
3724 int next_jx = player->jx + (player->jx - player->last_jx);
3725 int next_jy = player->jy + (player->jy - player->last_jy);
3727 if (x == next_jx && y == next_jy)
3735 void StartMoving(int x, int y)
3737 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3738 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3739 int element = Feld[x][y];
3744 /* !!! this should be handled more generic (not only for mole) !!! */
3745 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3746 GfxAction[x][y] = ACTION_DEFAULT;
3748 if (CAN_FALL(element) && y < lev_fieldy - 1)
3750 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3751 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3752 if (JustBeingPushed(x, y))
3755 if (element == EL_QUICKSAND_FULL)
3757 if (IS_FREE(x, y + 1))
3759 InitMovingField(x, y, MV_DOWN);
3760 started_moving = TRUE;
3762 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3763 Store[x][y] = EL_ROCK;
3765 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3767 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3770 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3772 if (!MovDelay[x][y])
3773 MovDelay[x][y] = TILEY + 1;
3782 Feld[x][y] = EL_QUICKSAND_EMPTY;
3783 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3784 Store[x][y + 1] = Store[x][y];
3787 PlaySoundLevelAction(x, y, ACTION_FILLING);
3789 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3793 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3794 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3796 InitMovingField(x, y, MV_DOWN);
3797 started_moving = TRUE;
3799 Feld[x][y] = EL_QUICKSAND_FILLING;
3800 Store[x][y] = element;
3802 PlaySoundLevelAction(x, y, ACTION_FILLING);
3804 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3807 else if (element == EL_MAGIC_WALL_FULL)
3809 if (IS_FREE(x, y + 1))
3811 InitMovingField(x, y, MV_DOWN);
3812 started_moving = TRUE;
3814 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3815 Store[x][y] = EL_CHANGED(Store[x][y]);
3817 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3819 if (!MovDelay[x][y])
3820 MovDelay[x][y] = TILEY/4 + 1;
3829 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3830 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3831 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3835 else if (element == EL_BD_MAGIC_WALL_FULL)
3837 if (IS_FREE(x, y + 1))
3839 InitMovingField(x, y, MV_DOWN);
3840 started_moving = TRUE;
3842 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3843 Store[x][y] = EL_CHANGED2(Store[x][y]);
3845 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3847 if (!MovDelay[x][y])
3848 MovDelay[x][y] = TILEY/4 + 1;
3857 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3858 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3859 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3863 else if (CAN_PASS_MAGIC_WALL(element) &&
3864 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3865 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3867 InitMovingField(x, y, MV_DOWN);
3868 started_moving = TRUE;
3871 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3872 EL_BD_MAGIC_WALL_FILLING);
3873 Store[x][y] = element;
3876 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3878 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3883 InitMovingField(x, y, MV_DOWN);
3884 started_moving = TRUE;
3886 Store[x][y] = EL_ACID;
3888 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3889 GfxAction[x][y + 1] = ACTION_ACTIVE;
3895 /* TEST: bug where player gets not killed by falling rock ... */
3896 else if (CAN_SMASH(element) &&
3897 (Feld[x][y + 1] == EL_BLOCKED ||
3898 IS_PLAYER(x, y + 1)) &&
3899 JustStopped[x][y] && !Pushed[x][y + 1])
3903 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3904 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3905 JustStopped[x][y] && !Pushed[x][y + 1])
3907 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3913 /* calling "Impact()" here is not only completely unneccessary
3914 (because it already gets called from "ContinueMoving()" in
3915 all relevant situations), but also completely bullshit, because
3916 "JustStopped" also indicates a finished *horizontal* movement;
3917 we must keep this trash for backwards compatibility with older
3923 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3925 if (MovDir[x][y] == MV_NO_MOVING)
3927 InitMovingField(x, y, MV_DOWN);
3928 started_moving = TRUE;
3931 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3933 if (JustStopped[x][y]) /* prevent animation from being restarted */
3934 MovDir[x][y] = MV_DOWN;
3936 InitMovingField(x, y, MV_DOWN);
3937 started_moving = TRUE;
3939 else if (element == EL_AMOEBA_DROP)
3941 Feld[x][y] = EL_AMOEBA_GROWING;
3942 Store[x][y] = EL_AMOEBA_WET;
3944 /* Store[x][y + 1] must be zero, because:
3945 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3948 #if OLD_GAME_BEHAVIOUR
3949 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3951 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3952 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3953 element != EL_DX_SUPABOMB)
3956 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3957 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3958 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3959 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3962 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3963 (IS_FREE(x - 1, y + 1) ||
3964 Feld[x - 1][y + 1] == EL_ACID));
3965 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3966 (IS_FREE(x + 1, y + 1) ||
3967 Feld[x + 1][y + 1] == EL_ACID));
3968 boolean can_fall_any = (can_fall_left || can_fall_right);
3969 boolean can_fall_both = (can_fall_left && can_fall_right);
3971 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3973 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3975 if (slippery_type == SLIPPERY_ONLY_LEFT)
3976 can_fall_right = FALSE;
3977 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3978 can_fall_left = FALSE;
3979 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3980 can_fall_right = FALSE;
3981 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3982 can_fall_left = FALSE;
3984 can_fall_any = (can_fall_left || can_fall_right);
3985 can_fall_both = (can_fall_left && can_fall_right);
3990 if (can_fall_both &&
3991 (game.emulation != EMU_BOULDERDASH &&
3992 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3993 can_fall_left = !(can_fall_right = RND(2));
3995 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3996 started_moving = TRUE;
3999 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4001 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4002 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4003 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4004 int belt_dir = game.belt_dir[belt_nr];
4006 if ((belt_dir == MV_LEFT && left_is_free) ||
4007 (belt_dir == MV_RIGHT && right_is_free))
4009 InitMovingField(x, y, belt_dir);
4010 started_moving = TRUE;
4012 GfxAction[x][y] = ACTION_DEFAULT;
4017 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4018 if (CAN_MOVE(element) && !started_moving)
4023 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4026 if ((element == EL_SATELLITE ||
4027 element == EL_BALLOON ||
4028 element == EL_SPRING)
4029 && JustBeingPushed(x, y))
4035 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4036 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4038 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4040 Moving2Blocked(x, y, &newx, &newy);
4041 if (Feld[newx][newy] == EL_BLOCKED)
4042 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4047 if (!MovDelay[x][y]) /* start new movement phase */
4049 /* all objects that can change their move direction after each step
4050 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4052 if (element != EL_YAMYAM &&
4053 element != EL_DARK_YAMYAM &&
4054 element != EL_PACMAN &&
4055 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4056 element_info[element].move_pattern != MV_TURNING_LEFT &&
4057 element_info[element].move_pattern != MV_TURNING_RIGHT)
4061 if (MovDelay[x][y] && (element == EL_BUG ||
4062 element == EL_SPACESHIP ||
4063 element == EL_SP_SNIKSNAK ||
4064 element == EL_SP_ELECTRON ||
4065 element == EL_MOLE))
4066 DrawLevelField(x, y);
4070 if (MovDelay[x][y]) /* wait some time before next movement */
4075 if (element == EL_YAMYAM)
4078 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4079 DrawLevelElementAnimation(x, y, element);
4083 if (MovDelay[x][y]) /* element still has to wait some time */
4086 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4087 ResetGfxAnimation(x, y);
4089 GfxAction[x][y] = ACTION_WAITING;
4092 if (element == EL_ROBOT ||
4094 element == EL_PACMAN ||
4096 element == EL_YAMYAM ||
4097 element == EL_DARK_YAMYAM)
4100 DrawLevelElementAnimation(x, y, element);
4102 DrawLevelElementAnimationIfNeeded(x, y, element);
4104 PlaySoundLevelAction(x, y, ACTION_WAITING);
4106 else if (element == EL_SP_ELECTRON)
4107 DrawLevelElementAnimationIfNeeded(x, y, element);
4108 else if (element == EL_DRAGON)
4111 int dir = MovDir[x][y];
4112 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4113 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4114 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4115 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4116 dir == MV_UP ? IMG_FLAMES_1_UP :
4117 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4118 int frame = getGraphicAnimationFrame(graphic, -1);
4120 for (i=1; i<=3; i++)
4122 int xx = x + i*dx, yy = y + i*dy;
4123 int sx = SCREENX(xx), sy = SCREENY(yy);
4124 int flame_graphic = graphic + (i - 1);
4126 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4131 int flamed = MovingOrBlocked2Element(xx, yy);
4133 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4136 RemoveMovingField(xx, yy);
4138 Feld[xx][yy] = EL_FLAMES;
4139 if (IN_SCR_FIELD(sx, sy))
4140 DrawGraphic(sx, sy, flame_graphic, frame);
4144 if (Feld[xx][yy] == EL_FLAMES)
4145 Feld[xx][yy] = EL_EMPTY;
4146 DrawLevelField(xx, yy);
4151 if (MovDelay[x][y]) /* element still has to wait some time */
4153 PlaySoundLevelAction(x, y, ACTION_WAITING);
4158 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4159 for all other elements GfxAction will be set by InitMovingField() */
4160 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4161 GfxAction[x][y] = ACTION_MOVING;
4164 /* now make next step */
4166 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4168 if (DONT_COLLIDE_WITH(element) &&
4169 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4170 !PLAYER_PROTECTED(newx, newy))
4173 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4176 /* player killed by element which is deadly when colliding with */
4178 KillHero(PLAYERINFO(newx, newy));
4183 else if ((element == EL_PENGUIN ||
4184 element == EL_ROBOT ||
4185 element == EL_SATELLITE ||
4186 element == EL_BALLOON ||
4187 IS_CUSTOM_ELEMENT(element)) &&
4188 IN_LEV_FIELD(newx, newy) &&
4189 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4192 Store[x][y] = EL_ACID;
4194 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4196 if (Feld[newx][newy] == EL_EXIT_OPEN)
4198 Feld[x][y] = EL_EMPTY;
4199 DrawLevelField(x, y);
4201 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4202 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4203 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4205 local_player->friends_still_needed--;
4206 if (!local_player->friends_still_needed &&
4207 !local_player->GameOver && AllPlayersGone)
4208 local_player->LevelSolved = local_player->GameOver = TRUE;
4212 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4214 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4215 DrawLevelField(newx, newy);
4217 MovDir[x][y] = MV_NO_MOVING;
4219 else if (!IS_FREE(newx, newy))
4221 GfxAction[x][y] = ACTION_WAITING;
4223 if (IS_PLAYER(x, y))
4224 DrawPlayerField(x, y);
4226 DrawLevelField(x, y);
4230 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4232 if (IS_FOOD_PIG(Feld[newx][newy]))
4234 if (IS_MOVING(newx, newy))
4235 RemoveMovingField(newx, newy);
4238 Feld[newx][newy] = EL_EMPTY;
4239 DrawLevelField(newx, newy);
4242 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4244 else if (!IS_FREE(newx, newy))
4246 if (IS_PLAYER(x, y))
4247 DrawPlayerField(x, y);
4249 DrawLevelField(x, y);
4253 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4255 if (!IS_FREE(newx, newy))
4257 if (IS_PLAYER(x, y))
4258 DrawPlayerField(x, y);
4260 DrawLevelField(x, y);
4265 boolean wanna_flame = !RND(10);
4266 int dx = newx - x, dy = newy - y;
4267 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4268 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4269 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4270 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4271 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4272 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4275 IS_CLASSIC_ENEMY(element1) ||
4276 IS_CLASSIC_ENEMY(element2)) &&
4277 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4278 element1 != EL_FLAMES && element2 != EL_FLAMES)
4281 ResetGfxAnimation(x, y);
4282 GfxAction[x][y] = ACTION_ATTACKING;
4285 if (IS_PLAYER(x, y))
4286 DrawPlayerField(x, y);
4288 DrawLevelField(x, y);
4290 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4292 MovDelay[x][y] = 50;
4293 Feld[newx][newy] = EL_FLAMES;
4294 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4295 Feld[newx1][newy1] = EL_FLAMES;
4296 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4297 Feld[newx2][newy2] = EL_FLAMES;
4303 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4304 Feld[newx][newy] == EL_DIAMOND)
4306 if (IS_MOVING(newx, newy))
4307 RemoveMovingField(newx, newy);
4310 Feld[newx][newy] = EL_EMPTY;
4311 DrawLevelField(newx, newy);
4314 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4316 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4317 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4319 if (AmoebaNr[newx][newy])
4321 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4322 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4323 Feld[newx][newy] == EL_BD_AMOEBA)
4324 AmoebaCnt[AmoebaNr[newx][newy]]--;
4327 if (IS_MOVING(newx, newy))
4328 RemoveMovingField(newx, newy);
4331 Feld[newx][newy] = EL_EMPTY;
4332 DrawLevelField(newx, newy);
4335 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4337 else if ((element == EL_PACMAN || element == EL_MOLE)
4338 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4340 if (AmoebaNr[newx][newy])
4342 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4343 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4344 Feld[newx][newy] == EL_BD_AMOEBA)
4345 AmoebaCnt[AmoebaNr[newx][newy]]--;
4348 if (element == EL_MOLE)
4350 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4351 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4353 ResetGfxAnimation(x, y);
4354 GfxAction[x][y] = ACTION_DIGGING;
4355 DrawLevelField(x, y);
4357 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4358 return; /* wait for shrinking amoeba */
4360 else /* element == EL_PACMAN */
4362 Feld[newx][newy] = EL_EMPTY;
4363 DrawLevelField(newx, newy);
4364 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4367 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4368 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4369 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4371 /* wait for shrinking amoeba to completely disappear */
4374 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4376 /* object was running against a wall */
4381 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4382 DrawLevelElementAnimation(x, y, element);
4384 if (element == EL_BUG ||
4385 element == EL_SPACESHIP ||
4386 element == EL_SP_SNIKSNAK)
4387 DrawLevelField(x, y);
4388 else if (element == EL_MOLE)
4389 DrawLevelField(x, y);
4390 else if (element == EL_BD_BUTTERFLY ||
4391 element == EL_BD_FIREFLY)
4392 DrawLevelElementAnimationIfNeeded(x, y, element);
4393 else if (element == EL_SATELLITE)
4394 DrawLevelElementAnimationIfNeeded(x, y, element);
4395 else if (element == EL_SP_ELECTRON)
4396 DrawLevelElementAnimationIfNeeded(x, y, element);
4399 if (DONT_TOUCH(element))
4400 TestIfBadThingTouchesHero(x, y);
4403 PlaySoundLevelAction(x, y, ACTION_WAITING);
4409 InitMovingField(x, y, MovDir[x][y]);
4411 PlaySoundLevelAction(x, y, ACTION_MOVING);
4415 ContinueMoving(x, y);
4418 void ContinueMoving(int x, int y)
4420 int element = Feld[x][y];
4421 int direction = MovDir[x][y];
4422 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4423 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4424 int newx = x + dx, newy = y + dy;
4425 int nextx = newx + dx, nexty = newy + dy;
4426 boolean pushed = Pushed[x][y];
4428 MovPos[x][y] += getElementMoveStepsize(x, y);
4430 if (pushed) /* special case: moving object pushed by player */
4431 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4433 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4435 Feld[x][y] = EL_EMPTY;
4436 Feld[newx][newy] = element;
4437 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4439 if (element == EL_MOLE)
4441 Feld[x][y] = EL_SAND;
4443 DrawLevelFieldCrumbledSandNeighbours(x, y);
4445 else if (element == EL_QUICKSAND_FILLING)
4447 element = Feld[newx][newy] = get_next_element(element);
4448 Store[newx][newy] = Store[x][y];
4450 else if (element == EL_QUICKSAND_EMPTYING)
4452 Feld[x][y] = get_next_element(element);
4453 element = Feld[newx][newy] = Store[x][y];
4455 else if (element == EL_MAGIC_WALL_FILLING)
4457 element = Feld[newx][newy] = get_next_element(element);
4458 if (!game.magic_wall_active)
4459 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4460 Store[newx][newy] = Store[x][y];
4462 else if (element == EL_MAGIC_WALL_EMPTYING)
4464 Feld[x][y] = get_next_element(element);
4465 if (!game.magic_wall_active)
4466 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4467 element = Feld[newx][newy] = Store[x][y];
4469 else if (element == EL_BD_MAGIC_WALL_FILLING)
4471 element = Feld[newx][newy] = get_next_element(element);
4472 if (!game.magic_wall_active)
4473 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4474 Store[newx][newy] = Store[x][y];
4476 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4478 Feld[x][y] = get_next_element(element);
4479 if (!game.magic_wall_active)
4480 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4481 element = Feld[newx][newy] = Store[x][y];
4483 else if (element == EL_AMOEBA_DROPPING)
4485 Feld[x][y] = get_next_element(element);
4486 element = Feld[newx][newy] = Store[x][y];
4488 else if (element == EL_SOKOBAN_OBJECT)
4491 Feld[x][y] = Back[x][y];
4493 if (Back[newx][newy])
4494 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4496 Back[x][y] = Back[newx][newy] = 0;
4498 else if (Store[x][y] == EL_ACID)
4500 element = Feld[newx][newy] = EL_ACID;
4504 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4505 MovDelay[newx][newy] = 0;
4507 /* copy element change control values to new field */
4508 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4509 ChangePage[newx][newy] = ChangePage[x][y];
4510 Changed[newx][newy] = Changed[x][y];
4511 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4513 ChangeDelay[x][y] = 0;
4514 ChangePage[x][y] = -1;
4515 Changed[x][y] = CE_BITMASK_DEFAULT;
4516 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4518 /* copy animation control values to new field */
4519 GfxFrame[newx][newy] = GfxFrame[x][y];
4520 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4521 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4523 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4525 ResetGfxAnimation(x, y); /* reset animation values for old field */
4528 /* 2.1.1 (does not work correctly for spring) */
4529 if (!CAN_MOVE(element))
4530 MovDir[newx][newy] = 0;
4534 /* (does not work for falling objects that slide horizontally) */
4535 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4536 MovDir[newx][newy] = 0;
4539 if (!CAN_MOVE(element) ||
4540 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4541 MovDir[newx][newy] = 0;
4544 if (!CAN_MOVE(element) ||
4545 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4546 MovDir[newx][newy] = 0;
4550 DrawLevelField(x, y);
4551 DrawLevelField(newx, newy);
4553 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4555 /* prevent pushed element from moving on in pushed direction */
4556 if (pushed && CAN_MOVE(element) &&
4557 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4558 !(element_info[element].move_pattern & MovDir[newx][newy]))
4559 TurnRound(newx, newy);
4561 if (!pushed) /* special case: moving object pushed by player */
4562 JustStopped[newx][newy] = 3;
4564 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4566 TestIfBadThingTouchesHero(newx, newy);
4567 TestIfBadThingTouchesFriend(newx, newy);
4568 TestIfBadThingTouchesOtherBadThing(newx, newy);
4570 else if (element == EL_PENGUIN)
4571 TestIfFriendTouchesBadThing(newx, newy);
4573 if (CAN_FALL(element) && direction == MV_DOWN &&
4574 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4578 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4582 if (ChangePage[newx][newy] != -1) /* delayed change */
4583 ChangeElement(newx, newy, ChangePage[newx][newy]);
4586 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4587 CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
4590 TestIfPlayerTouchesCustomElement(newx, newy);
4591 TestIfElementTouchesCustomElement(newx, newy);
4593 else /* still moving on */
4595 DrawLevelField(x, y);
4599 int AmoebeNachbarNr(int ax, int ay)
4602 int element = Feld[ax][ay];
4604 static int xy[4][2] =
4614 int x = ax + xy[i][0];
4615 int y = ay + xy[i][1];
4617 if (!IN_LEV_FIELD(x, y))
4620 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4621 group_nr = AmoebaNr[x][y];
4627 void AmoebenVereinigen(int ax, int ay)
4629 int i, x, y, xx, yy;
4630 int new_group_nr = AmoebaNr[ax][ay];
4631 static int xy[4][2] =
4639 if (new_group_nr == 0)
4647 if (!IN_LEV_FIELD(x, y))
4650 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4651 Feld[x][y] == EL_BD_AMOEBA ||
4652 Feld[x][y] == EL_AMOEBA_DEAD) &&
4653 AmoebaNr[x][y] != new_group_nr)
4655 int old_group_nr = AmoebaNr[x][y];
4657 if (old_group_nr == 0)
4660 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4661 AmoebaCnt[old_group_nr] = 0;
4662 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4663 AmoebaCnt2[old_group_nr] = 0;
4665 for (yy=0; yy<lev_fieldy; yy++)
4667 for (xx=0; xx<lev_fieldx; xx++)
4669 if (AmoebaNr[xx][yy] == old_group_nr)
4670 AmoebaNr[xx][yy] = new_group_nr;
4677 void AmoebeUmwandeln(int ax, int ay)
4681 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4683 int group_nr = AmoebaNr[ax][ay];
4688 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4689 printf("AmoebeUmwandeln(): This should never happen!\n");
4694 for (y=0; y<lev_fieldy; y++)
4696 for (x=0; x<lev_fieldx; x++)
4698 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4701 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4705 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4706 SND_AMOEBA_TURNING_TO_GEM :
4707 SND_AMOEBA_TURNING_TO_ROCK));
4712 static int xy[4][2] =
4725 if (!IN_LEV_FIELD(x, y))
4728 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4730 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4731 SND_AMOEBA_TURNING_TO_GEM :
4732 SND_AMOEBA_TURNING_TO_ROCK));
4739 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4742 int group_nr = AmoebaNr[ax][ay];
4743 boolean done = FALSE;
4748 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4749 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4754 for (y=0; y<lev_fieldy; y++)
4756 for (x=0; x<lev_fieldx; x++)
4758 if (AmoebaNr[x][y] == group_nr &&
4759 (Feld[x][y] == EL_AMOEBA_DEAD ||
4760 Feld[x][y] == EL_BD_AMOEBA ||
4761 Feld[x][y] == EL_AMOEBA_GROWING))
4764 Feld[x][y] = new_element;
4765 InitField(x, y, FALSE);
4766 DrawLevelField(x, y);
4773 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4774 SND_BD_AMOEBA_TURNING_TO_ROCK :
4775 SND_BD_AMOEBA_TURNING_TO_GEM));
4778 void AmoebeWaechst(int x, int y)
4780 static unsigned long sound_delay = 0;
4781 static unsigned long sound_delay_value = 0;
4783 if (!MovDelay[x][y]) /* start new growing cycle */
4787 if (DelayReached(&sound_delay, sound_delay_value))
4790 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4792 if (Store[x][y] == EL_BD_AMOEBA)
4793 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4795 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4797 sound_delay_value = 30;
4801 if (MovDelay[x][y]) /* wait some time before growing bigger */
4804 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4806 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4807 6 - MovDelay[x][y]);
4809 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4812 if (!MovDelay[x][y])
4814 Feld[x][y] = Store[x][y];
4816 DrawLevelField(x, y);
4821 void AmoebaDisappearing(int x, int y)
4823 static unsigned long sound_delay = 0;
4824 static unsigned long sound_delay_value = 0;
4826 if (!MovDelay[x][y]) /* start new shrinking cycle */
4830 if (DelayReached(&sound_delay, sound_delay_value))
4831 sound_delay_value = 30;
4834 if (MovDelay[x][y]) /* wait some time before shrinking */
4837 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4839 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4840 6 - MovDelay[x][y]);
4842 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4845 if (!MovDelay[x][y])
4847 Feld[x][y] = EL_EMPTY;
4848 DrawLevelField(x, y);
4850 /* don't let mole enter this field in this cycle;
4851 (give priority to objects falling to this field from above) */
4857 void AmoebeAbleger(int ax, int ay)
4860 int element = Feld[ax][ay];
4861 int graphic = el2img(element);
4862 int newax = ax, neway = ay;
4863 static int xy[4][2] =
4871 if (!level.amoeba_speed)
4873 Feld[ax][ay] = EL_AMOEBA_DEAD;
4874 DrawLevelField(ax, ay);
4878 if (IS_ANIMATED(graphic))
4879 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4881 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4882 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4884 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4887 if (MovDelay[ax][ay])
4891 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4894 int x = ax + xy[start][0];
4895 int y = ay + xy[start][1];
4897 if (!IN_LEV_FIELD(x, y))
4900 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4901 if (IS_FREE(x, y) ||
4902 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4908 if (newax == ax && neway == ay)
4911 else /* normal or "filled" (BD style) amoeba */
4914 boolean waiting_for_player = FALSE;
4918 int j = (start + i) % 4;
4919 int x = ax + xy[j][0];
4920 int y = ay + xy[j][1];
4922 if (!IN_LEV_FIELD(x, y))
4925 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4926 if (IS_FREE(x, y) ||
4927 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4933 else if (IS_PLAYER(x, y))
4934 waiting_for_player = TRUE;
4937 if (newax == ax && neway == ay) /* amoeba cannot grow */
4939 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4941 Feld[ax][ay] = EL_AMOEBA_DEAD;
4942 DrawLevelField(ax, ay);
4943 AmoebaCnt[AmoebaNr[ax][ay]]--;
4945 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4947 if (element == EL_AMOEBA_FULL)
4948 AmoebeUmwandeln(ax, ay);
4949 else if (element == EL_BD_AMOEBA)
4950 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4955 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4957 /* amoeba gets larger by growing in some direction */
4959 int new_group_nr = AmoebaNr[ax][ay];
4962 if (new_group_nr == 0)
4964 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4965 printf("AmoebeAbleger(): This should never happen!\n");
4970 AmoebaNr[newax][neway] = new_group_nr;
4971 AmoebaCnt[new_group_nr]++;
4972 AmoebaCnt2[new_group_nr]++;
4974 /* if amoeba touches other amoeba(s) after growing, unify them */
4975 AmoebenVereinigen(newax, neway);
4977 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4979 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4985 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4986 (neway == lev_fieldy - 1 && newax != ax))
4988 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4989 Store[newax][neway] = element;
4991 else if (neway == ay)
4993 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4995 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4997 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
5002 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5003 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5004 Store[ax][ay] = EL_AMOEBA_DROP;
5005 ContinueMoving(ax, ay);
5009 DrawLevelField(newax, neway);
5012 void Life(int ax, int ay)
5015 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5017 int element = Feld[ax][ay];
5018 int graphic = el2img(element);
5019 boolean changed = FALSE;
5021 if (IS_ANIMATED(graphic))
5022 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5027 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5028 MovDelay[ax][ay] = life_time;
5030 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5033 if (MovDelay[ax][ay])
5037 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5039 int xx = ax+x1, yy = ay+y1;
5042 if (!IN_LEV_FIELD(xx, yy))
5045 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5047 int x = xx+x2, y = yy+y2;
5049 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5052 if (((Feld[x][y] == element ||
5053 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5055 (IS_FREE(x, y) && Stop[x][y]))
5059 if (xx == ax && yy == ay) /* field in the middle */
5061 if (nachbarn < life[0] || nachbarn > life[1])
5063 Feld[xx][yy] = EL_EMPTY;
5065 DrawLevelField(xx, yy);
5066 Stop[xx][yy] = TRUE;
5070 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5071 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5072 { /* free border field */
5073 if (nachbarn >= life[2] && nachbarn <= life[3])
5075 Feld[xx][yy] = element;
5076 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5078 DrawLevelField(xx, yy);
5079 Stop[xx][yy] = TRUE;
5086 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5087 SND_GAME_OF_LIFE_GROWING);
5090 static void InitRobotWheel(int x, int y)
5092 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5095 static void RunRobotWheel(int x, int y)
5097 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5100 static void StopRobotWheel(int x, int y)
5102 if (ZX == x && ZY == y)
5106 static void InitTimegateWheel(int x, int y)
5108 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5111 static void RunTimegateWheel(int x, int y)
5113 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5116 void CheckExit(int x, int y)
5118 if (local_player->gems_still_needed > 0 ||
5119 local_player->sokobanfields_still_needed > 0 ||
5120 local_player->lights_still_needed > 0)
5122 int element = Feld[x][y];
5123 int graphic = el2img(element);
5125 if (IS_ANIMATED(graphic))
5126 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5131 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5134 Feld[x][y] = EL_EXIT_OPENING;
5136 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5139 void CheckExitSP(int x, int y)
5141 if (local_player->gems_still_needed > 0)
5143 int element = Feld[x][y];
5144 int graphic = el2img(element);
5146 if (IS_ANIMATED(graphic))
5147 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5152 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5155 Feld[x][y] = EL_SP_EXIT_OPENING;
5157 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5160 static void CloseAllOpenTimegates()
5164 for (y=0; y<lev_fieldy; y++)
5166 for (x=0; x<lev_fieldx; x++)
5168 int element = Feld[x][y];
5170 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5172 Feld[x][y] = EL_TIMEGATE_CLOSING;
5174 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5176 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5183 void EdelsteinFunkeln(int x, int y)
5185 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5188 if (Feld[x][y] == EL_BD_DIAMOND)
5191 if (MovDelay[x][y] == 0) /* next animation frame */
5192 MovDelay[x][y] = 11 * !SimpleRND(500);
5194 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5198 if (setup.direct_draw && MovDelay[x][y])
5199 SetDrawtoField(DRAW_BUFFERED);
5201 DrawLevelElementAnimation(x, y, Feld[x][y]);
5203 if (MovDelay[x][y] != 0)
5205 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5206 10 - MovDelay[x][y]);
5208 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5210 if (setup.direct_draw)
5214 dest_x = FX + SCREENX(x) * TILEX;
5215 dest_y = FY + SCREENY(y) * TILEY;
5217 BlitBitmap(drawto_field, window,
5218 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5219 SetDrawtoField(DRAW_DIRECT);
5225 void MauerWaechst(int x, int y)
5229 if (!MovDelay[x][y]) /* next animation frame */
5230 MovDelay[x][y] = 3 * delay;
5232 if (MovDelay[x][y]) /* wait some time before next frame */
5236 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5238 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5239 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5241 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5244 if (!MovDelay[x][y])
5246 if (MovDir[x][y] == MV_LEFT)
5248 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5249 DrawLevelField(x - 1, y);
5251 else if (MovDir[x][y] == MV_RIGHT)
5253 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5254 DrawLevelField(x + 1, y);
5256 else if (MovDir[x][y] == MV_UP)
5258 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5259 DrawLevelField(x, y - 1);
5263 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5264 DrawLevelField(x, y + 1);
5267 Feld[x][y] = Store[x][y];
5269 MovDir[x][y] = MV_NO_MOVING;
5270 DrawLevelField(x, y);
5275 void MauerAbleger(int ax, int ay)
5277 int element = Feld[ax][ay];
5278 int graphic = el2img(element);
5279 boolean oben_frei = FALSE, unten_frei = FALSE;
5280 boolean links_frei = FALSE, rechts_frei = FALSE;
5281 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5282 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5283 boolean new_wall = FALSE;
5285 if (IS_ANIMATED(graphic))
5286 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5288 if (!MovDelay[ax][ay]) /* start building new wall */
5289 MovDelay[ax][ay] = 6;
5291 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5294 if (MovDelay[ax][ay])
5298 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5300 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5302 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5304 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5307 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5308 element == EL_EXPANDABLE_WALL_ANY)
5312 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5313 Store[ax][ay-1] = element;
5314 MovDir[ax][ay-1] = MV_UP;
5315 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5316 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5317 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5322 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5323 Store[ax][ay+1] = element;
5324 MovDir[ax][ay+1] = MV_DOWN;
5325 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5326 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5327 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5332 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5333 element == EL_EXPANDABLE_WALL_ANY ||
5334 element == EL_EXPANDABLE_WALL)
5338 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5339 Store[ax-1][ay] = element;
5340 MovDir[ax-1][ay] = MV_LEFT;
5341 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5342 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5343 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5349 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5350 Store[ax+1][ay] = element;
5351 MovDir[ax+1][ay] = MV_RIGHT;
5352 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5353 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5354 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5359 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5360 DrawLevelField(ax, ay);
5362 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5364 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5365 unten_massiv = TRUE;
5366 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5367 links_massiv = TRUE;
5368 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5369 rechts_massiv = TRUE;
5371 if (((oben_massiv && unten_massiv) ||
5372 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5373 element == EL_EXPANDABLE_WALL) &&
5374 ((links_massiv && rechts_massiv) ||
5375 element == EL_EXPANDABLE_WALL_VERTICAL))
5376 Feld[ax][ay] = EL_WALL;
5380 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5382 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5386 void CheckForDragon(int x, int y)
5389 boolean dragon_found = FALSE;
5390 static int xy[4][2] =
5402 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5404 if (IN_LEV_FIELD(xx, yy) &&
5405 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5407 if (Feld[xx][yy] == EL_DRAGON)
5408 dragon_found = TRUE;
5421 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5423 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5425 Feld[xx][yy] = EL_EMPTY;
5426 DrawLevelField(xx, yy);
5435 static void InitBuggyBase(int x, int y)
5437 int element = Feld[x][y];
5438 int activating_delay = FRAMES_PER_SECOND / 4;
5441 (element == EL_SP_BUGGY_BASE ?
5442 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5443 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5445 element == EL_SP_BUGGY_BASE_ACTIVE ?
5446 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5449 static void WarnBuggyBase(int x, int y)
5452 static int xy[4][2] =
5462 int xx = x + xy[i][0], yy = y + xy[i][1];
5464 if (IS_PLAYER(xx, yy))
5466 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5473 static void InitTrap(int x, int y)
5475 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5478 static void ActivateTrap(int x, int y)
5480 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5483 static void ChangeActiveTrap(int x, int y)
5485 int graphic = IMG_TRAP_ACTIVE;
5487 /* if new animation frame was drawn, correct crumbled sand border */
5488 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5489 DrawLevelFieldCrumbledSand(x, y);
5492 static void ChangeElementNowExt(int x, int y, int target_element)
5494 /* check if element under player changes from accessible to unaccessible
5495 (needed for special case of dropping element which then changes) */
5496 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5497 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5504 Feld[x][y] = target_element;
5506 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5508 ResetGfxAnimation(x, y);
5509 ResetRandomAnimationValue(x, y);
5511 InitField(x, y, FALSE);
5512 if (CAN_MOVE(Feld[x][y]))
5515 DrawLevelField(x, y);
5517 if (GFX_CRUMBLED(Feld[x][y]))
5518 DrawLevelFieldCrumbledSandNeighbours(x, y);
5520 TestIfBadThingTouchesHero(x, y);
5521 TestIfPlayerTouchesCustomElement(x, y);
5522 TestIfElementTouchesCustomElement(x, y);
5524 if (ELEM_IS_PLAYER(target_element))
5525 RelocatePlayer(x, y, target_element);
5528 static boolean ChangeElementNow(int x, int y, int element, int page)
5530 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5532 /* always use default change event to prevent running into a loop */
5533 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5534 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5536 /* do not change already changed elements with same change event */
5538 if (Changed[x][y] & ChangeEvent[x][y])
5545 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5547 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5549 if (change->explode)
5556 if (change->use_content)
5558 boolean complete_change = TRUE;
5559 boolean can_change[3][3];
5562 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5564 boolean half_destructible;
5565 int ex = x + xx - 1;
5566 int ey = y + yy - 1;
5569 can_change[xx][yy] = TRUE;
5571 if (ex == x && ey == y) /* do not check changing element itself */
5574 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5576 can_change[xx][yy] = FALSE; /* do not change empty borders */
5581 if (!IN_LEV_FIELD(ex, ey))
5583 can_change[xx][yy] = FALSE;
5584 complete_change = FALSE;
5591 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5592 e = MovingOrBlocked2Element(ex, ey);
5594 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5596 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5597 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5598 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5600 can_change[xx][yy] = FALSE;
5601 complete_change = FALSE;
5605 if (!change->only_complete || complete_change)
5607 boolean something_has_changed = FALSE;
5609 if (change->only_complete && change->use_random_change &&
5610 RND(100) < change->random)
5613 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5615 int ex = x + xx - 1;
5616 int ey = y + yy - 1;
5618 if (can_change[xx][yy] && (!change->use_random_change ||
5619 RND(100) < change->random))
5621 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5622 RemoveMovingField(ex, ey);
5624 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5626 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5628 something_has_changed = TRUE;
5630 /* for symmetry reasons, freeze newly created border elements */
5631 if (ex != x || ey != y)
5632 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5636 if (something_has_changed)
5637 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5642 ChangeElementNowExt(x, y, change->target_element);
5644 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5650 static void ChangeElement(int x, int y, int page)
5652 int element = MovingOrBlocked2Element(x, y);
5653 struct ElementInfo *ei = &element_info[element];
5654 struct ElementChangeInfo *change = &ei->change_page[page];
5658 if (!CAN_CHANGE(element))
5661 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5662 x, y, element, element_info[element].token_name);
5663 printf("ChangeElement(): This should never happen!\n");
5669 if (ChangeDelay[x][y] == 0) /* initialize element change */
5671 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5672 RND(change->delay_random * change->delay_frames)) + 1;
5674 ResetGfxAnimation(x, y);
5675 ResetRandomAnimationValue(x, y);
5677 if (change->pre_change_function)
5678 change->pre_change_function(x, y);
5681 ChangeDelay[x][y]--;
5683 if (ChangeDelay[x][y] != 0) /* continue element change */
5685 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5687 if (IS_ANIMATED(graphic))
5688 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5690 if (change->change_function)
5691 change->change_function(x, y);
5693 else /* finish element change */
5695 if (ChangePage[x][y] != -1) /* remember page from delayed change */
5697 page = ChangePage[x][y];
5698 ChangePage[x][y] = -1;
5701 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5703 ChangeDelay[x][y] = 1; /* try change after next move step */
5704 ChangePage[x][y] = page; /* remember page to use for change */
5709 if (ChangeElementNow(x, y, element, page))
5711 if (change->post_change_function)
5712 change->post_change_function(x, y);
5717 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5718 int trigger_element,
5724 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5727 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5729 int element = EL_CUSTOM_START + i;
5731 boolean change_element = FALSE;
5734 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5737 for (j=0; j < element_info[element].num_change_pages; j++)
5739 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5741 if (change->can_change &&
5742 change->sides & trigger_side &&
5743 change->trigger_element == trigger_element)
5745 change_element = TRUE;
5752 if (!change_element)
5755 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5758 if (x == lx && y == ly) /* do not change trigger element itself */
5762 if (Feld[x][y] == element)
5764 ChangeDelay[x][y] = 1;
5765 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5766 ChangeElement(x, y, page);
5774 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5777 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5781 static boolean CheckElementSideChange(int x, int y, int element, int side,
5782 int trigger_event, int page)
5784 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5787 if (Feld[x][y] == EL_BLOCKED)
5789 Blocked2Moving(x, y, &x, &y);
5790 element = Feld[x][y];
5794 page = element_info[element].event_page_nr[trigger_event];
5796 if (!(element_info[element].change_page[page].sides & side))
5799 ChangeDelay[x][y] = 1;
5800 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5801 ChangeElement(x, y, page);
5806 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5808 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5811 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5813 static byte stored_player_action[MAX_PLAYERS];
5814 static int num_stored_actions = 0;
5815 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5816 int left = player_action & JOY_LEFT;
5817 int right = player_action & JOY_RIGHT;
5818 int up = player_action & JOY_UP;
5819 int down = player_action & JOY_DOWN;
5820 int button1 = player_action & JOY_BUTTON_1;
5821 int button2 = player_action & JOY_BUTTON_2;
5822 int dx = (left ? -1 : right ? 1 : 0);
5823 int dy = (up ? -1 : down ? 1 : 0);
5825 stored_player_action[player->index_nr] = 0;
5826 num_stored_actions++;
5828 if (!player->active || tape.pausing)
5834 snapped = SnapField(player, dx, dy);
5838 dropped = DropElement(player);
5840 moved = MoveFigure(player, dx, dy);
5843 if (tape.single_step && tape.recording && !tape.pausing)
5845 if (button1 || (dropped && !moved))
5847 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5848 SnapField(player, 0, 0); /* stop snapping */
5852 stored_player_action[player->index_nr] = player_action;
5856 /* no actions for this player (no input at player's configured device) */
5858 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5859 SnapField(player, 0, 0);
5860 CheckGravityMovement(player);
5862 if (player->MovPos == 0)
5863 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5865 if (player->MovPos == 0) /* needed for tape.playing */
5866 player->is_moving = FALSE;
5869 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5871 TapeRecordAction(stored_player_action);
5872 num_stored_actions = 0;
5878 static unsigned long action_delay = 0;
5879 unsigned long action_delay_value;
5880 int magic_wall_x = 0, magic_wall_y = 0;
5881 int i, x, y, element, graphic;
5882 byte *recorded_player_action;
5883 byte summarized_player_action = 0;
5885 if (game_status != GAME_MODE_PLAYING)
5888 action_delay_value =
5889 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5891 if (tape.playing && tape.index_search && !tape.pausing)
5892 action_delay_value = 0;
5894 /* ---------- main game synchronization point ---------- */
5896 WaitUntilDelayReached(&action_delay, action_delay_value);
5898 if (network_playing && !network_player_action_received)
5902 printf("DEBUG: try to get network player actions in time\n");
5906 #if defined(PLATFORM_UNIX)
5907 /* last chance to get network player actions without main loop delay */
5911 if (game_status != GAME_MODE_PLAYING)
5914 if (!network_player_action_received)
5918 printf("DEBUG: failed to get network player actions in time\n");
5928 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5930 for (i=0; i<MAX_PLAYERS; i++)
5932 summarized_player_action |= stored_player[i].action;
5934 if (!network_playing)
5935 stored_player[i].effective_action = stored_player[i].action;
5938 #if defined(PLATFORM_UNIX)
5939 if (network_playing)
5940 SendToServer_MovePlayer(summarized_player_action);
5943 if (!options.network && !setup.team_mode)
5944 local_player->effective_action = summarized_player_action;
5946 for (i=0; i<MAX_PLAYERS; i++)
5948 int actual_player_action = stored_player[i].effective_action;
5950 if (stored_player[i].programmed_action)
5951 actual_player_action = stored_player[i].programmed_action;
5953 if (recorded_player_action)
5954 actual_player_action = recorded_player_action[i];
5956 PlayerActions(&stored_player[i], actual_player_action);
5957 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5960 network_player_action_received = FALSE;
5962 ScrollScreen(NULL, SCROLL_GO_ON);
5968 for (i=0; i<MAX_PLAYERS; i++)
5969 stored_player[i].Frame++;
5973 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5975 for (i=0; i<MAX_PLAYERS; i++)
5977 struct PlayerInfo *player = &stored_player[i];
5981 if (player->active && player->Pushing && player->is_moving &&
5984 ContinueMoving(x, y);
5986 /* continue moving after pushing (this is actually a bug) */
5987 if (!IS_MOVING(x, y))
5996 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5998 Changed[x][y] = CE_BITMASK_DEFAULT;
5999 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6002 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
6004 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
6005 printf("GameActions(): This should never happen!\n");
6007 ChangePage[x][y] = -1;
6012 if (JustStopped[x][y] > 0)
6013 JustStopped[x][y]--;
6018 /* reset finished pushing action (not done in ContinueMoving() to allow
6019 continous pushing animation for elements with zero push delay) */
6020 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
6022 ResetGfxAnimation(x, y);
6023 DrawLevelField(x, y);
6028 if (IS_BLOCKED(x, y))
6032 Blocked2Moving(x, y, &oldx, &oldy);
6033 if (!IS_MOVING(oldx, oldy))
6035 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
6036 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
6037 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
6038 printf("GameActions(): This should never happen!\n");
6044 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6046 element = Feld[x][y];
6048 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6050 graphic = el2img(element);
6056 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
6058 element = graphic = 0;
6062 if (graphic_info[graphic].anim_global_sync)
6063 GfxFrame[x][y] = FrameCounter;
6065 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
6066 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
6067 ResetRandomAnimationValue(x, y);
6069 SetRandomAnimationValue(x, y);
6072 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
6075 if (IS_INACTIVE(element))
6077 if (IS_ANIMATED(graphic))
6078 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6084 /* this may take place after moving, so 'element' may have changed */
6085 if (IS_CHANGING(x, y))
6088 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
6089 element_info[element].event_page_nr[CE_DELAY]);
6091 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6094 element = Feld[x][y];
6095 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6099 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6104 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6106 if (element == EL_MOLE)
6107 printf("::: %d, %d, %d [%d]\n",
6108 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6112 if (element == EL_YAMYAM)
6113 printf("::: %d, %d, %d\n",
6114 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6118 if (IS_ANIMATED(graphic) &&
6122 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6125 if (element == EL_MOLE)
6126 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6130 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6131 EdelsteinFunkeln(x, y);
6133 else if ((element == EL_ACID ||
6134 element == EL_EXIT_OPEN ||
6135 element == EL_SP_EXIT_OPEN ||
6136 element == EL_SP_TERMINAL ||
6137 element == EL_SP_TERMINAL_ACTIVE ||
6138 element == EL_EXTRA_TIME ||
6139 element == EL_SHIELD_NORMAL ||
6140 element == EL_SHIELD_DEADLY) &&
6141 IS_ANIMATED(graphic))
6142 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6143 else if (IS_MOVING(x, y))
6144 ContinueMoving(x, y);
6145 else if (IS_ACTIVE_BOMB(element))
6146 CheckDynamite(x, y);
6148 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6149 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6151 else if (element == EL_AMOEBA_GROWING)
6152 AmoebeWaechst(x, y);
6153 else if (element == EL_AMOEBA_SHRINKING)
6154 AmoebaDisappearing(x, y);
6156 #if !USE_NEW_AMOEBA_CODE
6157 else if (IS_AMOEBALIVE(element))
6158 AmoebeAbleger(x, y);
6161 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6163 else if (element == EL_EXIT_CLOSED)
6165 else if (element == EL_SP_EXIT_CLOSED)
6167 else if (element == EL_EXPANDABLE_WALL_GROWING)
6169 else if (element == EL_EXPANDABLE_WALL ||
6170 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6171 element == EL_EXPANDABLE_WALL_VERTICAL ||
6172 element == EL_EXPANDABLE_WALL_ANY)
6174 else if (element == EL_FLAMES)
6175 CheckForDragon(x, y);
6177 else if (IS_AUTO_CHANGING(element))
6178 ChangeElement(x, y);
6180 else if (element == EL_EXPLOSION)
6181 ; /* drawing of correct explosion animation is handled separately */
6182 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6183 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6186 /* this may take place after moving, so 'element' may have changed */
6187 if (IS_AUTO_CHANGING(Feld[x][y]))
6188 ChangeElement(x, y);
6191 if (IS_BELT_ACTIVE(element))
6192 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6194 if (game.magic_wall_active)
6196 int jx = local_player->jx, jy = local_player->jy;
6198 /* play the element sound at the position nearest to the player */
6199 if ((element == EL_MAGIC_WALL_FULL ||
6200 element == EL_MAGIC_WALL_ACTIVE ||
6201 element == EL_MAGIC_WALL_EMPTYING ||
6202 element == EL_BD_MAGIC_WALL_FULL ||
6203 element == EL_BD_MAGIC_WALL_ACTIVE ||
6204 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6205 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6213 #if USE_NEW_AMOEBA_CODE
6214 /* new experimental amoeba growth stuff */
6216 if (!(FrameCounter % 8))
6219 static unsigned long random = 1684108901;
6221 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6224 x = (random >> 10) % lev_fieldx;
6225 y = (random >> 20) % lev_fieldy;
6227 x = RND(lev_fieldx);
6228 y = RND(lev_fieldy);
6230 element = Feld[x][y];
6232 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6233 if (!IS_PLAYER(x,y) &&
6234 (element == EL_EMPTY ||
6235 element == EL_SAND ||
6236 element == EL_QUICKSAND_EMPTY ||
6237 element == EL_ACID_SPLASH_LEFT ||
6238 element == EL_ACID_SPLASH_RIGHT))
6240 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6241 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6242 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6243 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6244 Feld[x][y] = EL_AMOEBA_DROP;
6247 random = random * 129 + 1;
6253 if (game.explosions_delayed)
6256 game.explosions_delayed = FALSE;
6258 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6260 element = Feld[x][y];
6262 if (ExplodeField[x][y])
6263 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6264 else if (element == EL_EXPLOSION)
6265 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6267 ExplodeField[x][y] = EX_NO_EXPLOSION;
6270 game.explosions_delayed = TRUE;
6273 if (game.magic_wall_active)
6275 if (!(game.magic_wall_time_left % 4))
6277 int element = Feld[magic_wall_x][magic_wall_y];
6279 if (element == EL_BD_MAGIC_WALL_FULL ||
6280 element == EL_BD_MAGIC_WALL_ACTIVE ||
6281 element == EL_BD_MAGIC_WALL_EMPTYING)
6282 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6284 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6287 if (game.magic_wall_time_left > 0)
6289 game.magic_wall_time_left--;
6290 if (!game.magic_wall_time_left)
6292 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6294 element = Feld[x][y];
6296 if (element == EL_MAGIC_WALL_ACTIVE ||
6297 element == EL_MAGIC_WALL_FULL)
6299 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6300 DrawLevelField(x, y);
6302 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6303 element == EL_BD_MAGIC_WALL_FULL)
6305 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6306 DrawLevelField(x, y);
6310 game.magic_wall_active = FALSE;
6315 if (game.light_time_left > 0)
6317 game.light_time_left--;
6319 if (game.light_time_left == 0)
6320 RedrawAllLightSwitchesAndInvisibleElements();
6323 if (game.timegate_time_left > 0)
6325 game.timegate_time_left--;
6327 if (game.timegate_time_left == 0)
6328 CloseAllOpenTimegates();
6331 for (i=0; i<MAX_PLAYERS; i++)
6333 struct PlayerInfo *player = &stored_player[i];
6335 if (SHIELD_ON(player))
6337 if (player->shield_deadly_time_left)
6338 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6339 else if (player->shield_normal_time_left)
6340 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6344 if (TimeFrames >= FRAMES_PER_SECOND)
6349 for (i=0; i<MAX_PLAYERS; i++)
6351 struct PlayerInfo *player = &stored_player[i];
6353 if (SHIELD_ON(player))
6355 player->shield_normal_time_left--;
6357 if (player->shield_deadly_time_left > 0)
6358 player->shield_deadly_time_left--;
6362 if (tape.recording || tape.playing)
6363 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6369 if (TimeLeft <= 10 && setup.time_limit)
6370 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6372 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6374 if (!TimeLeft && setup.time_limit)
6375 for (i=0; i<MAX_PLAYERS; i++)
6376 KillHero(&stored_player[i]);
6378 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6379 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6384 if (options.debug) /* calculate frames per second */
6386 static unsigned long fps_counter = 0;
6387 static int fps_frames = 0;
6388 unsigned long fps_delay_ms = Counter() - fps_counter;
6392 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6394 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6397 fps_counter = Counter();
6400 redraw_mask |= REDRAW_FPS;
6404 if (stored_player[0].jx != stored_player[0].last_jx ||
6405 stored_player[0].jy != stored_player[0].last_jy)
6406 printf("::: %d, %d, %d, %d, %d\n",
6407 stored_player[0].MovDir,
6408 stored_player[0].MovPos,
6409 stored_player[0].GfxPos,
6410 stored_player[0].Frame,
6411 stored_player[0].StepFrame);
6418 for (i=0; i<MAX_PLAYERS; i++)
6421 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6423 stored_player[i].Frame += move_frames;
6425 if (stored_player[i].MovPos != 0)
6426 stored_player[i].StepFrame += move_frames;
6431 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6433 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6435 local_player->show_envelope = 0;
6440 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6442 int min_x = x, min_y = y, max_x = x, max_y = y;
6445 for (i=0; i<MAX_PLAYERS; i++)
6447 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6449 if (!stored_player[i].active || &stored_player[i] == player)
6452 min_x = MIN(min_x, jx);
6453 min_y = MIN(min_y, jy);
6454 max_x = MAX(max_x, jx);
6455 max_y = MAX(max_y, jy);
6458 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6461 static boolean AllPlayersInVisibleScreen()
6465 for (i=0; i<MAX_PLAYERS; i++)
6467 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6469 if (!stored_player[i].active)
6472 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6479 void ScrollLevel(int dx, int dy)
6481 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6484 BlitBitmap(drawto_field, drawto_field,
6485 FX + TILEX * (dx == -1) - softscroll_offset,
6486 FY + TILEY * (dy == -1) - softscroll_offset,
6487 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6488 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6489 FX + TILEX * (dx == 1) - softscroll_offset,
6490 FY + TILEY * (dy == 1) - softscroll_offset);
6494 x = (dx == 1 ? BX1 : BX2);
6495 for (y=BY1; y <= BY2; y++)
6496 DrawScreenField(x, y);
6501 y = (dy == 1 ? BY1 : BY2);
6502 for (x=BX1; x <= BX2; x++)
6503 DrawScreenField(x, y);
6506 redraw_mask |= REDRAW_FIELD;
6509 static void CheckGravityMovement(struct PlayerInfo *player)
6511 if (game.gravity && !player->programmed_action)
6513 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6514 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6516 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6517 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6518 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6519 int jx = player->jx, jy = player->jy;
6520 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6521 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6522 int new_jx = jx + dx, new_jy = jy + dy;
6523 boolean field_under_player_is_free =
6524 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6525 boolean player_is_moving_to_valid_field =
6526 (IN_LEV_FIELD(new_jx, new_jy) &&
6527 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6528 Feld[new_jx][new_jy] == EL_SAND));
6529 /* !!! extend EL_SAND to anything diggable !!! */
6531 if (field_under_player_is_free &&
6532 !player_is_moving_to_valid_field &&
6533 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6534 player->programmed_action = MV_DOWN;
6540 -----------------------------------------------------------------------------
6541 dx, dy: direction (non-diagonal) to try to move the player to
6542 real_dx, real_dy: direction as read from input device (can be diagonal)
6545 boolean MoveFigureOneStep(struct PlayerInfo *player,
6546 int dx, int dy, int real_dx, int real_dy)
6548 static int change_sides[4][2] =
6550 /* enter side leave side */
6551 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6552 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6553 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6554 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6556 int move_direction = (dx == -1 ? MV_LEFT :
6557 dx == +1 ? MV_RIGHT :
6559 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6560 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6561 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6562 int jx = player->jx, jy = player->jy;
6563 int new_jx = jx + dx, new_jy = jy + dy;
6567 if (!player->active || (!dx && !dy))
6568 return MF_NO_ACTION;
6570 player->MovDir = (dx < 0 ? MV_LEFT :
6573 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6575 if (!IN_LEV_FIELD(new_jx, new_jy))
6576 return MF_NO_ACTION;
6578 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6579 return MF_NO_ACTION;
6582 element = MovingOrBlocked2Element(new_jx, new_jy);
6584 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6587 if (DONT_RUN_INTO(element))
6589 if (element == EL_ACID && dx == 0 && dy == 1)
6592 Feld[jx][jy] = EL_PLAYER_1;
6593 InitMovingField(jx, jy, MV_DOWN);
6594 Store[jx][jy] = EL_ACID;
6595 ContinueMoving(jx, jy);
6599 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6604 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6605 if (can_move != MF_MOVING)
6608 /* check if DigField() has caused relocation of the player */
6609 if (player->jx != jx || player->jy != jy)
6610 return MF_NO_ACTION;
6612 StorePlayer[jx][jy] = 0;
6613 player->last_jx = jx;
6614 player->last_jy = jy;
6615 player->jx = new_jx;
6616 player->jy = new_jy;
6617 StorePlayer[new_jx][new_jy] = player->element_nr;
6620 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6622 ScrollFigure(player, SCROLL_INIT);
6625 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6627 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6628 CE_OTHER_GETS_LEFT);
6629 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6630 CE_LEFT_BY_PLAYER, -1);
6633 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6635 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6636 enter_side, CE_OTHER_GETS_ENTERED);
6637 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6638 CE_ENTERED_BY_PLAYER, -1);
6645 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6647 int jx = player->jx, jy = player->jy;
6648 int old_jx = jx, old_jy = jy;
6649 int moved = MF_NO_ACTION;
6651 if (!player->active || (!dx && !dy))
6655 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6659 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6660 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6664 /* remove the last programmed player action */
6665 player->programmed_action = 0;
6669 /* should only happen if pre-1.2 tape recordings are played */
6670 /* this is only for backward compatibility */
6672 int original_move_delay_value = player->move_delay_value;
6675 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6679 /* scroll remaining steps with finest movement resolution */
6680 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6682 while (player->MovPos)
6684 ScrollFigure(player, SCROLL_GO_ON);
6685 ScrollScreen(NULL, SCROLL_GO_ON);
6691 player->move_delay_value = original_move_delay_value;
6694 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6696 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6697 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6701 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6702 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6708 if (moved & MF_MOVING && !ScreenMovPos &&
6709 (player == local_player || !options.network))
6711 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6712 int offset = (setup.scroll_delay ? 3 : 0);
6714 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6716 /* actual player has left the screen -- scroll in that direction */
6717 if (jx != old_jx) /* player has moved horizontally */
6718 scroll_x += (jx - old_jx);
6719 else /* player has moved vertically */
6720 scroll_y += (jy - old_jy);
6724 if (jx != old_jx) /* player has moved horizontally */
6726 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6727 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6728 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6730 /* don't scroll over playfield boundaries */
6731 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6732 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6734 /* don't scroll more than one field at a time */
6735 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6737 /* don't scroll against the player's moving direction */
6738 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6739 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6740 scroll_x = old_scroll_x;
6742 else /* player has moved vertically */
6744 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6745 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6746 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6748 /* don't scroll over playfield boundaries */
6749 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6750 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6752 /* don't scroll more than one field at a time */
6753 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6755 /* don't scroll against the player's moving direction */
6756 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6757 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6758 scroll_y = old_scroll_y;
6762 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6764 if (!options.network && !AllPlayersInVisibleScreen())
6766 scroll_x = old_scroll_x;
6767 scroll_y = old_scroll_y;
6771 ScrollScreen(player, SCROLL_INIT);
6772 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6779 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6781 if (!(moved & MF_MOVING) && !player->Pushing)
6786 player->StepFrame = 0;
6788 if (moved & MF_MOVING)
6790 if (old_jx != jx && old_jy == jy)
6791 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6792 else if (old_jx == jx && old_jy != jy)
6793 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6795 DrawLevelField(jx, jy); /* for "crumbled sand" */
6797 player->last_move_dir = player->MovDir;
6798 player->is_moving = TRUE;
6800 player->snapped = FALSE;
6804 player->Switching = FALSE;
6810 static int change_sides[4][2] =
6812 /* enter side leave side */
6813 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6814 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6815 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6816 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6818 int move_direction = player->MovDir;
6819 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6820 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6823 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
6825 CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
6826 leave_side, CE_OTHER_GETS_LEFT);
6827 CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
6828 leave_side, CE_LEFT_BY_PLAYER, -1);
6831 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6833 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
6834 enter_side, CE_OTHER_GETS_ENTERED);
6835 CheckElementSideChange(jx, jy, Feld[jx][jy],
6836 enter_side, CE_ENTERED_BY_PLAYER, -1);
6847 CheckGravityMovement(player);
6850 player->last_move_dir = MV_NO_MOVING;
6852 player->is_moving = FALSE;
6855 TestIfHeroTouchesBadThing(jx, jy);
6856 TestIfPlayerTouchesCustomElement(jx, jy);
6858 if (!player->active)
6864 void ScrollFigure(struct PlayerInfo *player, int mode)
6866 int jx = player->jx, jy = player->jy;
6867 int last_jx = player->last_jx, last_jy = player->last_jy;
6868 int move_stepsize = TILEX / player->move_delay_value;
6870 if (!player->active || !player->MovPos)
6873 if (mode == SCROLL_INIT)
6875 player->actual_frame_counter = FrameCounter;
6876 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6878 if (Feld[last_jx][last_jy] == EL_EMPTY)
6879 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6886 else if (!FrameReached(&player->actual_frame_counter, 1))
6889 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6890 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6892 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6893 Feld[last_jx][last_jy] = EL_EMPTY;
6895 /* before DrawPlayer() to draw correct player graphic for this case */
6896 if (player->MovPos == 0)
6897 CheckGravityMovement(player);
6900 DrawPlayer(player); /* needed here only to cleanup last field */
6903 if (player->MovPos == 0) /* player reached destination field */
6905 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6907 /* continue with normal speed after quickly moving through gate */
6908 HALVE_PLAYER_SPEED(player);
6910 /* be able to make the next move without delay */
6911 player->move_delay = 0;
6914 player->last_jx = jx;
6915 player->last_jy = jy;
6917 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6918 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
6919 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
6921 DrawPlayer(player); /* needed here only to cleanup last field */
6924 if (local_player->friends_still_needed == 0 ||
6925 IS_SP_ELEMENT(Feld[jx][jy]))
6926 player->LevelSolved = player->GameOver = TRUE;
6929 if (tape.single_step && tape.recording && !tape.pausing &&
6930 !player->programmed_action)
6931 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6935 void ScrollScreen(struct PlayerInfo *player, int mode)
6937 static unsigned long screen_frame_counter = 0;
6939 if (mode == SCROLL_INIT)
6941 /* set scrolling step size according to actual player's moving speed */
6942 ScrollStepSize = TILEX / player->move_delay_value;
6944 screen_frame_counter = FrameCounter;
6945 ScreenMovDir = player->MovDir;
6946 ScreenMovPos = player->MovPos;
6947 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6950 else if (!FrameReached(&screen_frame_counter, 1))
6955 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6956 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6957 redraw_mask |= REDRAW_FIELD;
6960 ScreenMovDir = MV_NO_MOVING;
6963 void TestIfPlayerTouchesCustomElement(int x, int y)
6966 static boolean check_changing = FALSE;
6968 static int xy[4][2] =
6975 static int change_sides[4][2] =
6977 /* center side border side */
6978 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6979 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6980 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6981 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6986 if (check_changing) /* prevent this function from running into a loop */
6989 check_changing = TRUE;
6994 int xx = x + xy[i][0];
6995 int yy = y + xy[i][1];
6996 int center_side = change_sides[i][0];
6997 int border_side = change_sides[i][1];
6999 if (!IN_LEV_FIELD(xx, yy))
7003 if (IS_PLAYER(x, y))
7005 CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
7006 CE_OTHER_GETS_TOUCHED);
7007 CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
7008 CE_TOUCHED_BY_PLAYER, -1);
7010 else if (IS_PLAYER(xx, yy))
7012 CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
7013 CE_OTHER_GETS_TOUCHED);
7014 CheckElementSideChange(x, y, Feld[x][y], center_side,
7015 CE_TOUCHED_BY_PLAYER, -1);
7020 if (IS_PLAYER(x, y))
7022 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
7023 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
7025 else if (IS_PLAYER(xx, yy))
7027 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
7028 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
7036 check_changing = FALSE;
7040 void TestIfElementTouchesCustomElement(int x, int y)
7043 static boolean check_changing = FALSE;
7045 static int xy[4][2] =
7052 static int change_sides[4][2] =
7054 /* center side border side */
7055 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
7056 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
7057 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
7058 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
7060 static int touch_dir[4] =
7067 boolean change_center_element = FALSE;
7068 int center_element_change_page = 0;
7070 int center_element = MovingOrBlocked2Element(x, y);
7072 int center_element = Feld[x][y]; /* should always be non-moving! */
7077 if (center_element == EL_CUSTOM_START + 244)
7078 printf("::: checking element %d at %d,%d... [%d]\n",
7079 center_element, x, y, Feld[x][y + 1]);
7083 if (check_changing) /* prevent this function from running into a loop */
7086 check_changing = TRUE;
7091 int xx = x + xy[i][0];
7092 int yy = y + xy[i][1];
7093 int center_side = change_sides[i][0];
7094 int border_side = change_sides[i][1];
7097 if (!IN_LEV_FIELD(xx, yy))
7101 if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
7102 border_element = Feld[xx][yy];
7103 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
7106 printf("::: moving && touching...\n");
7109 border_element = MovingOrBlocked2Element(xx, yy);
7114 printf("::: moving && NOT touching...\n");
7117 continue; /* center and border element do not touch */
7122 border_element = MovingOrBlocked2Element(xx, yy);
7124 border_element = Feld[xx][yy]; /* may be moving! */
7129 /* check for change of center element (but change it only once) */
7130 if (IS_CUSTOM_ELEMENT(center_element) &&
7131 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
7132 !change_center_element)
7134 for (j=0; j < element_info[center_element].num_change_pages; j++)
7136 struct ElementChangeInfo *change =
7137 &element_info[center_element].change_page[j];
7139 if (change->can_change &&
7140 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7141 change->sides & border_side &&
7142 change->trigger_element == border_element)
7144 change_center_element = TRUE;
7145 center_element_change_page = j;
7152 /* check for change of border element */
7153 if (IS_CUSTOM_ELEMENT(border_element) &&
7154 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
7156 for (j=0; j < element_info[border_element].num_change_pages; j++)
7158 struct ElementChangeInfo *change =
7159 &element_info[border_element].change_page[j];
7161 if (change->can_change &&
7162 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7163 change->sides & center_side &&
7164 change->trigger_element == center_element)
7167 printf("::: changing border element %d at %d,%d\n",
7168 border_element, xx, yy);
7171 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
7172 CE_OTHER_IS_TOUCHING, j);
7179 if (change_center_element)
7182 printf("::: changing center element %d at %d,%d\n",
7183 center_element, x, y);
7186 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7187 CE_OTHER_IS_TOUCHING, center_element_change_page);
7191 check_changing = FALSE;
7195 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7197 int i, kill_x = -1, kill_y = -1;
7198 static int test_xy[4][2] =
7205 static int test_dir[4] =
7215 int test_x, test_y, test_move_dir, test_element;
7217 test_x = good_x + test_xy[i][0];
7218 test_y = good_y + test_xy[i][1];
7219 if (!IN_LEV_FIELD(test_x, test_y))
7223 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7226 test_element = Feld[test_x][test_y];
7228 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7231 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7232 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7234 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7235 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7243 if (kill_x != -1 || kill_y != -1)
7245 if (IS_PLAYER(good_x, good_y))
7247 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7249 if (player->shield_deadly_time_left > 0)
7250 Bang(kill_x, kill_y);
7251 else if (!PLAYER_PROTECTED(good_x, good_y))
7255 Bang(good_x, good_y);
7259 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7261 int i, kill_x = -1, kill_y = -1;
7262 int bad_element = Feld[bad_x][bad_y];
7263 static int test_xy[4][2] =
7270 static int test_dir[4] =
7278 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7283 int test_x, test_y, test_move_dir, test_element;
7285 test_x = bad_x + test_xy[i][0];
7286 test_y = bad_y + test_xy[i][1];
7287 if (!IN_LEV_FIELD(test_x, test_y))
7291 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7293 test_element = Feld[test_x][test_y];
7295 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7296 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7298 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7299 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7301 /* good thing is player or penguin that does not move away */
7302 if (IS_PLAYER(test_x, test_y))
7304 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7306 if (bad_element == EL_ROBOT && player->is_moving)
7307 continue; /* robot does not kill player if he is moving */
7313 else if (test_element == EL_PENGUIN)
7322 if (kill_x != -1 || kill_y != -1)
7324 if (IS_PLAYER(kill_x, kill_y))
7326 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7329 int dir = player->MovDir;
7330 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7331 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7333 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7334 newx != bad_x && newy != bad_y)
7335 ; /* robot does not kill player if he is moving */
7337 printf("-> %d\n", player->MovDir);
7339 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7340 newx != bad_x && newy != bad_y)
7341 ; /* robot does not kill player if he is moving */
7346 if (player->shield_deadly_time_left > 0)
7348 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7352 Bang(kill_x, kill_y);
7356 void TestIfHeroTouchesBadThing(int x, int y)
7358 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7361 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7363 TestIfGoodThingHitsBadThing(x, y, move_dir);
7366 void TestIfBadThingTouchesHero(int x, int y)
7368 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7371 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7373 TestIfBadThingHitsGoodThing(x, y, move_dir);
7376 void TestIfFriendTouchesBadThing(int x, int y)
7378 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7381 void TestIfBadThingTouchesFriend(int x, int y)
7383 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7386 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7388 int i, kill_x = bad_x, kill_y = bad_y;
7389 static int xy[4][2] =
7401 x = bad_x + xy[i][0];
7402 y = bad_y + xy[i][1];
7403 if (!IN_LEV_FIELD(x, y))
7406 element = Feld[x][y];
7407 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7408 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7416 if (kill_x != bad_x || kill_y != bad_y)
7420 void KillHero(struct PlayerInfo *player)
7422 int jx = player->jx, jy = player->jy;
7424 if (!player->active)
7427 /* remove accessible field at the player's position */
7428 Feld[jx][jy] = EL_EMPTY;
7430 /* deactivate shield (else Bang()/Explode() would not work right) */
7431 player->shield_normal_time_left = 0;
7432 player->shield_deadly_time_left = 0;
7438 static void KillHeroUnlessProtected(int x, int y)
7440 if (!PLAYER_PROTECTED(x, y))
7441 KillHero(PLAYERINFO(x, y));
7444 void BuryHero(struct PlayerInfo *player)
7446 int jx = player->jx, jy = player->jy;
7448 if (!player->active)
7452 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7454 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7456 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7458 player->GameOver = TRUE;
7462 void RemoveHero(struct PlayerInfo *player)
7464 int jx = player->jx, jy = player->jy;
7465 int i, found = FALSE;
7467 player->present = FALSE;
7468 player->active = FALSE;
7470 if (!ExplodeField[jx][jy])
7471 StorePlayer[jx][jy] = 0;
7473 for (i=0; i<MAX_PLAYERS; i++)
7474 if (stored_player[i].active)
7478 AllPlayersGone = TRUE;
7485 =============================================================================
7486 checkDiagonalPushing()
7487 -----------------------------------------------------------------------------
7488 check if diagonal input device direction results in pushing of object
7489 (by checking if the alternative direction is walkable, diggable, ...)
7490 =============================================================================
7493 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7494 int x, int y, int real_dx, int real_dy)
7496 int jx, jy, dx, dy, xx, yy;
7498 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7501 /* diagonal direction: check alternative direction */
7506 xx = jx + (dx == 0 ? real_dx : 0);
7507 yy = jy + (dy == 0 ? real_dy : 0);
7509 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7513 =============================================================================
7515 -----------------------------------------------------------------------------
7516 x, y: field next to player (non-diagonal) to try to dig to
7517 real_dx, real_dy: direction as read from input device (can be diagonal)
7518 =============================================================================
7521 int DigField(struct PlayerInfo *player,
7522 int x, int y, int real_dx, int real_dy, int mode)
7524 static int change_sides[4] =
7526 CH_SIDE_RIGHT, /* moving left */
7527 CH_SIDE_LEFT, /* moving right */
7528 CH_SIDE_BOTTOM, /* moving up */
7529 CH_SIDE_TOP, /* moving down */
7531 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7532 int jx = player->jx, jy = player->jy;
7533 int dx = x - jx, dy = y - jy;
7534 int nextx = x + dx, nexty = y + dy;
7535 int move_direction = (dx == -1 ? MV_LEFT :
7536 dx == +1 ? MV_RIGHT :
7538 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7539 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7542 if (player->MovPos == 0)
7544 player->is_digging = FALSE;
7545 player->is_collecting = FALSE;
7548 if (player->MovPos == 0) /* last pushing move finished */
7549 player->Pushing = FALSE;
7551 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7553 player->Switching = FALSE;
7554 player->push_delay = 0;
7556 return MF_NO_ACTION;
7559 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7560 return MF_NO_ACTION;
7563 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7565 if (IS_TUBE(Feld[jx][jy]) ||
7566 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7570 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7571 int tube_leave_directions[][2] =
7573 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7574 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7575 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7576 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7577 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7578 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7579 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7580 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7581 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7582 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7583 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7584 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7587 while (tube_leave_directions[i][0] != tube_element)
7590 if (tube_leave_directions[i][0] == -1) /* should not happen */
7594 if (!(tube_leave_directions[i][1] & move_direction))
7595 return MF_NO_ACTION; /* tube has no opening in this direction */
7598 element = Feld[x][y];
7600 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7601 game.engine_version >= VERSION_IDENT(2,2,0))
7602 return MF_NO_ACTION;
7607 case EL_ROBOT_WHEEL:
7608 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7611 DrawLevelField(x, y);
7612 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7618 case EL_SP_TERMINAL:
7622 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7624 for (yy=0; yy<lev_fieldy; yy++)
7626 for (xx=0; xx<lev_fieldx; xx++)
7628 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7630 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7631 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7641 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7642 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7643 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7644 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7645 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7646 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7647 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7648 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7649 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7650 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7651 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7652 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7654 if (!PLAYER_SWITCHING(player, x, y))
7656 if (!player->Switching)
7659 player->Switching = TRUE;
7660 player->switch_x = x;
7661 player->switch_y = y;
7663 ToggleBeltSwitch(x, y);
7664 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7671 case EL_SWITCHGATE_SWITCH_UP:
7672 case EL_SWITCHGATE_SWITCH_DOWN:
7674 if (!PLAYER_SWITCHING(player, x, y))
7676 if (!player->Switching)
7679 player->Switching = TRUE;
7680 player->switch_x = x;
7681 player->switch_y = y;
7683 ToggleSwitchgateSwitch(x, y);
7684 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7691 case EL_LIGHT_SWITCH:
7692 case EL_LIGHT_SWITCH_ACTIVE:
7694 if (!PLAYER_SWITCHING(player, x, y))
7696 if (!player->Switching)
7699 player->Switching = TRUE;
7700 player->switch_x = x;
7701 player->switch_y = y;
7703 ToggleLightSwitch(x, y);
7704 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7705 SND_LIGHT_SWITCH_ACTIVATING :
7706 SND_LIGHT_SWITCH_DEACTIVATING);
7713 case EL_TIMEGATE_SWITCH:
7714 ActivateTimegateSwitch(x, y);
7715 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7722 case EL_BALLOON_SWITCH_LEFT:
7723 case EL_BALLOON_SWITCH_RIGHT:
7724 case EL_BALLOON_SWITCH_UP:
7725 case EL_BALLOON_SWITCH_DOWN:
7726 case EL_BALLOON_SWITCH_ANY:
7727 if (element == EL_BALLOON_SWITCH_ANY)
7728 game.balloon_dir = move_direction;
7730 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7731 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7732 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7733 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7735 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7741 case EL_SP_PORT_LEFT:
7742 case EL_SP_PORT_RIGHT:
7744 case EL_SP_PORT_DOWN:
7745 case EL_SP_PORT_HORIZONTAL:
7746 case EL_SP_PORT_VERTICAL:
7747 case EL_SP_PORT_ANY:
7748 case EL_SP_GRAVITY_PORT_LEFT:
7749 case EL_SP_GRAVITY_PORT_RIGHT:
7750 case EL_SP_GRAVITY_PORT_UP:
7751 case EL_SP_GRAVITY_PORT_DOWN:
7753 element != EL_SP_PORT_LEFT &&
7754 element != EL_SP_GRAVITY_PORT_LEFT &&
7755 element != EL_SP_PORT_HORIZONTAL &&
7756 element != EL_SP_PORT_ANY) ||
7758 element != EL_SP_PORT_RIGHT &&
7759 element != EL_SP_GRAVITY_PORT_RIGHT &&
7760 element != EL_SP_PORT_HORIZONTAL &&
7761 element != EL_SP_PORT_ANY) ||
7763 element != EL_SP_PORT_UP &&
7764 element != EL_SP_GRAVITY_PORT_UP &&
7765 element != EL_SP_PORT_VERTICAL &&
7766 element != EL_SP_PORT_ANY) ||
7768 element != EL_SP_PORT_DOWN &&
7769 element != EL_SP_GRAVITY_PORT_DOWN &&
7770 element != EL_SP_PORT_VERTICAL &&
7771 element != EL_SP_PORT_ANY) ||
7772 !IN_LEV_FIELD(nextx, nexty) ||
7773 !IS_FREE(nextx, nexty))
7774 return MF_NO_ACTION;
7776 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7777 element == EL_SP_GRAVITY_PORT_RIGHT ||
7778 element == EL_SP_GRAVITY_PORT_UP ||
7779 element == EL_SP_GRAVITY_PORT_DOWN)
7780 game.gravity = !game.gravity;
7782 /* automatically move to the next field with double speed */
7783 player->programmed_action = move_direction;
7784 DOUBLE_PLAYER_SPEED(player);
7786 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7790 case EL_TUBE_VERTICAL:
7791 case EL_TUBE_HORIZONTAL:
7792 case EL_TUBE_VERTICAL_LEFT:
7793 case EL_TUBE_VERTICAL_RIGHT:
7794 case EL_TUBE_HORIZONTAL_UP:
7795 case EL_TUBE_HORIZONTAL_DOWN:
7796 case EL_TUBE_LEFT_UP:
7797 case EL_TUBE_LEFT_DOWN:
7798 case EL_TUBE_RIGHT_UP:
7799 case EL_TUBE_RIGHT_DOWN:
7802 int tube_enter_directions[][2] =
7804 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7805 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7806 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7807 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7808 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7809 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7810 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7811 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7812 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7813 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7814 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7815 { -1, MV_NO_MOVING }
7818 while (tube_enter_directions[i][0] != element)
7821 if (tube_enter_directions[i][0] == -1) /* should not happen */
7825 if (!(tube_enter_directions[i][1] & move_direction))
7826 return MF_NO_ACTION; /* tube has no opening in this direction */
7828 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7834 Feld[x][y] = EL_LAMP_ACTIVE;
7835 local_player->lights_still_needed--;
7836 DrawLevelField(x, y);
7837 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7843 case EL_TIME_ORB_FULL:
7844 Feld[x][y] = EL_TIME_ORB_EMPTY;
7846 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7847 DrawLevelField(x, y);
7848 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7855 if (IS_WALKABLE(element))
7857 int sound_action = ACTION_WALKING;
7859 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7861 if (!player->key[element - EL_GATE_1])
7862 return MF_NO_ACTION;
7864 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7866 if (!player->key[element - EL_GATE_1_GRAY])
7867 return MF_NO_ACTION;
7869 else if (element == EL_EXIT_OPEN ||
7870 element == EL_SP_EXIT_OPEN ||
7871 element == EL_SP_EXIT_OPENING)
7873 sound_action = ACTION_PASSING; /* player is passing exit */
7875 else if (element == EL_EMPTY)
7877 sound_action = ACTION_MOVING; /* nothing to walk on */
7880 /* play sound from background or player, whatever is available */
7881 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7882 PlaySoundLevelElementAction(x, y, element, sound_action);
7884 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7888 else if (IS_PASSABLE(element))
7890 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7891 return MF_NO_ACTION;
7894 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
7895 return MF_NO_ACTION;
7898 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7900 if (!player->key[element - EL_EM_GATE_1])
7901 return MF_NO_ACTION;
7903 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7905 if (!player->key[element - EL_EM_GATE_1_GRAY])
7906 return MF_NO_ACTION;
7909 /* automatically move to the next field with double speed */
7910 player->programmed_action = move_direction;
7911 DOUBLE_PLAYER_SPEED(player);
7913 PlaySoundLevelAction(x, y, ACTION_PASSING);
7917 else if (IS_DIGGABLE(element))
7921 if (mode != DF_SNAP)
7924 GfxElement[x][y] = GFX_ELEMENT(element);
7927 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7929 player->is_digging = TRUE;
7932 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7934 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7936 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7940 else if (IS_COLLECTIBLE(element))
7944 if (mode != DF_SNAP)
7946 GfxElement[x][y] = element;
7947 player->is_collecting = TRUE;
7950 if (element == EL_SPEED_PILL)
7951 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7952 else if (element == EL_EXTRA_TIME && level.time > 0)
7955 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7957 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7959 player->shield_normal_time_left += 10;
7960 if (element == EL_SHIELD_DEADLY)
7961 player->shield_deadly_time_left += 10;
7963 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7965 if (player->inventory_size < MAX_INVENTORY_SIZE)
7966 player->inventory_element[player->inventory_size++] = element;
7968 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7970 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7971 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7973 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7975 player->dynabomb_count++;
7976 player->dynabombs_left++;
7978 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7980 player->dynabomb_size++;
7982 else if (element == EL_DYNABOMB_INCREASE_POWER)
7984 player->dynabomb_xl = TRUE;
7986 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7987 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7989 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7990 element - EL_KEY_1 : element - EL_EM_KEY_1);
7992 player->key[key_nr] = TRUE;
7994 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7995 el2edimg(EL_KEY_1 + key_nr));
7996 redraw_mask |= REDRAW_DOOR_1;
7998 else if (IS_ENVELOPE(element))
8001 player->show_envelope = element;
8003 ShowEnvelope(element - EL_ENVELOPE_1);
8006 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
8010 for (i=0; i < element_info[element].collect_count; i++)
8011 if (player->inventory_size < MAX_INVENTORY_SIZE)
8012 player->inventory_element[player->inventory_size++] = element;
8014 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8015 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8017 else if (element_info[element].collect_count > 0)
8019 local_player->gems_still_needed -=
8020 element_info[element].collect_count;
8021 if (local_player->gems_still_needed < 0)
8022 local_player->gems_still_needed = 0;
8024 DrawText(DX_EMERALDS, DY_EMERALDS,
8025 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
8028 RaiseScoreElement(element);
8029 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
8031 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
8033 TestIfElementTouchesCustomElement(x, y); /* for empty space */
8037 else if (IS_PUSHABLE(element))
8039 if (mode == DF_SNAP && element != EL_BD_ROCK)
8040 return MF_NO_ACTION;
8042 if (CAN_FALL(element) && dy)
8043 return MF_NO_ACTION;
8045 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
8046 !(element == EL_SPRING && use_spring_bug))
8047 return MF_NO_ACTION;
8050 /* do not push elements already moving away faster than player */
8051 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
8052 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
8053 return MF_NO_ACTION;
8055 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
8056 return MF_NO_ACTION;
8058 if (!player->Pushing &&
8059 game.engine_version >= RELEASE_IDENT(2,2,0,7))
8060 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8062 player->Pushing = TRUE;
8064 if (!(IN_LEV_FIELD(nextx, nexty) &&
8065 (IS_FREE(nextx, nexty) ||
8066 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
8067 IS_SB_ELEMENT(element)))))
8068 return MF_NO_ACTION;
8070 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
8071 return MF_NO_ACTION;
8073 if (player->push_delay == 0) /* new pushing; restart delay */
8074 player->push_delay = FrameCounter;
8076 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
8077 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
8078 element != EL_SPRING && element != EL_BALLOON)
8079 return MF_NO_ACTION;
8081 if (IS_SB_ELEMENT(element))
8083 if (element == EL_SOKOBAN_FIELD_FULL)
8085 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
8086 local_player->sokobanfields_still_needed++;
8089 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
8091 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
8092 local_player->sokobanfields_still_needed--;
8095 Feld[x][y] = EL_SOKOBAN_OBJECT;
8097 if (Back[x][y] == Back[nextx][nexty])
8098 PlaySoundLevelAction(x, y, ACTION_PUSHING);
8099 else if (Back[x][y] != 0)
8100 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
8103 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
8106 if (local_player->sokobanfields_still_needed == 0 &&
8107 game.emulation == EMU_SOKOBAN)
8109 player->LevelSolved = player->GameOver = TRUE;
8110 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
8114 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
8116 InitMovingField(x, y, move_direction);
8117 GfxAction[x][y] = ACTION_PUSHING;
8119 if (mode == DF_SNAP)
8120 ContinueMoving(x, y);
8122 MovPos[x][y] = (dx != 0 ? dx : dy);
8124 Pushed[x][y] = TRUE;
8125 Pushed[nextx][nexty] = TRUE;
8127 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
8128 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8131 CheckTriggeredElementSideChange(x, y, element, dig_side,
8132 CE_OTHER_GETS_PUSHED);
8133 CheckElementSideChange(x, y, element, dig_side,
8134 CE_PUSHED_BY_PLAYER, -1);
8136 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
8137 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
8142 else if (IS_SWITCHABLE(element))
8144 if (PLAYER_SWITCHING(player, x, y))
8148 PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
8151 if (element == EL_ROBOT_WHEEL)
8153 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
8157 DrawLevelField(x, y);
8160 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
8163 else if (element == EL_SP_TERMINAL)
8168 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
8171 for (yy=0; yy<lev_fieldy; yy++)
8173 for (xx=0; xx<lev_fieldx; xx++)
8175 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
8177 else if (Feld[xx][yy] == EL_SP_TERMINAL)
8178 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
8182 else if (IS_BELT_SWITCH(element))
8185 if (!PLAYER_SWITCHING(player, x, y))
8188 player->Switching = TRUE;
8189 player->switch_x = x;
8190 player->switch_y = y;
8192 ToggleBeltSwitch(x, y);
8195 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
8199 else if (element == EL_SWITCHGATE_SWITCH_UP ||
8200 element == EL_SWITCHGATE_SWITCH_DOWN)
8203 if (!PLAYER_SWITCHING(player, x, y))
8206 player->Switching = TRUE;
8207 player->switch_x = x;
8208 player->switch_y = y;
8210 ToggleSwitchgateSwitch(x, y);
8213 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
8217 else if (element == EL_LIGHT_SWITCH ||
8218 element == EL_LIGHT_SWITCH_ACTIVE)
8221 if (!PLAYER_SWITCHING(player, x, y))
8224 player->Switching = TRUE;
8225 player->switch_x = x;
8226 player->switch_y = y;
8228 ToggleLightSwitch(x, y);
8231 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
8232 SND_LIGHT_SWITCH_ACTIVATING :
8233 SND_LIGHT_SWITCH_DEACTIVATING);
8237 else if (element == EL_TIMEGATE_SWITCH)
8239 ActivateTimegateSwitch(x, y);
8242 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
8245 else if (element == EL_BALLOON_SWITCH_LEFT ||
8246 element == EL_BALLOON_SWITCH_RIGHT ||
8247 element == EL_BALLOON_SWITCH_UP ||
8248 element == EL_BALLOON_SWITCH_DOWN ||
8249 element == EL_BALLOON_SWITCH_ANY)
8251 if (element == EL_BALLOON_SWITCH_ANY)
8252 game.balloon_dir = move_direction;
8254 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
8255 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
8256 element == EL_BALLOON_SWITCH_UP ? MV_UP :
8257 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
8261 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
8264 else if (element == EL_LAMP)
8266 Feld[x][y] = EL_LAMP_ACTIVE;
8267 local_player->lights_still_needed--;
8269 DrawLevelField(x, y);
8272 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
8275 else if (element == EL_TIME_ORB_FULL)
8277 Feld[x][y] = EL_TIME_ORB_EMPTY;
8279 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8281 DrawLevelField(x, y);
8284 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
8293 if (!PLAYER_SWITCHING(player, x, y))
8295 if (!player->Switching)
8298 player->Switching = TRUE;
8299 player->switch_x = x;
8300 player->switch_y = y;
8302 CheckTriggeredElementSideChange(x, y, element, dig_side,
8303 CE_OTHER_IS_SWITCHING);
8304 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
8307 CheckTriggeredElementSideChange(x, y, element, dig_side,
8308 CE_OTHER_GETS_PRESSED);
8309 CheckElementSideChange(x, y, element, dig_side,
8310 CE_PRESSED_BY_PLAYER, -1);
8313 return MF_NO_ACTION;
8316 player->push_delay = 0;
8318 if (Feld[x][y] != element) /* really digged/collected something */
8319 player->is_collecting = !player->is_digging;
8324 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
8326 int jx = player->jx, jy = player->jy;
8327 int x = jx + dx, y = jy + dy;
8328 int snap_direction = (dx == -1 ? MV_LEFT :
8329 dx == +1 ? MV_RIGHT :
8331 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8333 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
8336 if (!player->active || !IN_LEV_FIELD(x, y))
8344 if (player->MovPos == 0)
8345 player->Pushing = FALSE;
8347 player->snapped = FALSE;
8349 if (player->MovPos == 0)
8351 player->is_digging = FALSE;
8352 player->is_collecting = FALSE;
8354 player->is_moving = FALSE;
8359 printf("::: trying to snap...\n");
8365 if (player->snapped)
8368 player->MovDir = snap_direction;
8371 player->is_digging = FALSE;
8372 player->is_collecting = FALSE;
8374 player->is_moving = FALSE;
8378 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8381 player->snapped = TRUE;
8383 player->is_digging = FALSE;
8384 player->is_collecting = FALSE;
8386 player->is_moving = FALSE;
8390 DrawLevelField(x, y);
8396 boolean DropElement(struct PlayerInfo *player)
8398 int jx = player->jx, jy = player->jy;
8401 if (!player->active || player->MovPos)
8404 old_element = Feld[jx][jy];
8406 /* check if player has anything that can be dropped */
8407 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8410 /* check if anything can be dropped at the current position */
8411 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8414 /* collected custom elements can only be dropped on empty fields */
8415 if (player->inventory_size > 0 &&
8416 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8417 && old_element != EL_EMPTY)
8420 if (old_element != EL_EMPTY)
8421 Back[jx][jy] = old_element; /* store old element on this field */
8423 MovDelay[jx][jy] = 96;
8425 ResetGfxAnimation(jx, jy);
8426 ResetRandomAnimationValue(jx, jy);
8428 if (player->inventory_size > 0)
8430 int new_element = player->inventory_element[--player->inventory_size];
8433 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8434 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8437 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8438 EL_DYNAMITE_ACTIVE);
8441 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8442 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8444 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8445 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8447 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8449 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8450 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8452 TestIfElementTouchesCustomElement(jx, jy);
8454 else /* player is dropping a dyna bomb */
8456 player->dynabombs_left--;
8459 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8461 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8462 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8464 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8470 /* ------------------------------------------------------------------------- */
8471 /* game sound playing functions */
8472 /* ------------------------------------------------------------------------- */
8474 static int *loop_sound_frame = NULL;
8475 static int *loop_sound_volume = NULL;
8477 void InitPlaySoundLevel()
8479 int num_sounds = getSoundListSize();
8481 if (loop_sound_frame != NULL)
8482 free(loop_sound_frame);
8484 if (loop_sound_volume != NULL)
8485 free(loop_sound_volume);
8487 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8488 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8491 static void PlaySoundLevel(int x, int y, int nr)
8493 int sx = SCREENX(x), sy = SCREENY(y);
8494 int volume, stereo_position;
8495 int max_distance = 8;
8496 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8498 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8499 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8502 if (!IN_LEV_FIELD(x, y) ||
8503 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8504 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8507 volume = SOUND_MAX_VOLUME;
8509 if (!IN_SCR_FIELD(sx, sy))
8511 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8512 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8514 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8517 stereo_position = (SOUND_MAX_LEFT +
8518 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8519 (SCR_FIELDX + 2 * max_distance));
8521 if (IS_LOOP_SOUND(nr))
8523 /* This assures that quieter loop sounds do not overwrite louder ones,
8524 while restarting sound volume comparison with each new game frame. */
8526 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8529 loop_sound_volume[nr] = volume;
8530 loop_sound_frame[nr] = FrameCounter;
8533 PlaySoundExt(nr, volume, stereo_position, type);
8536 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8538 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8539 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8540 y < LEVELY(BY1) ? LEVELY(BY1) :
8541 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8545 static void PlaySoundLevelAction(int x, int y, int action)
8547 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8550 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8552 int sound_effect = element_info[element].sound[action];
8554 if (sound_effect != SND_UNDEFINED)
8555 PlaySoundLevel(x, y, sound_effect);
8558 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8560 int sound_effect = element_info[Feld[x][y]].sound[action];
8562 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8563 PlaySoundLevel(x, y, sound_effect);
8566 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8568 int sound_effect = element_info[Feld[x][y]].sound[action];
8570 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8571 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8574 void RaiseScore(int value)
8576 local_player->score += value;
8577 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8580 void RaiseScoreElement(int element)
8586 case EL_EMERALD_YELLOW:
8587 case EL_EMERALD_RED:
8588 case EL_EMERALD_PURPLE:
8589 case EL_SP_INFOTRON:
8590 RaiseScore(level.score[SC_EMERALD]);
8593 RaiseScore(level.score[SC_DIAMOND]);
8596 RaiseScore(level.score[SC_CRYSTAL]);
8599 RaiseScore(level.score[SC_PEARL]);
8602 case EL_BD_BUTTERFLY:
8603 case EL_SP_ELECTRON:
8604 RaiseScore(level.score[SC_BUG]);
8608 case EL_SP_SNIKSNAK:
8609 RaiseScore(level.score[SC_SPACESHIP]);
8612 case EL_DARK_YAMYAM:
8613 RaiseScore(level.score[SC_YAMYAM]);
8616 RaiseScore(level.score[SC_ROBOT]);
8619 RaiseScore(level.score[SC_PACMAN]);
8622 RaiseScore(level.score[SC_NUT]);
8625 case EL_SP_DISK_RED:
8626 case EL_DYNABOMB_INCREASE_NUMBER:
8627 case EL_DYNABOMB_INCREASE_SIZE:
8628 case EL_DYNABOMB_INCREASE_POWER:
8629 RaiseScore(level.score[SC_DYNAMITE]);
8631 case EL_SHIELD_NORMAL:
8632 case EL_SHIELD_DEADLY:
8633 RaiseScore(level.score[SC_SHIELD]);
8636 RaiseScore(level.score[SC_TIME_BONUS]);
8642 RaiseScore(level.score[SC_KEY]);
8645 RaiseScore(element_info[element].collect_score);
8650 void RequestQuitGame(boolean ask_if_really_quit)
8652 if (AllPlayersGone ||
8653 !ask_if_really_quit ||
8654 level_editor_test_game ||
8655 Request("Do you really want to quit the game ?",
8656 REQ_ASK | REQ_STAY_CLOSED))
8658 #if defined(PLATFORM_UNIX)
8659 if (options.network)
8660 SendToServer_StopPlaying();
8664 game_status = GAME_MODE_MAIN;
8670 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8675 /* ---------- new game button stuff ---------------------------------------- */
8677 /* graphic position values for game buttons */
8678 #define GAME_BUTTON_XSIZE 30
8679 #define GAME_BUTTON_YSIZE 30
8680 #define GAME_BUTTON_XPOS 5
8681 #define GAME_BUTTON_YPOS 215
8682 #define SOUND_BUTTON_XPOS 5
8683 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8685 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8686 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8687 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8688 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8689 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8690 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8697 } gamebutton_info[NUM_GAME_BUTTONS] =
8700 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8705 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8710 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8715 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8716 SOUND_CTRL_ID_MUSIC,
8717 "background music on/off"
8720 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8721 SOUND_CTRL_ID_LOOPS,
8722 "sound loops on/off"
8725 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8726 SOUND_CTRL_ID_SIMPLE,
8727 "normal sounds on/off"
8731 void CreateGameButtons()
8735 for (i=0; i<NUM_GAME_BUTTONS; i++)
8737 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8738 struct GadgetInfo *gi;
8741 unsigned long event_mask;
8742 int gd_xoffset, gd_yoffset;
8743 int gd_x1, gd_x2, gd_y1, gd_y2;
8746 gd_xoffset = gamebutton_info[i].x;
8747 gd_yoffset = gamebutton_info[i].y;
8748 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8749 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8751 if (id == GAME_CTRL_ID_STOP ||
8752 id == GAME_CTRL_ID_PAUSE ||
8753 id == GAME_CTRL_ID_PLAY)
8755 button_type = GD_TYPE_NORMAL_BUTTON;
8757 event_mask = GD_EVENT_RELEASED;
8758 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8759 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8763 button_type = GD_TYPE_CHECK_BUTTON;
8765 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8766 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8767 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8768 event_mask = GD_EVENT_PRESSED;
8769 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8770 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8773 gi = CreateGadget(GDI_CUSTOM_ID, id,
8774 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8775 GDI_X, DX + gd_xoffset,
8776 GDI_Y, DY + gd_yoffset,
8777 GDI_WIDTH, GAME_BUTTON_XSIZE,
8778 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8779 GDI_TYPE, button_type,
8780 GDI_STATE, GD_BUTTON_UNPRESSED,
8781 GDI_CHECKED, checked,
8782 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8783 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8784 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8785 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8786 GDI_EVENT_MASK, event_mask,
8787 GDI_CALLBACK_ACTION, HandleGameButtons,
8791 Error(ERR_EXIT, "cannot create gadget");
8793 game_gadget[id] = gi;
8797 void FreeGameButtons()
8801 for (i=0; i<NUM_GAME_BUTTONS; i++)
8802 FreeGadget(game_gadget[i]);
8805 static void MapGameButtons()
8809 for (i=0; i<NUM_GAME_BUTTONS; i++)
8810 MapGadget(game_gadget[i]);
8813 void UnmapGameButtons()
8817 for (i=0; i<NUM_GAME_BUTTONS; i++)
8818 UnmapGadget(game_gadget[i]);
8821 static void HandleGameButtons(struct GadgetInfo *gi)
8823 int id = gi->custom_id;
8825 if (game_status != GAME_MODE_PLAYING)
8830 case GAME_CTRL_ID_STOP:
8831 RequestQuitGame(TRUE);
8834 case GAME_CTRL_ID_PAUSE:
8835 if (options.network)
8837 #if defined(PLATFORM_UNIX)
8839 SendToServer_ContinuePlaying();
8841 SendToServer_PausePlaying();
8845 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8848 case GAME_CTRL_ID_PLAY:
8851 #if defined(PLATFORM_UNIX)
8852 if (options.network)
8853 SendToServer_ContinuePlaying();
8857 tape.pausing = FALSE;
8858 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8863 case SOUND_CTRL_ID_MUSIC:
8864 if (setup.sound_music)
8866 setup.sound_music = FALSE;
8869 else if (audio.music_available)
8871 setup.sound = setup.sound_music = TRUE;
8873 SetAudioMode(setup.sound);
8874 PlayMusic(level_nr);
8878 case SOUND_CTRL_ID_LOOPS:
8879 if (setup.sound_loops)
8880 setup.sound_loops = FALSE;
8881 else if (audio.loops_available)
8883 setup.sound = setup.sound_loops = TRUE;
8884 SetAudioMode(setup.sound);
8888 case SOUND_CTRL_ID_SIMPLE:
8889 if (setup.sound_simple)
8890 setup.sound_simple = FALSE;
8891 else if (audio.sound_available)
8893 setup.sound = setup.sound_simple = TRUE;
8894 SetAudioMode(setup.sound);