1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
245 EL_SWITCHGATE_OPENING,
253 EL_SWITCHGATE_CLOSING,
254 EL_SWITCHGATE_CLOSED,
286 EL_ACID_SPLASH_RIGHT,
295 EL_SP_BUGGY_BASE_ACTIVATING,
302 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVE,
310 EL_SP_BUGGY_BASE_ACTIVE,
334 EL_ROBOT_WHEEL_ACTIVE,
342 EL_TIMEGATE_SWITCH_ACTIVE,
363 int push_delay_fixed, push_delay_random;
368 { EL_BALLOON, 0, 0 },
370 { EL_SOKOBAN_OBJECT, 2, 0 },
371 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
372 { EL_SATELLITE, 2, 0 },
373 { EL_SP_DISK_YELLOW, 2, 0 },
375 { EL_UNDEFINED, 0, 0 },
383 move_stepsize_list[] =
385 { EL_AMOEBA_DROP, 2 },
386 { EL_AMOEBA_DROPPING, 2 },
387 { EL_QUICKSAND_FILLING, 1 },
388 { EL_QUICKSAND_EMPTYING, 1 },
389 { EL_MAGIC_WALL_FILLING, 2 },
390 { EL_BD_MAGIC_WALL_FILLING, 2 },
391 { EL_MAGIC_WALL_EMPTYING, 2 },
392 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
402 collect_count_list[] =
405 { EL_BD_DIAMOND, 1 },
406 { EL_EMERALD_YELLOW, 1 },
407 { EL_EMERALD_RED, 1 },
408 { EL_EMERALD_PURPLE, 1 },
410 { EL_SP_INFOTRON, 1 },
417 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
419 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
420 CH_EVENT_BIT(CE_DELAY))
421 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
422 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
423 IS_JUST_CHANGING(x, y))
425 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
428 void GetPlayerConfig()
430 if (!audio.sound_available)
431 setup.sound_simple = FALSE;
433 if (!audio.loops_available)
434 setup.sound_loops = FALSE;
436 if (!audio.music_available)
437 setup.sound_music = FALSE;
439 if (!video.fullscreen_available)
440 setup.fullscreen = FALSE;
442 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
444 SetAudioMode(setup.sound);
448 static int getBeltNrFromBeltElement(int element)
450 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
451 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
452 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
455 static int getBeltNrFromBeltActiveElement(int element)
457 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
458 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
459 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
462 static int getBeltNrFromBeltSwitchElement(int element)
464 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
465 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
466 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
469 static int getBeltDirNrFromBeltSwitchElement(int element)
471 static int belt_base_element[4] =
473 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
476 EL_CONVEYOR_BELT_4_SWITCH_LEFT
479 int belt_nr = getBeltNrFromBeltSwitchElement(element);
480 int belt_dir_nr = element - belt_base_element[belt_nr];
482 return (belt_dir_nr % 3);
485 static int getBeltDirFromBeltSwitchElement(int element)
487 static int belt_move_dir[3] =
494 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
496 return belt_move_dir[belt_dir_nr];
499 static void InitPlayerField(int x, int y, int element, boolean init_game)
501 if (element == EL_SP_MURPHY)
505 if (stored_player[0].present)
507 Feld[x][y] = EL_SP_MURPHY_CLONE;
513 stored_player[0].use_murphy_graphic = TRUE;
516 Feld[x][y] = EL_PLAYER_1;
522 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
523 int jx = player->jx, jy = player->jy;
525 player->present = TRUE;
527 if (!options.network || player->connected)
529 player->active = TRUE;
531 /* remove potentially duplicate players */
532 if (StorePlayer[jx][jy] == Feld[x][y])
533 StorePlayer[jx][jy] = 0;
535 StorePlayer[x][y] = Feld[x][y];
539 printf("Player %d activated.\n", player->element_nr);
540 printf("[Local player is %d and currently %s.]\n",
541 local_player->element_nr,
542 local_player->active ? "active" : "not active");
546 Feld[x][y] = EL_EMPTY;
547 player->jx = player->last_jx = x;
548 player->jy = player->last_jy = y;
552 static void InitField(int x, int y, boolean init_game)
554 int element = Feld[x][y];
563 InitPlayerField(x, y, element, init_game);
567 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
568 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
569 else if (x > 0 && Feld[x-1][y] == EL_ACID)
570 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
571 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
572 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
573 else if (y > 0 && Feld[x][y-1] == EL_ACID)
574 Feld[x][y] = EL_ACID_POOL_BOTTOM;
575 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
576 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
584 case EL_SPACESHIP_RIGHT:
585 case EL_SPACESHIP_UP:
586 case EL_SPACESHIP_LEFT:
587 case EL_SPACESHIP_DOWN:
589 case EL_BD_BUTTERFLY_RIGHT:
590 case EL_BD_BUTTERFLY_UP:
591 case EL_BD_BUTTERFLY_LEFT:
592 case EL_BD_BUTTERFLY_DOWN:
593 case EL_BD_BUTTERFLY:
594 case EL_BD_FIREFLY_RIGHT:
595 case EL_BD_FIREFLY_UP:
596 case EL_BD_FIREFLY_LEFT:
597 case EL_BD_FIREFLY_DOWN:
599 case EL_PACMAN_RIGHT:
623 if (y == lev_fieldy - 1)
625 Feld[x][y] = EL_AMOEBA_GROWING;
626 Store[x][y] = EL_AMOEBA_WET;
630 case EL_DYNAMITE_ACTIVE:
635 local_player->lights_still_needed++;
638 case EL_SOKOBAN_FIELD_EMPTY:
639 local_player->sokobanfields_still_needed++;
643 local_player->friends_still_needed++;
648 MovDir[x][y] = 1 << RND(4);
652 Feld[x][y] = EL_EMPTY;
655 case EL_EM_KEY_1_FILE:
656 Feld[x][y] = EL_EM_KEY_1;
658 case EL_EM_KEY_2_FILE:
659 Feld[x][y] = EL_EM_KEY_2;
661 case EL_EM_KEY_3_FILE:
662 Feld[x][y] = EL_EM_KEY_3;
664 case EL_EM_KEY_4_FILE:
665 Feld[x][y] = EL_EM_KEY_4;
668 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
669 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
670 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
671 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
672 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
673 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
674 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
675 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
676 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
677 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
678 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
679 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
682 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
684 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
686 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
688 game.belt_dir[belt_nr] = belt_dir;
689 game.belt_dir_nr[belt_nr] = belt_dir_nr;
691 else /* more than one switch -- set it like the first switch */
693 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
698 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
700 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
703 case EL_LIGHT_SWITCH_ACTIVE:
705 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
709 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
715 void DrawGameDoorValues()
719 for (i=0; i<MAX_PLAYERS; i++)
721 if (stored_player[i].key[j])
722 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
723 el2edimg(EL_KEY_1 + j));
725 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
726 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
727 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
728 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
729 DrawText(DX + XX_SCORE, DY + YY_SCORE,
730 int2str(local_player->score, 5), FONT_TEXT_2);
731 DrawText(DX + XX_TIME, DY + YY_TIME,
732 int2str(TimeLeft, 3), FONT_TEXT_2);
737 =============================================================================
739 -----------------------------------------------------------------------------
740 initialize game engine due to level / tape version number
741 =============================================================================
744 static void InitGameEngine()
748 /* set game engine from tape file when re-playing, else from level file */
749 game.engine_version = (tape.playing ? tape.engine_version :
752 /* dynamically adjust element properties according to game engine version */
753 InitElementPropertiesEngine(game.engine_version);
756 printf("level %d: level version == %06d\n", level_nr, level.game_version);
757 printf(" tape version == %06d [%s] [file: %06d]\n",
758 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
760 printf(" => game.engine_version == %06d\n", game.engine_version);
763 /* ---------- initialize player's initial move delay --------------------- */
765 /* dynamically adjust player properties according to game engine version */
766 game.initial_move_delay =
767 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
768 INITIAL_MOVE_DELAY_OFF);
770 /* dynamically adjust player properties according to level information */
771 game.initial_move_delay_value =
772 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
774 /* ---------- initialize changing elements ------------------------------- */
776 /* initialize changing elements information */
777 for (i=0; i < MAX_NUM_ELEMENTS; i++)
779 struct ElementInfo *ei = &element_info[i];
781 /* this pointer might have been changed in the level editor */
782 ei->change = &ei->change_page[0];
784 if (!IS_CUSTOM_ELEMENT(i))
786 ei->change->target_element = EL_EMPTY_SPACE;
787 ei->change->delay_fixed = 0;
788 ei->change->delay_random = 0;
789 ei->change->delay_frames = 1;
792 ei->change_events = CE_BITMASK_DEFAULT;
793 for (j=0; j < NUM_CHANGE_EVENTS; j++)
795 ei->event_page_num[j] = 0;
796 ei->event_page[j] = &ei->change_page[0];
800 /* add changing elements from pre-defined list */
801 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
803 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
804 struct ElementInfo *ei = &element_info[ch_delay->element];
806 ei->change->target_element = ch_delay->target_element;
807 ei->change->delay_fixed = ch_delay->change_delay;
809 ei->change->pre_change_function = ch_delay->pre_change_function;
810 ei->change->change_function = ch_delay->change_function;
811 ei->change->post_change_function = ch_delay->post_change_function;
813 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
817 /* add change events from custom element configuration */
818 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
820 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
822 for (j=0; j < ei->num_change_pages; j++)
824 if (!ei->change_page[j].can_change)
827 for (k=0; k < NUM_CHANGE_EVENTS; k++)
829 /* only add event page for the first page found with this event */
830 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
831 !(ei->change_events & CH_EVENT_BIT(k)))
833 ei->change_events |= CH_EVENT_BIT(k);
834 ei->event_page_num[k] = j;
835 ei->event_page[k] = &ei->change_page[j];
843 /* add change events from custom element configuration */
844 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
846 int element = EL_CUSTOM_START + i;
848 /* only add custom elements that change after fixed/random frame delay */
849 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
850 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
854 /* ---------- initialize trigger events ---------------------------------- */
856 /* initialize trigger events information */
857 for (i=0; i<MAX_NUM_ELEMENTS; i++)
858 trigger_events[i] = EP_BITMASK_DEFAULT;
861 /* add trigger events from element change event properties */
862 for (i=0; i<MAX_NUM_ELEMENTS; i++)
864 struct ElementInfo *ei = &element_info[i];
866 for (j=0; j < ei->num_change_pages; j++)
868 if (!ei->change_page->can_change)
871 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
873 int trigger_element = ei->change_page[j].trigger_element;
875 trigger_events[trigger_element] |= ei->change_page[j].events;
880 /* add trigger events from element change event properties */
881 for (i=0; i<MAX_NUM_ELEMENTS; i++)
882 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
883 trigger_events[element_info[i].change->trigger_element] |=
884 element_info[i].change->events;
887 /* ---------- initialize push delay -------------------------------------- */
889 /* initialize push delay values to default */
890 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
894 element_info[i].push_delay_fixed = 2;
895 element_info[i].push_delay_random = 8;
899 /* set push delay value for certain elements from pre-defined list */
900 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
902 int e = push_delay_list[i].element;
904 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
905 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
908 /* ---------- initialize move stepsize ----------------------------------- */
910 /* initialize move stepsize values to default */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (!IS_CUSTOM_ELEMENT(i))
913 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
915 /* set move stepsize value for certain elements from pre-defined list */
916 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
918 int e = move_stepsize_list[i].element;
920 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
923 /* ---------- initialize gem count --------------------------------------- */
925 /* initialize gem count values for each element */
926 for (i=0; i<MAX_NUM_ELEMENTS; i++)
927 if (!IS_CUSTOM_ELEMENT(i))
928 element_info[i].collect_count = 0;
930 /* add gem count values for all elements from pre-defined list */
931 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
932 element_info[collect_count_list[i].element].collect_count =
933 collect_count_list[i].count;
938 =============================================================================
940 -----------------------------------------------------------------------------
941 initialize and start new game
942 =============================================================================
947 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
948 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
949 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
956 #if USE_NEW_AMOEBA_CODE
957 printf("Using new amoeba code.\n");
959 printf("Using old amoeba code.\n");
964 /* don't play tapes over network */
965 network_playing = (options.network && !tape.playing);
967 for (i=0; i<MAX_PLAYERS; i++)
969 struct PlayerInfo *player = &stored_player[i];
971 player->index_nr = i;
972 player->element_nr = EL_PLAYER_1 + i;
974 player->present = FALSE;
975 player->active = FALSE;
978 player->effective_action = 0;
979 player->programmed_action = 0;
982 player->gems_still_needed = level.gems_needed;
983 player->sokobanfields_still_needed = 0;
984 player->lights_still_needed = 0;
985 player->friends_still_needed = 0;
988 player->key[j] = FALSE;
990 player->dynabomb_count = 0;
991 player->dynabomb_size = 1;
992 player->dynabombs_left = 0;
993 player->dynabomb_xl = FALSE;
995 player->MovDir = MV_NO_MOVING;
997 player->Pushing = FALSE;
998 player->Switching = FALSE;
1000 player->GfxDir = MV_NO_MOVING;
1001 player->GfxAction = ACTION_DEFAULT;
1003 player->StepFrame = 0;
1005 player->use_murphy_graphic = FALSE;
1006 player->use_disk_red_graphic = FALSE;
1008 player->actual_frame_counter = 0;
1010 player->last_move_dir = MV_NO_MOVING;
1012 player->is_moving = FALSE;
1013 player->is_waiting = FALSE;
1014 player->is_digging = FALSE;
1015 player->is_collecting = FALSE;
1017 player->move_delay = game.initial_move_delay;
1018 player->move_delay_value = game.initial_move_delay_value;
1020 player->push_delay = 0;
1021 player->push_delay_value = 5;
1023 player->snapped = FALSE;
1025 player->last_jx = player->last_jy = 0;
1026 player->jx = player->jy = 0;
1028 player->shield_normal_time_left = 0;
1029 player->shield_deadly_time_left = 0;
1031 player->inventory_size = 0;
1033 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1034 SnapField(player, 0, 0);
1036 player->LevelSolved = FALSE;
1037 player->GameOver = FALSE;
1040 network_player_action_received = FALSE;
1042 #if defined(PLATFORM_UNIX)
1043 /* initial null action */
1044 if (network_playing)
1045 SendToServer_MovePlayer(MV_NO_MOVING);
1053 TimeLeft = level.time;
1055 ScreenMovDir = MV_NO_MOVING;
1059 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1061 AllPlayersGone = FALSE;
1063 game.yamyam_content_nr = 0;
1064 game.magic_wall_active = FALSE;
1065 game.magic_wall_time_left = 0;
1066 game.light_time_left = 0;
1067 game.timegate_time_left = 0;
1068 game.switchgate_pos = 0;
1069 game.balloon_dir = MV_NO_MOVING;
1070 game.explosions_delayed = TRUE;
1074 game.belt_dir[i] = MV_NO_MOVING;
1075 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1078 for (i=0; i<MAX_NUM_AMOEBA; i++)
1079 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1081 for (x=0; x<lev_fieldx; x++)
1083 for (y=0; y<lev_fieldy; y++)
1085 Feld[x][y] = level.field[x][y];
1086 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1087 ChangeDelay[x][y] = 0;
1088 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1090 JustStopped[x][y] = 0;
1092 Pushed[x][y] = FALSE;
1093 Changed[x][y] = FALSE;
1094 ExplodePhase[x][y] = 0;
1095 ExplodeField[x][y] = EX_NO_EXPLOSION;
1098 GfxAction[x][y] = ACTION_DEFAULT;
1099 GfxRandom[x][y] = INIT_GFX_RANDOM();
1100 GfxElement[x][y] = EL_UNDEFINED;
1104 for(y=0; y<lev_fieldy; y++)
1106 for(x=0; x<lev_fieldx; x++)
1108 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1110 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1112 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1115 InitField(x, y, TRUE);
1121 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1122 emulate_sb ? EMU_SOKOBAN :
1123 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1125 /* correct non-moving belts to start moving left */
1127 if (game.belt_dir[i] == MV_NO_MOVING)
1128 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1130 /* check if any connected player was not found in playfield */
1131 for (i=0; i<MAX_PLAYERS; i++)
1133 struct PlayerInfo *player = &stored_player[i];
1135 if (player->connected && !player->present)
1137 for (j=0; j<MAX_PLAYERS; j++)
1139 struct PlayerInfo *some_player = &stored_player[j];
1140 int jx = some_player->jx, jy = some_player->jy;
1142 /* assign first free player found that is present in the playfield */
1143 if (some_player->present && !some_player->connected)
1145 player->present = TRUE;
1146 player->active = TRUE;
1147 some_player->present = FALSE;
1149 StorePlayer[jx][jy] = player->element_nr;
1150 player->jx = player->last_jx = jx;
1151 player->jy = player->last_jy = jy;
1161 /* when playing a tape, eliminate all players who do not participate */
1163 for (i=0; i<MAX_PLAYERS; i++)
1165 if (stored_player[i].active && !tape.player_participates[i])
1167 struct PlayerInfo *player = &stored_player[i];
1168 int jx = player->jx, jy = player->jy;
1170 player->active = FALSE;
1171 StorePlayer[jx][jy] = 0;
1172 Feld[jx][jy] = EL_EMPTY;
1176 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1178 /* when in single player mode, eliminate all but the first active player */
1180 for (i=0; i<MAX_PLAYERS; i++)
1182 if (stored_player[i].active)
1184 for (j=i+1; j<MAX_PLAYERS; j++)
1186 if (stored_player[j].active)
1188 struct PlayerInfo *player = &stored_player[j];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1200 /* when recording the game, store which players take part in the game */
1203 for (i=0; i<MAX_PLAYERS; i++)
1204 if (stored_player[i].active)
1205 tape.player_participates[i] = TRUE;
1210 for (i=0; i<MAX_PLAYERS; i++)
1212 struct PlayerInfo *player = &stored_player[i];
1214 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1219 if (local_player == player)
1220 printf("Player %d is local player.\n", i+1);
1224 if (BorderElement == EL_EMPTY)
1227 SBX_Right = lev_fieldx - SCR_FIELDX;
1229 SBY_Lower = lev_fieldy - SCR_FIELDY;
1234 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1236 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1239 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1240 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1242 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1243 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1245 /* if local player not found, look for custom element that might create
1246 the player (make some assumptions about the right custom element) */
1247 if (!local_player->present)
1249 int start_x = 0, start_y = 0;
1250 int found_rating = 0;
1251 int found_element = EL_UNDEFINED;
1253 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1255 int element = Feld[x][y];
1260 if (!IS_CUSTOM_ELEMENT(element))
1263 if (CAN_CHANGE(element))
1265 for (i=0; i < element_info[element].num_change_pages; i++)
1267 content = element_info[element].change_page[i].target_element;
1268 is_player = ELEM_IS_PLAYER(content);
1270 if (is_player && (found_rating < 3 || element < found_element))
1276 found_element = element;
1281 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1283 content = element_info[element].content[xx][yy];
1284 is_player = ELEM_IS_PLAYER(content);
1286 if (is_player && (found_rating < 2 || element < found_element))
1288 start_x = x + xx - 1;
1289 start_y = y + yy - 1;
1292 found_element = element;
1295 if (!CAN_CHANGE(element))
1298 for (i=0; i < element_info[element].num_change_pages; i++)
1300 content = element_info[element].change_page[i].content[xx][yy];
1301 is_player = ELEM_IS_PLAYER(content);
1303 if (is_player && (found_rating < 1 || element < found_element))
1305 start_x = x + xx - 1;
1306 start_y = y + yy - 1;
1309 found_element = element;
1315 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1316 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1319 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1320 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1326 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1327 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1328 local_player->jx - MIDPOSX);
1330 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1331 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1332 local_player->jy - MIDPOSY);
1334 scroll_x = SBX_Left;
1335 scroll_y = SBY_Upper;
1336 if (local_player->jx >= SBX_Left + MIDPOSX)
1337 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1338 local_player->jx - MIDPOSX :
1340 if (local_player->jy >= SBY_Upper + MIDPOSY)
1341 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1342 local_player->jy - MIDPOSY :
1347 CloseDoor(DOOR_CLOSE_1);
1352 /* after drawing the level, correct some elements */
1353 if (game.timegate_time_left == 0)
1354 CloseAllOpenTimegates();
1356 if (setup.soft_scrolling)
1357 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1359 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1362 /* copy default game door content to main double buffer */
1363 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1364 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1367 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1370 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1371 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1372 BlitBitmap(drawto, drawto,
1373 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1374 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1375 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1376 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1379 DrawGameDoorValues();
1383 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1384 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1385 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1389 /* copy actual game door content to door double buffer for OpenDoor() */
1390 BlitBitmap(drawto, bitmap_db_door,
1391 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1393 OpenDoor(DOOR_OPEN_ALL);
1395 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1396 if (setup.sound_music)
1397 PlayMusic(level_nr);
1399 KeyboardAutoRepeatOffUnlessAutoplay();
1404 printf("Player %d %sactive.\n",
1405 i + 1, (stored_player[i].active ? "" : "not "));
1409 void InitMovDir(int x, int y)
1411 int i, element = Feld[x][y];
1412 static int xy[4][2] =
1419 static int direction[3][4] =
1421 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1422 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1423 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1432 Feld[x][y] = EL_BUG;
1433 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1436 case EL_SPACESHIP_RIGHT:
1437 case EL_SPACESHIP_UP:
1438 case EL_SPACESHIP_LEFT:
1439 case EL_SPACESHIP_DOWN:
1440 Feld[x][y] = EL_SPACESHIP;
1441 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1444 case EL_BD_BUTTERFLY_RIGHT:
1445 case EL_BD_BUTTERFLY_UP:
1446 case EL_BD_BUTTERFLY_LEFT:
1447 case EL_BD_BUTTERFLY_DOWN:
1448 Feld[x][y] = EL_BD_BUTTERFLY;
1449 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1452 case EL_BD_FIREFLY_RIGHT:
1453 case EL_BD_FIREFLY_UP:
1454 case EL_BD_FIREFLY_LEFT:
1455 case EL_BD_FIREFLY_DOWN:
1456 Feld[x][y] = EL_BD_FIREFLY;
1457 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1460 case EL_PACMAN_RIGHT:
1462 case EL_PACMAN_LEFT:
1463 case EL_PACMAN_DOWN:
1464 Feld[x][y] = EL_PACMAN;
1465 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1468 case EL_SP_SNIKSNAK:
1469 MovDir[x][y] = MV_UP;
1472 case EL_SP_ELECTRON:
1473 MovDir[x][y] = MV_LEFT;
1480 Feld[x][y] = EL_MOLE;
1481 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1485 if (IS_CUSTOM_ELEMENT(element))
1487 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1488 MovDir[x][y] = element_info[element].move_direction_initial;
1489 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1490 element_info[element].move_pattern == MV_TURNING_LEFT ||
1491 element_info[element].move_pattern == MV_TURNING_RIGHT)
1492 MovDir[x][y] = 1 << RND(4);
1493 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1494 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1495 else if (element_info[element].move_pattern == MV_VERTICAL)
1496 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1497 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1498 MovDir[x][y] = element_info[element].move_pattern;
1499 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1500 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1504 int x1 = x + xy[i][0];
1505 int y1 = y + xy[i][1];
1507 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1509 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1510 MovDir[x][y] = direction[0][i];
1512 MovDir[x][y] = direction[1][i];
1521 MovDir[x][y] = 1 << RND(4);
1523 if (element != EL_BUG &&
1524 element != EL_SPACESHIP &&
1525 element != EL_BD_BUTTERFLY &&
1526 element != EL_BD_FIREFLY)
1531 int x1 = x + xy[i][0];
1532 int y1 = y + xy[i][1];
1534 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1536 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1538 MovDir[x][y] = direction[0][i];
1541 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1542 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1544 MovDir[x][y] = direction[1][i];
1554 void InitAmoebaNr(int x, int y)
1557 int group_nr = AmoebeNachbarNr(x, y);
1561 for (i=1; i<MAX_NUM_AMOEBA; i++)
1563 if (AmoebaCnt[i] == 0)
1571 AmoebaNr[x][y] = group_nr;
1572 AmoebaCnt[group_nr]++;
1573 AmoebaCnt2[group_nr]++;
1579 boolean raise_level = FALSE;
1581 if (local_player->MovPos)
1584 if (tape.playing && tape.auto_play)
1585 tape.auto_play_level_solved = TRUE;
1587 local_player->LevelSolved = FALSE;
1589 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1593 if (!tape.playing && setup.sound_loops)
1594 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1595 SND_CTRL_PLAY_LOOP);
1597 while (TimeLeft > 0)
1599 if (!tape.playing && !setup.sound_loops)
1600 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1601 if (TimeLeft > 0 && !(TimeLeft % 10))
1602 RaiseScore(level.score[SC_TIME_BONUS]);
1603 if (TimeLeft > 100 && !(TimeLeft % 10))
1607 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1614 if (!tape.playing && setup.sound_loops)
1615 StopSound(SND_GAME_LEVELTIME_BONUS);
1617 else if (level.time == 0) /* level without time limit */
1619 if (!tape.playing && setup.sound_loops)
1620 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1621 SND_CTRL_PLAY_LOOP);
1623 while (TimePlayed < 999)
1625 if (!tape.playing && !setup.sound_loops)
1626 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1627 if (TimePlayed < 999 && !(TimePlayed % 10))
1628 RaiseScore(level.score[SC_TIME_BONUS]);
1629 if (TimePlayed < 900 && !(TimePlayed % 10))
1633 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1640 if (!tape.playing && setup.sound_loops)
1641 StopSound(SND_GAME_LEVELTIME_BONUS);
1644 /* Hero disappears */
1645 DrawLevelField(ExitX, ExitY);
1651 CloseDoor(DOOR_CLOSE_1);
1656 SaveTape(tape.level_nr); /* Ask to save tape */
1659 if (level_nr == leveldir_current->handicap_level)
1661 leveldir_current->handicap_level++;
1662 SaveLevelSetup_SeriesInfo();
1665 if (level_editor_test_game)
1666 local_player->score = -1; /* no highscore when playing from editor */
1667 else if (level_nr < leveldir_current->last_level)
1668 raise_level = TRUE; /* advance to next level */
1670 if ((hi_pos = NewHiScore()) >= 0)
1672 game_status = GAME_MODE_SCORES;
1673 DrawHallOfFame(hi_pos);
1682 game_status = GAME_MODE_MAIN;
1699 LoadScore(level_nr);
1701 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1702 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1705 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1707 if (local_player->score > highscore[k].Score)
1709 /* player has made it to the hall of fame */
1711 if (k < MAX_SCORE_ENTRIES - 1)
1713 int m = MAX_SCORE_ENTRIES - 1;
1716 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1717 if (!strcmp(setup.player_name, highscore[l].Name))
1719 if (m == k) /* player's new highscore overwrites his old one */
1725 strcpy(highscore[l].Name, highscore[l - 1].Name);
1726 highscore[l].Score = highscore[l - 1].Score;
1733 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1734 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1735 highscore[k].Score = local_player->score;
1741 else if (!strncmp(setup.player_name, highscore[k].Name,
1742 MAX_PLAYER_NAME_LEN))
1743 break; /* player already there with a higher score */
1749 SaveScore(level_nr);
1754 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1756 if (player->GfxAction != action || player->GfxDir != dir)
1759 printf("Player frame reset! (%d => %d, %d => %d)\n",
1760 player->GfxAction, action, player->GfxDir, dir);
1763 player->GfxAction = action;
1764 player->GfxDir = dir;
1766 player->StepFrame = 0;
1770 static void ResetRandomAnimationValue(int x, int y)
1772 GfxRandom[x][y] = INIT_GFX_RANDOM();
1775 static void ResetGfxAnimation(int x, int y)
1778 GfxAction[x][y] = ACTION_DEFAULT;
1781 void InitMovingField(int x, int y, int direction)
1783 int element = Feld[x][y];
1784 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1785 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1789 if (!JustStopped[x][y] || direction != MovDir[x][y])
1790 ResetGfxAnimation(x, y);
1792 MovDir[newx][newy] = MovDir[x][y] = direction;
1794 if (Feld[newx][newy] == EL_EMPTY)
1795 Feld[newx][newy] = EL_BLOCKED;
1797 if (direction == MV_DOWN && CAN_FALL(element))
1798 GfxAction[x][y] = ACTION_FALLING;
1800 GfxAction[x][y] = ACTION_MOVING;
1802 GfxFrame[newx][newy] = GfxFrame[x][y];
1803 GfxAction[newx][newy] = GfxAction[x][y];
1804 GfxRandom[newx][newy] = GfxRandom[x][y];
1807 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1809 int direction = MovDir[x][y];
1810 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1811 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1817 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1819 int oldx = x, oldy = y;
1820 int direction = MovDir[x][y];
1822 if (direction == MV_LEFT)
1824 else if (direction == MV_RIGHT)
1826 else if (direction == MV_UP)
1828 else if (direction == MV_DOWN)
1831 *comes_from_x = oldx;
1832 *comes_from_y = oldy;
1835 int MovingOrBlocked2Element(int x, int y)
1837 int element = Feld[x][y];
1839 if (element == EL_BLOCKED)
1843 Blocked2Moving(x, y, &oldx, &oldy);
1844 return Feld[oldx][oldy];
1850 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1852 /* like MovingOrBlocked2Element(), but if element is moving
1853 and (x,y) is the field the moving element is just leaving,
1854 return EL_BLOCKED instead of the element value */
1855 int element = Feld[x][y];
1857 if (IS_MOVING(x, y))
1859 if (element == EL_BLOCKED)
1863 Blocked2Moving(x, y, &oldx, &oldy);
1864 return Feld[oldx][oldy];
1873 static void RemoveField(int x, int y)
1875 Feld[x][y] = EL_EMPTY;
1882 ChangeDelay[x][y] = 0;
1883 Pushed[x][y] = FALSE;
1885 GfxElement[x][y] = EL_UNDEFINED;
1886 GfxAction[x][y] = ACTION_DEFAULT;
1889 void RemoveMovingField(int x, int y)
1891 int oldx = x, oldy = y, newx = x, newy = y;
1892 int element = Feld[x][y];
1893 int next_element = EL_UNDEFINED;
1895 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1898 if (IS_MOVING(x, y))
1900 Moving2Blocked(x, y, &newx, &newy);
1901 if (Feld[newx][newy] != EL_BLOCKED)
1904 else if (element == EL_BLOCKED)
1906 Blocked2Moving(x, y, &oldx, &oldy);
1907 if (!IS_MOVING(oldx, oldy))
1911 if (element == EL_BLOCKED &&
1912 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1913 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1914 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1915 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1916 next_element = get_next_element(Feld[oldx][oldy]);
1918 RemoveField(oldx, oldy);
1919 RemoveField(newx, newy);
1921 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1923 if (next_element != EL_UNDEFINED)
1924 Feld[oldx][oldy] = next_element;
1926 DrawLevelField(oldx, oldy);
1927 DrawLevelField(newx, newy);
1930 void DrawDynamite(int x, int y)
1932 int sx = SCREENX(x), sy = SCREENY(y);
1933 int graphic = el2img(Feld[x][y]);
1936 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1939 if (IS_WALKABLE_INSIDE(Back[x][y]))
1943 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1944 else if (Store[x][y])
1945 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1947 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1950 if (Back[x][y] || Store[x][y])
1951 DrawGraphicThruMask(sx, sy, graphic, frame);
1953 DrawGraphic(sx, sy, graphic, frame);
1955 if (game.emulation == EMU_SUPAPLEX)
1956 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1957 else if (Store[x][y])
1958 DrawGraphicThruMask(sx, sy, graphic, frame);
1960 DrawGraphic(sx, sy, graphic, frame);
1964 void CheckDynamite(int x, int y)
1966 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1970 if (MovDelay[x][y] != 0)
1973 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1980 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1982 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1983 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1984 StopSound(SND_DYNAMITE_ACTIVE);
1986 StopSound(SND_DYNABOMB_ACTIVE);
1994 int graphic = IMG_GAME_ENVELOPE_BACKGROUND;
1995 boolean draw_masked = graphic_info[graphic].draw_masked;
1996 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_ON_BACKGROUND);
1997 int font_nr = FONT_TEXT_1;
1998 int font_width = getFontWidth(font_nr);
1999 int font_height = getFontHeight(font_nr);
2002 /* open envelope window horizontally */
2003 for (i = 2; i <= level.envelope_xsize + 2; i += 2)
2005 int startx = (SXSIZE / font_width - i) / 2;
2006 int starty = (SYSIZE / font_height) / 2 - 1;
2008 SetDrawtoField(DRAW_BUFFERED);
2010 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2012 SetDrawtoField(DRAW_BACKBUFFER);
2014 for (y=0; y < 2; y++) for (x=0; x < i; x++)
2016 int sx = SX + (startx + x) * font_width;
2017 int sy = SY + (starty + y) * font_height;
2018 int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0);
2019 int ey = (y == 0 ? -1 : y == 1 ? +1 : 0);
2021 DrawEnvelopeBackground(sx, sy, ex, ey, font_nr);
2024 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2027 Delay(GAME_FRAME_DELAY);
2029 /* special case: envelope has odd width */
2030 if (level.envelope_xsize % 2 && i == 2)
2034 /* open envelope window vertically */
2035 for (i = 2; i <= level.envelope_ysize + 2; i += 2)
2037 int xsize = level.envelope_xsize + 2;
2038 int startx = (SXSIZE / font_width - (xsize - 1)) / 2;
2039 int starty = (SYSIZE / font_height - i) / 2;
2041 SetDrawtoField(DRAW_BUFFERED);
2043 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2045 SetDrawtoField(DRAW_BACKBUFFER);
2047 for (y=0; y < i; y++) for (x=0; x < xsize; x++)
2049 int sx = SX + (startx + x) * font_width;
2050 int sy = SY + (starty + y) * font_height;
2051 int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0);
2052 int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0);
2054 DrawEnvelopeBackground(sx, sy, ex, ey, font_nr);
2057 DrawTextToTextArea(SX + (startx + 1) * font_width,
2058 SY + (starty + 1) * font_height, level.envelope,
2059 FONT_TEXT_1, level.envelope_xsize, i - 2, mask_mode);
2061 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2064 Delay(GAME_FRAME_DELAY);
2066 /* special case: envelope has odd height */
2067 if (level.envelope_ysize % 2 && i == 2)
2074 WaitForEventToContinue();
2076 /* close envelope window vertically */
2077 for (i = level.envelope_ysize + 2; i >= 2; i -= 2)
2079 int xsize = level.envelope_xsize + 2;
2080 int startx = (SXSIZE / font_width - (xsize - 1)) / 2;
2081 int starty = (SYSIZE / font_height - i) / 2;
2083 SetDrawtoField(DRAW_BUFFERED);
2085 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2087 SetDrawtoField(DRAW_BACKBUFFER);
2089 for (y=0; y < i; y++) for (x=0; x < xsize; x++)
2091 int sx = SX + (startx + x) * font_width;
2092 int sy = SY + (starty + y) * font_height;
2093 int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0);
2094 int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0);
2096 DrawEnvelopeBackground(sx, sy, ex, ey, font_nr);
2099 DrawTextToTextArea(SX + (startx + 1) * font_width,
2100 SY + (starty + 1) * font_height, level.envelope,
2101 FONT_TEXT_1, level.envelope_xsize, i - 2, mask_mode);
2103 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2106 Delay(GAME_FRAME_DELAY);
2108 /* special case: envelope has odd height */
2109 if (level.envelope_ysize % 2 && i == level.envelope_ysize + 2)
2113 /* close envelope window horizontally */
2114 for (i = level.envelope_xsize + 2; i >= 2; i -= 2)
2116 int startx = (SXSIZE / font_width - i) / 2;
2117 int starty = (SYSIZE / font_height) / 2 - 1;
2119 SetDrawtoField(DRAW_BUFFERED);
2121 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2123 SetDrawtoField(DRAW_BACKBUFFER);
2125 for (y=0; y < 2; y++) for (x=0; x < i; x++)
2127 int sx = SX + (startx + x) * font_width;
2128 int sy = SY + (starty + y) * font_height;
2129 int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0);
2130 int ey = (y == 0 ? -1 : y == 1 ? +1 : 0);
2132 DrawEnvelopeBackground(sx, sy, ex, ey, font_nr);
2135 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2138 Delay(GAME_FRAME_DELAY);
2140 /* special case: envelope has odd width */
2141 if (level.envelope_xsize % 2 && i == level.envelope_xsize + 2)
2145 SetDrawtoField(DRAW_BUFFERED);
2147 redraw_mask |= REDRAW_FIELD;
2151 void RelocatePlayer(int x, int y, int element)
2153 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2155 if (player->present)
2157 while (player->MovPos)
2159 ScrollFigure(player, SCROLL_GO_ON);
2160 ScrollScreen(NULL, SCROLL_GO_ON);
2166 RemoveField(player->jx, player->jy);
2167 DrawLevelField(player->jx, player->jy);
2170 InitPlayerField(x, y, element, TRUE);
2172 if (player == local_player)
2174 int scroll_xx = -999, scroll_yy = -999;
2176 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2179 int fx = FX, fy = FY;
2181 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2182 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2183 local_player->jx - MIDPOSX);
2185 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2186 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2187 local_player->jy - MIDPOSY);
2189 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2190 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2195 fx += dx * TILEX / 2;
2196 fy += dy * TILEY / 2;
2198 ScrollLevel(dx, dy);
2201 /* scroll in to steps of half tile size to make things smoother */
2202 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2204 Delay(GAME_FRAME_DELAY);
2206 /* scroll second step to align at full tile size */
2208 Delay(GAME_FRAME_DELAY);
2213 void Explode(int ex, int ey, int phase, int mode)
2217 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2218 int last_phase = num_phase * delay;
2219 int half_phase = (num_phase / 2) * delay;
2220 int first_phase_after_start = EX_PHASE_START + 1;
2222 if (game.explosions_delayed)
2224 ExplodeField[ex][ey] = mode;
2228 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2230 int center_element = Feld[ex][ey];
2233 /* --- This is only really needed (and now handled) in "Impact()". --- */
2234 /* do not explode moving elements that left the explode field in time */
2235 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2236 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2240 if (mode == EX_NORMAL || mode == EX_CENTER)
2241 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2243 /* remove things displayed in background while burning dynamite */
2244 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2247 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2249 /* put moving element to center field (and let it explode there) */
2250 center_element = MovingOrBlocked2Element(ex, ey);
2251 RemoveMovingField(ex, ey);
2252 Feld[ex][ey] = center_element;
2255 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2257 int xx = x - ex + 1;
2258 int yy = y - ey + 1;
2261 if (!IN_LEV_FIELD(x, y) ||
2262 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2263 (x != ex || y != ey)))
2266 element = Feld[x][y];
2268 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2270 element = MovingOrBlocked2Element(x, y);
2272 if (!IS_EXPLOSION_PROOF(element))
2273 RemoveMovingField(x, y);
2279 if (IS_EXPLOSION_PROOF(element))
2282 /* indestructible elements can only explode in center (but not flames) */
2283 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2284 element == EL_FLAMES)
2289 if ((IS_INDESTRUCTIBLE(element) &&
2290 (game.engine_version < VERSION_IDENT(2,2,0) ||
2291 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2292 element == EL_FLAMES)
2296 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2298 if (IS_ACTIVE_BOMB(element))
2300 /* re-activate things under the bomb like gate or penguin */
2301 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2308 /* save walkable background elements while explosion on same tile */
2310 if (IS_INDESTRUCTIBLE(element))
2311 Back[x][y] = element;
2313 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2314 Back[x][y] = element;
2317 /* ignite explodable elements reached by other explosion */
2318 if (element == EL_EXPLOSION)
2319 element = Store2[x][y];
2322 if (AmoebaNr[x][y] &&
2323 (element == EL_AMOEBA_FULL ||
2324 element == EL_BD_AMOEBA ||
2325 element == EL_AMOEBA_GROWING))
2327 AmoebaCnt[AmoebaNr[x][y]]--;
2328 AmoebaCnt2[AmoebaNr[x][y]]--;
2334 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2336 switch(StorePlayer[ex][ey])
2339 Store[x][y] = EL_EMERALD_RED;
2342 Store[x][y] = EL_EMERALD;
2345 Store[x][y] = EL_EMERALD_PURPLE;
2349 Store[x][y] = EL_EMERALD_YELLOW;
2353 if (game.emulation == EMU_SUPAPLEX)
2354 Store[x][y] = EL_EMPTY;
2356 else if (center_element == EL_MOLE)
2357 Store[x][y] = EL_EMERALD_RED;
2358 else if (center_element == EL_PENGUIN)
2359 Store[x][y] = EL_EMERALD_PURPLE;
2360 else if (center_element == EL_BUG)
2361 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2362 else if (center_element == EL_BD_BUTTERFLY)
2363 Store[x][y] = EL_BD_DIAMOND;
2364 else if (center_element == EL_SP_ELECTRON)
2365 Store[x][y] = EL_SP_INFOTRON;
2366 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2367 Store[x][y] = level.amoeba_content;
2368 else if (center_element == EL_YAMYAM)
2369 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2370 else if (IS_CUSTOM_ELEMENT(center_element) &&
2371 element_info[center_element].content[xx][yy] != EL_EMPTY)
2372 Store[x][y] = element_info[center_element].content[xx][yy];
2373 else if (element == EL_WALL_EMERALD)
2374 Store[x][y] = EL_EMERALD;
2375 else if (element == EL_WALL_DIAMOND)
2376 Store[x][y] = EL_DIAMOND;
2377 else if (element == EL_WALL_BD_DIAMOND)
2378 Store[x][y] = EL_BD_DIAMOND;
2379 else if (element == EL_WALL_EMERALD_YELLOW)
2380 Store[x][y] = EL_EMERALD_YELLOW;
2381 else if (element == EL_WALL_EMERALD_RED)
2382 Store[x][y] = EL_EMERALD_RED;
2383 else if (element == EL_WALL_EMERALD_PURPLE)
2384 Store[x][y] = EL_EMERALD_PURPLE;
2385 else if (element == EL_WALL_PEARL)
2386 Store[x][y] = EL_PEARL;
2387 else if (element == EL_WALL_CRYSTAL)
2388 Store[x][y] = EL_CRYSTAL;
2389 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2390 Store[x][y] = element_info[element].content[1][1];
2392 Store[x][y] = EL_EMPTY;
2394 if (x != ex || y != ey ||
2395 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2396 Store2[x][y] = element;
2399 if (AmoebaNr[x][y] &&
2400 (element == EL_AMOEBA_FULL ||
2401 element == EL_BD_AMOEBA ||
2402 element == EL_AMOEBA_GROWING))
2404 AmoebaCnt[AmoebaNr[x][y]]--;
2405 AmoebaCnt2[AmoebaNr[x][y]]--;
2411 MovDir[x][y] = MovPos[x][y] = 0;
2416 Feld[x][y] = EL_EXPLOSION;
2418 GfxElement[x][y] = center_element;
2420 GfxElement[x][y] = EL_UNDEFINED;
2423 ExplodePhase[x][y] = 1;
2427 if (center_element == EL_YAMYAM)
2428 game.yamyam_content_nr =
2429 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2440 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2442 if (phase == first_phase_after_start)
2444 int element = Store2[x][y];
2446 if (element == EL_BLACK_ORB)
2448 Feld[x][y] = Store2[x][y];
2453 else if (phase == half_phase)
2455 int element = Store2[x][y];
2457 if (IS_PLAYER(x, y))
2458 KillHeroUnlessProtected(x, y);
2459 else if (CAN_EXPLODE_BY_FIRE(element))
2461 Feld[x][y] = Store2[x][y];
2465 else if (element == EL_AMOEBA_TO_DIAMOND)
2466 AmoebeUmwandeln(x, y);
2469 if (phase == last_phase)
2473 element = Feld[x][y] = Store[x][y];
2474 Store[x][y] = Store2[x][y] = 0;
2475 GfxElement[x][y] = EL_UNDEFINED;
2477 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2478 element = Feld[x][y] = Back[x][y];
2481 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2482 InitField(x, y, FALSE);
2483 if (CAN_MOVE(element))
2485 DrawLevelField(x, y);
2487 if (CAN_BE_CRUMBLED(element))
2488 DrawLevelFieldCrumbledSandNeighbours(x, y);
2490 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2491 StorePlayer[x][y] = 0;
2493 if (ELEM_IS_PLAYER(element))
2494 RelocatePlayer(x, y, element);
2496 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2499 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2501 int stored = Store[x][y];
2502 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2503 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2506 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2509 DrawLevelFieldCrumbledSand(x, y);
2511 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2513 DrawLevelElement(x, y, Back[x][y]);
2514 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2516 else if (IS_WALKABLE_UNDER(Back[x][y]))
2518 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2519 DrawLevelElementThruMask(x, y, Back[x][y]);
2521 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2522 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2526 void DynaExplode(int ex, int ey)
2529 int dynabomb_size = 1;
2530 boolean dynabomb_xl = FALSE;
2531 struct PlayerInfo *player;
2532 static int xy[4][2] =
2540 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2542 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2543 dynabomb_size = player->dynabomb_size;
2544 dynabomb_xl = player->dynabomb_xl;
2545 player->dynabombs_left++;
2548 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2552 for (j=1; j<=dynabomb_size; j++)
2554 int x = ex + j * xy[i % 4][0];
2555 int y = ey + j * xy[i % 4][1];
2558 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2561 element = Feld[x][y];
2563 /* do not restart explosions of fields with active bombs */
2564 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2567 Explode(x, y, EX_PHASE_START, EX_BORDER);
2569 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2570 if (element != EL_EMPTY &&
2571 element != EL_SAND &&
2572 element != EL_EXPLOSION &&
2579 void Bang(int x, int y)
2582 int element = MovingOrBlocked2Element(x, y);
2584 int element = Feld[x][y];
2587 if (IS_PLAYER(x, y))
2589 struct PlayerInfo *player = PLAYERINFO(x, y);
2591 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2592 player->element_nr);
2597 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2599 if (game.emulation == EMU_SUPAPLEX)
2600 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2602 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2607 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2615 case EL_BD_BUTTERFLY:
2618 case EL_DARK_YAMYAM:
2622 RaiseScoreElement(element);
2623 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2625 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2626 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2627 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2628 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2629 case EL_DYNABOMB_INCREASE_NUMBER:
2630 case EL_DYNABOMB_INCREASE_SIZE:
2631 case EL_DYNABOMB_INCREASE_POWER:
2636 case EL_LAMP_ACTIVE:
2637 if (IS_PLAYER(x, y))
2638 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2640 Explode(x, y, EX_PHASE_START, EX_CENTER);
2643 if (CAN_EXPLODE_1X1(element))
2644 Explode(x, y, EX_PHASE_START, EX_CENTER);
2646 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2650 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2653 void SplashAcid(int x, int y)
2655 int element = Feld[x][y];
2657 if (element != EL_ACID_SPLASH_LEFT &&
2658 element != EL_ACID_SPLASH_RIGHT)
2660 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2662 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2663 (!IN_LEV_FIELD(x-1, y-1) ||
2664 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2665 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2667 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2668 (!IN_LEV_FIELD(x+1, y-1) ||
2669 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2670 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2674 static void InitBeltMovement()
2676 static int belt_base_element[4] =
2678 EL_CONVEYOR_BELT_1_LEFT,
2679 EL_CONVEYOR_BELT_2_LEFT,
2680 EL_CONVEYOR_BELT_3_LEFT,
2681 EL_CONVEYOR_BELT_4_LEFT
2683 static int belt_base_active_element[4] =
2685 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2686 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2687 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2688 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2693 /* set frame order for belt animation graphic according to belt direction */
2700 int element = belt_base_active_element[belt_nr] + j;
2701 int graphic = el2img(element);
2703 if (game.belt_dir[i] == MV_LEFT)
2704 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2706 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2710 for(y=0; y<lev_fieldy; y++)
2712 for(x=0; x<lev_fieldx; x++)
2714 int element = Feld[x][y];
2718 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2720 int e_belt_nr = getBeltNrFromBeltElement(element);
2723 if (e_belt_nr == belt_nr)
2725 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2727 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2735 static void ToggleBeltSwitch(int x, int y)
2737 static int belt_base_element[4] =
2739 EL_CONVEYOR_BELT_1_LEFT,
2740 EL_CONVEYOR_BELT_2_LEFT,
2741 EL_CONVEYOR_BELT_3_LEFT,
2742 EL_CONVEYOR_BELT_4_LEFT
2744 static int belt_base_active_element[4] =
2746 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2747 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2748 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2749 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2751 static int belt_base_switch_element[4] =
2753 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2754 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2755 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2756 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2758 static int belt_move_dir[4] =
2766 int element = Feld[x][y];
2767 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2768 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2769 int belt_dir = belt_move_dir[belt_dir_nr];
2772 if (!IS_BELT_SWITCH(element))
2775 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2776 game.belt_dir[belt_nr] = belt_dir;
2778 if (belt_dir_nr == 3)
2781 /* set frame order for belt animation graphic according to belt direction */
2784 int element = belt_base_active_element[belt_nr] + i;
2785 int graphic = el2img(element);
2787 if (belt_dir == MV_LEFT)
2788 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2790 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2793 for (yy=0; yy<lev_fieldy; yy++)
2795 for (xx=0; xx<lev_fieldx; xx++)
2797 int element = Feld[xx][yy];
2799 if (IS_BELT_SWITCH(element))
2801 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2803 if (e_belt_nr == belt_nr)
2805 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2806 DrawLevelField(xx, yy);
2809 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2811 int e_belt_nr = getBeltNrFromBeltElement(element);
2813 if (e_belt_nr == belt_nr)
2815 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2817 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2818 DrawLevelField(xx, yy);
2821 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2823 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2825 if (e_belt_nr == belt_nr)
2827 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2829 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2830 DrawLevelField(xx, yy);
2837 static void ToggleSwitchgateSwitch(int x, int y)
2841 game.switchgate_pos = !game.switchgate_pos;
2843 for (yy=0; yy<lev_fieldy; yy++)
2845 for (xx=0; xx<lev_fieldx; xx++)
2847 int element = Feld[xx][yy];
2849 if (element == EL_SWITCHGATE_SWITCH_UP ||
2850 element == EL_SWITCHGATE_SWITCH_DOWN)
2852 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2853 DrawLevelField(xx, yy);
2855 else if (element == EL_SWITCHGATE_OPEN ||
2856 element == EL_SWITCHGATE_OPENING)
2858 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2860 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2862 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2865 else if (element == EL_SWITCHGATE_CLOSED ||
2866 element == EL_SWITCHGATE_CLOSING)
2868 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2870 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2872 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2879 static int getInvisibleActiveFromInvisibleElement(int element)
2881 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2882 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2883 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2887 static int getInvisibleFromInvisibleActiveElement(int element)
2889 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2890 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2891 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2895 static void RedrawAllLightSwitchesAndInvisibleElements()
2899 for (y=0; y<lev_fieldy; y++)
2901 for (x=0; x<lev_fieldx; x++)
2903 int element = Feld[x][y];
2905 if (element == EL_LIGHT_SWITCH &&
2906 game.light_time_left > 0)
2908 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2909 DrawLevelField(x, y);
2911 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2912 game.light_time_left == 0)
2914 Feld[x][y] = EL_LIGHT_SWITCH;
2915 DrawLevelField(x, y);
2917 else if (element == EL_INVISIBLE_STEELWALL ||
2918 element == EL_INVISIBLE_WALL ||
2919 element == EL_INVISIBLE_SAND)
2921 if (game.light_time_left > 0)
2922 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2924 DrawLevelField(x, y);
2926 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2927 element == EL_INVISIBLE_WALL_ACTIVE ||
2928 element == EL_INVISIBLE_SAND_ACTIVE)
2930 if (game.light_time_left == 0)
2931 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2933 DrawLevelField(x, y);
2939 static void ToggleLightSwitch(int x, int y)
2941 int element = Feld[x][y];
2943 game.light_time_left =
2944 (element == EL_LIGHT_SWITCH ?
2945 level.time_light * FRAMES_PER_SECOND : 0);
2947 RedrawAllLightSwitchesAndInvisibleElements();
2950 static void ActivateTimegateSwitch(int x, int y)
2954 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2956 for (yy=0; yy<lev_fieldy; yy++)
2958 for (xx=0; xx<lev_fieldx; xx++)
2960 int element = Feld[xx][yy];
2962 if (element == EL_TIMEGATE_CLOSED ||
2963 element == EL_TIMEGATE_CLOSING)
2965 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2966 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2970 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2972 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2973 DrawLevelField(xx, yy);
2980 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2983 inline static int getElementMoveStepsize(int x, int y)
2985 int element = Feld[x][y];
2986 int direction = MovDir[x][y];
2987 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2988 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2989 int horiz_move = (dx != 0);
2990 int sign = (horiz_move ? dx : dy);
2991 int step = sign * element_info[element].move_stepsize;
2993 /* special values for move stepsize for spring and things on conveyor belt */
2996 if (CAN_FALL(element) &&
2997 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2998 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2999 else if (element == EL_SPRING)
3000 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3006 void Impact(int x, int y)
3008 boolean lastline = (y == lev_fieldy-1);
3009 boolean object_hit = FALSE;
3010 boolean impact = (lastline || object_hit);
3011 int element = Feld[x][y];
3012 int smashed = EL_UNDEFINED;
3014 if (!lastline) /* check if element below was hit */
3016 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3019 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3020 MovDir[x][y + 1] != MV_DOWN ||
3021 MovPos[x][y + 1] <= TILEY / 2));
3023 /* do not smash moving elements that left the smashed field in time */
3024 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3025 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3029 smashed = MovingOrBlocked2Element(x, y + 1);
3031 impact = (lastline || object_hit);
3034 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3040 /* only reset graphic animation if graphic really changes after impact */
3042 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3044 ResetGfxAnimation(x, y);
3045 DrawLevelField(x, y);
3048 if (impact && CAN_EXPLODE_IMPACT(element))
3053 else if (impact && element == EL_PEARL)
3055 Feld[x][y] = EL_PEARL_BREAKING;
3056 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3059 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3061 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3066 if (impact && element == EL_AMOEBA_DROP)
3068 if (object_hit && IS_PLAYER(x, y + 1))
3069 KillHeroUnlessProtected(x, y + 1);
3070 else if (object_hit && smashed == EL_PENGUIN)
3074 Feld[x][y] = EL_AMOEBA_GROWING;
3075 Store[x][y] = EL_AMOEBA_WET;
3077 ResetRandomAnimationValue(x, y);
3082 if (object_hit) /* check which object was hit */
3084 if (CAN_PASS_MAGIC_WALL(element) &&
3085 (smashed == EL_MAGIC_WALL ||
3086 smashed == EL_BD_MAGIC_WALL))
3089 int activated_magic_wall =
3090 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3091 EL_BD_MAGIC_WALL_ACTIVE);
3093 /* activate magic wall / mill */
3094 for (yy=0; yy<lev_fieldy; yy++)
3095 for (xx=0; xx<lev_fieldx; xx++)
3096 if (Feld[xx][yy] == smashed)
3097 Feld[xx][yy] = activated_magic_wall;
3099 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3100 game.magic_wall_active = TRUE;
3102 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3103 SND_MAGIC_WALL_ACTIVATING :
3104 SND_BD_MAGIC_WALL_ACTIVATING));
3107 if (IS_PLAYER(x, y + 1))
3109 if (CAN_SMASH_PLAYER(element))
3111 KillHeroUnlessProtected(x, y + 1);
3115 else if (smashed == EL_PENGUIN)
3117 if (CAN_SMASH_PLAYER(element))
3123 else if (element == EL_BD_DIAMOND)
3125 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3131 else if ((element == EL_SP_INFOTRON ||
3132 element == EL_SP_ZONK) &&
3133 (smashed == EL_SP_SNIKSNAK ||
3134 smashed == EL_SP_ELECTRON ||
3135 smashed == EL_SP_DISK_ORANGE))
3141 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3147 else if (CAN_SMASH_EVERYTHING(element))
3149 if (IS_CLASSIC_ENEMY(smashed) ||
3150 CAN_EXPLODE_SMASHED(smashed))
3155 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3157 if (smashed == EL_LAMP ||
3158 smashed == EL_LAMP_ACTIVE)
3163 else if (smashed == EL_NUT)
3165 Feld[x][y + 1] = EL_NUT_BREAKING;
3166 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3167 RaiseScoreElement(EL_NUT);
3170 else if (smashed == EL_PEARL)
3172 Feld[x][y + 1] = EL_PEARL_BREAKING;
3173 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3176 else if (smashed == EL_DIAMOND)
3178 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3179 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3182 else if (IS_BELT_SWITCH(smashed))
3184 ToggleBeltSwitch(x, y + 1);
3186 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3187 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3189 ToggleSwitchgateSwitch(x, y + 1);
3191 else if (smashed == EL_LIGHT_SWITCH ||
3192 smashed == EL_LIGHT_SWITCH_ACTIVE)
3194 ToggleLightSwitch(x, y + 1);
3198 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3203 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3208 /* play sound of magic wall / mill */
3210 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3211 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3213 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3214 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3215 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3216 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3221 /* play sound of object that hits the ground */
3222 if (lastline || object_hit)
3223 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3226 void TurnRound(int x, int y)
3238 { 0, 0 }, { 0, 0 }, { 0, 0 },
3243 int left, right, back;
3247 { MV_DOWN, MV_UP, MV_RIGHT },
3248 { MV_UP, MV_DOWN, MV_LEFT },
3250 { MV_LEFT, MV_RIGHT, MV_DOWN },
3254 { MV_RIGHT, MV_LEFT, MV_UP }
3257 int element = Feld[x][y];
3258 int old_move_dir = MovDir[x][y];
3259 int left_dir = turn[old_move_dir].left;
3260 int right_dir = turn[old_move_dir].right;
3261 int back_dir = turn[old_move_dir].back;
3263 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3264 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3265 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3266 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3268 int left_x = x + left_dx, left_y = y + left_dy;
3269 int right_x = x + right_dx, right_y = y + right_dy;
3270 int move_x = x + move_dx, move_y = y + move_dy;
3274 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3276 TestIfBadThingTouchesOtherBadThing(x, y);
3278 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3279 MovDir[x][y] = right_dir;
3280 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3281 MovDir[x][y] = left_dir;
3283 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3285 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3288 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3289 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3291 TestIfBadThingTouchesOtherBadThing(x, y);
3293 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3294 MovDir[x][y] = left_dir;
3295 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3296 MovDir[x][y] = right_dir;
3298 if ((element == EL_SPACESHIP ||
3299 element == EL_SP_SNIKSNAK ||
3300 element == EL_SP_ELECTRON)
3301 && MovDir[x][y] != old_move_dir)
3303 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3306 else if (element == EL_YAMYAM)
3308 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3309 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3311 if (can_turn_left && can_turn_right)
3312 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3313 else if (can_turn_left)
3314 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3315 else if (can_turn_right)
3316 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3318 MovDir[x][y] = back_dir;
3320 MovDelay[x][y] = 16 + 16 * RND(3);
3322 else if (element == EL_DARK_YAMYAM)
3324 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3325 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3327 if (can_turn_left && can_turn_right)
3328 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3329 else if (can_turn_left)
3330 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3331 else if (can_turn_right)
3332 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3334 MovDir[x][y] = back_dir;
3336 MovDelay[x][y] = 16 + 16 * RND(3);
3338 else if (element == EL_PACMAN)
3340 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3341 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3343 if (can_turn_left && can_turn_right)
3344 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3345 else if (can_turn_left)
3346 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3347 else if (can_turn_right)
3348 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3350 MovDir[x][y] = back_dir;
3352 MovDelay[x][y] = 6 + RND(40);
3354 else if (element == EL_PIG)
3356 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3357 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3358 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3359 boolean should_turn_left, should_turn_right, should_move_on;
3361 int rnd = RND(rnd_value);
3363 should_turn_left = (can_turn_left &&
3365 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3366 y + back_dy + left_dy)));
3367 should_turn_right = (can_turn_right &&
3369 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3370 y + back_dy + right_dy)));
3371 should_move_on = (can_move_on &&
3374 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3375 y + move_dy + left_dy) ||
3376 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3377 y + move_dy + right_dy)));
3379 if (should_turn_left || should_turn_right || should_move_on)
3381 if (should_turn_left && should_turn_right && should_move_on)
3382 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3383 rnd < 2 * rnd_value / 3 ? right_dir :
3385 else if (should_turn_left && should_turn_right)
3386 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3387 else if (should_turn_left && should_move_on)
3388 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3389 else if (should_turn_right && should_move_on)
3390 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3391 else if (should_turn_left)
3392 MovDir[x][y] = left_dir;
3393 else if (should_turn_right)
3394 MovDir[x][y] = right_dir;
3395 else if (should_move_on)
3396 MovDir[x][y] = old_move_dir;
3398 else if (can_move_on && rnd > rnd_value / 8)
3399 MovDir[x][y] = old_move_dir;
3400 else if (can_turn_left && can_turn_right)
3401 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3402 else if (can_turn_left && rnd > rnd_value / 8)
3403 MovDir[x][y] = left_dir;
3404 else if (can_turn_right && rnd > rnd_value/8)
3405 MovDir[x][y] = right_dir;
3407 MovDir[x][y] = back_dir;
3409 xx = x + move_xy[MovDir[x][y]].x;
3410 yy = y + move_xy[MovDir[x][y]].y;
3412 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3413 MovDir[x][y] = old_move_dir;
3417 else if (element == EL_DRAGON)
3419 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3420 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3421 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3423 int rnd = RND(rnd_value);
3425 if (can_move_on && rnd > rnd_value / 8)
3426 MovDir[x][y] = old_move_dir;
3427 else if (can_turn_left && can_turn_right)
3428 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3429 else if (can_turn_left && rnd > rnd_value / 8)
3430 MovDir[x][y] = left_dir;
3431 else if (can_turn_right && rnd > rnd_value / 8)
3432 MovDir[x][y] = right_dir;
3434 MovDir[x][y] = back_dir;
3436 xx = x + move_xy[MovDir[x][y]].x;
3437 yy = y + move_xy[MovDir[x][y]].y;
3439 if (!IS_FREE(xx, yy))
3440 MovDir[x][y] = old_move_dir;
3444 else if (element == EL_MOLE)
3446 boolean can_move_on =
3447 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3448 IS_AMOEBOID(Feld[move_x][move_y]) ||
3449 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3452 boolean can_turn_left =
3453 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3454 IS_AMOEBOID(Feld[left_x][left_y])));
3456 boolean can_turn_right =
3457 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3458 IS_AMOEBOID(Feld[right_x][right_y])));
3460 if (can_turn_left && can_turn_right)
3461 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3462 else if (can_turn_left)
3463 MovDir[x][y] = left_dir;
3465 MovDir[x][y] = right_dir;
3468 if (MovDir[x][y] != old_move_dir)
3471 else if (element == EL_BALLOON)
3473 MovDir[x][y] = game.balloon_dir;
3476 else if (element == EL_SPRING)
3478 if (MovDir[x][y] & MV_HORIZONTAL &&
3479 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3480 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3481 MovDir[x][y] = MV_NO_MOVING;
3485 else if (element == EL_ROBOT ||
3486 element == EL_SATELLITE ||
3487 element == EL_PENGUIN)
3489 int attr_x = -1, attr_y = -1;
3500 for (i=0; i<MAX_PLAYERS; i++)
3502 struct PlayerInfo *player = &stored_player[i];
3503 int jx = player->jx, jy = player->jy;
3505 if (!player->active)
3509 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3517 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3523 if (element == EL_PENGUIN)
3526 static int xy[4][2] =
3536 int ex = x + xy[i % 4][0];
3537 int ey = y + xy[i % 4][1];
3539 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3548 MovDir[x][y] = MV_NO_MOVING;
3550 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3551 else if (attr_x > x)
3552 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3554 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3555 else if (attr_y > y)
3556 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3558 if (element == EL_ROBOT)
3562 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3563 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3564 Moving2Blocked(x, y, &newx, &newy);
3566 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3567 MovDelay[x][y] = 8 + 8 * !RND(3);
3569 MovDelay[x][y] = 16;
3571 else if (element == EL_PENGUIN)
3577 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3579 boolean first_horiz = RND(2);
3580 int new_move_dir = MovDir[x][y];
3583 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3584 Moving2Blocked(x, y, &newx, &newy);
3586 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3590 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3591 Moving2Blocked(x, y, &newx, &newy);
3593 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3596 MovDir[x][y] = old_move_dir;
3600 else /* (element == EL_SATELLITE) */
3606 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3608 boolean first_horiz = RND(2);
3609 int new_move_dir = MovDir[x][y];
3612 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3613 Moving2Blocked(x, y, &newx, &newy);
3615 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3619 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3620 Moving2Blocked(x, y, &newx, &newy);
3622 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3625 MovDir[x][y] = old_move_dir;
3630 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3631 element_info[element].move_pattern == MV_TURNING_LEFT ||
3632 element_info[element].move_pattern == MV_TURNING_RIGHT)
3634 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3635 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3637 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3638 MovDir[x][y] = left_dir;
3639 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3640 MovDir[x][y] = right_dir;
3641 else if (can_turn_left && can_turn_right)
3642 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3643 else if (can_turn_left)
3644 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3645 else if (can_turn_right)
3646 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3648 MovDir[x][y] = back_dir;
3650 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3652 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3653 element_info[element].move_pattern == MV_VERTICAL)
3655 if (element_info[element].move_pattern & old_move_dir)
3656 MovDir[x][y] = back_dir;
3657 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3658 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3659 else if (element_info[element].move_pattern == MV_VERTICAL)
3660 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3662 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3664 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3666 MovDir[x][y] = element_info[element].move_pattern;
3667 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3669 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3671 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3672 MovDir[x][y] = left_dir;
3673 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3674 MovDir[x][y] = right_dir;
3676 if (MovDir[x][y] != old_move_dir)
3677 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3679 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3681 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3682 MovDir[x][y] = right_dir;
3683 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3684 MovDir[x][y] = left_dir;
3686 if (MovDir[x][y] != old_move_dir)
3687 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3689 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3690 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3692 int attr_x = -1, attr_y = -1;
3695 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3706 for (i=0; i<MAX_PLAYERS; i++)
3708 struct PlayerInfo *player = &stored_player[i];
3709 int jx = player->jx, jy = player->jy;
3711 if (!player->active)
3715 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3723 MovDir[x][y] = MV_NO_MOVING;
3725 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3726 else if (attr_x > x)
3727 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3729 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3730 else if (attr_y > y)
3731 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3733 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3735 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3737 boolean first_horiz = RND(2);
3738 int new_move_dir = MovDir[x][y];
3741 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3742 Moving2Blocked(x, y, &newx, &newy);
3744 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3748 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3749 Moving2Blocked(x, y, &newx, &newy);
3751 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3754 MovDir[x][y] = old_move_dir;
3759 static boolean JustBeingPushed(int x, int y)
3763 for (i=0; i<MAX_PLAYERS; i++)
3765 struct PlayerInfo *player = &stored_player[i];
3767 if (player->active && player->Pushing && player->MovPos)
3769 int next_jx = player->jx + (player->jx - player->last_jx);
3770 int next_jy = player->jy + (player->jy - player->last_jy);
3772 if (x == next_jx && y == next_jy)
3780 void StartMoving(int x, int y)
3782 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3783 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3784 int element = Feld[x][y];
3789 /* !!! this should be handled more generic (not only for mole) !!! */
3790 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3791 GfxAction[x][y] = ACTION_DEFAULT;
3793 if (CAN_FALL(element) && y < lev_fieldy - 1)
3795 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3796 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3797 if (JustBeingPushed(x, y))
3800 if (element == EL_QUICKSAND_FULL)
3802 if (IS_FREE(x, y + 1))
3804 InitMovingField(x, y, MV_DOWN);
3805 started_moving = TRUE;
3807 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3808 Store[x][y] = EL_ROCK;
3810 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3812 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3815 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3817 if (!MovDelay[x][y])
3818 MovDelay[x][y] = TILEY + 1;
3827 Feld[x][y] = EL_QUICKSAND_EMPTY;
3828 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3829 Store[x][y + 1] = Store[x][y];
3832 PlaySoundLevelAction(x, y, ACTION_FILLING);
3834 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3838 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3839 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3841 InitMovingField(x, y, MV_DOWN);
3842 started_moving = TRUE;
3844 Feld[x][y] = EL_QUICKSAND_FILLING;
3845 Store[x][y] = element;
3847 PlaySoundLevelAction(x, y, ACTION_FILLING);
3849 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3852 else if (element == EL_MAGIC_WALL_FULL)
3854 if (IS_FREE(x, y + 1))
3856 InitMovingField(x, y, MV_DOWN);
3857 started_moving = TRUE;
3859 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3860 Store[x][y] = EL_CHANGED(Store[x][y]);
3862 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3864 if (!MovDelay[x][y])
3865 MovDelay[x][y] = TILEY/4 + 1;
3874 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3875 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3876 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3880 else if (element == EL_BD_MAGIC_WALL_FULL)
3882 if (IS_FREE(x, y + 1))
3884 InitMovingField(x, y, MV_DOWN);
3885 started_moving = TRUE;
3887 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3888 Store[x][y] = EL_CHANGED2(Store[x][y]);
3890 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3892 if (!MovDelay[x][y])
3893 MovDelay[x][y] = TILEY/4 + 1;
3902 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3903 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3904 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3908 else if (CAN_PASS_MAGIC_WALL(element) &&
3909 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3910 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3912 InitMovingField(x, y, MV_DOWN);
3913 started_moving = TRUE;
3916 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3917 EL_BD_MAGIC_WALL_FILLING);
3918 Store[x][y] = element;
3921 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3923 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3928 InitMovingField(x, y, MV_DOWN);
3929 started_moving = TRUE;
3931 Store[x][y] = EL_ACID;
3933 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3934 GfxAction[x][y + 1] = ACTION_ACTIVE;
3939 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3940 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3941 JustStopped[x][y] && !Pushed[x][y + 1])
3943 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3947 /* calling "Impact()" here is not only completely unneccessary
3948 (because it already gets called from "ContinueMoving()" in
3949 all relevant situations), but also completely bullshit, because
3950 "JustStopped" also indicates a finished *horizontal* movement;
3951 we must keep this trash for backwards compatibility with older
3957 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3959 if (MovDir[x][y] == MV_NO_MOVING)
3961 InitMovingField(x, y, MV_DOWN);
3962 started_moving = TRUE;
3965 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3967 if (JustStopped[x][y]) /* prevent animation from being restarted */
3968 MovDir[x][y] = MV_DOWN;
3970 InitMovingField(x, y, MV_DOWN);
3971 started_moving = TRUE;
3973 else if (element == EL_AMOEBA_DROP)
3975 Feld[x][y] = EL_AMOEBA_GROWING;
3976 Store[x][y] = EL_AMOEBA_WET;
3978 /* Store[x][y + 1] must be zero, because:
3979 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3982 #if OLD_GAME_BEHAVIOUR
3983 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3985 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3986 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3987 element != EL_DX_SUPABOMB)
3990 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3991 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3992 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3993 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3996 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3997 (IS_FREE(x - 1, y + 1) ||
3998 Feld[x - 1][y + 1] == EL_ACID));
3999 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4000 (IS_FREE(x + 1, y + 1) ||
4001 Feld[x + 1][y + 1] == EL_ACID));
4002 boolean can_fall_any = (can_fall_left || can_fall_right);
4003 boolean can_fall_both = (can_fall_left && can_fall_right);
4005 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4007 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4009 if (slippery_type == SLIPPERY_ONLY_LEFT)
4010 can_fall_right = FALSE;
4011 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4012 can_fall_left = FALSE;
4013 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4014 can_fall_right = FALSE;
4015 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4016 can_fall_left = FALSE;
4018 can_fall_any = (can_fall_left || can_fall_right);
4019 can_fall_both = (can_fall_left && can_fall_right);
4024 if (can_fall_both &&
4025 (game.emulation != EMU_BOULDERDASH &&
4026 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4027 can_fall_left = !(can_fall_right = RND(2));
4029 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4030 started_moving = TRUE;
4033 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4035 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4036 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4037 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4038 int belt_dir = game.belt_dir[belt_nr];
4040 if ((belt_dir == MV_LEFT && left_is_free) ||
4041 (belt_dir == MV_RIGHT && right_is_free))
4043 InitMovingField(x, y, belt_dir);
4044 started_moving = TRUE;
4046 GfxAction[x][y] = ACTION_DEFAULT;
4051 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4052 if (CAN_MOVE(element) && !started_moving)
4056 if ((element == EL_SATELLITE ||
4057 element == EL_BALLOON ||
4058 element == EL_SPRING)
4059 && JustBeingPushed(x, y))
4064 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4065 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4067 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4069 Moving2Blocked(x, y, &newx, &newy);
4070 if (Feld[newx][newy] == EL_BLOCKED)
4071 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4076 if (!MovDelay[x][y]) /* start new movement phase */
4078 /* all objects that can change their move direction after each step
4079 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4081 if (element != EL_YAMYAM &&
4082 element != EL_DARK_YAMYAM &&
4083 element != EL_PACMAN &&
4084 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4085 element_info[element].move_pattern != MV_TURNING_LEFT &&
4086 element_info[element].move_pattern != MV_TURNING_RIGHT)
4090 if (MovDelay[x][y] && (element == EL_BUG ||
4091 element == EL_SPACESHIP ||
4092 element == EL_SP_SNIKSNAK ||
4093 element == EL_SP_ELECTRON ||
4094 element == EL_MOLE))
4095 DrawLevelField(x, y);
4099 if (MovDelay[x][y]) /* wait some time before next movement */
4104 if (element == EL_YAMYAM)
4107 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4108 DrawLevelElementAnimation(x, y, element);
4112 if (MovDelay[x][y]) /* element still has to wait some time */
4115 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4116 ResetGfxAnimation(x, y);
4118 GfxAction[x][y] = ACTION_WAITING;
4121 if (element == EL_ROBOT ||
4123 element == EL_PACMAN ||
4125 element == EL_YAMYAM ||
4126 element == EL_DARK_YAMYAM)
4129 DrawLevelElementAnimation(x, y, element);
4131 DrawLevelElementAnimationIfNeeded(x, y, element);
4133 PlaySoundLevelAction(x, y, ACTION_WAITING);
4135 else if (element == EL_SP_ELECTRON)
4136 DrawLevelElementAnimationIfNeeded(x, y, element);
4137 else if (element == EL_DRAGON)
4140 int dir = MovDir[x][y];
4141 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4142 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4143 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4144 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4145 dir == MV_UP ? IMG_FLAMES_1_UP :
4146 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4147 int frame = getGraphicAnimationFrame(graphic, -1);
4149 for (i=1; i<=3; i++)
4151 int xx = x + i*dx, yy = y + i*dy;
4152 int sx = SCREENX(xx), sy = SCREENY(yy);
4153 int flame_graphic = graphic + (i - 1);
4155 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4160 int flamed = MovingOrBlocked2Element(xx, yy);
4162 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4165 RemoveMovingField(xx, yy);
4167 Feld[xx][yy] = EL_FLAMES;
4168 if (IN_SCR_FIELD(sx, sy))
4169 DrawGraphic(sx, sy, flame_graphic, frame);
4173 if (Feld[xx][yy] == EL_FLAMES)
4174 Feld[xx][yy] = EL_EMPTY;
4175 DrawLevelField(xx, yy);
4180 if (MovDelay[x][y]) /* element still has to wait some time */
4182 PlaySoundLevelAction(x, y, ACTION_WAITING);
4187 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4188 for all other elements GfxAction will be set by InitMovingField() */
4189 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4190 GfxAction[x][y] = ACTION_MOVING;
4193 /* now make next step */
4195 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4197 if (DONT_COLLIDE_WITH(element) &&
4198 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4199 !PLAYER_PROTECTED(newx, newy))
4202 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4205 /* player killed by element which is deadly when colliding with */
4207 KillHero(PLAYERINFO(newx, newy));
4212 else if ((element == EL_PENGUIN ||
4213 element == EL_ROBOT ||
4214 element == EL_SATELLITE ||
4215 element == EL_BALLOON ||
4216 IS_CUSTOM_ELEMENT(element)) &&
4217 IN_LEV_FIELD(newx, newy) &&
4218 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4221 Store[x][y] = EL_ACID;
4223 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4225 if (Feld[newx][newy] == EL_EXIT_OPEN)
4227 Feld[x][y] = EL_EMPTY;
4228 DrawLevelField(x, y);
4230 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4231 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4232 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4234 local_player->friends_still_needed--;
4235 if (!local_player->friends_still_needed &&
4236 !local_player->GameOver && AllPlayersGone)
4237 local_player->LevelSolved = local_player->GameOver = TRUE;
4241 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4243 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4244 DrawLevelField(newx, newy);
4246 MovDir[x][y] = MV_NO_MOVING;
4248 else if (!IS_FREE(newx, newy))
4250 GfxAction[x][y] = ACTION_WAITING;
4252 if (IS_PLAYER(x, y))
4253 DrawPlayerField(x, y);
4255 DrawLevelField(x, y);
4259 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4261 if (IS_FOOD_PIG(Feld[newx][newy]))
4263 if (IS_MOVING(newx, newy))
4264 RemoveMovingField(newx, newy);
4267 Feld[newx][newy] = EL_EMPTY;
4268 DrawLevelField(newx, newy);
4271 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4273 else if (!IS_FREE(newx, newy))
4275 if (IS_PLAYER(x, y))
4276 DrawPlayerField(x, y);
4278 DrawLevelField(x, y);
4282 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4284 if (!IS_FREE(newx, newy))
4286 if (IS_PLAYER(x, y))
4287 DrawPlayerField(x, y);
4289 DrawLevelField(x, y);
4294 boolean wanna_flame = !RND(10);
4295 int dx = newx - x, dy = newy - y;
4296 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4297 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4298 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4299 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4300 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4301 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4304 IS_CLASSIC_ENEMY(element1) ||
4305 IS_CLASSIC_ENEMY(element2)) &&
4306 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4307 element1 != EL_FLAMES && element2 != EL_FLAMES)
4309 if (IS_PLAYER(x, y))
4310 DrawPlayerField(x, y);
4312 DrawLevelField(x, y);
4314 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4316 MovDelay[x][y] = 50;
4317 Feld[newx][newy] = EL_FLAMES;
4318 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4319 Feld[newx1][newy1] = EL_FLAMES;
4320 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4321 Feld[newx2][newy2] = EL_FLAMES;
4326 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4327 Feld[newx][newy] == EL_DIAMOND)
4329 if (IS_MOVING(newx, newy))
4330 RemoveMovingField(newx, newy);
4333 Feld[newx][newy] = EL_EMPTY;
4334 DrawLevelField(newx, newy);
4337 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4339 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4340 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4342 if (AmoebaNr[newx][newy])
4344 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4345 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4346 Feld[newx][newy] == EL_BD_AMOEBA)
4347 AmoebaCnt[AmoebaNr[newx][newy]]--;
4350 if (IS_MOVING(newx, newy))
4351 RemoveMovingField(newx, newy);
4354 Feld[newx][newy] = EL_EMPTY;
4355 DrawLevelField(newx, newy);
4358 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4360 else if ((element == EL_PACMAN || element == EL_MOLE)
4361 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4363 if (AmoebaNr[newx][newy])
4365 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4366 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4367 Feld[newx][newy] == EL_BD_AMOEBA)
4368 AmoebaCnt[AmoebaNr[newx][newy]]--;
4371 if (element == EL_MOLE)
4373 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4374 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4376 ResetGfxAnimation(x, y);
4377 GfxAction[x][y] = ACTION_DIGGING;
4378 DrawLevelField(x, y);
4380 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4381 return; /* wait for shrinking amoeba */
4383 else /* element == EL_PACMAN */
4385 Feld[newx][newy] = EL_EMPTY;
4386 DrawLevelField(newx, newy);
4387 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4390 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4391 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4392 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4394 /* wait for shrinking amoeba to completely disappear */
4397 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4399 /* object was running against a wall */
4404 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4405 DrawLevelElementAnimation(x, y, element);
4407 if (element == EL_BUG ||
4408 element == EL_SPACESHIP ||
4409 element == EL_SP_SNIKSNAK)
4410 DrawLevelField(x, y);
4411 else if (element == EL_MOLE)
4412 DrawLevelField(x, y);
4413 else if (element == EL_BD_BUTTERFLY ||
4414 element == EL_BD_FIREFLY)
4415 DrawLevelElementAnimationIfNeeded(x, y, element);
4416 else if (element == EL_SATELLITE)
4417 DrawLevelElementAnimationIfNeeded(x, y, element);
4418 else if (element == EL_SP_ELECTRON)
4419 DrawLevelElementAnimationIfNeeded(x, y, element);
4422 if (DONT_TOUCH(element))
4423 TestIfBadThingTouchesHero(x, y);
4426 PlaySoundLevelAction(x, y, ACTION_WAITING);
4432 InitMovingField(x, y, MovDir[x][y]);
4434 PlaySoundLevelAction(x, y, ACTION_MOVING);
4438 ContinueMoving(x, y);
4441 void ContinueMoving(int x, int y)
4443 int element = Feld[x][y];
4444 int direction = MovDir[x][y];
4445 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4446 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4447 int newx = x + dx, newy = y + dy;
4448 int nextx = newx + dx, nexty = newy + dy;
4449 boolean pushed = Pushed[x][y];
4451 MovPos[x][y] += getElementMoveStepsize(x, y);
4453 if (pushed) /* special case: moving object pushed by player */
4454 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4456 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4458 Feld[x][y] = EL_EMPTY;
4459 Feld[newx][newy] = element;
4460 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4462 if (element == EL_MOLE)
4464 Feld[x][y] = EL_SAND;
4466 DrawLevelFieldCrumbledSandNeighbours(x, y);
4468 else if (element == EL_QUICKSAND_FILLING)
4470 element = Feld[newx][newy] = get_next_element(element);
4471 Store[newx][newy] = Store[x][y];
4473 else if (element == EL_QUICKSAND_EMPTYING)
4475 Feld[x][y] = get_next_element(element);
4476 element = Feld[newx][newy] = Store[x][y];
4478 else if (element == EL_MAGIC_WALL_FILLING)
4480 element = Feld[newx][newy] = get_next_element(element);
4481 if (!game.magic_wall_active)
4482 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4483 Store[newx][newy] = Store[x][y];
4485 else if (element == EL_MAGIC_WALL_EMPTYING)
4487 Feld[x][y] = get_next_element(element);
4488 if (!game.magic_wall_active)
4489 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4490 element = Feld[newx][newy] = Store[x][y];
4492 else if (element == EL_BD_MAGIC_WALL_FILLING)
4494 element = Feld[newx][newy] = get_next_element(element);
4495 if (!game.magic_wall_active)
4496 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4497 Store[newx][newy] = Store[x][y];
4499 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4501 Feld[x][y] = get_next_element(element);
4502 if (!game.magic_wall_active)
4503 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4504 element = Feld[newx][newy] = Store[x][y];
4506 else if (element == EL_AMOEBA_DROPPING)
4508 Feld[x][y] = get_next_element(element);
4509 element = Feld[newx][newy] = Store[x][y];
4511 else if (element == EL_SOKOBAN_OBJECT)
4514 Feld[x][y] = Back[x][y];
4516 if (Back[newx][newy])
4517 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4519 Back[x][y] = Back[newx][newy] = 0;
4521 else if (Store[x][y] == EL_ACID)
4523 element = Feld[newx][newy] = EL_ACID;
4527 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4528 MovDelay[newx][newy] = 0;
4530 /* copy element change control values to new field */
4531 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4533 /* copy animation control values to new field */
4534 GfxFrame[newx][newy] = GfxFrame[x][y];
4535 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4536 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4538 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4540 ResetGfxAnimation(x, y); /* reset animation values for old field */
4543 /* 2.1.1 (does not work correctly for spring) */
4544 if (!CAN_MOVE(element))
4545 MovDir[newx][newy] = 0;
4549 /* (does not work for falling objects that slide horizontally) */
4550 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4551 MovDir[newx][newy] = 0;
4554 if (!CAN_MOVE(element) ||
4555 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4556 MovDir[newx][newy] = 0;
4559 if (!CAN_MOVE(element) ||
4560 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4561 MovDir[newx][newy] = 0;
4565 DrawLevelField(x, y);
4566 DrawLevelField(newx, newy);
4568 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4570 if (!pushed) /* special case: moving object pushed by player */
4571 JustStopped[newx][newy] = 3;
4573 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4575 TestIfBadThingTouchesHero(newx, newy);
4576 TestIfBadThingTouchesFriend(newx, newy);
4577 TestIfBadThingTouchesOtherBadThing(newx, newy);
4579 else if (element == EL_PENGUIN)
4580 TestIfFriendTouchesBadThing(newx, newy);
4582 if (CAN_FALL(element) && direction == MV_DOWN &&
4583 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4586 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4587 CheckElementChange(newx, newy, element, CE_COLLISION);
4589 TestIfPlayerTouchesCustomElement(newx, newy);
4590 TestIfElementTouchesCustomElement(newx, newy);
4592 else /* still moving on */
4594 DrawLevelField(x, y);
4598 int AmoebeNachbarNr(int ax, int ay)
4601 int element = Feld[ax][ay];
4603 static int xy[4][2] =
4613 int x = ax + xy[i][0];
4614 int y = ay + xy[i][1];
4616 if (!IN_LEV_FIELD(x, y))
4619 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4620 group_nr = AmoebaNr[x][y];
4626 void AmoebenVereinigen(int ax, int ay)
4628 int i, x, y, xx, yy;
4629 int new_group_nr = AmoebaNr[ax][ay];
4630 static int xy[4][2] =
4638 if (new_group_nr == 0)
4646 if (!IN_LEV_FIELD(x, y))
4649 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4650 Feld[x][y] == EL_BD_AMOEBA ||
4651 Feld[x][y] == EL_AMOEBA_DEAD) &&
4652 AmoebaNr[x][y] != new_group_nr)
4654 int old_group_nr = AmoebaNr[x][y];
4656 if (old_group_nr == 0)
4659 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4660 AmoebaCnt[old_group_nr] = 0;
4661 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4662 AmoebaCnt2[old_group_nr] = 0;
4664 for (yy=0; yy<lev_fieldy; yy++)
4666 for (xx=0; xx<lev_fieldx; xx++)
4668 if (AmoebaNr[xx][yy] == old_group_nr)
4669 AmoebaNr[xx][yy] = new_group_nr;
4676 void AmoebeUmwandeln(int ax, int ay)
4680 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4682 int group_nr = AmoebaNr[ax][ay];
4687 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4688 printf("AmoebeUmwandeln(): This should never happen!\n");
4693 for (y=0; y<lev_fieldy; y++)
4695 for (x=0; x<lev_fieldx; x++)
4697 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4700 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4704 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4705 SND_AMOEBA_TURNING_TO_GEM :
4706 SND_AMOEBA_TURNING_TO_ROCK));
4711 static int xy[4][2] =
4724 if (!IN_LEV_FIELD(x, y))
4727 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4729 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4730 SND_AMOEBA_TURNING_TO_GEM :
4731 SND_AMOEBA_TURNING_TO_ROCK));
4738 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4741 int group_nr = AmoebaNr[ax][ay];
4742 boolean done = FALSE;
4747 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4748 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4753 for (y=0; y<lev_fieldy; y++)
4755 for (x=0; x<lev_fieldx; x++)
4757 if (AmoebaNr[x][y] == group_nr &&
4758 (Feld[x][y] == EL_AMOEBA_DEAD ||
4759 Feld[x][y] == EL_BD_AMOEBA ||
4760 Feld[x][y] == EL_AMOEBA_GROWING))
4763 Feld[x][y] = new_element;
4764 InitField(x, y, FALSE);
4765 DrawLevelField(x, y);
4772 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4773 SND_BD_AMOEBA_TURNING_TO_ROCK :
4774 SND_BD_AMOEBA_TURNING_TO_GEM));
4777 void AmoebeWaechst(int x, int y)
4779 static unsigned long sound_delay = 0;
4780 static unsigned long sound_delay_value = 0;
4782 if (!MovDelay[x][y]) /* start new growing cycle */
4786 if (DelayReached(&sound_delay, sound_delay_value))
4789 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4791 if (Store[x][y] == EL_BD_AMOEBA)
4792 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4794 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4796 sound_delay_value = 30;
4800 if (MovDelay[x][y]) /* wait some time before growing bigger */
4803 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4805 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4806 6 - MovDelay[x][y]);
4808 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4811 if (!MovDelay[x][y])
4813 Feld[x][y] = Store[x][y];
4815 DrawLevelField(x, y);
4820 void AmoebaDisappearing(int x, int y)
4822 static unsigned long sound_delay = 0;
4823 static unsigned long sound_delay_value = 0;
4825 if (!MovDelay[x][y]) /* start new shrinking cycle */
4829 if (DelayReached(&sound_delay, sound_delay_value))
4830 sound_delay_value = 30;
4833 if (MovDelay[x][y]) /* wait some time before shrinking */
4836 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4838 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4839 6 - MovDelay[x][y]);
4841 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4844 if (!MovDelay[x][y])
4846 Feld[x][y] = EL_EMPTY;
4847 DrawLevelField(x, y);
4849 /* don't let mole enter this field in this cycle;
4850 (give priority to objects falling to this field from above) */
4856 void AmoebeAbleger(int ax, int ay)
4859 int element = Feld[ax][ay];
4860 int graphic = el2img(element);
4861 int newax = ax, neway = ay;
4862 static int xy[4][2] =
4870 if (!level.amoeba_speed)
4872 Feld[ax][ay] = EL_AMOEBA_DEAD;
4873 DrawLevelField(ax, ay);
4877 if (IS_ANIMATED(graphic))
4878 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4880 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4881 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4883 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4886 if (MovDelay[ax][ay])
4890 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4893 int x = ax + xy[start][0];
4894 int y = ay + xy[start][1];
4896 if (!IN_LEV_FIELD(x, y))
4899 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4900 if (IS_FREE(x, y) ||
4901 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4907 if (newax == ax && neway == ay)
4910 else /* normal or "filled" (BD style) amoeba */
4913 boolean waiting_for_player = FALSE;
4917 int j = (start + i) % 4;
4918 int x = ax + xy[j][0];
4919 int y = ay + xy[j][1];
4921 if (!IN_LEV_FIELD(x, y))
4924 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4925 if (IS_FREE(x, y) ||
4926 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4932 else if (IS_PLAYER(x, y))
4933 waiting_for_player = TRUE;
4936 if (newax == ax && neway == ay) /* amoeba cannot grow */
4938 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4940 Feld[ax][ay] = EL_AMOEBA_DEAD;
4941 DrawLevelField(ax, ay);
4942 AmoebaCnt[AmoebaNr[ax][ay]]--;
4944 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4946 if (element == EL_AMOEBA_FULL)
4947 AmoebeUmwandeln(ax, ay);
4948 else if (element == EL_BD_AMOEBA)
4949 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4954 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4956 /* amoeba gets larger by growing in some direction */
4958 int new_group_nr = AmoebaNr[ax][ay];
4961 if (new_group_nr == 0)
4963 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4964 printf("AmoebeAbleger(): This should never happen!\n");
4969 AmoebaNr[newax][neway] = new_group_nr;
4970 AmoebaCnt[new_group_nr]++;
4971 AmoebaCnt2[new_group_nr]++;
4973 /* if amoeba touches other amoeba(s) after growing, unify them */
4974 AmoebenVereinigen(newax, neway);
4976 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4978 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4984 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4985 (neway == lev_fieldy - 1 && newax != ax))
4987 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4988 Store[newax][neway] = element;
4990 else if (neway == ay)
4992 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4994 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4996 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
5001 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5002 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5003 Store[ax][ay] = EL_AMOEBA_DROP;
5004 ContinueMoving(ax, ay);
5008 DrawLevelField(newax, neway);
5011 void Life(int ax, int ay)
5014 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5016 int element = Feld[ax][ay];
5017 int graphic = el2img(element);
5018 boolean changed = FALSE;
5020 if (IS_ANIMATED(graphic))
5021 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5026 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5027 MovDelay[ax][ay] = life_time;
5029 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5032 if (MovDelay[ax][ay])
5036 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5038 int xx = ax+x1, yy = ay+y1;
5041 if (!IN_LEV_FIELD(xx, yy))
5044 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5046 int x = xx+x2, y = yy+y2;
5048 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5051 if (((Feld[x][y] == element ||
5052 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5054 (IS_FREE(x, y) && Stop[x][y]))
5058 if (xx == ax && yy == ay) /* field in the middle */
5060 if (nachbarn < life[0] || nachbarn > life[1])
5062 Feld[xx][yy] = EL_EMPTY;
5064 DrawLevelField(xx, yy);
5065 Stop[xx][yy] = TRUE;
5069 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5070 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5071 { /* free border field */
5072 if (nachbarn >= life[2] && nachbarn <= life[3])
5074 Feld[xx][yy] = element;
5075 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5077 DrawLevelField(xx, yy);
5078 Stop[xx][yy] = TRUE;
5085 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5086 SND_GAME_OF_LIFE_GROWING);
5089 static void InitRobotWheel(int x, int y)
5091 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5094 static void RunRobotWheel(int x, int y)
5096 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5099 static void StopRobotWheel(int x, int y)
5101 if (ZX == x && ZY == y)
5105 static void InitTimegateWheel(int x, int y)
5107 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5110 static void RunTimegateWheel(int x, int y)
5112 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5115 void CheckExit(int x, int y)
5117 if (local_player->gems_still_needed > 0 ||
5118 local_player->sokobanfields_still_needed > 0 ||
5119 local_player->lights_still_needed > 0)
5121 int element = Feld[x][y];
5122 int graphic = el2img(element);
5124 if (IS_ANIMATED(graphic))
5125 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5130 Feld[x][y] = EL_EXIT_OPENING;
5132 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5135 void CheckExitSP(int x, int y)
5137 if (local_player->gems_still_needed > 0)
5139 int element = Feld[x][y];
5140 int graphic = el2img(element);
5142 if (IS_ANIMATED(graphic))
5143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5148 Feld[x][y] = EL_SP_EXIT_OPEN;
5150 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5153 static void CloseAllOpenTimegates()
5157 for (y=0; y<lev_fieldy; y++)
5159 for (x=0; x<lev_fieldx; x++)
5161 int element = Feld[x][y];
5163 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5165 Feld[x][y] = EL_TIMEGATE_CLOSING;
5167 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5169 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5176 void EdelsteinFunkeln(int x, int y)
5178 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5181 if (Feld[x][y] == EL_BD_DIAMOND)
5184 if (MovDelay[x][y] == 0) /* next animation frame */
5185 MovDelay[x][y] = 11 * !SimpleRND(500);
5187 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5191 if (setup.direct_draw && MovDelay[x][y])
5192 SetDrawtoField(DRAW_BUFFERED);
5194 DrawLevelElementAnimation(x, y, Feld[x][y]);
5196 if (MovDelay[x][y] != 0)
5198 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5199 10 - MovDelay[x][y]);
5201 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5203 if (setup.direct_draw)
5207 dest_x = FX + SCREENX(x) * TILEX;
5208 dest_y = FY + SCREENY(y) * TILEY;
5210 BlitBitmap(drawto_field, window,
5211 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5212 SetDrawtoField(DRAW_DIRECT);
5218 void MauerWaechst(int x, int y)
5222 if (!MovDelay[x][y]) /* next animation frame */
5223 MovDelay[x][y] = 3 * delay;
5225 if (MovDelay[x][y]) /* wait some time before next frame */
5229 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5231 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5232 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5234 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5237 if (!MovDelay[x][y])
5239 if (MovDir[x][y] == MV_LEFT)
5241 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5242 DrawLevelField(x - 1, y);
5244 else if (MovDir[x][y] == MV_RIGHT)
5246 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5247 DrawLevelField(x + 1, y);
5249 else if (MovDir[x][y] == MV_UP)
5251 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5252 DrawLevelField(x, y - 1);
5256 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5257 DrawLevelField(x, y + 1);
5260 Feld[x][y] = Store[x][y];
5262 MovDir[x][y] = MV_NO_MOVING;
5263 DrawLevelField(x, y);
5268 void MauerAbleger(int ax, int ay)
5270 int element = Feld[ax][ay];
5271 int graphic = el2img(element);
5272 boolean oben_frei = FALSE, unten_frei = FALSE;
5273 boolean links_frei = FALSE, rechts_frei = FALSE;
5274 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5275 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5276 boolean new_wall = FALSE;
5278 if (IS_ANIMATED(graphic))
5279 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5281 if (!MovDelay[ax][ay]) /* start building new wall */
5282 MovDelay[ax][ay] = 6;
5284 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5287 if (MovDelay[ax][ay])
5291 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5293 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5295 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5297 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5300 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5301 element == EL_EXPANDABLE_WALL_ANY)
5305 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5306 Store[ax][ay-1] = element;
5307 MovDir[ax][ay-1] = MV_UP;
5308 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5309 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5310 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5315 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5316 Store[ax][ay+1] = element;
5317 MovDir[ax][ay+1] = MV_DOWN;
5318 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5319 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5320 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5325 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5326 element == EL_EXPANDABLE_WALL_ANY ||
5327 element == EL_EXPANDABLE_WALL)
5331 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5332 Store[ax-1][ay] = element;
5333 MovDir[ax-1][ay] = MV_LEFT;
5334 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5335 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5336 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5342 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5343 Store[ax+1][ay] = element;
5344 MovDir[ax+1][ay] = MV_RIGHT;
5345 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5346 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5347 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5352 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5353 DrawLevelField(ax, ay);
5355 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5357 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5358 unten_massiv = TRUE;
5359 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5360 links_massiv = TRUE;
5361 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5362 rechts_massiv = TRUE;
5364 if (((oben_massiv && unten_massiv) ||
5365 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5366 element == EL_EXPANDABLE_WALL) &&
5367 ((links_massiv && rechts_massiv) ||
5368 element == EL_EXPANDABLE_WALL_VERTICAL))
5369 Feld[ax][ay] = EL_WALL;
5373 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5375 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5379 void CheckForDragon(int x, int y)
5382 boolean dragon_found = FALSE;
5383 static int xy[4][2] =
5395 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5397 if (IN_LEV_FIELD(xx, yy) &&
5398 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5400 if (Feld[xx][yy] == EL_DRAGON)
5401 dragon_found = TRUE;
5414 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5416 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5418 Feld[xx][yy] = EL_EMPTY;
5419 DrawLevelField(xx, yy);
5428 static void InitBuggyBase(int x, int y)
5430 int element = Feld[x][y];
5431 int activating_delay = FRAMES_PER_SECOND / 4;
5434 (element == EL_SP_BUGGY_BASE ?
5435 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5436 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5438 element == EL_SP_BUGGY_BASE_ACTIVE ?
5439 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5442 static void WarnBuggyBase(int x, int y)
5445 static int xy[4][2] =
5455 int xx = x + xy[i][0], yy = y + xy[i][1];
5457 if (IS_PLAYER(xx, yy))
5459 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5466 static void InitTrap(int x, int y)
5468 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5471 static void ActivateTrap(int x, int y)
5473 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5476 static void ChangeActiveTrap(int x, int y)
5478 int graphic = IMG_TRAP_ACTIVE;
5480 /* if new animation frame was drawn, correct crumbled sand border */
5481 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5482 DrawLevelFieldCrumbledSand(x, y);
5485 static void ChangeElementNowExt(int x, int y, int target_element)
5487 /* check if element under player changes from accessible to unaccessible
5488 (needed for special case of dropping element which then changes) */
5489 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5490 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5497 Feld[x][y] = target_element;
5499 Changed[x][y] = TRUE; /* no more changes in this frame */
5501 ResetGfxAnimation(x, y);
5502 ResetRandomAnimationValue(x, y);
5504 InitField(x, y, FALSE);
5505 if (CAN_MOVE(Feld[x][y]))
5508 DrawLevelField(x, y);
5510 if (CAN_BE_CRUMBLED(Feld[x][y]))
5511 DrawLevelFieldCrumbledSandNeighbours(x, y);
5513 TestIfBadThingTouchesHero(x, y);
5514 TestIfPlayerTouchesCustomElement(x, y);
5515 TestIfElementTouchesCustomElement(x, y);
5517 if (ELEM_IS_PLAYER(target_element))
5518 RelocatePlayer(x, y, target_element);
5521 static void ChangeElementNow(int x, int y, int element, int page)
5523 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5525 Changed[x][y] = TRUE; /* no more changes in this frame */
5527 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5529 if (change->explode)
5535 if (change->use_content)
5537 boolean complete_change = TRUE;
5538 boolean can_change[3][3];
5541 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5543 boolean half_destructible;
5544 int ex = x + xx - 1;
5545 int ey = y + yy - 1;
5548 can_change[xx][yy] = TRUE;
5550 if (ex == x && ey == y) /* do not check changing element itself */
5553 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5555 can_change[xx][yy] = FALSE; /* do not change empty borders */
5560 if (!IN_LEV_FIELD(ex, ey))
5562 can_change[xx][yy] = FALSE;
5563 complete_change = FALSE;
5570 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5571 e = MovingOrBlocked2Element(ex, ey);
5573 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5575 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5576 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5577 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5579 can_change[xx][yy] = FALSE;
5580 complete_change = FALSE;
5584 if (!change->only_complete || complete_change)
5586 boolean something_has_changed = FALSE;
5588 if (change->only_complete && change->use_random_change &&
5589 RND(100) < change->random)
5592 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5594 int ex = x + xx - 1;
5595 int ey = y + yy - 1;
5597 if (can_change[xx][yy] && (!change->use_random_change ||
5598 RND(100) < change->random))
5600 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5601 RemoveMovingField(ex, ey);
5603 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5605 something_has_changed = TRUE;
5607 /* for symmetry reasons, freeze newly created border elements */
5608 if (ex != x || ey != y)
5609 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5613 if (something_has_changed)
5614 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5619 ChangeElementNowExt(x, y, change->target_element);
5621 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5625 static void ChangeElement(int x, int y, int page)
5627 int element = MovingOrBlocked2Element(x, y);
5628 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5630 if (ChangeDelay[x][y] == 0) /* initialize element change */
5632 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5633 RND(change->delay_random * change->delay_frames)) + 1;
5635 ResetGfxAnimation(x, y);
5636 ResetRandomAnimationValue(x, y);
5638 if (change->pre_change_function)
5639 change->pre_change_function(x, y);
5642 ChangeDelay[x][y]--;
5644 if (ChangeDelay[x][y] != 0) /* continue element change */
5646 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5648 if (IS_ANIMATED(graphic))
5649 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5651 if (change->change_function)
5652 change->change_function(x, y);
5654 else /* finish element change */
5656 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5658 ChangeDelay[x][y] = 1; /* try change after next move step */
5663 ChangeElementNow(x, y, element, page);
5665 if (change->post_change_function)
5666 change->post_change_function(x, y);
5670 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5675 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5679 /* prevent this function from running into a loop */
5680 if (trigger_event == CE_OTHER_IS_CHANGING)
5681 Changed[lx][ly] = TRUE;
5684 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5686 int element = EL_CUSTOM_START + i;
5689 boolean change_element = FALSE;
5692 if (!CAN_CHANGE(element) ||
5693 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5696 for (j=0; j < element_info[element].num_change_pages; j++)
5698 if (element_info[element].change_page[j].trigger_element ==
5701 change_element = TRUE;
5708 if (!change_element)
5712 if (!CAN_CHANGE(element) ||
5713 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5714 element_info[element].change->trigger_element != trigger_element)
5718 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5720 if (x == lx && y == ly) /* do not change trigger element itself */
5723 if (Changed[x][y]) /* do not change already changed elements */
5726 if (Feld[x][y] == element)
5728 ChangeDelay[x][y] = 1;
5729 ChangeElement(x, y, page);
5732 Changed[x][y] = TRUE; /* prevent element from being changed again */
5739 /* reset change prevention array */
5740 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5741 Changed[x][y] = FALSE;
5747 static boolean CheckElementChangeExt(int x, int y, int element,
5748 int trigger_event, int page)
5750 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5753 if (Feld[x][y] == EL_BLOCKED)
5754 Blocked2Moving(x, y, &x, &y);
5756 ChangeDelay[x][y] = 1;
5757 ChangeElement(x, y, page);
5762 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5764 int page = element_info[element].event_page_num[trigger_event];
5766 return CheckElementChangeExt(x, y, element, trigger_event, page);
5769 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5771 static byte stored_player_action[MAX_PLAYERS];
5772 static int num_stored_actions = 0;
5773 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5774 int left = player_action & JOY_LEFT;
5775 int right = player_action & JOY_RIGHT;
5776 int up = player_action & JOY_UP;
5777 int down = player_action & JOY_DOWN;
5778 int button1 = player_action & JOY_BUTTON_1;
5779 int button2 = player_action & JOY_BUTTON_2;
5780 int dx = (left ? -1 : right ? 1 : 0);
5781 int dy = (up ? -1 : down ? 1 : 0);
5783 stored_player_action[player->index_nr] = 0;
5784 num_stored_actions++;
5786 if (!player->active || tape.pausing)
5792 snapped = SnapField(player, dx, dy);
5796 dropped = DropElement(player);
5798 moved = MoveFigure(player, dx, dy);
5801 if (tape.single_step && tape.recording && !tape.pausing)
5803 if (button1 || (dropped && !moved))
5805 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5806 SnapField(player, 0, 0); /* stop snapping */
5810 stored_player_action[player->index_nr] = player_action;
5814 /* no actions for this player (no input at player's configured device) */
5816 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5817 SnapField(player, 0, 0);
5818 CheckGravityMovement(player);
5820 if (player->MovPos == 0)
5821 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5823 if (player->MovPos == 0) /* needed for tape.playing */
5824 player->is_moving = FALSE;
5827 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5829 TapeRecordAction(stored_player_action);
5830 num_stored_actions = 0;
5836 static unsigned long action_delay = 0;
5837 unsigned long action_delay_value;
5838 int magic_wall_x = 0, magic_wall_y = 0;
5839 int i, x, y, element, graphic;
5840 byte *recorded_player_action;
5841 byte summarized_player_action = 0;
5843 if (game_status != GAME_MODE_PLAYING)
5846 action_delay_value =
5847 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5849 if (tape.playing && tape.index_search && !tape.pausing)
5850 action_delay_value = 0;
5852 /* ---------- main game synchronization point ---------- */
5854 WaitUntilDelayReached(&action_delay, action_delay_value);
5856 if (network_playing && !network_player_action_received)
5860 printf("DEBUG: try to get network player actions in time\n");
5864 #if defined(PLATFORM_UNIX)
5865 /* last chance to get network player actions without main loop delay */
5869 if (game_status != GAME_MODE_PLAYING)
5872 if (!network_player_action_received)
5876 printf("DEBUG: failed to get network player actions in time\n");
5886 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5888 for (i=0; i<MAX_PLAYERS; i++)
5890 summarized_player_action |= stored_player[i].action;
5892 if (!network_playing)
5893 stored_player[i].effective_action = stored_player[i].action;
5896 #if defined(PLATFORM_UNIX)
5897 if (network_playing)
5898 SendToServer_MovePlayer(summarized_player_action);
5901 if (!options.network && !setup.team_mode)
5902 local_player->effective_action = summarized_player_action;
5904 for (i=0; i<MAX_PLAYERS; i++)
5906 int actual_player_action = stored_player[i].effective_action;
5908 if (stored_player[i].programmed_action)
5909 actual_player_action = stored_player[i].programmed_action;
5911 if (recorded_player_action)
5912 actual_player_action = recorded_player_action[i];
5914 PlayerActions(&stored_player[i], actual_player_action);
5915 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5918 network_player_action_received = FALSE;
5920 ScrollScreen(NULL, SCROLL_GO_ON);
5926 for (i=0; i<MAX_PLAYERS; i++)
5927 stored_player[i].Frame++;
5931 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5933 for (i=0; i<MAX_PLAYERS; i++)
5935 struct PlayerInfo *player = &stored_player[i];
5939 if (player->active && player->Pushing && player->is_moving &&
5942 ContinueMoving(x, y);
5944 /* continue moving after pushing (this is actually a bug) */
5945 if (!IS_MOVING(x, y))
5954 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5956 Changed[x][y] = FALSE;
5959 if (JustStopped[x][y] > 0)
5960 JustStopped[x][y]--;
5965 /* reset finished pushing action (not done in ContinueMoving() to allow
5966 continous pushing animation for elements with zero push delay) */
5967 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5969 ResetGfxAnimation(x, y);
5970 DrawLevelField(x, y);
5975 if (IS_BLOCKED(x, y))
5979 Blocked2Moving(x, y, &oldx, &oldy);
5980 if (!IS_MOVING(oldx, oldy))
5982 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5983 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5984 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5985 printf("GameActions(): This should never happen!\n");
5991 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5993 element = Feld[x][y];
5995 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5997 graphic = el2img(element);
6003 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
6005 element = graphic = 0;
6009 if (graphic_info[graphic].anim_global_sync)
6010 GfxFrame[x][y] = FrameCounter;
6012 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
6013 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
6014 ResetRandomAnimationValue(x, y);
6016 SetRandomAnimationValue(x, y);
6019 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
6022 if (IS_INACTIVE(element))
6024 if (IS_ANIMATED(graphic))
6025 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6031 /* this may take place after moving, so 'element' may have changed */
6032 if (IS_CHANGING(x, y))
6034 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
6035 element = Feld[x][y];
6036 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6040 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6045 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6047 if (element == EL_MOLE)
6048 printf("::: %d, %d, %d [%d]\n",
6049 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6053 if (element == EL_YAMYAM)
6054 printf("::: %d, %d, %d\n",
6055 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6059 if (IS_ANIMATED(graphic) &&
6063 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6066 if (element == EL_MOLE)
6067 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6071 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6072 EdelsteinFunkeln(x, y);
6074 else if ((element == EL_ACID ||
6075 element == EL_EXIT_OPEN ||
6076 element == EL_SP_EXIT_OPEN ||
6077 element == EL_SP_TERMINAL ||
6078 element == EL_SP_TERMINAL_ACTIVE ||
6079 element == EL_EXTRA_TIME ||
6080 element == EL_SHIELD_NORMAL ||
6081 element == EL_SHIELD_DEADLY) &&
6082 IS_ANIMATED(graphic))
6083 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6084 else if (IS_MOVING(x, y))
6085 ContinueMoving(x, y);
6086 else if (IS_ACTIVE_BOMB(element))
6087 CheckDynamite(x, y);
6089 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6090 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6092 else if (element == EL_AMOEBA_GROWING)
6093 AmoebeWaechst(x, y);
6094 else if (element == EL_AMOEBA_SHRINKING)
6095 AmoebaDisappearing(x, y);
6097 #if !USE_NEW_AMOEBA_CODE
6098 else if (IS_AMOEBALIVE(element))
6099 AmoebeAbleger(x, y);
6102 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6104 else if (element == EL_EXIT_CLOSED)
6106 else if (element == EL_SP_EXIT_CLOSED)
6108 else if (element == EL_EXPANDABLE_WALL_GROWING)
6110 else if (element == EL_EXPANDABLE_WALL ||
6111 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6112 element == EL_EXPANDABLE_WALL_VERTICAL ||
6113 element == EL_EXPANDABLE_WALL_ANY)
6115 else if (element == EL_FLAMES)
6116 CheckForDragon(x, y);
6118 else if (IS_AUTO_CHANGING(element))
6119 ChangeElement(x, y);
6121 else if (element == EL_EXPLOSION)
6122 ; /* drawing of correct explosion animation is handled separately */
6123 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6124 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6127 /* this may take place after moving, so 'element' may have changed */
6128 if (IS_AUTO_CHANGING(Feld[x][y]))
6129 ChangeElement(x, y);
6132 if (IS_BELT_ACTIVE(element))
6133 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6135 if (game.magic_wall_active)
6137 int jx = local_player->jx, jy = local_player->jy;
6139 /* play the element sound at the position nearest to the player */
6140 if ((element == EL_MAGIC_WALL_FULL ||
6141 element == EL_MAGIC_WALL_ACTIVE ||
6142 element == EL_MAGIC_WALL_EMPTYING ||
6143 element == EL_BD_MAGIC_WALL_FULL ||
6144 element == EL_BD_MAGIC_WALL_ACTIVE ||
6145 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6146 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6154 #if USE_NEW_AMOEBA_CODE
6155 /* new experimental amoeba growth stuff */
6157 if (!(FrameCounter % 8))
6160 static unsigned long random = 1684108901;
6162 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6165 x = (random >> 10) % lev_fieldx;
6166 y = (random >> 20) % lev_fieldy;
6168 x = RND(lev_fieldx);
6169 y = RND(lev_fieldy);
6171 element = Feld[x][y];
6173 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6174 if (!IS_PLAYER(x,y) &&
6175 (element == EL_EMPTY ||
6176 element == EL_SAND ||
6177 element == EL_QUICKSAND_EMPTY ||
6178 element == EL_ACID_SPLASH_LEFT ||
6179 element == EL_ACID_SPLASH_RIGHT))
6181 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6182 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6183 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6184 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6185 Feld[x][y] = EL_AMOEBA_DROP;
6188 random = random * 129 + 1;
6194 if (game.explosions_delayed)
6197 game.explosions_delayed = FALSE;
6199 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6201 element = Feld[x][y];
6203 if (ExplodeField[x][y])
6204 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6205 else if (element == EL_EXPLOSION)
6206 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6208 ExplodeField[x][y] = EX_NO_EXPLOSION;
6211 game.explosions_delayed = TRUE;
6214 if (game.magic_wall_active)
6216 if (!(game.magic_wall_time_left % 4))
6218 int element = Feld[magic_wall_x][magic_wall_y];
6220 if (element == EL_BD_MAGIC_WALL_FULL ||
6221 element == EL_BD_MAGIC_WALL_ACTIVE ||
6222 element == EL_BD_MAGIC_WALL_EMPTYING)
6223 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6225 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6228 if (game.magic_wall_time_left > 0)
6230 game.magic_wall_time_left--;
6231 if (!game.magic_wall_time_left)
6233 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6235 element = Feld[x][y];
6237 if (element == EL_MAGIC_WALL_ACTIVE ||
6238 element == EL_MAGIC_WALL_FULL)
6240 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6241 DrawLevelField(x, y);
6243 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6244 element == EL_BD_MAGIC_WALL_FULL)
6246 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6247 DrawLevelField(x, y);
6251 game.magic_wall_active = FALSE;
6256 if (game.light_time_left > 0)
6258 game.light_time_left--;
6260 if (game.light_time_left == 0)
6261 RedrawAllLightSwitchesAndInvisibleElements();
6264 if (game.timegate_time_left > 0)
6266 game.timegate_time_left--;
6268 if (game.timegate_time_left == 0)
6269 CloseAllOpenTimegates();
6272 for (i=0; i<MAX_PLAYERS; i++)
6274 struct PlayerInfo *player = &stored_player[i];
6276 if (SHIELD_ON(player))
6278 if (player->shield_deadly_time_left)
6279 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6280 else if (player->shield_normal_time_left)
6281 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6285 if (TimeFrames >= (1000 / GameFrameDelay))
6290 for (i=0; i<MAX_PLAYERS; i++)
6292 struct PlayerInfo *player = &stored_player[i];
6294 if (SHIELD_ON(player))
6296 player->shield_normal_time_left--;
6298 if (player->shield_deadly_time_left > 0)
6299 player->shield_deadly_time_left--;
6303 if (tape.recording || tape.playing)
6304 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6310 if (TimeLeft <= 10 && setup.time_limit)
6311 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6313 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6315 if (!TimeLeft && setup.time_limit)
6316 for (i=0; i<MAX_PLAYERS; i++)
6317 KillHero(&stored_player[i]);
6319 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6320 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6325 if (options.debug) /* calculate frames per second */
6327 static unsigned long fps_counter = 0;
6328 static int fps_frames = 0;
6329 unsigned long fps_delay_ms = Counter() - fps_counter;
6333 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6335 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6338 fps_counter = Counter();
6341 redraw_mask |= REDRAW_FPS;
6345 if (stored_player[0].jx != stored_player[0].last_jx ||
6346 stored_player[0].jy != stored_player[0].last_jy)
6347 printf("::: %d, %d, %d, %d, %d\n",
6348 stored_player[0].MovDir,
6349 stored_player[0].MovPos,
6350 stored_player[0].GfxPos,
6351 stored_player[0].Frame,
6352 stored_player[0].StepFrame);
6359 for (i=0; i<MAX_PLAYERS; i++)
6362 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6364 stored_player[i].Frame += move_frames;
6366 if (stored_player[i].MovPos != 0)
6367 stored_player[i].StepFrame += move_frames;
6372 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6374 int min_x = x, min_y = y, max_x = x, max_y = y;
6377 for (i=0; i<MAX_PLAYERS; i++)
6379 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6381 if (!stored_player[i].active || &stored_player[i] == player)
6384 min_x = MIN(min_x, jx);
6385 min_y = MIN(min_y, jy);
6386 max_x = MAX(max_x, jx);
6387 max_y = MAX(max_y, jy);
6390 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6393 static boolean AllPlayersInVisibleScreen()
6397 for (i=0; i<MAX_PLAYERS; i++)
6399 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6401 if (!stored_player[i].active)
6404 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6411 void ScrollLevel(int dx, int dy)
6413 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6416 BlitBitmap(drawto_field, drawto_field,
6417 FX + TILEX * (dx == -1) - softscroll_offset,
6418 FY + TILEY * (dy == -1) - softscroll_offset,
6419 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6420 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6421 FX + TILEX * (dx == 1) - softscroll_offset,
6422 FY + TILEY * (dy == 1) - softscroll_offset);
6426 x = (dx == 1 ? BX1 : BX2);
6427 for (y=BY1; y <= BY2; y++)
6428 DrawScreenField(x, y);
6433 y = (dy == 1 ? BY1 : BY2);
6434 for (x=BX1; x <= BX2; x++)
6435 DrawScreenField(x, y);
6438 redraw_mask |= REDRAW_FIELD;
6441 static void CheckGravityMovement(struct PlayerInfo *player)
6443 if (level.gravity && !player->programmed_action)
6445 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6446 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6448 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6449 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6450 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6451 int jx = player->jx, jy = player->jy;
6452 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6453 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6454 int new_jx = jx + dx, new_jy = jy + dy;
6455 boolean field_under_player_is_free =
6456 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6457 boolean player_is_moving_to_valid_field =
6458 (IN_LEV_FIELD(new_jx, new_jy) &&
6459 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6460 Feld[new_jx][new_jy] == EL_SAND));
6461 /* !!! extend EL_SAND to anything diggable !!! */
6463 if (field_under_player_is_free &&
6464 !player_is_moving_to_valid_field &&
6465 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6466 player->programmed_action = MV_DOWN;
6472 -----------------------------------------------------------------------------
6473 dx, dy: direction (non-diagonal) to try to move the player to
6474 real_dx, real_dy: direction as read from input device (can be diagonal)
6477 boolean MoveFigureOneStep(struct PlayerInfo *player,
6478 int dx, int dy, int real_dx, int real_dy)
6480 int jx = player->jx, jy = player->jy;
6481 int new_jx = jx+dx, new_jy = jy+dy;
6485 if (!player->active || (!dx && !dy))
6486 return MF_NO_ACTION;
6488 player->MovDir = (dx < 0 ? MV_LEFT :
6491 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6493 if (!IN_LEV_FIELD(new_jx, new_jy))
6494 return MF_NO_ACTION;
6496 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6497 return MF_NO_ACTION;
6500 element = MovingOrBlocked2Element(new_jx, new_jy);
6502 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6505 if (DONT_RUN_INTO(element))
6507 if (element == EL_ACID && dx == 0 && dy == 1)
6510 Feld[jx][jy] = EL_PLAYER_1;
6511 InitMovingField(jx, jy, MV_DOWN);
6512 Store[jx][jy] = EL_ACID;
6513 ContinueMoving(jx, jy);
6517 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6522 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6523 if (can_move != MF_MOVING)
6526 /* check if DigField() has caused relocation of the player */
6527 if (player->jx != jx || player->jy != jy)
6528 return MF_NO_ACTION;
6530 StorePlayer[jx][jy] = 0;
6531 player->last_jx = jx;
6532 player->last_jy = jy;
6533 jx = player->jx = new_jx;
6534 jy = player->jy = new_jy;
6535 StorePlayer[jx][jy] = player->element_nr;
6538 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6540 ScrollFigure(player, SCROLL_INIT);
6545 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6547 int jx = player->jx, jy = player->jy;
6548 int old_jx = jx, old_jy = jy;
6549 int moved = MF_NO_ACTION;
6551 if (!player->active || (!dx && !dy))
6555 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6559 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6560 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6564 /* remove the last programmed player action */
6565 player->programmed_action = 0;
6569 /* should only happen if pre-1.2 tape recordings are played */
6570 /* this is only for backward compatibility */
6572 int original_move_delay_value = player->move_delay_value;
6575 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6579 /* scroll remaining steps with finest movement resolution */
6580 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6582 while (player->MovPos)
6584 ScrollFigure(player, SCROLL_GO_ON);
6585 ScrollScreen(NULL, SCROLL_GO_ON);
6591 player->move_delay_value = original_move_delay_value;
6594 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6596 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6597 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6601 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6602 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6608 if (moved & MF_MOVING && !ScreenMovPos &&
6609 (player == local_player || !options.network))
6611 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6612 int offset = (setup.scroll_delay ? 3 : 0);
6614 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6616 /* actual player has left the screen -- scroll in that direction */
6617 if (jx != old_jx) /* player has moved horizontally */
6618 scroll_x += (jx - old_jx);
6619 else /* player has moved vertically */
6620 scroll_y += (jy - old_jy);
6624 if (jx != old_jx) /* player has moved horizontally */
6626 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6627 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6628 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6630 /* don't scroll over playfield boundaries */
6631 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6632 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6634 /* don't scroll more than one field at a time */
6635 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6637 /* don't scroll against the player's moving direction */
6638 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6639 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6640 scroll_x = old_scroll_x;
6642 else /* player has moved vertically */
6644 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6645 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6646 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6648 /* don't scroll over playfield boundaries */
6649 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6650 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6652 /* don't scroll more than one field at a time */
6653 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6655 /* don't scroll against the player's moving direction */
6656 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6657 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6658 scroll_y = old_scroll_y;
6662 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6664 if (!options.network && !AllPlayersInVisibleScreen())
6666 scroll_x = old_scroll_x;
6667 scroll_y = old_scroll_y;
6671 ScrollScreen(player, SCROLL_INIT);
6672 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6679 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6681 if (!(moved & MF_MOVING) && !player->Pushing)
6686 player->StepFrame = 0;
6688 if (moved & MF_MOVING)
6690 if (old_jx != jx && old_jy == jy)
6691 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6692 else if (old_jx == jx && old_jy != jy)
6693 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6695 DrawLevelField(jx, jy); /* for "crumbled sand" */
6697 player->last_move_dir = player->MovDir;
6698 player->is_moving = TRUE;
6700 player->snapped = FALSE;
6705 CheckGravityMovement(player);
6708 player->last_move_dir = MV_NO_MOVING;
6710 player->is_moving = FALSE;
6713 TestIfHeroTouchesBadThing(jx, jy);
6714 TestIfPlayerTouchesCustomElement(jx, jy);
6716 if (!player->active)
6722 void ScrollFigure(struct PlayerInfo *player, int mode)
6724 int jx = player->jx, jy = player->jy;
6725 int last_jx = player->last_jx, last_jy = player->last_jy;
6726 int move_stepsize = TILEX / player->move_delay_value;
6728 if (!player->active || !player->MovPos)
6731 if (mode == SCROLL_INIT)
6733 player->actual_frame_counter = FrameCounter;
6734 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6736 if (Feld[last_jx][last_jy] == EL_EMPTY)
6737 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6744 else if (!FrameReached(&player->actual_frame_counter, 1))
6747 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6748 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6750 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6751 Feld[last_jx][last_jy] = EL_EMPTY;
6753 /* before DrawPlayer() to draw correct player graphic for this case */
6754 if (player->MovPos == 0)
6755 CheckGravityMovement(player);
6758 DrawPlayer(player); /* needed here only to cleanup last field */
6761 if (player->MovPos == 0)
6763 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6765 /* continue with normal speed after quickly moving through gate */
6766 HALVE_PLAYER_SPEED(player);
6768 /* be able to make the next move without delay */
6769 player->move_delay = 0;
6772 player->last_jx = jx;
6773 player->last_jy = jy;
6775 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6776 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6778 DrawPlayer(player); /* needed here only to cleanup last field */
6781 if (local_player->friends_still_needed == 0 ||
6782 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6783 player->LevelSolved = player->GameOver = TRUE;
6786 if (tape.single_step && tape.recording && !tape.pausing &&
6787 !player->programmed_action)
6788 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6792 void ScrollScreen(struct PlayerInfo *player, int mode)
6794 static unsigned long screen_frame_counter = 0;
6796 if (mode == SCROLL_INIT)
6798 /* set scrolling step size according to actual player's moving speed */
6799 ScrollStepSize = TILEX / player->move_delay_value;
6801 screen_frame_counter = FrameCounter;
6802 ScreenMovDir = player->MovDir;
6803 ScreenMovPos = player->MovPos;
6804 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6807 else if (!FrameReached(&screen_frame_counter, 1))
6812 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6813 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6814 redraw_mask |= REDRAW_FIELD;
6817 ScreenMovDir = MV_NO_MOVING;
6820 void TestIfPlayerTouchesCustomElement(int x, int y)
6823 static boolean check_changing = FALSE;
6825 static int xy[4][2] =
6835 if (check_changing) /* prevent this function from running into a loop */
6838 check_changing = TRUE;
6843 int xx = x + xy[i][0];
6844 int yy = y + xy[i][1];
6846 if (!IN_LEV_FIELD(xx, yy))
6849 if (IS_PLAYER(x, y))
6851 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6852 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6854 else if (IS_PLAYER(xx, yy))
6856 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6857 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6864 check_changing = FALSE;
6868 void TestIfElementTouchesCustomElement(int x, int y)
6871 static boolean check_changing = FALSE;
6873 static int xy[4][2] =
6880 boolean change_center_element = FALSE;
6881 int center_element_change_page = 0;
6882 int center_element = Feld[x][y];
6886 if (check_changing) /* prevent this function from running into a loop */
6889 check_changing = TRUE;
6894 int xx = x + xy[i][0];
6895 int yy = y + xy[i][1];
6898 if (!IN_LEV_FIELD(xx, yy))
6901 border_element = Feld[xx][yy];
6903 /* check for change of center element (but change it only once) */
6904 if (IS_CUSTOM_ELEMENT(center_element) &&
6905 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6906 !change_center_element)
6908 for (j=0; j < element_info[center_element].num_change_pages; j++)
6910 struct ElementChangeInfo *change =
6911 &element_info[center_element].change_page[j];
6913 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6914 change->trigger_element == border_element)
6916 change_center_element = TRUE;
6917 center_element_change_page = j;
6924 /* check for change of border element */
6925 if (IS_CUSTOM_ELEMENT(border_element) &&
6926 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6928 for (j=0; j < element_info[border_element].num_change_pages; j++)
6930 struct ElementChangeInfo *change =
6931 &element_info[border_element].change_page[j];
6933 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6934 change->trigger_element == center_element)
6936 CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
6943 if (change_center_element)
6944 CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
6945 center_element_change_page);
6948 check_changing = FALSE;
6952 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6954 int i, kill_x = -1, kill_y = -1;
6955 static int test_xy[4][2] =
6962 static int test_dir[4] =
6972 int test_x, test_y, test_move_dir, test_element;
6974 test_x = good_x + test_xy[i][0];
6975 test_y = good_y + test_xy[i][1];
6976 if (!IN_LEV_FIELD(test_x, test_y))
6980 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6983 test_element = Feld[test_x][test_y];
6985 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6988 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6989 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6991 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6992 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7000 if (kill_x != -1 || kill_y != -1)
7002 if (IS_PLAYER(good_x, good_y))
7004 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7006 if (player->shield_deadly_time_left > 0)
7007 Bang(kill_x, kill_y);
7008 else if (!PLAYER_PROTECTED(good_x, good_y))
7012 Bang(good_x, good_y);
7016 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7018 int i, kill_x = -1, kill_y = -1;
7019 int bad_element = Feld[bad_x][bad_y];
7020 static int test_xy[4][2] =
7027 static int test_dir[4] =
7035 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7040 int test_x, test_y, test_move_dir, test_element;
7042 test_x = bad_x + test_xy[i][0];
7043 test_y = bad_y + test_xy[i][1];
7044 if (!IN_LEV_FIELD(test_x, test_y))
7048 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7050 test_element = Feld[test_x][test_y];
7052 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7053 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7055 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7056 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7058 /* good thing is player or penguin that does not move away */
7059 if (IS_PLAYER(test_x, test_y))
7061 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7063 if (bad_element == EL_ROBOT && player->is_moving)
7064 continue; /* robot does not kill player if he is moving */
7070 else if (test_element == EL_PENGUIN)
7079 if (kill_x != -1 || kill_y != -1)
7081 if (IS_PLAYER(kill_x, kill_y))
7083 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7086 int dir = player->MovDir;
7087 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7088 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7090 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7091 newx != bad_x && newy != bad_y)
7092 ; /* robot does not kill player if he is moving */
7094 printf("-> %d\n", player->MovDir);
7096 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7097 newx != bad_x && newy != bad_y)
7098 ; /* robot does not kill player if he is moving */
7103 if (player->shield_deadly_time_left > 0)
7105 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7109 Bang(kill_x, kill_y);
7113 void TestIfHeroTouchesBadThing(int x, int y)
7115 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7118 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7120 TestIfGoodThingHitsBadThing(x, y, move_dir);
7123 void TestIfBadThingTouchesHero(int x, int y)
7125 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7128 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7130 TestIfBadThingHitsGoodThing(x, y, move_dir);
7133 void TestIfFriendTouchesBadThing(int x, int y)
7135 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7138 void TestIfBadThingTouchesFriend(int x, int y)
7140 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7143 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7145 int i, kill_x = bad_x, kill_y = bad_y;
7146 static int xy[4][2] =
7158 x = bad_x + xy[i][0];
7159 y = bad_y + xy[i][1];
7160 if (!IN_LEV_FIELD(x, y))
7163 element = Feld[x][y];
7164 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7165 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7173 if (kill_x != bad_x || kill_y != bad_y)
7177 void KillHero(struct PlayerInfo *player)
7179 int jx = player->jx, jy = player->jy;
7181 if (!player->active)
7184 /* remove accessible field at the player's position */
7185 Feld[jx][jy] = EL_EMPTY;
7187 /* deactivate shield (else Bang()/Explode() would not work right) */
7188 player->shield_normal_time_left = 0;
7189 player->shield_deadly_time_left = 0;
7195 static void KillHeroUnlessProtected(int x, int y)
7197 if (!PLAYER_PROTECTED(x, y))
7198 KillHero(PLAYERINFO(x, y));
7201 void BuryHero(struct PlayerInfo *player)
7203 int jx = player->jx, jy = player->jy;
7205 if (!player->active)
7209 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7211 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7213 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7215 player->GameOver = TRUE;
7219 void RemoveHero(struct PlayerInfo *player)
7221 int jx = player->jx, jy = player->jy;
7222 int i, found = FALSE;
7224 player->present = FALSE;
7225 player->active = FALSE;
7227 if (!ExplodeField[jx][jy])
7228 StorePlayer[jx][jy] = 0;
7230 for (i=0; i<MAX_PLAYERS; i++)
7231 if (stored_player[i].active)
7235 AllPlayersGone = TRUE;
7242 =============================================================================
7243 checkDiagonalPushing()
7244 -----------------------------------------------------------------------------
7245 check if diagonal input device direction results in pushing of object
7246 (by checking if the alternative direction is walkable, diggable, ...)
7247 =============================================================================
7250 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7251 int x, int y, int real_dx, int real_dy)
7253 int jx, jy, dx, dy, xx, yy;
7255 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7258 /* diagonal direction: check alternative direction */
7263 xx = jx + (dx == 0 ? real_dx : 0);
7264 yy = jy + (dy == 0 ? real_dy : 0);
7266 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7270 =============================================================================
7272 -----------------------------------------------------------------------------
7273 x, y: field next to player (non-diagonal) to try to dig to
7274 real_dx, real_dy: direction as read from input device (can be diagonal)
7275 =============================================================================
7278 int DigField(struct PlayerInfo *player,
7279 int x, int y, int real_dx, int real_dy, int mode)
7281 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7282 int jx = player->jx, jy = player->jy;
7283 int dx = x - jx, dy = y - jy;
7284 int nextx = x + dx, nexty = y + dy;
7285 int move_direction = (dx == -1 ? MV_LEFT :
7286 dx == +1 ? MV_RIGHT :
7288 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7291 if (player->MovPos == 0)
7293 player->is_digging = FALSE;
7294 player->is_collecting = FALSE;
7297 if (player->MovPos == 0) /* last pushing move finished */
7298 player->Pushing = FALSE;
7300 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7302 player->Switching = FALSE;
7303 player->push_delay = 0;
7305 return MF_NO_ACTION;
7308 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7309 return MF_NO_ACTION;
7312 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7314 if (IS_TUBE(Feld[jx][jy]) ||
7315 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7319 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7320 int tube_leave_directions[][2] =
7322 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7323 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7324 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7325 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7326 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7327 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7328 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7329 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7330 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7331 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7332 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7333 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7336 while (tube_leave_directions[i][0] != tube_element)
7339 if (tube_leave_directions[i][0] == -1) /* should not happen */
7343 if (!(tube_leave_directions[i][1] & move_direction))
7344 return MF_NO_ACTION; /* tube has no opening in this direction */
7347 element = Feld[x][y];
7349 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7350 game.engine_version >= VERSION_IDENT(2,2,0))
7351 return MF_NO_ACTION;
7355 case EL_ROBOT_WHEEL:
7356 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7359 DrawLevelField(x, y);
7360 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7364 case EL_SP_TERMINAL:
7368 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7370 for (yy=0; yy<lev_fieldy; yy++)
7372 for (xx=0; xx<lev_fieldx; xx++)
7374 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7376 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7377 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7385 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7386 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7387 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7388 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7389 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7390 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7391 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7392 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7393 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7394 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7395 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7396 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7397 if (!player->Switching)
7399 player->Switching = TRUE;
7400 ToggleBeltSwitch(x, y);
7401 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7406 case EL_SWITCHGATE_SWITCH_UP:
7407 case EL_SWITCHGATE_SWITCH_DOWN:
7408 if (!player->Switching)
7410 player->Switching = TRUE;
7411 ToggleSwitchgateSwitch(x, y);
7412 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7417 case EL_LIGHT_SWITCH:
7418 case EL_LIGHT_SWITCH_ACTIVE:
7419 if (!player->Switching)
7421 player->Switching = TRUE;
7422 ToggleLightSwitch(x, y);
7423 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7424 SND_LIGHT_SWITCH_ACTIVATING :
7425 SND_LIGHT_SWITCH_DEACTIVATING);
7430 case EL_TIMEGATE_SWITCH:
7431 ActivateTimegateSwitch(x, y);
7432 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7437 case EL_BALLOON_SWITCH_LEFT:
7438 case EL_BALLOON_SWITCH_RIGHT:
7439 case EL_BALLOON_SWITCH_UP:
7440 case EL_BALLOON_SWITCH_DOWN:
7441 case EL_BALLOON_SWITCH_ANY:
7442 if (element == EL_BALLOON_SWITCH_ANY)
7443 game.balloon_dir = move_direction;
7445 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7446 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7447 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7448 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7450 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7455 case EL_SP_PORT_LEFT:
7456 case EL_SP_PORT_RIGHT:
7458 case EL_SP_PORT_DOWN:
7459 case EL_SP_PORT_HORIZONTAL:
7460 case EL_SP_PORT_VERTICAL:
7461 case EL_SP_PORT_ANY:
7462 case EL_SP_GRAVITY_PORT_LEFT:
7463 case EL_SP_GRAVITY_PORT_RIGHT:
7464 case EL_SP_GRAVITY_PORT_UP:
7465 case EL_SP_GRAVITY_PORT_DOWN:
7467 element != EL_SP_PORT_LEFT &&
7468 element != EL_SP_GRAVITY_PORT_LEFT &&
7469 element != EL_SP_PORT_HORIZONTAL &&
7470 element != EL_SP_PORT_ANY) ||
7472 element != EL_SP_PORT_RIGHT &&
7473 element != EL_SP_GRAVITY_PORT_RIGHT &&
7474 element != EL_SP_PORT_HORIZONTAL &&
7475 element != EL_SP_PORT_ANY) ||
7477 element != EL_SP_PORT_UP &&
7478 element != EL_SP_GRAVITY_PORT_UP &&
7479 element != EL_SP_PORT_VERTICAL &&
7480 element != EL_SP_PORT_ANY) ||
7482 element != EL_SP_PORT_DOWN &&
7483 element != EL_SP_GRAVITY_PORT_DOWN &&
7484 element != EL_SP_PORT_VERTICAL &&
7485 element != EL_SP_PORT_ANY) ||
7486 !IN_LEV_FIELD(nextx, nexty) ||
7487 !IS_FREE(nextx, nexty))
7488 return MF_NO_ACTION;
7490 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7491 element == EL_SP_GRAVITY_PORT_RIGHT ||
7492 element == EL_SP_GRAVITY_PORT_UP ||
7493 element == EL_SP_GRAVITY_PORT_DOWN)
7494 level.gravity = !level.gravity;
7496 /* automatically move to the next field with double speed */
7497 player->programmed_action = move_direction;
7498 DOUBLE_PLAYER_SPEED(player);
7500 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7504 case EL_TUBE_VERTICAL:
7505 case EL_TUBE_HORIZONTAL:
7506 case EL_TUBE_VERTICAL_LEFT:
7507 case EL_TUBE_VERTICAL_RIGHT:
7508 case EL_TUBE_HORIZONTAL_UP:
7509 case EL_TUBE_HORIZONTAL_DOWN:
7510 case EL_TUBE_LEFT_UP:
7511 case EL_TUBE_LEFT_DOWN:
7512 case EL_TUBE_RIGHT_UP:
7513 case EL_TUBE_RIGHT_DOWN:
7516 int tube_enter_directions[][2] =
7518 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7519 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7520 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7521 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7522 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7523 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7524 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7525 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7526 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7527 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7528 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7529 { -1, MV_NO_MOVING }
7532 while (tube_enter_directions[i][0] != element)
7535 if (tube_enter_directions[i][0] == -1) /* should not happen */
7539 if (!(tube_enter_directions[i][1] & move_direction))
7540 return MF_NO_ACTION; /* tube has no opening in this direction */
7542 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7547 Feld[x][y] = EL_LAMP_ACTIVE;
7548 local_player->lights_still_needed--;
7549 DrawLevelField(x, y);
7550 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7554 case EL_TIME_ORB_FULL:
7555 Feld[x][y] = EL_TIME_ORB_EMPTY;
7557 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7558 DrawLevelField(x, y);
7559 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7565 if (IS_WALKABLE(element))
7567 int sound_action = ACTION_WALKING;
7569 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7571 if (!player->key[element - EL_GATE_1])
7572 return MF_NO_ACTION;
7574 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7576 if (!player->key[element - EL_GATE_1_GRAY])
7577 return MF_NO_ACTION;
7579 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7581 sound_action = ACTION_PASSING; /* player is passing exit */
7583 else if (element == EL_EMPTY)
7585 sound_action = ACTION_MOVING; /* nothing to walk on */
7588 /* play sound from background or player, whatever is available */
7589 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7590 PlaySoundLevelElementAction(x, y, element, sound_action);
7592 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7596 else if (IS_PASSABLE(element))
7598 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7599 return MF_NO_ACTION;
7601 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7603 if (!player->key[element - EL_EM_GATE_1])
7604 return MF_NO_ACTION;
7606 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7608 if (!player->key[element - EL_EM_GATE_1_GRAY])
7609 return MF_NO_ACTION;
7612 /* automatically move to the next field with double speed */
7613 player->programmed_action = move_direction;
7614 DOUBLE_PLAYER_SPEED(player);
7616 PlaySoundLevelAction(x, y, ACTION_PASSING);
7620 else if (IS_DIGGABLE(element))
7624 if (mode != DF_SNAP)
7627 GfxElement[x][y] = GFX_ELEMENT(element);
7630 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7632 player->is_digging = TRUE;
7635 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7637 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7639 TestIfElementTouchesCustomElement(x, y);
7643 else if (IS_COLLECTIBLE(element))
7647 if (mode != DF_SNAP)
7649 GfxElement[x][y] = element;
7650 player->is_collecting = TRUE;
7653 if (element == EL_SPEED_PILL)
7654 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7655 else if (element == EL_EXTRA_TIME && level.time > 0)
7658 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7660 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7662 player->shield_normal_time_left += 10;
7663 if (element == EL_SHIELD_DEADLY)
7664 player->shield_deadly_time_left += 10;
7666 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7668 if (player->inventory_size < MAX_INVENTORY_SIZE)
7669 player->inventory_element[player->inventory_size++] = element;
7671 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7673 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7674 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7676 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7678 player->dynabomb_count++;
7679 player->dynabombs_left++;
7681 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7683 player->dynabomb_size++;
7685 else if (element == EL_DYNABOMB_INCREASE_POWER)
7687 player->dynabomb_xl = TRUE;
7689 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7690 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7692 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7693 element - EL_KEY_1 : element - EL_EM_KEY_1);
7695 player->key[key_nr] = TRUE;
7697 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7698 el2edimg(EL_KEY_1 + key_nr));
7699 redraw_mask |= REDRAW_DOOR_1;
7701 else if (element == EL_ENVELOPE)
7705 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7709 for (i=0; i < element_info[element].collect_count; i++)
7710 if (player->inventory_size < MAX_INVENTORY_SIZE)
7711 player->inventory_element[player->inventory_size++] = element;
7713 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7714 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7716 else if (element_info[element].collect_count > 0)
7718 local_player->gems_still_needed -=
7719 element_info[element].collect_count;
7720 if (local_player->gems_still_needed < 0)
7721 local_player->gems_still_needed = 0;
7723 DrawText(DX_EMERALDS, DY_EMERALDS,
7724 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7727 RaiseScoreElement(element);
7728 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7730 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7732 TestIfElementTouchesCustomElement(x, y);
7736 else if (IS_PUSHABLE(element))
7738 if (mode == DF_SNAP && element != EL_BD_ROCK)
7739 return MF_NO_ACTION;
7741 if (CAN_FALL(element) && dy)
7742 return MF_NO_ACTION;
7744 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7745 !(element == EL_SPRING && use_spring_bug))
7746 return MF_NO_ACTION;
7748 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7749 return MF_NO_ACTION;
7751 if (!player->Pushing &&
7752 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7753 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7755 player->Pushing = TRUE;
7757 if (!(IN_LEV_FIELD(nextx, nexty) &&
7758 (IS_FREE(nextx, nexty) ||
7759 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7760 IS_SB_ELEMENT(element)))))
7761 return MF_NO_ACTION;
7763 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7764 return MF_NO_ACTION;
7766 if (player->push_delay == 0) /* new pushing; restart delay */
7767 player->push_delay = FrameCounter;
7769 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7770 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7771 element != EL_SPRING && element != EL_BALLOON)
7772 return MF_NO_ACTION;
7774 if (IS_SB_ELEMENT(element))
7776 if (element == EL_SOKOBAN_FIELD_FULL)
7778 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7779 local_player->sokobanfields_still_needed++;
7782 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7784 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7785 local_player->sokobanfields_still_needed--;
7788 Feld[x][y] = EL_SOKOBAN_OBJECT;
7790 if (Back[x][y] == Back[nextx][nexty])
7791 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7792 else if (Back[x][y] != 0)
7793 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7796 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7799 if (local_player->sokobanfields_still_needed == 0 &&
7800 game.emulation == EMU_SOKOBAN)
7802 player->LevelSolved = player->GameOver = TRUE;
7803 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7807 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7809 InitMovingField(x, y, move_direction);
7810 GfxAction[x][y] = ACTION_PUSHING;
7812 if (mode == DF_SNAP)
7813 ContinueMoving(x, y);
7815 MovPos[x][y] = (dx != 0 ? dx : dy);
7817 Pushed[x][y] = TRUE;
7818 Pushed[nextx][nexty] = TRUE;
7820 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7821 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7823 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7824 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7830 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7831 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7834 return MF_NO_ACTION;
7837 player->push_delay = 0;
7839 if (Feld[x][y] != element) /* really digged/collected something */
7840 player->is_collecting = !player->is_digging;
7845 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7847 int jx = player->jx, jy = player->jy;
7848 int x = jx + dx, y = jy + dy;
7849 int snap_direction = (dx == -1 ? MV_LEFT :
7850 dx == +1 ? MV_RIGHT :
7852 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7854 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7857 if (!player->active || !IN_LEV_FIELD(x, y))
7865 if (player->MovPos == 0)
7866 player->Pushing = FALSE;
7868 player->snapped = FALSE;
7870 if (player->MovPos == 0)
7872 player->is_digging = FALSE;
7873 player->is_collecting = FALSE;
7875 player->is_moving = FALSE;
7880 printf("::: trying to snap...\n");
7886 if (player->snapped)
7889 player->MovDir = snap_direction;
7892 player->is_digging = FALSE;
7893 player->is_collecting = FALSE;
7895 player->is_moving = FALSE;
7899 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7902 player->snapped = TRUE;
7904 player->is_digging = FALSE;
7905 player->is_collecting = FALSE;
7907 player->is_moving = FALSE;
7911 DrawLevelField(x, y);
7917 boolean DropElement(struct PlayerInfo *player)
7919 int jx = player->jx, jy = player->jy;
7922 if (!player->active || player->MovPos)
7925 old_element = Feld[jx][jy];
7927 /* check if player has anything that can be dropped */
7928 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7931 /* check if anything can be dropped at the current position */
7932 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7935 /* collected custom elements can only be dropped on empty fields */
7936 if (player->inventory_size > 0 &&
7937 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7938 && old_element != EL_EMPTY)
7941 if (old_element != EL_EMPTY)
7942 Back[jx][jy] = old_element; /* store old element on this field */
7944 MovDelay[jx][jy] = 96;
7946 ResetGfxAnimation(jx, jy);
7947 ResetRandomAnimationValue(jx, jy);
7949 if (player->inventory_size > 0)
7951 int new_element = player->inventory_element[--player->inventory_size];
7954 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7955 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7958 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7959 EL_DYNAMITE_ACTIVE);
7962 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7963 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7965 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7966 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7968 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7970 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7971 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7973 TestIfElementTouchesCustomElement(jx, jy);
7975 else /* player is dropping a dyna bomb */
7977 player->dynabombs_left--;
7980 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7982 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7983 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7985 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7991 /* ------------------------------------------------------------------------- */
7992 /* game sound playing functions */
7993 /* ------------------------------------------------------------------------- */
7995 static int *loop_sound_frame = NULL;
7996 static int *loop_sound_volume = NULL;
7998 void InitPlaySoundLevel()
8000 int num_sounds = getSoundListSize();
8002 if (loop_sound_frame != NULL)
8003 free(loop_sound_frame);
8005 if (loop_sound_volume != NULL)
8006 free(loop_sound_volume);
8008 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8009 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8012 static void PlaySoundLevel(int x, int y, int nr)
8014 int sx = SCREENX(x), sy = SCREENY(y);
8015 int volume, stereo_position;
8016 int max_distance = 8;
8017 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8019 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8020 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8023 if (!IN_LEV_FIELD(x, y) ||
8024 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8025 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8028 volume = SOUND_MAX_VOLUME;
8030 if (!IN_SCR_FIELD(sx, sy))
8032 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8033 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8035 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8038 stereo_position = (SOUND_MAX_LEFT +
8039 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8040 (SCR_FIELDX + 2 * max_distance));
8042 if (IS_LOOP_SOUND(nr))
8044 /* This assures that quieter loop sounds do not overwrite louder ones,
8045 while restarting sound volume comparison with each new game frame. */
8047 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8050 loop_sound_volume[nr] = volume;
8051 loop_sound_frame[nr] = FrameCounter;
8054 PlaySoundExt(nr, volume, stereo_position, type);
8057 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8059 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8060 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8061 y < LEVELY(BY1) ? LEVELY(BY1) :
8062 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8066 static void PlaySoundLevelAction(int x, int y, int action)
8068 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8071 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8073 int sound_effect = element_info[element].sound[action];
8075 if (sound_effect != SND_UNDEFINED)
8076 PlaySoundLevel(x, y, sound_effect);
8079 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8081 int sound_effect = element_info[Feld[x][y]].sound[action];
8083 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8084 PlaySoundLevel(x, y, sound_effect);
8087 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8089 int sound_effect = element_info[Feld[x][y]].sound[action];
8091 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8092 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8095 void RaiseScore(int value)
8097 local_player->score += value;
8098 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8101 void RaiseScoreElement(int element)
8107 case EL_EMERALD_YELLOW:
8108 case EL_EMERALD_RED:
8109 case EL_EMERALD_PURPLE:
8110 case EL_SP_INFOTRON:
8111 RaiseScore(level.score[SC_EMERALD]);
8114 RaiseScore(level.score[SC_DIAMOND]);
8117 RaiseScore(level.score[SC_CRYSTAL]);
8120 RaiseScore(level.score[SC_PEARL]);
8123 case EL_BD_BUTTERFLY:
8124 case EL_SP_ELECTRON:
8125 RaiseScore(level.score[SC_BUG]);
8129 case EL_SP_SNIKSNAK:
8130 RaiseScore(level.score[SC_SPACESHIP]);
8133 case EL_DARK_YAMYAM:
8134 RaiseScore(level.score[SC_YAMYAM]);
8137 RaiseScore(level.score[SC_ROBOT]);
8140 RaiseScore(level.score[SC_PACMAN]);
8143 RaiseScore(level.score[SC_NUT]);
8146 case EL_SP_DISK_RED:
8147 case EL_DYNABOMB_INCREASE_NUMBER:
8148 case EL_DYNABOMB_INCREASE_SIZE:
8149 case EL_DYNABOMB_INCREASE_POWER:
8150 RaiseScore(level.score[SC_DYNAMITE]);
8152 case EL_SHIELD_NORMAL:
8153 case EL_SHIELD_DEADLY:
8154 RaiseScore(level.score[SC_SHIELD]);
8157 RaiseScore(level.score[SC_TIME_BONUS]);
8163 RaiseScore(level.score[SC_KEY]);
8166 RaiseScore(element_info[element].collect_score);
8171 void RequestQuitGame(boolean ask_if_really_quit)
8173 if (AllPlayersGone ||
8174 !ask_if_really_quit ||
8175 level_editor_test_game ||
8176 Request("Do you really want to quit the game ?",
8177 REQ_ASK | REQ_STAY_CLOSED))
8179 #if defined(PLATFORM_UNIX)
8180 if (options.network)
8181 SendToServer_StopPlaying();
8185 game_status = GAME_MODE_MAIN;
8191 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8196 /* ---------- new game button stuff ---------------------------------------- */
8198 /* graphic position values for game buttons */
8199 #define GAME_BUTTON_XSIZE 30
8200 #define GAME_BUTTON_YSIZE 30
8201 #define GAME_BUTTON_XPOS 5
8202 #define GAME_BUTTON_YPOS 215
8203 #define SOUND_BUTTON_XPOS 5
8204 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8206 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8207 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8208 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8209 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8210 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8211 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8218 } gamebutton_info[NUM_GAME_BUTTONS] =
8221 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8226 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8231 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8236 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8237 SOUND_CTRL_ID_MUSIC,
8238 "background music on/off"
8241 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8242 SOUND_CTRL_ID_LOOPS,
8243 "sound loops on/off"
8246 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8247 SOUND_CTRL_ID_SIMPLE,
8248 "normal sounds on/off"
8252 void CreateGameButtons()
8256 for (i=0; i<NUM_GAME_BUTTONS; i++)
8258 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8259 struct GadgetInfo *gi;
8262 unsigned long event_mask;
8263 int gd_xoffset, gd_yoffset;
8264 int gd_x1, gd_x2, gd_y1, gd_y2;
8267 gd_xoffset = gamebutton_info[i].x;
8268 gd_yoffset = gamebutton_info[i].y;
8269 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8270 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8272 if (id == GAME_CTRL_ID_STOP ||
8273 id == GAME_CTRL_ID_PAUSE ||
8274 id == GAME_CTRL_ID_PLAY)
8276 button_type = GD_TYPE_NORMAL_BUTTON;
8278 event_mask = GD_EVENT_RELEASED;
8279 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8280 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8284 button_type = GD_TYPE_CHECK_BUTTON;
8286 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8287 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8288 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8289 event_mask = GD_EVENT_PRESSED;
8290 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8291 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8294 gi = CreateGadget(GDI_CUSTOM_ID, id,
8295 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8296 GDI_X, DX + gd_xoffset,
8297 GDI_Y, DY + gd_yoffset,
8298 GDI_WIDTH, GAME_BUTTON_XSIZE,
8299 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8300 GDI_TYPE, button_type,
8301 GDI_STATE, GD_BUTTON_UNPRESSED,
8302 GDI_CHECKED, checked,
8303 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8304 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8305 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8306 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8307 GDI_EVENT_MASK, event_mask,
8308 GDI_CALLBACK_ACTION, HandleGameButtons,
8312 Error(ERR_EXIT, "cannot create gadget");
8314 game_gadget[id] = gi;
8318 void FreeGameButtons()
8322 for (i=0; i<NUM_GAME_BUTTONS; i++)
8323 FreeGadget(game_gadget[i]);
8326 static void MapGameButtons()
8330 for (i=0; i<NUM_GAME_BUTTONS; i++)
8331 MapGadget(game_gadget[i]);
8334 void UnmapGameButtons()
8338 for (i=0; i<NUM_GAME_BUTTONS; i++)
8339 UnmapGadget(game_gadget[i]);
8342 static void HandleGameButtons(struct GadgetInfo *gi)
8344 int id = gi->custom_id;
8346 if (game_status != GAME_MODE_PLAYING)
8351 case GAME_CTRL_ID_STOP:
8352 RequestQuitGame(TRUE);
8355 case GAME_CTRL_ID_PAUSE:
8356 if (options.network)
8358 #if defined(PLATFORM_UNIX)
8360 SendToServer_ContinuePlaying();
8362 SendToServer_PausePlaying();
8366 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8369 case GAME_CTRL_ID_PLAY:
8372 #if defined(PLATFORM_UNIX)
8373 if (options.network)
8374 SendToServer_ContinuePlaying();
8378 tape.pausing = FALSE;
8379 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8384 case SOUND_CTRL_ID_MUSIC:
8385 if (setup.sound_music)
8387 setup.sound_music = FALSE;
8390 else if (audio.music_available)
8392 setup.sound = setup.sound_music = TRUE;
8394 SetAudioMode(setup.sound);
8395 PlayMusic(level_nr);
8399 case SOUND_CTRL_ID_LOOPS:
8400 if (setup.sound_loops)
8401 setup.sound_loops = FALSE;
8402 else if (audio.loops_available)
8404 setup.sound = setup.sound_loops = TRUE;
8405 SetAudioMode(setup.sound);
8409 case SOUND_CTRL_ID_SIMPLE:
8410 if (setup.sound_simple)
8411 setup.sound_simple = FALSE;
8412 else if (audio.sound_available)
8414 setup.sound = setup.sound_simple = TRUE;
8415 SetAudioMode(setup.sound);