1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
173 static boolean CheckTriggeredElementChange(int, int, int, int);
174 static boolean CheckElementSideChange(int, int, int, int, int, int);
175 static boolean CheckElementChange(int, int, int, int);
177 static void PlaySoundLevel(int, int, int);
178 static void PlaySoundLevelNearest(int, int, int);
179 static void PlaySoundLevelAction(int, int, int);
180 static void PlaySoundLevelElementAction(int, int, int, int);
181 static void PlaySoundLevelActionIfLoop(int, int, int);
182 static void StopSoundLevelActionIfLoop(int, int, int);
184 static void MapGameButtons();
185 static void HandleGameButtons(struct GadgetInfo *);
187 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
190 /* ------------------------------------------------------------------------- */
191 /* definition of elements that automatically change to other elements after */
192 /* a specified time, eventually calling a function when changing */
193 /* ------------------------------------------------------------------------- */
195 /* forward declaration for changer functions */
196 static void InitBuggyBase(int x, int y);
197 static void WarnBuggyBase(int x, int y);
199 static void InitTrap(int x, int y);
200 static void ActivateTrap(int x, int y);
201 static void ChangeActiveTrap(int x, int y);
203 static void InitRobotWheel(int x, int y);
204 static void RunRobotWheel(int x, int y);
205 static void StopRobotWheel(int x, int y);
207 static void InitTimegateWheel(int x, int y);
208 static void RunTimegateWheel(int x, int y);
210 struct ChangingElementInfo
215 void (*pre_change_function)(int x, int y);
216 void (*change_function)(int x, int y);
217 void (*post_change_function)(int x, int y);
220 static struct ChangingElementInfo change_delay_list[] =
255 EL_SWITCHGATE_OPENING,
263 EL_SWITCHGATE_CLOSING,
264 EL_SWITCHGATE_CLOSED,
296 EL_ACID_SPLASH_RIGHT,
305 EL_SP_BUGGY_BASE_ACTIVATING,
312 EL_SP_BUGGY_BASE_ACTIVATING,
313 EL_SP_BUGGY_BASE_ACTIVE,
320 EL_SP_BUGGY_BASE_ACTIVE,
344 EL_ROBOT_WHEEL_ACTIVE,
352 EL_TIMEGATE_SWITCH_ACTIVE,
373 int push_delay_fixed, push_delay_random;
378 { EL_BALLOON, 0, 0 },
380 { EL_SOKOBAN_OBJECT, 2, 0 },
381 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
382 { EL_SATELLITE, 2, 0 },
383 { EL_SP_DISK_YELLOW, 2, 0 },
385 { EL_UNDEFINED, 0, 0 },
393 move_stepsize_list[] =
395 { EL_AMOEBA_DROP, 2 },
396 { EL_AMOEBA_DROPPING, 2 },
397 { EL_QUICKSAND_FILLING, 1 },
398 { EL_QUICKSAND_EMPTYING, 1 },
399 { EL_MAGIC_WALL_FILLING, 2 },
400 { EL_BD_MAGIC_WALL_FILLING, 2 },
401 { EL_MAGIC_WALL_EMPTYING, 2 },
402 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
412 collect_count_list[] =
415 { EL_BD_DIAMOND, 1 },
416 { EL_EMERALD_YELLOW, 1 },
417 { EL_EMERALD_RED, 1 },
418 { EL_EMERALD_PURPLE, 1 },
420 { EL_SP_INFOTRON, 1 },
427 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
429 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
430 CH_EVENT_BIT(CE_DELAY))
431 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
432 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
433 IS_JUST_CHANGING(x, y))
435 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
438 void GetPlayerConfig()
440 if (!audio.sound_available)
441 setup.sound_simple = FALSE;
443 if (!audio.loops_available)
444 setup.sound_loops = FALSE;
446 if (!audio.music_available)
447 setup.sound_music = FALSE;
449 if (!video.fullscreen_available)
450 setup.fullscreen = FALSE;
452 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
454 SetAudioMode(setup.sound);
458 static int getBeltNrFromBeltElement(int element)
460 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
461 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
462 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
465 static int getBeltNrFromBeltActiveElement(int element)
467 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
468 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
469 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
472 static int getBeltNrFromBeltSwitchElement(int element)
474 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
475 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
476 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
479 static int getBeltDirNrFromBeltSwitchElement(int element)
481 static int belt_base_element[4] =
483 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
484 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
485 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
486 EL_CONVEYOR_BELT_4_SWITCH_LEFT
489 int belt_nr = getBeltNrFromBeltSwitchElement(element);
490 int belt_dir_nr = element - belt_base_element[belt_nr];
492 return (belt_dir_nr % 3);
495 static int getBeltDirFromBeltSwitchElement(int element)
497 static int belt_move_dir[3] =
504 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
506 return belt_move_dir[belt_dir_nr];
509 static void InitPlayerField(int x, int y, int element, boolean init_game)
511 if (element == EL_SP_MURPHY)
515 if (stored_player[0].present)
517 Feld[x][y] = EL_SP_MURPHY_CLONE;
523 stored_player[0].use_murphy_graphic = TRUE;
526 Feld[x][y] = EL_PLAYER_1;
532 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
533 int jx = player->jx, jy = player->jy;
535 player->present = TRUE;
537 if (!options.network || player->connected)
539 player->active = TRUE;
541 /* remove potentially duplicate players */
542 if (StorePlayer[jx][jy] == Feld[x][y])
543 StorePlayer[jx][jy] = 0;
545 StorePlayer[x][y] = Feld[x][y];
549 printf("Player %d activated.\n", player->element_nr);
550 printf("[Local player is %d and currently %s.]\n",
551 local_player->element_nr,
552 local_player->active ? "active" : "not active");
556 Feld[x][y] = EL_EMPTY;
557 player->jx = player->last_jx = x;
558 player->jy = player->last_jy = y;
562 static void InitField(int x, int y, boolean init_game)
564 int element = Feld[x][y];
573 InitPlayerField(x, y, element, init_game);
577 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
578 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
579 else if (x > 0 && Feld[x-1][y] == EL_ACID)
580 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
581 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
582 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
583 else if (y > 0 && Feld[x][y-1] == EL_ACID)
584 Feld[x][y] = EL_ACID_POOL_BOTTOM;
585 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
586 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
594 case EL_SPACESHIP_RIGHT:
595 case EL_SPACESHIP_UP:
596 case EL_SPACESHIP_LEFT:
597 case EL_SPACESHIP_DOWN:
599 case EL_BD_BUTTERFLY_RIGHT:
600 case EL_BD_BUTTERFLY_UP:
601 case EL_BD_BUTTERFLY_LEFT:
602 case EL_BD_BUTTERFLY_DOWN:
603 case EL_BD_BUTTERFLY:
604 case EL_BD_FIREFLY_RIGHT:
605 case EL_BD_FIREFLY_UP:
606 case EL_BD_FIREFLY_LEFT:
607 case EL_BD_FIREFLY_DOWN:
609 case EL_PACMAN_RIGHT:
633 if (y == lev_fieldy - 1)
635 Feld[x][y] = EL_AMOEBA_GROWING;
636 Store[x][y] = EL_AMOEBA_WET;
640 case EL_DYNAMITE_ACTIVE:
645 local_player->lights_still_needed++;
648 case EL_SOKOBAN_FIELD_EMPTY:
649 local_player->sokobanfields_still_needed++;
653 local_player->friends_still_needed++;
658 MovDir[x][y] = 1 << RND(4);
663 Feld[x][y] = EL_EMPTY;
668 case EL_EM_KEY_1_FILE:
669 Feld[x][y] = EL_EM_KEY_1;
671 case EL_EM_KEY_2_FILE:
672 Feld[x][y] = EL_EM_KEY_2;
674 case EL_EM_KEY_3_FILE:
675 Feld[x][y] = EL_EM_KEY_3;
677 case EL_EM_KEY_4_FILE:
678 Feld[x][y] = EL_EM_KEY_4;
682 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
683 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
684 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
685 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
686 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
687 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
688 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
689 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
690 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
691 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
692 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
693 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
696 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
697 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
698 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
700 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
702 game.belt_dir[belt_nr] = belt_dir;
703 game.belt_dir_nr[belt_nr] = belt_dir_nr;
705 else /* more than one switch -- set it like the first switch */
707 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
712 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
714 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
717 case EL_LIGHT_SWITCH_ACTIVE:
719 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
723 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
729 void DrawGameDoorValues()
733 for (i=0; i<MAX_PLAYERS; i++)
735 if (stored_player[i].key[j])
736 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
737 el2edimg(EL_KEY_1 + j));
739 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
740 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
741 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
742 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
743 DrawText(DX + XX_SCORE, DY + YY_SCORE,
744 int2str(local_player->score, 5), FONT_TEXT_2);
745 DrawText(DX + XX_TIME, DY + YY_TIME,
746 int2str(TimeLeft, 3), FONT_TEXT_2);
751 =============================================================================
753 -----------------------------------------------------------------------------
754 initialize game engine due to level / tape version number
755 =============================================================================
758 static void InitGameEngine()
762 /* set game engine from tape file when re-playing, else from level file */
763 game.engine_version = (tape.playing ? tape.engine_version :
766 /* dynamically adjust element properties according to game engine version */
767 InitElementPropertiesEngine(game.engine_version);
770 printf("level %d: level version == %06d\n", level_nr, level.game_version);
771 printf(" tape version == %06d [%s] [file: %06d]\n",
772 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
774 printf(" => game.engine_version == %06d\n", game.engine_version);
777 /* ---------- initialize player's initial move delay --------------------- */
779 /* dynamically adjust player properties according to game engine version */
780 game.initial_move_delay =
781 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
782 INITIAL_MOVE_DELAY_OFF);
784 /* dynamically adjust player properties according to level information */
785 game.initial_move_delay_value =
786 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
788 /* ---------- initialize changing elements ------------------------------- */
790 /* initialize changing elements information */
791 for (i=0; i < MAX_NUM_ELEMENTS; i++)
793 struct ElementInfo *ei = &element_info[i];
795 /* this pointer might have been changed in the level editor */
796 ei->change = &ei->change_page[0];
798 if (!IS_CUSTOM_ELEMENT(i))
800 ei->change->target_element = EL_EMPTY_SPACE;
801 ei->change->delay_fixed = 0;
802 ei->change->delay_random = 0;
803 ei->change->delay_frames = 1;
806 ei->change_events = CE_BITMASK_DEFAULT;
807 for (j=0; j < NUM_CHANGE_EVENTS; j++)
809 ei->event_page_nr[j] = 0;
810 ei->event_page[j] = &ei->change_page[0];
814 /* add changing elements from pre-defined list */
815 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
817 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
818 struct ElementInfo *ei = &element_info[ch_delay->element];
820 ei->change->target_element = ch_delay->target_element;
821 ei->change->delay_fixed = ch_delay->change_delay;
823 ei->change->pre_change_function = ch_delay->pre_change_function;
824 ei->change->change_function = ch_delay->change_function;
825 ei->change->post_change_function = ch_delay->post_change_function;
827 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
831 /* add change events from custom element configuration */
832 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
834 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
836 for (j=0; j < ei->num_change_pages; j++)
838 if (!ei->change_page[j].can_change)
841 for (k=0; k < NUM_CHANGE_EVENTS; k++)
843 /* only add event page for the first page found with this event */
844 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
845 !(ei->change_events & CH_EVENT_BIT(k)))
847 ei->change_events |= CH_EVENT_BIT(k);
848 ei->event_page_nr[k] = j;
849 ei->event_page[k] = &ei->change_page[j];
857 /* add change events from custom element configuration */
858 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
860 int element = EL_CUSTOM_START + i;
862 /* only add custom elements that change after fixed/random frame delay */
863 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
864 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
868 /* ---------- initialize trigger events ---------------------------------- */
870 /* initialize trigger events information */
871 for (i=0; i<MAX_NUM_ELEMENTS; i++)
872 trigger_events[i] = EP_BITMASK_DEFAULT;
875 /* add trigger events from element change event properties */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
878 struct ElementInfo *ei = &element_info[i];
880 for (j=0; j < ei->num_change_pages; j++)
882 if (!ei->change_page->can_change)
885 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
887 int trigger_element = ei->change_page[j].trigger_element;
889 trigger_events[trigger_element] |= ei->change_page[j].events;
894 /* add trigger events from element change event properties */
895 for (i=0; i<MAX_NUM_ELEMENTS; i++)
896 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
897 trigger_events[element_info[i].change->trigger_element] |=
898 element_info[i].change->events;
901 /* ---------- initialize push delay -------------------------------------- */
903 /* initialize push delay values to default */
904 for (i=0; i<MAX_NUM_ELEMENTS; i++)
906 if (!IS_CUSTOM_ELEMENT(i))
908 element_info[i].push_delay_fixed = 2;
909 element_info[i].push_delay_random = 8;
913 /* set push delay value for certain elements from pre-defined list */
914 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
916 int e = push_delay_list[i].element;
918 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
919 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
922 /* ---------- initialize move stepsize ----------------------------------- */
924 /* initialize move stepsize values to default */
925 for (i=0; i<MAX_NUM_ELEMENTS; i++)
926 if (!IS_CUSTOM_ELEMENT(i))
927 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
929 /* set move stepsize value for certain elements from pre-defined list */
930 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
932 int e = move_stepsize_list[i].element;
934 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
937 /* ---------- initialize gem count --------------------------------------- */
939 /* initialize gem count values for each element */
940 for (i=0; i<MAX_NUM_ELEMENTS; i++)
941 if (!IS_CUSTOM_ELEMENT(i))
942 element_info[i].collect_count = 0;
944 /* add gem count values for all elements from pre-defined list */
945 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
946 element_info[collect_count_list[i].element].collect_count =
947 collect_count_list[i].count;
952 =============================================================================
954 -----------------------------------------------------------------------------
955 initialize and start new game
956 =============================================================================
961 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
962 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
963 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
970 #if USE_NEW_AMOEBA_CODE
971 printf("Using new amoeba code.\n");
973 printf("Using old amoeba code.\n");
978 /* don't play tapes over network */
979 network_playing = (options.network && !tape.playing);
981 for (i=0; i<MAX_PLAYERS; i++)
983 struct PlayerInfo *player = &stored_player[i];
985 player->index_nr = i;
986 player->element_nr = EL_PLAYER_1 + i;
988 player->present = FALSE;
989 player->active = FALSE;
992 player->effective_action = 0;
993 player->programmed_action = 0;
996 player->gems_still_needed = level.gems_needed;
997 player->sokobanfields_still_needed = 0;
998 player->lights_still_needed = 0;
999 player->friends_still_needed = 0;
1002 player->key[j] = FALSE;
1004 player->dynabomb_count = 0;
1005 player->dynabomb_size = 1;
1006 player->dynabombs_left = 0;
1007 player->dynabomb_xl = FALSE;
1009 player->MovDir = MV_NO_MOVING;
1011 player->Pushing = FALSE;
1012 player->Switching = FALSE;
1014 player->GfxDir = MV_NO_MOVING;
1015 player->GfxAction = ACTION_DEFAULT;
1017 player->StepFrame = 0;
1019 player->use_murphy_graphic = FALSE;
1020 player->use_disk_red_graphic = FALSE;
1022 player->actual_frame_counter = 0;
1024 player->last_move_dir = MV_NO_MOVING;
1026 player->is_moving = FALSE;
1027 player->is_waiting = FALSE;
1028 player->is_digging = FALSE;
1029 player->is_collecting = FALSE;
1031 player->show_envelope = 0;
1033 player->move_delay = game.initial_move_delay;
1034 player->move_delay_value = game.initial_move_delay_value;
1036 player->push_delay = 0;
1037 player->push_delay_value = 5;
1039 player->snapped = FALSE;
1041 player->last_jx = player->last_jy = 0;
1042 player->jx = player->jy = 0;
1044 player->shield_normal_time_left = 0;
1045 player->shield_deadly_time_left = 0;
1047 player->inventory_size = 0;
1049 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1050 SnapField(player, 0, 0);
1052 player->LevelSolved = FALSE;
1053 player->GameOver = FALSE;
1056 network_player_action_received = FALSE;
1058 #if defined(PLATFORM_UNIX)
1059 /* initial null action */
1060 if (network_playing)
1061 SendToServer_MovePlayer(MV_NO_MOVING);
1069 TimeLeft = level.time;
1071 ScreenMovDir = MV_NO_MOVING;
1075 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1077 AllPlayersGone = FALSE;
1079 game.yamyam_content_nr = 0;
1080 game.magic_wall_active = FALSE;
1081 game.magic_wall_time_left = 0;
1082 game.light_time_left = 0;
1083 game.timegate_time_left = 0;
1084 game.switchgate_pos = 0;
1085 game.balloon_dir = MV_NO_MOVING;
1086 game.explosions_delayed = TRUE;
1088 game.envelope_active = FALSE;
1092 game.belt_dir[i] = MV_NO_MOVING;
1093 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1096 for (i=0; i<MAX_NUM_AMOEBA; i++)
1097 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1099 for (x=0; x<lev_fieldx; x++)
1101 for (y=0; y<lev_fieldy; y++)
1103 Feld[x][y] = level.field[x][y];
1104 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1105 ChangeDelay[x][y] = 0;
1106 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1108 JustStopped[x][y] = 0;
1110 Pushed[x][y] = FALSE;
1112 Changed[x][y] = CE_BITMASK_DEFAULT;
1113 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1115 ExplodePhase[x][y] = 0;
1116 ExplodeField[x][y] = EX_NO_EXPLOSION;
1119 GfxAction[x][y] = ACTION_DEFAULT;
1120 GfxRandom[x][y] = INIT_GFX_RANDOM();
1121 GfxElement[x][y] = EL_UNDEFINED;
1125 for(y=0; y<lev_fieldy; y++)
1127 for(x=0; x<lev_fieldx; x++)
1129 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1131 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1133 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1136 InitField(x, y, TRUE);
1142 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1143 emulate_sb ? EMU_SOKOBAN :
1144 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1146 /* correct non-moving belts to start moving left */
1148 if (game.belt_dir[i] == MV_NO_MOVING)
1149 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1151 /* check if any connected player was not found in playfield */
1152 for (i=0; i<MAX_PLAYERS; i++)
1154 struct PlayerInfo *player = &stored_player[i];
1156 if (player->connected && !player->present)
1158 for (j=0; j<MAX_PLAYERS; j++)
1160 struct PlayerInfo *some_player = &stored_player[j];
1161 int jx = some_player->jx, jy = some_player->jy;
1163 /* assign first free player found that is present in the playfield */
1164 if (some_player->present && !some_player->connected)
1166 player->present = TRUE;
1167 player->active = TRUE;
1168 some_player->present = FALSE;
1170 StorePlayer[jx][jy] = player->element_nr;
1171 player->jx = player->last_jx = jx;
1172 player->jy = player->last_jy = jy;
1182 /* when playing a tape, eliminate all players who do not participate */
1184 for (i=0; i<MAX_PLAYERS; i++)
1186 if (stored_player[i].active && !tape.player_participates[i])
1188 struct PlayerInfo *player = &stored_player[i];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1197 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1199 /* when in single player mode, eliminate all but the first active player */
1201 for (i=0; i<MAX_PLAYERS; i++)
1203 if (stored_player[i].active)
1205 for (j=i+1; j<MAX_PLAYERS; j++)
1207 if (stored_player[j].active)
1209 struct PlayerInfo *player = &stored_player[j];
1210 int jx = player->jx, jy = player->jy;
1212 player->active = FALSE;
1213 StorePlayer[jx][jy] = 0;
1214 Feld[jx][jy] = EL_EMPTY;
1221 /* when recording the game, store which players take part in the game */
1224 for (i=0; i<MAX_PLAYERS; i++)
1225 if (stored_player[i].active)
1226 tape.player_participates[i] = TRUE;
1231 for (i=0; i<MAX_PLAYERS; i++)
1233 struct PlayerInfo *player = &stored_player[i];
1235 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1240 if (local_player == player)
1241 printf("Player %d is local player.\n", i+1);
1245 if (BorderElement == EL_EMPTY)
1248 SBX_Right = lev_fieldx - SCR_FIELDX;
1250 SBY_Lower = lev_fieldy - SCR_FIELDY;
1255 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1257 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1260 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1261 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1263 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1264 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1266 /* if local player not found, look for custom element that might create
1267 the player (make some assumptions about the right custom element) */
1268 if (!local_player->present)
1270 int start_x = 0, start_y = 0;
1271 int found_rating = 0;
1272 int found_element = EL_UNDEFINED;
1274 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1276 int element = Feld[x][y];
1281 if (!IS_CUSTOM_ELEMENT(element))
1284 if (CAN_CHANGE(element))
1286 for (i=0; i < element_info[element].num_change_pages; i++)
1288 content = element_info[element].change_page[i].target_element;
1289 is_player = ELEM_IS_PLAYER(content);
1291 if (is_player && (found_rating < 3 || element < found_element))
1297 found_element = element;
1302 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1304 content = element_info[element].content[xx][yy];
1305 is_player = ELEM_IS_PLAYER(content);
1307 if (is_player && (found_rating < 2 || element < found_element))
1309 start_x = x + xx - 1;
1310 start_y = y + yy - 1;
1313 found_element = element;
1316 if (!CAN_CHANGE(element))
1319 for (i=0; i < element_info[element].num_change_pages; i++)
1321 content = element_info[element].change_page[i].content[xx][yy];
1322 is_player = ELEM_IS_PLAYER(content);
1324 if (is_player && (found_rating < 1 || element < found_element))
1326 start_x = x + xx - 1;
1327 start_y = y + yy - 1;
1330 found_element = element;
1336 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1337 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1340 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1341 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1347 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1348 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1349 local_player->jx - MIDPOSX);
1351 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1352 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1353 local_player->jy - MIDPOSY);
1355 scroll_x = SBX_Left;
1356 scroll_y = SBY_Upper;
1357 if (local_player->jx >= SBX_Left + MIDPOSX)
1358 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1359 local_player->jx - MIDPOSX :
1361 if (local_player->jy >= SBY_Upper + MIDPOSY)
1362 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1363 local_player->jy - MIDPOSY :
1368 CloseDoor(DOOR_CLOSE_1);
1373 /* after drawing the level, correct some elements */
1374 if (game.timegate_time_left == 0)
1375 CloseAllOpenTimegates();
1377 if (setup.soft_scrolling)
1378 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1380 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1383 /* copy default game door content to main double buffer */
1384 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1385 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1388 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1391 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1392 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1393 BlitBitmap(drawto, drawto,
1394 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1395 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1396 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1397 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1400 DrawGameDoorValues();
1404 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1405 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1406 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1410 /* copy actual game door content to door double buffer for OpenDoor() */
1411 BlitBitmap(drawto, bitmap_db_door,
1412 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1414 OpenDoor(DOOR_OPEN_ALL);
1416 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1417 if (setup.sound_music)
1418 PlayMusic(level_nr);
1420 KeyboardAutoRepeatOffUnlessAutoplay();
1425 printf("Player %d %sactive.\n",
1426 i + 1, (stored_player[i].active ? "" : "not "));
1430 void InitMovDir(int x, int y)
1432 int i, element = Feld[x][y];
1433 static int xy[4][2] =
1440 static int direction[3][4] =
1442 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1443 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1444 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1453 Feld[x][y] = EL_BUG;
1454 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1457 case EL_SPACESHIP_RIGHT:
1458 case EL_SPACESHIP_UP:
1459 case EL_SPACESHIP_LEFT:
1460 case EL_SPACESHIP_DOWN:
1461 Feld[x][y] = EL_SPACESHIP;
1462 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1465 case EL_BD_BUTTERFLY_RIGHT:
1466 case EL_BD_BUTTERFLY_UP:
1467 case EL_BD_BUTTERFLY_LEFT:
1468 case EL_BD_BUTTERFLY_DOWN:
1469 Feld[x][y] = EL_BD_BUTTERFLY;
1470 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1473 case EL_BD_FIREFLY_RIGHT:
1474 case EL_BD_FIREFLY_UP:
1475 case EL_BD_FIREFLY_LEFT:
1476 case EL_BD_FIREFLY_DOWN:
1477 Feld[x][y] = EL_BD_FIREFLY;
1478 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1481 case EL_PACMAN_RIGHT:
1483 case EL_PACMAN_LEFT:
1484 case EL_PACMAN_DOWN:
1485 Feld[x][y] = EL_PACMAN;
1486 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1489 case EL_SP_SNIKSNAK:
1490 MovDir[x][y] = MV_UP;
1493 case EL_SP_ELECTRON:
1494 MovDir[x][y] = MV_LEFT;
1501 Feld[x][y] = EL_MOLE;
1502 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1506 if (IS_CUSTOM_ELEMENT(element))
1508 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1509 MovDir[x][y] = element_info[element].move_direction_initial;
1510 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1511 element_info[element].move_pattern == MV_TURNING_LEFT ||
1512 element_info[element].move_pattern == MV_TURNING_RIGHT)
1513 MovDir[x][y] = 1 << RND(4);
1514 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1515 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1516 else if (element_info[element].move_pattern == MV_VERTICAL)
1517 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1518 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1519 MovDir[x][y] = element_info[element].move_pattern;
1520 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1521 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1525 int x1 = x + xy[i][0];
1526 int y1 = y + xy[i][1];
1528 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1530 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1531 MovDir[x][y] = direction[0][i];
1533 MovDir[x][y] = direction[1][i];
1542 MovDir[x][y] = 1 << RND(4);
1544 if (element != EL_BUG &&
1545 element != EL_SPACESHIP &&
1546 element != EL_BD_BUTTERFLY &&
1547 element != EL_BD_FIREFLY)
1552 int x1 = x + xy[i][0];
1553 int y1 = y + xy[i][1];
1555 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1557 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1559 MovDir[x][y] = direction[0][i];
1562 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1563 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1565 MovDir[x][y] = direction[1][i];
1575 void InitAmoebaNr(int x, int y)
1578 int group_nr = AmoebeNachbarNr(x, y);
1582 for (i=1; i<MAX_NUM_AMOEBA; i++)
1584 if (AmoebaCnt[i] == 0)
1592 AmoebaNr[x][y] = group_nr;
1593 AmoebaCnt[group_nr]++;
1594 AmoebaCnt2[group_nr]++;
1600 boolean raise_level = FALSE;
1602 if (local_player->MovPos)
1606 if (tape.auto_play) /* tape might already be stopped here */
1607 tape.auto_play_level_solved = TRUE;
1609 if (tape.playing && tape.auto_play)
1610 tape.auto_play_level_solved = TRUE;
1613 local_player->LevelSolved = FALSE;
1615 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
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 (TimeLeft > 0)
1625 if (!tape.playing && !setup.sound_loops)
1626 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1627 if (TimeLeft > 0 && !(TimeLeft % 10))
1628 RaiseScore(level.score[SC_TIME_BONUS]);
1629 if (TimeLeft > 100 && !(TimeLeft % 10))
1633 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1640 if (!tape.playing && setup.sound_loops)
1641 StopSound(SND_GAME_LEVELTIME_BONUS);
1643 else if (level.time == 0) /* level without time limit */
1645 if (!tape.playing && setup.sound_loops)
1646 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1647 SND_CTRL_PLAY_LOOP);
1649 while (TimePlayed < 999)
1651 if (!tape.playing && !setup.sound_loops)
1652 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1653 if (TimePlayed < 999 && !(TimePlayed % 10))
1654 RaiseScore(level.score[SC_TIME_BONUS]);
1655 if (TimePlayed < 900 && !(TimePlayed % 10))
1659 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1666 if (!tape.playing && setup.sound_loops)
1667 StopSound(SND_GAME_LEVELTIME_BONUS);
1670 /* close exit door after last player */
1671 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1673 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1675 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1678 /* Hero disappears */
1679 DrawLevelField(ExitX, ExitY);
1685 CloseDoor(DOOR_CLOSE_1);
1690 SaveTape(tape.level_nr); /* Ask to save tape */
1693 if (level_nr == leveldir_current->handicap_level)
1695 leveldir_current->handicap_level++;
1696 SaveLevelSetup_SeriesInfo();
1699 if (level_editor_test_game)
1700 local_player->score = -1; /* no highscore when playing from editor */
1701 else if (level_nr < leveldir_current->last_level)
1702 raise_level = TRUE; /* advance to next level */
1704 if ((hi_pos = NewHiScore()) >= 0)
1706 game_status = GAME_MODE_SCORES;
1707 DrawHallOfFame(hi_pos);
1716 game_status = GAME_MODE_MAIN;
1733 LoadScore(level_nr);
1735 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1736 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1739 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1741 if (local_player->score > highscore[k].Score)
1743 /* player has made it to the hall of fame */
1745 if (k < MAX_SCORE_ENTRIES - 1)
1747 int m = MAX_SCORE_ENTRIES - 1;
1750 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1751 if (!strcmp(setup.player_name, highscore[l].Name))
1753 if (m == k) /* player's new highscore overwrites his old one */
1759 strcpy(highscore[l].Name, highscore[l - 1].Name);
1760 highscore[l].Score = highscore[l - 1].Score;
1767 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1768 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1769 highscore[k].Score = local_player->score;
1775 else if (!strncmp(setup.player_name, highscore[k].Name,
1776 MAX_PLAYER_NAME_LEN))
1777 break; /* player already there with a higher score */
1783 SaveScore(level_nr);
1788 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1790 if (player->GfxAction != action || player->GfxDir != dir)
1793 printf("Player frame reset! (%d => %d, %d => %d)\n",
1794 player->GfxAction, action, player->GfxDir, dir);
1797 player->GfxAction = action;
1798 player->GfxDir = dir;
1800 player->StepFrame = 0;
1804 static void ResetRandomAnimationValue(int x, int y)
1806 GfxRandom[x][y] = INIT_GFX_RANDOM();
1809 static void ResetGfxAnimation(int x, int y)
1812 GfxAction[x][y] = ACTION_DEFAULT;
1815 void InitMovingField(int x, int y, int direction)
1817 int element = Feld[x][y];
1818 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1819 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1823 if (!JustStopped[x][y] || direction != MovDir[x][y])
1824 ResetGfxAnimation(x, y);
1826 MovDir[newx][newy] = MovDir[x][y] = direction;
1828 if (Feld[newx][newy] == EL_EMPTY)
1829 Feld[newx][newy] = EL_BLOCKED;
1831 if (direction == MV_DOWN && CAN_FALL(element))
1832 GfxAction[x][y] = ACTION_FALLING;
1834 GfxAction[x][y] = ACTION_MOVING;
1836 GfxFrame[newx][newy] = GfxFrame[x][y];
1837 GfxAction[newx][newy] = GfxAction[x][y];
1838 GfxRandom[newx][newy] = GfxRandom[x][y];
1841 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1843 int direction = MovDir[x][y];
1844 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1845 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1851 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1853 int oldx = x, oldy = y;
1854 int direction = MovDir[x][y];
1856 if (direction == MV_LEFT)
1858 else if (direction == MV_RIGHT)
1860 else if (direction == MV_UP)
1862 else if (direction == MV_DOWN)
1865 *comes_from_x = oldx;
1866 *comes_from_y = oldy;
1869 int MovingOrBlocked2Element(int x, int y)
1871 int element = Feld[x][y];
1873 if (element == EL_BLOCKED)
1877 Blocked2Moving(x, y, &oldx, &oldy);
1878 return Feld[oldx][oldy];
1884 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1886 /* like MovingOrBlocked2Element(), but if element is moving
1887 and (x,y) is the field the moving element is just leaving,
1888 return EL_BLOCKED instead of the element value */
1889 int element = Feld[x][y];
1891 if (IS_MOVING(x, y))
1893 if (element == EL_BLOCKED)
1897 Blocked2Moving(x, y, &oldx, &oldy);
1898 return Feld[oldx][oldy];
1907 static void RemoveField(int x, int y)
1909 Feld[x][y] = EL_EMPTY;
1916 ChangeDelay[x][y] = 0;
1917 Pushed[x][y] = FALSE;
1919 GfxElement[x][y] = EL_UNDEFINED;
1920 GfxAction[x][y] = ACTION_DEFAULT;
1923 void RemoveMovingField(int x, int y)
1925 int oldx = x, oldy = y, newx = x, newy = y;
1926 int element = Feld[x][y];
1927 int next_element = EL_UNDEFINED;
1929 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1932 if (IS_MOVING(x, y))
1934 Moving2Blocked(x, y, &newx, &newy);
1935 if (Feld[newx][newy] != EL_BLOCKED)
1938 else if (element == EL_BLOCKED)
1940 Blocked2Moving(x, y, &oldx, &oldy);
1941 if (!IS_MOVING(oldx, oldy))
1945 if (element == EL_BLOCKED &&
1946 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1947 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1948 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1949 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1950 next_element = get_next_element(Feld[oldx][oldy]);
1952 RemoveField(oldx, oldy);
1953 RemoveField(newx, newy);
1955 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1957 if (next_element != EL_UNDEFINED)
1958 Feld[oldx][oldy] = next_element;
1960 DrawLevelField(oldx, oldy);
1961 DrawLevelField(newx, newy);
1964 void DrawDynamite(int x, int y)
1966 int sx = SCREENX(x), sy = SCREENY(y);
1967 int graphic = el2img(Feld[x][y]);
1970 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1973 if (IS_WALKABLE_INSIDE(Back[x][y]))
1977 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1978 else if (Store[x][y])
1979 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1981 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1984 if (Back[x][y] || Store[x][y])
1985 DrawGraphicThruMask(sx, sy, graphic, frame);
1987 DrawGraphic(sx, sy, graphic, frame);
1989 if (game.emulation == EMU_SUPAPLEX)
1990 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1991 else if (Store[x][y])
1992 DrawGraphicThruMask(sx, sy, graphic, frame);
1994 DrawGraphic(sx, sy, graphic, frame);
1998 void CheckDynamite(int x, int y)
2000 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2004 if (MovDelay[x][y] != 0)
2007 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2014 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2016 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2017 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2018 StopSound(SND_DYNAMITE_ACTIVE);
2020 StopSound(SND_DYNABOMB_ACTIVE);
2026 void RelocatePlayer(int x, int y, int element)
2028 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2030 if (player->present)
2032 while (player->MovPos)
2034 ScrollFigure(player, SCROLL_GO_ON);
2035 ScrollScreen(NULL, SCROLL_GO_ON);
2041 RemoveField(player->jx, player->jy);
2042 DrawLevelField(player->jx, player->jy);
2045 InitPlayerField(x, y, element, TRUE);
2047 if (player == local_player)
2049 int scroll_xx = -999, scroll_yy = -999;
2051 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2054 int fx = FX, fy = FY;
2056 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2057 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2058 local_player->jx - MIDPOSX);
2060 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2061 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2062 local_player->jy - MIDPOSY);
2064 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2065 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2070 fx += dx * TILEX / 2;
2071 fy += dy * TILEY / 2;
2073 ScrollLevel(dx, dy);
2076 /* scroll in to steps of half tile size to make things smoother */
2077 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2079 Delay(GAME_FRAME_DELAY);
2081 /* scroll second step to align at full tile size */
2083 Delay(GAME_FRAME_DELAY);
2088 void Explode(int ex, int ey, int phase, int mode)
2092 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2093 int last_phase = num_phase * delay;
2094 int half_phase = (num_phase / 2) * delay;
2095 int first_phase_after_start = EX_PHASE_START + 1;
2097 if (game.explosions_delayed)
2099 ExplodeField[ex][ey] = mode;
2103 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2105 int center_element = Feld[ex][ey];
2108 /* --- This is only really needed (and now handled) in "Impact()". --- */
2109 /* do not explode moving elements that left the explode field in time */
2110 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2111 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2115 if (mode == EX_NORMAL || mode == EX_CENTER)
2116 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2118 /* remove things displayed in background while burning dynamite */
2119 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2122 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2124 /* put moving element to center field (and let it explode there) */
2125 center_element = MovingOrBlocked2Element(ex, ey);
2126 RemoveMovingField(ex, ey);
2127 Feld[ex][ey] = center_element;
2130 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2132 int xx = x - ex + 1;
2133 int yy = y - ey + 1;
2136 if (!IN_LEV_FIELD(x, y) ||
2137 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2138 (x != ex || y != ey)))
2141 element = Feld[x][y];
2143 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2145 element = MovingOrBlocked2Element(x, y);
2147 if (!IS_EXPLOSION_PROOF(element))
2148 RemoveMovingField(x, y);
2154 if (IS_EXPLOSION_PROOF(element))
2157 /* indestructible elements can only explode in center (but not flames) */
2158 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2159 element == EL_FLAMES)
2164 if ((IS_INDESTRUCTIBLE(element) &&
2165 (game.engine_version < VERSION_IDENT(2,2,0) ||
2166 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2167 element == EL_FLAMES)
2171 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2173 if (IS_ACTIVE_BOMB(element))
2175 /* re-activate things under the bomb like gate or penguin */
2176 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2183 /* save walkable background elements while explosion on same tile */
2185 if (IS_INDESTRUCTIBLE(element))
2186 Back[x][y] = element;
2188 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2189 Back[x][y] = element;
2192 /* ignite explodable elements reached by other explosion */
2193 if (element == EL_EXPLOSION)
2194 element = Store2[x][y];
2197 if (AmoebaNr[x][y] &&
2198 (element == EL_AMOEBA_FULL ||
2199 element == EL_BD_AMOEBA ||
2200 element == EL_AMOEBA_GROWING))
2202 AmoebaCnt[AmoebaNr[x][y]]--;
2203 AmoebaCnt2[AmoebaNr[x][y]]--;
2209 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2211 switch(StorePlayer[ex][ey])
2214 Store[x][y] = EL_EMERALD_RED;
2217 Store[x][y] = EL_EMERALD;
2220 Store[x][y] = EL_EMERALD_PURPLE;
2224 Store[x][y] = EL_EMERALD_YELLOW;
2228 if (game.emulation == EMU_SUPAPLEX)
2229 Store[x][y] = EL_EMPTY;
2231 else if (center_element == EL_MOLE)
2232 Store[x][y] = EL_EMERALD_RED;
2233 else if (center_element == EL_PENGUIN)
2234 Store[x][y] = EL_EMERALD_PURPLE;
2235 else if (center_element == EL_BUG)
2236 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2237 else if (center_element == EL_BD_BUTTERFLY)
2238 Store[x][y] = EL_BD_DIAMOND;
2239 else if (center_element == EL_SP_ELECTRON)
2240 Store[x][y] = EL_SP_INFOTRON;
2241 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2242 Store[x][y] = level.amoeba_content;
2243 else if (center_element == EL_YAMYAM)
2244 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2245 else if (IS_CUSTOM_ELEMENT(center_element) &&
2246 element_info[center_element].content[xx][yy] != EL_EMPTY)
2247 Store[x][y] = element_info[center_element].content[xx][yy];
2248 else if (element == EL_WALL_EMERALD)
2249 Store[x][y] = EL_EMERALD;
2250 else if (element == EL_WALL_DIAMOND)
2251 Store[x][y] = EL_DIAMOND;
2252 else if (element == EL_WALL_BD_DIAMOND)
2253 Store[x][y] = EL_BD_DIAMOND;
2254 else if (element == EL_WALL_EMERALD_YELLOW)
2255 Store[x][y] = EL_EMERALD_YELLOW;
2256 else if (element == EL_WALL_EMERALD_RED)
2257 Store[x][y] = EL_EMERALD_RED;
2258 else if (element == EL_WALL_EMERALD_PURPLE)
2259 Store[x][y] = EL_EMERALD_PURPLE;
2260 else if (element == EL_WALL_PEARL)
2261 Store[x][y] = EL_PEARL;
2262 else if (element == EL_WALL_CRYSTAL)
2263 Store[x][y] = EL_CRYSTAL;
2264 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2265 Store[x][y] = element_info[element].content[1][1];
2267 Store[x][y] = EL_EMPTY;
2269 if (x != ex || y != ey ||
2270 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2271 Store2[x][y] = element;
2274 if (AmoebaNr[x][y] &&
2275 (element == EL_AMOEBA_FULL ||
2276 element == EL_BD_AMOEBA ||
2277 element == EL_AMOEBA_GROWING))
2279 AmoebaCnt[AmoebaNr[x][y]]--;
2280 AmoebaCnt2[AmoebaNr[x][y]]--;
2286 MovDir[x][y] = MovPos[x][y] = 0;
2291 Feld[x][y] = EL_EXPLOSION;
2293 GfxElement[x][y] = center_element;
2295 GfxElement[x][y] = EL_UNDEFINED;
2298 ExplodePhase[x][y] = 1;
2302 if (center_element == EL_YAMYAM)
2303 game.yamyam_content_nr =
2304 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2315 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2319 /* activate this even in non-DEBUG version until cause for crash in
2320 getGraphicAnimationFrame() (see below) is found and eliminated */
2324 if (GfxElement[x][y] == EL_UNDEFINED)
2327 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2328 printf("Explode(): This should never happen!\n");
2331 GfxElement[x][y] = EL_EMPTY;
2335 if (phase == first_phase_after_start)
2337 int element = Store2[x][y];
2339 if (element == EL_BLACK_ORB)
2341 Feld[x][y] = Store2[x][y];
2346 else if (phase == half_phase)
2348 int element = Store2[x][y];
2350 if (IS_PLAYER(x, y))
2351 KillHeroUnlessProtected(x, y);
2352 else if (CAN_EXPLODE_BY_FIRE(element))
2354 Feld[x][y] = Store2[x][y];
2358 else if (element == EL_AMOEBA_TO_DIAMOND)
2359 AmoebeUmwandeln(x, y);
2362 if (phase == last_phase)
2366 element = Feld[x][y] = Store[x][y];
2367 Store[x][y] = Store2[x][y] = 0;
2368 GfxElement[x][y] = EL_UNDEFINED;
2370 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2371 element = Feld[x][y] = Back[x][y];
2374 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2375 InitField(x, y, FALSE);
2376 if (CAN_MOVE(element))
2378 DrawLevelField(x, y);
2380 TestIfElementTouchesCustomElement(x, y);
2382 if (GFX_CRUMBLED(element))
2383 DrawLevelFieldCrumbledSandNeighbours(x, y);
2385 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2386 StorePlayer[x][y] = 0;
2388 if (ELEM_IS_PLAYER(element))
2389 RelocatePlayer(x, y, element);
2391 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2394 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2396 int stored = Store[x][y];
2397 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2398 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2401 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2404 DrawLevelFieldCrumbledSand(x, y);
2406 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2408 DrawLevelElement(x, y, Back[x][y]);
2409 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2411 else if (IS_WALKABLE_UNDER(Back[x][y]))
2413 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2414 DrawLevelElementThruMask(x, y, Back[x][y]);
2416 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2417 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2421 void DynaExplode(int ex, int ey)
2424 int dynabomb_size = 1;
2425 boolean dynabomb_xl = FALSE;
2426 struct PlayerInfo *player;
2427 static int xy[4][2] =
2435 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2437 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2438 dynabomb_size = player->dynabomb_size;
2439 dynabomb_xl = player->dynabomb_xl;
2440 player->dynabombs_left++;
2443 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2447 for (j=1; j<=dynabomb_size; j++)
2449 int x = ex + j * xy[i % 4][0];
2450 int y = ey + j * xy[i % 4][1];
2453 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2456 element = Feld[x][y];
2458 /* do not restart explosions of fields with active bombs */
2459 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2462 Explode(x, y, EX_PHASE_START, EX_BORDER);
2464 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2465 if (element != EL_EMPTY &&
2466 element != EL_SAND &&
2467 element != EL_EXPLOSION &&
2474 void Bang(int x, int y)
2477 int element = MovingOrBlocked2Element(x, y);
2479 int element = Feld[x][y];
2482 if (IS_PLAYER(x, y))
2484 struct PlayerInfo *player = PLAYERINFO(x, y);
2486 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2487 player->element_nr);
2492 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2494 if (game.emulation == EMU_SUPAPLEX)
2495 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2497 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2502 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2510 case EL_BD_BUTTERFLY:
2513 case EL_DARK_YAMYAM:
2517 RaiseScoreElement(element);
2518 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2520 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2521 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2522 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2523 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2524 case EL_DYNABOMB_INCREASE_NUMBER:
2525 case EL_DYNABOMB_INCREASE_SIZE:
2526 case EL_DYNABOMB_INCREASE_POWER:
2531 case EL_LAMP_ACTIVE:
2532 if (IS_PLAYER(x, y))
2533 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2535 Explode(x, y, EX_PHASE_START, EX_CENTER);
2538 if (CAN_EXPLODE_1X1(element))
2539 Explode(x, y, EX_PHASE_START, EX_CENTER);
2541 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2545 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2548 void SplashAcid(int x, int y)
2550 int element = Feld[x][y];
2552 if (element != EL_ACID_SPLASH_LEFT &&
2553 element != EL_ACID_SPLASH_RIGHT)
2555 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2557 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2558 (!IN_LEV_FIELD(x-1, y-1) ||
2559 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2560 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2562 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2563 (!IN_LEV_FIELD(x+1, y-1) ||
2564 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2565 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2569 static void InitBeltMovement()
2571 static int belt_base_element[4] =
2573 EL_CONVEYOR_BELT_1_LEFT,
2574 EL_CONVEYOR_BELT_2_LEFT,
2575 EL_CONVEYOR_BELT_3_LEFT,
2576 EL_CONVEYOR_BELT_4_LEFT
2578 static int belt_base_active_element[4] =
2580 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2581 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2582 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2583 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2588 /* set frame order for belt animation graphic according to belt direction */
2595 int element = belt_base_active_element[belt_nr] + j;
2596 int graphic = el2img(element);
2598 if (game.belt_dir[i] == MV_LEFT)
2599 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2601 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2605 for(y=0; y<lev_fieldy; y++)
2607 for(x=0; x<lev_fieldx; x++)
2609 int element = Feld[x][y];
2613 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2615 int e_belt_nr = getBeltNrFromBeltElement(element);
2618 if (e_belt_nr == belt_nr)
2620 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2622 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2630 static void ToggleBeltSwitch(int x, int y)
2632 static int belt_base_element[4] =
2634 EL_CONVEYOR_BELT_1_LEFT,
2635 EL_CONVEYOR_BELT_2_LEFT,
2636 EL_CONVEYOR_BELT_3_LEFT,
2637 EL_CONVEYOR_BELT_4_LEFT
2639 static int belt_base_active_element[4] =
2641 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2642 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2643 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2644 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2646 static int belt_base_switch_element[4] =
2648 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2649 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2650 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2651 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2653 static int belt_move_dir[4] =
2661 int element = Feld[x][y];
2662 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2663 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2664 int belt_dir = belt_move_dir[belt_dir_nr];
2667 if (!IS_BELT_SWITCH(element))
2670 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2671 game.belt_dir[belt_nr] = belt_dir;
2673 if (belt_dir_nr == 3)
2676 /* set frame order for belt animation graphic according to belt direction */
2679 int element = belt_base_active_element[belt_nr] + i;
2680 int graphic = el2img(element);
2682 if (belt_dir == MV_LEFT)
2683 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2685 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2688 for (yy=0; yy<lev_fieldy; yy++)
2690 for (xx=0; xx<lev_fieldx; xx++)
2692 int element = Feld[xx][yy];
2694 if (IS_BELT_SWITCH(element))
2696 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2698 if (e_belt_nr == belt_nr)
2700 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2701 DrawLevelField(xx, yy);
2704 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2706 int e_belt_nr = getBeltNrFromBeltElement(element);
2708 if (e_belt_nr == belt_nr)
2710 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2712 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2713 DrawLevelField(xx, yy);
2716 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2718 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2720 if (e_belt_nr == belt_nr)
2722 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2724 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2725 DrawLevelField(xx, yy);
2732 static void ToggleSwitchgateSwitch(int x, int y)
2736 game.switchgate_pos = !game.switchgate_pos;
2738 for (yy=0; yy<lev_fieldy; yy++)
2740 for (xx=0; xx<lev_fieldx; xx++)
2742 int element = Feld[xx][yy];
2744 if (element == EL_SWITCHGATE_SWITCH_UP ||
2745 element == EL_SWITCHGATE_SWITCH_DOWN)
2747 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2748 DrawLevelField(xx, yy);
2750 else if (element == EL_SWITCHGATE_OPEN ||
2751 element == EL_SWITCHGATE_OPENING)
2753 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2755 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2757 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2760 else if (element == EL_SWITCHGATE_CLOSED ||
2761 element == EL_SWITCHGATE_CLOSING)
2763 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2765 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2767 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2774 static int getInvisibleActiveFromInvisibleElement(int element)
2776 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2777 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2778 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2782 static int getInvisibleFromInvisibleActiveElement(int element)
2784 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2785 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2786 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2790 static void RedrawAllLightSwitchesAndInvisibleElements()
2794 for (y=0; y<lev_fieldy; y++)
2796 for (x=0; x<lev_fieldx; x++)
2798 int element = Feld[x][y];
2800 if (element == EL_LIGHT_SWITCH &&
2801 game.light_time_left > 0)
2803 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2804 DrawLevelField(x, y);
2806 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2807 game.light_time_left == 0)
2809 Feld[x][y] = EL_LIGHT_SWITCH;
2810 DrawLevelField(x, y);
2812 else if (element == EL_INVISIBLE_STEELWALL ||
2813 element == EL_INVISIBLE_WALL ||
2814 element == EL_INVISIBLE_SAND)
2816 if (game.light_time_left > 0)
2817 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2819 DrawLevelField(x, y);
2821 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2822 element == EL_INVISIBLE_WALL_ACTIVE ||
2823 element == EL_INVISIBLE_SAND_ACTIVE)
2825 if (game.light_time_left == 0)
2826 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2828 DrawLevelField(x, y);
2834 static void ToggleLightSwitch(int x, int y)
2836 int element = Feld[x][y];
2838 game.light_time_left =
2839 (element == EL_LIGHT_SWITCH ?
2840 level.time_light * FRAMES_PER_SECOND : 0);
2842 RedrawAllLightSwitchesAndInvisibleElements();
2845 static void ActivateTimegateSwitch(int x, int y)
2849 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2851 for (yy=0; yy<lev_fieldy; yy++)
2853 for (xx=0; xx<lev_fieldx; xx++)
2855 int element = Feld[xx][yy];
2857 if (element == EL_TIMEGATE_CLOSED ||
2858 element == EL_TIMEGATE_CLOSING)
2860 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2861 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2865 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2867 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2868 DrawLevelField(xx, yy);
2875 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2878 inline static int getElementMoveStepsize(int x, int y)
2880 int element = Feld[x][y];
2881 int direction = MovDir[x][y];
2882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2884 int horiz_move = (dx != 0);
2885 int sign = (horiz_move ? dx : dy);
2886 int step = sign * element_info[element].move_stepsize;
2888 /* special values for move stepsize for spring and things on conveyor belt */
2891 if (CAN_FALL(element) &&
2892 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2893 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2894 else if (element == EL_SPRING)
2895 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2901 void Impact(int x, int y)
2903 boolean lastline = (y == lev_fieldy-1);
2904 boolean object_hit = FALSE;
2905 boolean impact = (lastline || object_hit);
2906 int element = Feld[x][y];
2907 int smashed = EL_UNDEFINED;
2909 if (!lastline) /* check if element below was hit */
2911 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2914 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2915 MovDir[x][y + 1] != MV_DOWN ||
2916 MovPos[x][y + 1] <= TILEY / 2));
2918 /* do not smash moving elements that left the smashed field in time */
2919 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2920 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2924 smashed = MovingOrBlocked2Element(x, y + 1);
2926 impact = (lastline || object_hit);
2929 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2935 /* only reset graphic animation if graphic really changes after impact */
2937 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2939 ResetGfxAnimation(x, y);
2940 DrawLevelField(x, y);
2943 if (impact && CAN_EXPLODE_IMPACT(element))
2948 else if (impact && element == EL_PEARL)
2950 Feld[x][y] = EL_PEARL_BREAKING;
2951 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2954 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2956 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2961 if (impact && element == EL_AMOEBA_DROP)
2963 if (object_hit && IS_PLAYER(x, y + 1))
2964 KillHeroUnlessProtected(x, y + 1);
2965 else if (object_hit && smashed == EL_PENGUIN)
2969 Feld[x][y] = EL_AMOEBA_GROWING;
2970 Store[x][y] = EL_AMOEBA_WET;
2972 ResetRandomAnimationValue(x, y);
2977 if (object_hit) /* check which object was hit */
2979 if (CAN_PASS_MAGIC_WALL(element) &&
2980 (smashed == EL_MAGIC_WALL ||
2981 smashed == EL_BD_MAGIC_WALL))
2984 int activated_magic_wall =
2985 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2986 EL_BD_MAGIC_WALL_ACTIVE);
2988 /* activate magic wall / mill */
2989 for (yy=0; yy<lev_fieldy; yy++)
2990 for (xx=0; xx<lev_fieldx; xx++)
2991 if (Feld[xx][yy] == smashed)
2992 Feld[xx][yy] = activated_magic_wall;
2994 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2995 game.magic_wall_active = TRUE;
2997 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2998 SND_MAGIC_WALL_ACTIVATING :
2999 SND_BD_MAGIC_WALL_ACTIVATING));
3002 if (IS_PLAYER(x, y + 1))
3004 if (CAN_SMASH_PLAYER(element))
3006 KillHeroUnlessProtected(x, y + 1);
3010 else if (smashed == EL_PENGUIN)
3012 if (CAN_SMASH_PLAYER(element))
3018 else if (element == EL_BD_DIAMOND)
3020 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3026 else if ((element == EL_SP_INFOTRON ||
3027 element == EL_SP_ZONK) &&
3028 (smashed == EL_SP_SNIKSNAK ||
3029 smashed == EL_SP_ELECTRON ||
3030 smashed == EL_SP_DISK_ORANGE))
3036 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3042 else if (CAN_SMASH_EVERYTHING(element))
3044 if (IS_CLASSIC_ENEMY(smashed) ||
3045 CAN_EXPLODE_SMASHED(smashed))
3050 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3052 if (smashed == EL_LAMP ||
3053 smashed == EL_LAMP_ACTIVE)
3058 else if (smashed == EL_NUT)
3060 Feld[x][y + 1] = EL_NUT_BREAKING;
3061 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3062 RaiseScoreElement(EL_NUT);
3065 else if (smashed == EL_PEARL)
3067 Feld[x][y + 1] = EL_PEARL_BREAKING;
3068 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3071 else if (smashed == EL_DIAMOND)
3073 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3074 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3077 else if (IS_BELT_SWITCH(smashed))
3079 ToggleBeltSwitch(x, y + 1);
3081 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3082 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3084 ToggleSwitchgateSwitch(x, y + 1);
3086 else if (smashed == EL_LIGHT_SWITCH ||
3087 smashed == EL_LIGHT_SWITCH_ACTIVE)
3089 ToggleLightSwitch(x, y + 1);
3093 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3098 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3103 /* play sound of magic wall / mill */
3105 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3106 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3108 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3109 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3110 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3111 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3116 /* play sound of object that hits the ground */
3117 if (lastline || object_hit)
3118 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3121 void TurnRound(int x, int y)
3133 { 0, 0 }, { 0, 0 }, { 0, 0 },
3138 int left, right, back;
3142 { MV_DOWN, MV_UP, MV_RIGHT },
3143 { MV_UP, MV_DOWN, MV_LEFT },
3145 { MV_LEFT, MV_RIGHT, MV_DOWN },
3149 { MV_RIGHT, MV_LEFT, MV_UP }
3152 int element = Feld[x][y];
3153 int old_move_dir = MovDir[x][y];
3154 int left_dir = turn[old_move_dir].left;
3155 int right_dir = turn[old_move_dir].right;
3156 int back_dir = turn[old_move_dir].back;
3158 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3159 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3160 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3161 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3163 int left_x = x + left_dx, left_y = y + left_dy;
3164 int right_x = x + right_dx, right_y = y + right_dy;
3165 int move_x = x + move_dx, move_y = y + move_dy;
3169 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3171 TestIfBadThingTouchesOtherBadThing(x, y);
3173 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3174 MovDir[x][y] = right_dir;
3175 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3176 MovDir[x][y] = left_dir;
3178 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3180 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3183 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3184 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3186 TestIfBadThingTouchesOtherBadThing(x, y);
3188 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3189 MovDir[x][y] = left_dir;
3190 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3191 MovDir[x][y] = right_dir;
3193 if ((element == EL_SPACESHIP ||
3194 element == EL_SP_SNIKSNAK ||
3195 element == EL_SP_ELECTRON)
3196 && MovDir[x][y] != old_move_dir)
3198 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3201 else if (element == EL_YAMYAM)
3203 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3204 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3206 if (can_turn_left && can_turn_right)
3207 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3208 else if (can_turn_left)
3209 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3210 else if (can_turn_right)
3211 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3213 MovDir[x][y] = back_dir;
3215 MovDelay[x][y] = 16 + 16 * RND(3);
3217 else if (element == EL_DARK_YAMYAM)
3219 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3220 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3222 if (can_turn_left && can_turn_right)
3223 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3224 else if (can_turn_left)
3225 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3226 else if (can_turn_right)
3227 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3229 MovDir[x][y] = back_dir;
3231 MovDelay[x][y] = 16 + 16 * RND(3);
3233 else if (element == EL_PACMAN)
3235 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3236 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3238 if (can_turn_left && can_turn_right)
3239 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3240 else if (can_turn_left)
3241 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3242 else if (can_turn_right)
3243 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3245 MovDir[x][y] = back_dir;
3247 MovDelay[x][y] = 6 + RND(40);
3249 else if (element == EL_PIG)
3251 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3252 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3253 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3254 boolean should_turn_left, should_turn_right, should_move_on;
3256 int rnd = RND(rnd_value);
3258 should_turn_left = (can_turn_left &&
3260 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3261 y + back_dy + left_dy)));
3262 should_turn_right = (can_turn_right &&
3264 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3265 y + back_dy + right_dy)));
3266 should_move_on = (can_move_on &&
3269 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3270 y + move_dy + left_dy) ||
3271 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3272 y + move_dy + right_dy)));
3274 if (should_turn_left || should_turn_right || should_move_on)
3276 if (should_turn_left && should_turn_right && should_move_on)
3277 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3278 rnd < 2 * rnd_value / 3 ? right_dir :
3280 else if (should_turn_left && should_turn_right)
3281 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3282 else if (should_turn_left && should_move_on)
3283 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3284 else if (should_turn_right && should_move_on)
3285 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3286 else if (should_turn_left)
3287 MovDir[x][y] = left_dir;
3288 else if (should_turn_right)
3289 MovDir[x][y] = right_dir;
3290 else if (should_move_on)
3291 MovDir[x][y] = old_move_dir;
3293 else if (can_move_on && rnd > rnd_value / 8)
3294 MovDir[x][y] = old_move_dir;
3295 else if (can_turn_left && can_turn_right)
3296 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3297 else if (can_turn_left && rnd > rnd_value / 8)
3298 MovDir[x][y] = left_dir;
3299 else if (can_turn_right && rnd > rnd_value/8)
3300 MovDir[x][y] = right_dir;
3302 MovDir[x][y] = back_dir;
3304 xx = x + move_xy[MovDir[x][y]].x;
3305 yy = y + move_xy[MovDir[x][y]].y;
3307 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3308 MovDir[x][y] = old_move_dir;
3312 else if (element == EL_DRAGON)
3314 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3315 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3316 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3318 int rnd = RND(rnd_value);
3320 if (can_move_on && rnd > rnd_value / 8)
3321 MovDir[x][y] = old_move_dir;
3322 else if (can_turn_left && can_turn_right)
3323 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3324 else if (can_turn_left && rnd > rnd_value / 8)
3325 MovDir[x][y] = left_dir;
3326 else if (can_turn_right && rnd > rnd_value / 8)
3327 MovDir[x][y] = right_dir;
3329 MovDir[x][y] = back_dir;
3331 xx = x + move_xy[MovDir[x][y]].x;
3332 yy = y + move_xy[MovDir[x][y]].y;
3334 if (!IS_FREE(xx, yy))
3335 MovDir[x][y] = old_move_dir;
3339 else if (element == EL_MOLE)
3341 boolean can_move_on =
3342 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3343 IS_AMOEBOID(Feld[move_x][move_y]) ||
3344 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3347 boolean can_turn_left =
3348 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3349 IS_AMOEBOID(Feld[left_x][left_y])));
3351 boolean can_turn_right =
3352 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3353 IS_AMOEBOID(Feld[right_x][right_y])));
3355 if (can_turn_left && can_turn_right)
3356 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3357 else if (can_turn_left)
3358 MovDir[x][y] = left_dir;
3360 MovDir[x][y] = right_dir;
3363 if (MovDir[x][y] != old_move_dir)
3366 else if (element == EL_BALLOON)
3368 MovDir[x][y] = game.balloon_dir;
3371 else if (element == EL_SPRING)
3373 if (MovDir[x][y] & MV_HORIZONTAL &&
3374 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3375 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3376 MovDir[x][y] = MV_NO_MOVING;
3380 else if (element == EL_ROBOT ||
3381 element == EL_SATELLITE ||
3382 element == EL_PENGUIN)
3384 int attr_x = -1, attr_y = -1;
3395 for (i=0; i<MAX_PLAYERS; i++)
3397 struct PlayerInfo *player = &stored_player[i];
3398 int jx = player->jx, jy = player->jy;
3400 if (!player->active)
3404 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3412 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3418 if (element == EL_PENGUIN)
3421 static int xy[4][2] =
3431 int ex = x + xy[i % 4][0];
3432 int ey = y + xy[i % 4][1];
3434 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3443 MovDir[x][y] = MV_NO_MOVING;
3445 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3446 else if (attr_x > x)
3447 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3449 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3450 else if (attr_y > y)
3451 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3453 if (element == EL_ROBOT)
3457 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3458 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3459 Moving2Blocked(x, y, &newx, &newy);
3461 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3462 MovDelay[x][y] = 8 + 8 * !RND(3);
3464 MovDelay[x][y] = 16;
3466 else if (element == EL_PENGUIN)
3472 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3474 boolean first_horiz = RND(2);
3475 int new_move_dir = MovDir[x][y];
3478 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3479 Moving2Blocked(x, y, &newx, &newy);
3481 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3485 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3486 Moving2Blocked(x, y, &newx, &newy);
3488 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3491 MovDir[x][y] = old_move_dir;
3495 else /* (element == EL_SATELLITE) */
3501 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3503 boolean first_horiz = RND(2);
3504 int new_move_dir = MovDir[x][y];
3507 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3508 Moving2Blocked(x, y, &newx, &newy);
3510 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3514 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3515 Moving2Blocked(x, y, &newx, &newy);
3517 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3520 MovDir[x][y] = old_move_dir;
3525 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3526 element_info[element].move_pattern == MV_TURNING_LEFT ||
3527 element_info[element].move_pattern == MV_TURNING_RIGHT)
3529 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3530 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3532 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3533 MovDir[x][y] = left_dir;
3534 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3535 MovDir[x][y] = right_dir;
3536 else if (can_turn_left && can_turn_right)
3537 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3538 else if (can_turn_left)
3539 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3540 else if (can_turn_right)
3541 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3543 MovDir[x][y] = back_dir;
3545 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3547 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3548 element_info[element].move_pattern == MV_VERTICAL)
3550 if (element_info[element].move_pattern & old_move_dir)
3551 MovDir[x][y] = back_dir;
3552 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3553 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3554 else if (element_info[element].move_pattern == MV_VERTICAL)
3555 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3557 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3559 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3561 MovDir[x][y] = element_info[element].move_pattern;
3562 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3564 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3566 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3567 MovDir[x][y] = left_dir;
3568 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3569 MovDir[x][y] = right_dir;
3571 if (MovDir[x][y] != old_move_dir)
3572 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3574 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3576 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3577 MovDir[x][y] = right_dir;
3578 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3579 MovDir[x][y] = left_dir;
3581 if (MovDir[x][y] != old_move_dir)
3582 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3584 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3585 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3587 int attr_x = -1, attr_y = -1;
3590 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3601 for (i=0; i<MAX_PLAYERS; i++)
3603 struct PlayerInfo *player = &stored_player[i];
3604 int jx = player->jx, jy = player->jy;
3606 if (!player->active)
3610 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3618 MovDir[x][y] = MV_NO_MOVING;
3620 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3621 else if (attr_x > x)
3622 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3624 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3625 else if (attr_y > y)
3626 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3628 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3630 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3632 boolean first_horiz = RND(2);
3633 int new_move_dir = MovDir[x][y];
3636 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3637 Moving2Blocked(x, y, &newx, &newy);
3639 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3643 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3644 Moving2Blocked(x, y, &newx, &newy);
3646 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3649 MovDir[x][y] = old_move_dir;
3654 static boolean JustBeingPushed(int x, int y)
3658 for (i=0; i<MAX_PLAYERS; i++)
3660 struct PlayerInfo *player = &stored_player[i];
3662 if (player->active && player->Pushing && player->MovPos)
3664 int next_jx = player->jx + (player->jx - player->last_jx);
3665 int next_jy = player->jy + (player->jy - player->last_jy);
3667 if (x == next_jx && y == next_jy)
3675 void StartMoving(int x, int y)
3677 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3678 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3679 int element = Feld[x][y];
3684 /* !!! this should be handled more generic (not only for mole) !!! */
3685 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3686 GfxAction[x][y] = ACTION_DEFAULT;
3688 if (CAN_FALL(element) && y < lev_fieldy - 1)
3690 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3691 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3692 if (JustBeingPushed(x, y))
3695 if (element == EL_QUICKSAND_FULL)
3697 if (IS_FREE(x, y + 1))
3699 InitMovingField(x, y, MV_DOWN);
3700 started_moving = TRUE;
3702 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3703 Store[x][y] = EL_ROCK;
3705 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3707 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3710 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3712 if (!MovDelay[x][y])
3713 MovDelay[x][y] = TILEY + 1;
3722 Feld[x][y] = EL_QUICKSAND_EMPTY;
3723 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3724 Store[x][y + 1] = Store[x][y];
3727 PlaySoundLevelAction(x, y, ACTION_FILLING);
3729 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3733 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3734 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3736 InitMovingField(x, y, MV_DOWN);
3737 started_moving = TRUE;
3739 Feld[x][y] = EL_QUICKSAND_FILLING;
3740 Store[x][y] = element;
3742 PlaySoundLevelAction(x, y, ACTION_FILLING);
3744 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3747 else if (element == EL_MAGIC_WALL_FULL)
3749 if (IS_FREE(x, y + 1))
3751 InitMovingField(x, y, MV_DOWN);
3752 started_moving = TRUE;
3754 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3755 Store[x][y] = EL_CHANGED(Store[x][y]);
3757 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3759 if (!MovDelay[x][y])
3760 MovDelay[x][y] = TILEY/4 + 1;
3769 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3770 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3771 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3775 else if (element == EL_BD_MAGIC_WALL_FULL)
3777 if (IS_FREE(x, y + 1))
3779 InitMovingField(x, y, MV_DOWN);
3780 started_moving = TRUE;
3782 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3783 Store[x][y] = EL_CHANGED2(Store[x][y]);
3785 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3787 if (!MovDelay[x][y])
3788 MovDelay[x][y] = TILEY/4 + 1;
3797 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3798 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3799 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3803 else if (CAN_PASS_MAGIC_WALL(element) &&
3804 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3805 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3807 InitMovingField(x, y, MV_DOWN);
3808 started_moving = TRUE;
3811 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3812 EL_BD_MAGIC_WALL_FILLING);
3813 Store[x][y] = element;
3816 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3818 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3823 InitMovingField(x, y, MV_DOWN);
3824 started_moving = TRUE;
3826 Store[x][y] = EL_ACID;
3828 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3829 GfxAction[x][y + 1] = ACTION_ACTIVE;
3835 /* TEST: bug where player gets not killed by falling rock ... */
3836 else if (CAN_SMASH(element) &&
3837 (Feld[x][y + 1] == EL_BLOCKED ||
3838 IS_PLAYER(x, y + 1)) &&
3839 JustStopped[x][y] && !Pushed[x][y + 1])
3843 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3844 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3845 JustStopped[x][y] && !Pushed[x][y + 1])
3847 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3853 /* calling "Impact()" here is not only completely unneccessary
3854 (because it already gets called from "ContinueMoving()" in
3855 all relevant situations), but also completely bullshit, because
3856 "JustStopped" also indicates a finished *horizontal* movement;
3857 we must keep this trash for backwards compatibility with older
3863 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3865 if (MovDir[x][y] == MV_NO_MOVING)
3867 InitMovingField(x, y, MV_DOWN);
3868 started_moving = TRUE;
3871 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3873 if (JustStopped[x][y]) /* prevent animation from being restarted */
3874 MovDir[x][y] = MV_DOWN;
3876 InitMovingField(x, y, MV_DOWN);
3877 started_moving = TRUE;
3879 else if (element == EL_AMOEBA_DROP)
3881 Feld[x][y] = EL_AMOEBA_GROWING;
3882 Store[x][y] = EL_AMOEBA_WET;
3884 /* Store[x][y + 1] must be zero, because:
3885 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3888 #if OLD_GAME_BEHAVIOUR
3889 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3891 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3892 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3893 element != EL_DX_SUPABOMB)
3896 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3897 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3898 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3899 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3902 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3903 (IS_FREE(x - 1, y + 1) ||
3904 Feld[x - 1][y + 1] == EL_ACID));
3905 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3906 (IS_FREE(x + 1, y + 1) ||
3907 Feld[x + 1][y + 1] == EL_ACID));
3908 boolean can_fall_any = (can_fall_left || can_fall_right);
3909 boolean can_fall_both = (can_fall_left && can_fall_right);
3911 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3913 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3915 if (slippery_type == SLIPPERY_ONLY_LEFT)
3916 can_fall_right = FALSE;
3917 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3918 can_fall_left = FALSE;
3919 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3920 can_fall_right = FALSE;
3921 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3922 can_fall_left = FALSE;
3924 can_fall_any = (can_fall_left || can_fall_right);
3925 can_fall_both = (can_fall_left && can_fall_right);
3930 if (can_fall_both &&
3931 (game.emulation != EMU_BOULDERDASH &&
3932 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3933 can_fall_left = !(can_fall_right = RND(2));
3935 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3936 started_moving = TRUE;
3939 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3941 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3942 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3943 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3944 int belt_dir = game.belt_dir[belt_nr];
3946 if ((belt_dir == MV_LEFT && left_is_free) ||
3947 (belt_dir == MV_RIGHT && right_is_free))
3949 InitMovingField(x, y, belt_dir);
3950 started_moving = TRUE;
3952 GfxAction[x][y] = ACTION_DEFAULT;
3957 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3958 if (CAN_MOVE(element) && !started_moving)
3962 if ((element == EL_SATELLITE ||
3963 element == EL_BALLOON ||
3964 element == EL_SPRING)
3965 && JustBeingPushed(x, y))
3970 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3971 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3973 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3975 Moving2Blocked(x, y, &newx, &newy);
3976 if (Feld[newx][newy] == EL_BLOCKED)
3977 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3982 if (!MovDelay[x][y]) /* start new movement phase */
3984 /* all objects that can change their move direction after each step
3985 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3987 if (element != EL_YAMYAM &&
3988 element != EL_DARK_YAMYAM &&
3989 element != EL_PACMAN &&
3990 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3991 element_info[element].move_pattern != MV_TURNING_LEFT &&
3992 element_info[element].move_pattern != MV_TURNING_RIGHT)
3996 if (MovDelay[x][y] && (element == EL_BUG ||
3997 element == EL_SPACESHIP ||
3998 element == EL_SP_SNIKSNAK ||
3999 element == EL_SP_ELECTRON ||
4000 element == EL_MOLE))
4001 DrawLevelField(x, y);
4005 if (MovDelay[x][y]) /* wait some time before next movement */
4010 if (element == EL_YAMYAM)
4013 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4014 DrawLevelElementAnimation(x, y, element);
4018 if (MovDelay[x][y]) /* element still has to wait some time */
4021 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4022 ResetGfxAnimation(x, y);
4024 GfxAction[x][y] = ACTION_WAITING;
4027 if (element == EL_ROBOT ||
4029 element == EL_PACMAN ||
4031 element == EL_YAMYAM ||
4032 element == EL_DARK_YAMYAM)
4035 DrawLevelElementAnimation(x, y, element);
4037 DrawLevelElementAnimationIfNeeded(x, y, element);
4039 PlaySoundLevelAction(x, y, ACTION_WAITING);
4041 else if (element == EL_SP_ELECTRON)
4042 DrawLevelElementAnimationIfNeeded(x, y, element);
4043 else if (element == EL_DRAGON)
4046 int dir = MovDir[x][y];
4047 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4048 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4049 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4050 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4051 dir == MV_UP ? IMG_FLAMES_1_UP :
4052 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4053 int frame = getGraphicAnimationFrame(graphic, -1);
4055 for (i=1; i<=3; i++)
4057 int xx = x + i*dx, yy = y + i*dy;
4058 int sx = SCREENX(xx), sy = SCREENY(yy);
4059 int flame_graphic = graphic + (i - 1);
4061 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4066 int flamed = MovingOrBlocked2Element(xx, yy);
4068 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4071 RemoveMovingField(xx, yy);
4073 Feld[xx][yy] = EL_FLAMES;
4074 if (IN_SCR_FIELD(sx, sy))
4075 DrawGraphic(sx, sy, flame_graphic, frame);
4079 if (Feld[xx][yy] == EL_FLAMES)
4080 Feld[xx][yy] = EL_EMPTY;
4081 DrawLevelField(xx, yy);
4086 if (MovDelay[x][y]) /* element still has to wait some time */
4088 PlaySoundLevelAction(x, y, ACTION_WAITING);
4093 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4094 for all other elements GfxAction will be set by InitMovingField() */
4095 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4096 GfxAction[x][y] = ACTION_MOVING;
4099 /* now make next step */
4101 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4103 if (DONT_COLLIDE_WITH(element) &&
4104 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4105 !PLAYER_PROTECTED(newx, newy))
4108 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4111 /* player killed by element which is deadly when colliding with */
4113 KillHero(PLAYERINFO(newx, newy));
4118 else if ((element == EL_PENGUIN ||
4119 element == EL_ROBOT ||
4120 element == EL_SATELLITE ||
4121 element == EL_BALLOON ||
4122 IS_CUSTOM_ELEMENT(element)) &&
4123 IN_LEV_FIELD(newx, newy) &&
4124 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4127 Store[x][y] = EL_ACID;
4129 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4131 if (Feld[newx][newy] == EL_EXIT_OPEN)
4133 Feld[x][y] = EL_EMPTY;
4134 DrawLevelField(x, y);
4136 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4137 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4138 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4140 local_player->friends_still_needed--;
4141 if (!local_player->friends_still_needed &&
4142 !local_player->GameOver && AllPlayersGone)
4143 local_player->LevelSolved = local_player->GameOver = TRUE;
4147 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4149 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4150 DrawLevelField(newx, newy);
4152 MovDir[x][y] = MV_NO_MOVING;
4154 else if (!IS_FREE(newx, newy))
4156 GfxAction[x][y] = ACTION_WAITING;
4158 if (IS_PLAYER(x, y))
4159 DrawPlayerField(x, y);
4161 DrawLevelField(x, y);
4165 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4167 if (IS_FOOD_PIG(Feld[newx][newy]))
4169 if (IS_MOVING(newx, newy))
4170 RemoveMovingField(newx, newy);
4173 Feld[newx][newy] = EL_EMPTY;
4174 DrawLevelField(newx, newy);
4177 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4179 else if (!IS_FREE(newx, newy))
4181 if (IS_PLAYER(x, y))
4182 DrawPlayerField(x, y);
4184 DrawLevelField(x, y);
4188 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4190 if (!IS_FREE(newx, newy))
4192 if (IS_PLAYER(x, y))
4193 DrawPlayerField(x, y);
4195 DrawLevelField(x, y);
4200 boolean wanna_flame = !RND(10);
4201 int dx = newx - x, dy = newy - y;
4202 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4203 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4204 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4205 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4206 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4207 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4210 IS_CLASSIC_ENEMY(element1) ||
4211 IS_CLASSIC_ENEMY(element2)) &&
4212 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4213 element1 != EL_FLAMES && element2 != EL_FLAMES)
4215 if (IS_PLAYER(x, y))
4216 DrawPlayerField(x, y);
4218 DrawLevelField(x, y);
4220 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4222 MovDelay[x][y] = 50;
4223 Feld[newx][newy] = EL_FLAMES;
4224 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4225 Feld[newx1][newy1] = EL_FLAMES;
4226 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4227 Feld[newx2][newy2] = EL_FLAMES;
4232 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4233 Feld[newx][newy] == EL_DIAMOND)
4235 if (IS_MOVING(newx, newy))
4236 RemoveMovingField(newx, newy);
4239 Feld[newx][newy] = EL_EMPTY;
4240 DrawLevelField(newx, newy);
4243 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4245 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4246 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4248 if (AmoebaNr[newx][newy])
4250 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4251 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4252 Feld[newx][newy] == EL_BD_AMOEBA)
4253 AmoebaCnt[AmoebaNr[newx][newy]]--;
4256 if (IS_MOVING(newx, newy))
4257 RemoveMovingField(newx, newy);
4260 Feld[newx][newy] = EL_EMPTY;
4261 DrawLevelField(newx, newy);
4264 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4266 else if ((element == EL_PACMAN || element == EL_MOLE)
4267 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4269 if (AmoebaNr[newx][newy])
4271 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4272 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4273 Feld[newx][newy] == EL_BD_AMOEBA)
4274 AmoebaCnt[AmoebaNr[newx][newy]]--;
4277 if (element == EL_MOLE)
4279 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4280 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4282 ResetGfxAnimation(x, y);
4283 GfxAction[x][y] = ACTION_DIGGING;
4284 DrawLevelField(x, y);
4286 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4287 return; /* wait for shrinking amoeba */
4289 else /* element == EL_PACMAN */
4291 Feld[newx][newy] = EL_EMPTY;
4292 DrawLevelField(newx, newy);
4293 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4296 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4297 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4298 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4300 /* wait for shrinking amoeba to completely disappear */
4303 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4305 /* object was running against a wall */
4310 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4311 DrawLevelElementAnimation(x, y, element);
4313 if (element == EL_BUG ||
4314 element == EL_SPACESHIP ||
4315 element == EL_SP_SNIKSNAK)
4316 DrawLevelField(x, y);
4317 else if (element == EL_MOLE)
4318 DrawLevelField(x, y);
4319 else if (element == EL_BD_BUTTERFLY ||
4320 element == EL_BD_FIREFLY)
4321 DrawLevelElementAnimationIfNeeded(x, y, element);
4322 else if (element == EL_SATELLITE)
4323 DrawLevelElementAnimationIfNeeded(x, y, element);
4324 else if (element == EL_SP_ELECTRON)
4325 DrawLevelElementAnimationIfNeeded(x, y, element);
4328 if (DONT_TOUCH(element))
4329 TestIfBadThingTouchesHero(x, y);
4332 PlaySoundLevelAction(x, y, ACTION_WAITING);
4338 InitMovingField(x, y, MovDir[x][y]);
4340 PlaySoundLevelAction(x, y, ACTION_MOVING);
4344 ContinueMoving(x, y);
4347 void ContinueMoving(int x, int y)
4349 int element = Feld[x][y];
4350 int direction = MovDir[x][y];
4351 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4352 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4353 int newx = x + dx, newy = y + dy;
4354 int nextx = newx + dx, nexty = newy + dy;
4355 boolean pushed = Pushed[x][y];
4357 MovPos[x][y] += getElementMoveStepsize(x, y);
4359 if (pushed) /* special case: moving object pushed by player */
4360 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4362 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4364 Feld[x][y] = EL_EMPTY;
4365 Feld[newx][newy] = element;
4366 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4368 if (element == EL_MOLE)
4370 Feld[x][y] = EL_SAND;
4372 DrawLevelFieldCrumbledSandNeighbours(x, y);
4374 else if (element == EL_QUICKSAND_FILLING)
4376 element = Feld[newx][newy] = get_next_element(element);
4377 Store[newx][newy] = Store[x][y];
4379 else if (element == EL_QUICKSAND_EMPTYING)
4381 Feld[x][y] = get_next_element(element);
4382 element = Feld[newx][newy] = Store[x][y];
4384 else if (element == EL_MAGIC_WALL_FILLING)
4386 element = Feld[newx][newy] = get_next_element(element);
4387 if (!game.magic_wall_active)
4388 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4389 Store[newx][newy] = Store[x][y];
4391 else if (element == EL_MAGIC_WALL_EMPTYING)
4393 Feld[x][y] = get_next_element(element);
4394 if (!game.magic_wall_active)
4395 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4396 element = Feld[newx][newy] = Store[x][y];
4398 else if (element == EL_BD_MAGIC_WALL_FILLING)
4400 element = Feld[newx][newy] = get_next_element(element);
4401 if (!game.magic_wall_active)
4402 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4403 Store[newx][newy] = Store[x][y];
4405 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4407 Feld[x][y] = get_next_element(element);
4408 if (!game.magic_wall_active)
4409 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4410 element = Feld[newx][newy] = Store[x][y];
4412 else if (element == EL_AMOEBA_DROPPING)
4414 Feld[x][y] = get_next_element(element);
4415 element = Feld[newx][newy] = Store[x][y];
4417 else if (element == EL_SOKOBAN_OBJECT)
4420 Feld[x][y] = Back[x][y];
4422 if (Back[newx][newy])
4423 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4425 Back[x][y] = Back[newx][newy] = 0;
4427 else if (Store[x][y] == EL_ACID)
4429 element = Feld[newx][newy] = EL_ACID;
4433 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4434 MovDelay[newx][newy] = 0;
4436 /* copy element change control values to new field */
4437 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4438 Changed[newx][newy] = Changed[x][y];
4439 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4441 ChangeDelay[x][y] = 0;
4442 Changed[x][y] = CE_BITMASK_DEFAULT;
4443 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4445 /* copy animation control values to new field */
4446 GfxFrame[newx][newy] = GfxFrame[x][y];
4447 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4448 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4450 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4452 ResetGfxAnimation(x, y); /* reset animation values for old field */
4455 /* 2.1.1 (does not work correctly for spring) */
4456 if (!CAN_MOVE(element))
4457 MovDir[newx][newy] = 0;
4461 /* (does not work for falling objects that slide horizontally) */
4462 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4463 MovDir[newx][newy] = 0;
4466 if (!CAN_MOVE(element) ||
4467 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4468 MovDir[newx][newy] = 0;
4471 if (!CAN_MOVE(element) ||
4472 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4473 MovDir[newx][newy] = 0;
4477 DrawLevelField(x, y);
4478 DrawLevelField(newx, newy);
4480 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4482 if (!pushed) /* special case: moving object pushed by player */
4483 JustStopped[newx][newy] = 3;
4485 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4487 TestIfBadThingTouchesHero(newx, newy);
4488 TestIfBadThingTouchesFriend(newx, newy);
4489 TestIfBadThingTouchesOtherBadThing(newx, newy);
4491 else if (element == EL_PENGUIN)
4492 TestIfFriendTouchesBadThing(newx, newy);
4494 if (CAN_FALL(element) && direction == MV_DOWN &&
4495 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4498 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4499 CheckElementChange(newx, newy, element, CE_COLLISION);
4502 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4505 TestIfPlayerTouchesCustomElement(newx, newy);
4506 TestIfElementTouchesCustomElement(newx, newy);
4508 else /* still moving on */
4510 DrawLevelField(x, y);
4514 int AmoebeNachbarNr(int ax, int ay)
4517 int element = Feld[ax][ay];
4519 static int xy[4][2] =
4529 int x = ax + xy[i][0];
4530 int y = ay + xy[i][1];
4532 if (!IN_LEV_FIELD(x, y))
4535 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4536 group_nr = AmoebaNr[x][y];
4542 void AmoebenVereinigen(int ax, int ay)
4544 int i, x, y, xx, yy;
4545 int new_group_nr = AmoebaNr[ax][ay];
4546 static int xy[4][2] =
4554 if (new_group_nr == 0)
4562 if (!IN_LEV_FIELD(x, y))
4565 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4566 Feld[x][y] == EL_BD_AMOEBA ||
4567 Feld[x][y] == EL_AMOEBA_DEAD) &&
4568 AmoebaNr[x][y] != new_group_nr)
4570 int old_group_nr = AmoebaNr[x][y];
4572 if (old_group_nr == 0)
4575 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4576 AmoebaCnt[old_group_nr] = 0;
4577 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4578 AmoebaCnt2[old_group_nr] = 0;
4580 for (yy=0; yy<lev_fieldy; yy++)
4582 for (xx=0; xx<lev_fieldx; xx++)
4584 if (AmoebaNr[xx][yy] == old_group_nr)
4585 AmoebaNr[xx][yy] = new_group_nr;
4592 void AmoebeUmwandeln(int ax, int ay)
4596 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4598 int group_nr = AmoebaNr[ax][ay];
4603 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4604 printf("AmoebeUmwandeln(): This should never happen!\n");
4609 for (y=0; y<lev_fieldy; y++)
4611 for (x=0; x<lev_fieldx; x++)
4613 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4616 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4620 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4621 SND_AMOEBA_TURNING_TO_GEM :
4622 SND_AMOEBA_TURNING_TO_ROCK));
4627 static int xy[4][2] =
4640 if (!IN_LEV_FIELD(x, y))
4643 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4645 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4646 SND_AMOEBA_TURNING_TO_GEM :
4647 SND_AMOEBA_TURNING_TO_ROCK));
4654 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4657 int group_nr = AmoebaNr[ax][ay];
4658 boolean done = FALSE;
4663 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4664 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4669 for (y=0; y<lev_fieldy; y++)
4671 for (x=0; x<lev_fieldx; x++)
4673 if (AmoebaNr[x][y] == group_nr &&
4674 (Feld[x][y] == EL_AMOEBA_DEAD ||
4675 Feld[x][y] == EL_BD_AMOEBA ||
4676 Feld[x][y] == EL_AMOEBA_GROWING))
4679 Feld[x][y] = new_element;
4680 InitField(x, y, FALSE);
4681 DrawLevelField(x, y);
4688 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4689 SND_BD_AMOEBA_TURNING_TO_ROCK :
4690 SND_BD_AMOEBA_TURNING_TO_GEM));
4693 void AmoebeWaechst(int x, int y)
4695 static unsigned long sound_delay = 0;
4696 static unsigned long sound_delay_value = 0;
4698 if (!MovDelay[x][y]) /* start new growing cycle */
4702 if (DelayReached(&sound_delay, sound_delay_value))
4705 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4707 if (Store[x][y] == EL_BD_AMOEBA)
4708 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4710 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4712 sound_delay_value = 30;
4716 if (MovDelay[x][y]) /* wait some time before growing bigger */
4719 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4721 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4722 6 - MovDelay[x][y]);
4724 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4727 if (!MovDelay[x][y])
4729 Feld[x][y] = Store[x][y];
4731 DrawLevelField(x, y);
4736 void AmoebaDisappearing(int x, int y)
4738 static unsigned long sound_delay = 0;
4739 static unsigned long sound_delay_value = 0;
4741 if (!MovDelay[x][y]) /* start new shrinking cycle */
4745 if (DelayReached(&sound_delay, sound_delay_value))
4746 sound_delay_value = 30;
4749 if (MovDelay[x][y]) /* wait some time before shrinking */
4752 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4754 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4755 6 - MovDelay[x][y]);
4757 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4760 if (!MovDelay[x][y])
4762 Feld[x][y] = EL_EMPTY;
4763 DrawLevelField(x, y);
4765 /* don't let mole enter this field in this cycle;
4766 (give priority to objects falling to this field from above) */
4772 void AmoebeAbleger(int ax, int ay)
4775 int element = Feld[ax][ay];
4776 int graphic = el2img(element);
4777 int newax = ax, neway = ay;
4778 static int xy[4][2] =
4786 if (!level.amoeba_speed)
4788 Feld[ax][ay] = EL_AMOEBA_DEAD;
4789 DrawLevelField(ax, ay);
4793 if (IS_ANIMATED(graphic))
4794 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4796 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4797 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4799 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4802 if (MovDelay[ax][ay])
4806 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4809 int x = ax + xy[start][0];
4810 int y = ay + xy[start][1];
4812 if (!IN_LEV_FIELD(x, y))
4815 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4816 if (IS_FREE(x, y) ||
4817 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4823 if (newax == ax && neway == ay)
4826 else /* normal or "filled" (BD style) amoeba */
4829 boolean waiting_for_player = FALSE;
4833 int j = (start + i) % 4;
4834 int x = ax + xy[j][0];
4835 int y = ay + xy[j][1];
4837 if (!IN_LEV_FIELD(x, y))
4840 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4841 if (IS_FREE(x, y) ||
4842 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4848 else if (IS_PLAYER(x, y))
4849 waiting_for_player = TRUE;
4852 if (newax == ax && neway == ay) /* amoeba cannot grow */
4854 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4856 Feld[ax][ay] = EL_AMOEBA_DEAD;
4857 DrawLevelField(ax, ay);
4858 AmoebaCnt[AmoebaNr[ax][ay]]--;
4860 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4862 if (element == EL_AMOEBA_FULL)
4863 AmoebeUmwandeln(ax, ay);
4864 else if (element == EL_BD_AMOEBA)
4865 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4870 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4872 /* amoeba gets larger by growing in some direction */
4874 int new_group_nr = AmoebaNr[ax][ay];
4877 if (new_group_nr == 0)
4879 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4880 printf("AmoebeAbleger(): This should never happen!\n");
4885 AmoebaNr[newax][neway] = new_group_nr;
4886 AmoebaCnt[new_group_nr]++;
4887 AmoebaCnt2[new_group_nr]++;
4889 /* if amoeba touches other amoeba(s) after growing, unify them */
4890 AmoebenVereinigen(newax, neway);
4892 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4894 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4900 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4901 (neway == lev_fieldy - 1 && newax != ax))
4903 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4904 Store[newax][neway] = element;
4906 else if (neway == ay)
4908 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4910 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4912 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4917 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4918 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4919 Store[ax][ay] = EL_AMOEBA_DROP;
4920 ContinueMoving(ax, ay);
4924 DrawLevelField(newax, neway);
4927 void Life(int ax, int ay)
4930 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4932 int element = Feld[ax][ay];
4933 int graphic = el2img(element);
4934 boolean changed = FALSE;
4936 if (IS_ANIMATED(graphic))
4937 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4942 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4943 MovDelay[ax][ay] = life_time;
4945 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4948 if (MovDelay[ax][ay])
4952 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4954 int xx = ax+x1, yy = ay+y1;
4957 if (!IN_LEV_FIELD(xx, yy))
4960 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4962 int x = xx+x2, y = yy+y2;
4964 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4967 if (((Feld[x][y] == element ||
4968 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4970 (IS_FREE(x, y) && Stop[x][y]))
4974 if (xx == ax && yy == ay) /* field in the middle */
4976 if (nachbarn < life[0] || nachbarn > life[1])
4978 Feld[xx][yy] = EL_EMPTY;
4980 DrawLevelField(xx, yy);
4981 Stop[xx][yy] = TRUE;
4985 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4986 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4987 { /* free border field */
4988 if (nachbarn >= life[2] && nachbarn <= life[3])
4990 Feld[xx][yy] = element;
4991 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4993 DrawLevelField(xx, yy);
4994 Stop[xx][yy] = TRUE;
5001 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5002 SND_GAME_OF_LIFE_GROWING);
5005 static void InitRobotWheel(int x, int y)
5007 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5010 static void RunRobotWheel(int x, int y)
5012 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5015 static void StopRobotWheel(int x, int y)
5017 if (ZX == x && ZY == y)
5021 static void InitTimegateWheel(int x, int y)
5023 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5026 static void RunTimegateWheel(int x, int y)
5028 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5031 void CheckExit(int x, int y)
5033 if (local_player->gems_still_needed > 0 ||
5034 local_player->sokobanfields_still_needed > 0 ||
5035 local_player->lights_still_needed > 0)
5037 int element = Feld[x][y];
5038 int graphic = el2img(element);
5040 if (IS_ANIMATED(graphic))
5041 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5046 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5049 Feld[x][y] = EL_EXIT_OPENING;
5051 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5054 void CheckExitSP(int x, int y)
5056 if (local_player->gems_still_needed > 0)
5058 int element = Feld[x][y];
5059 int graphic = el2img(element);
5061 if (IS_ANIMATED(graphic))
5062 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5067 Feld[x][y] = EL_SP_EXIT_OPEN;
5069 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5072 static void CloseAllOpenTimegates()
5076 for (y=0; y<lev_fieldy; y++)
5078 for (x=0; x<lev_fieldx; x++)
5080 int element = Feld[x][y];
5082 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5084 Feld[x][y] = EL_TIMEGATE_CLOSING;
5086 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5088 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5095 void EdelsteinFunkeln(int x, int y)
5097 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5100 if (Feld[x][y] == EL_BD_DIAMOND)
5103 if (MovDelay[x][y] == 0) /* next animation frame */
5104 MovDelay[x][y] = 11 * !SimpleRND(500);
5106 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5110 if (setup.direct_draw && MovDelay[x][y])
5111 SetDrawtoField(DRAW_BUFFERED);
5113 DrawLevelElementAnimation(x, y, Feld[x][y]);
5115 if (MovDelay[x][y] != 0)
5117 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5118 10 - MovDelay[x][y]);
5120 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5122 if (setup.direct_draw)
5126 dest_x = FX + SCREENX(x) * TILEX;
5127 dest_y = FY + SCREENY(y) * TILEY;
5129 BlitBitmap(drawto_field, window,
5130 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5131 SetDrawtoField(DRAW_DIRECT);
5137 void MauerWaechst(int x, int y)
5141 if (!MovDelay[x][y]) /* next animation frame */
5142 MovDelay[x][y] = 3 * delay;
5144 if (MovDelay[x][y]) /* wait some time before next frame */
5148 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5150 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5151 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5153 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5156 if (!MovDelay[x][y])
5158 if (MovDir[x][y] == MV_LEFT)
5160 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5161 DrawLevelField(x - 1, y);
5163 else if (MovDir[x][y] == MV_RIGHT)
5165 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5166 DrawLevelField(x + 1, y);
5168 else if (MovDir[x][y] == MV_UP)
5170 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5171 DrawLevelField(x, y - 1);
5175 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5176 DrawLevelField(x, y + 1);
5179 Feld[x][y] = Store[x][y];
5181 MovDir[x][y] = MV_NO_MOVING;
5182 DrawLevelField(x, y);
5187 void MauerAbleger(int ax, int ay)
5189 int element = Feld[ax][ay];
5190 int graphic = el2img(element);
5191 boolean oben_frei = FALSE, unten_frei = FALSE;
5192 boolean links_frei = FALSE, rechts_frei = FALSE;
5193 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5194 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5195 boolean new_wall = FALSE;
5197 if (IS_ANIMATED(graphic))
5198 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5200 if (!MovDelay[ax][ay]) /* start building new wall */
5201 MovDelay[ax][ay] = 6;
5203 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5206 if (MovDelay[ax][ay])
5210 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5212 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5214 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5216 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5219 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5220 element == EL_EXPANDABLE_WALL_ANY)
5224 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5225 Store[ax][ay-1] = element;
5226 MovDir[ax][ay-1] = MV_UP;
5227 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5228 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5229 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5234 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5235 Store[ax][ay+1] = element;
5236 MovDir[ax][ay+1] = MV_DOWN;
5237 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5238 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5239 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5244 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5245 element == EL_EXPANDABLE_WALL_ANY ||
5246 element == EL_EXPANDABLE_WALL)
5250 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5251 Store[ax-1][ay] = element;
5252 MovDir[ax-1][ay] = MV_LEFT;
5253 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5254 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5255 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5261 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5262 Store[ax+1][ay] = element;
5263 MovDir[ax+1][ay] = MV_RIGHT;
5264 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5265 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5266 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5271 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5272 DrawLevelField(ax, ay);
5274 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5276 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5277 unten_massiv = TRUE;
5278 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5279 links_massiv = TRUE;
5280 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5281 rechts_massiv = TRUE;
5283 if (((oben_massiv && unten_massiv) ||
5284 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5285 element == EL_EXPANDABLE_WALL) &&
5286 ((links_massiv && rechts_massiv) ||
5287 element == EL_EXPANDABLE_WALL_VERTICAL))
5288 Feld[ax][ay] = EL_WALL;
5292 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5294 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5298 void CheckForDragon(int x, int y)
5301 boolean dragon_found = FALSE;
5302 static int xy[4][2] =
5314 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5316 if (IN_LEV_FIELD(xx, yy) &&
5317 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5319 if (Feld[xx][yy] == EL_DRAGON)
5320 dragon_found = TRUE;
5333 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5335 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5337 Feld[xx][yy] = EL_EMPTY;
5338 DrawLevelField(xx, yy);
5347 static void InitBuggyBase(int x, int y)
5349 int element = Feld[x][y];
5350 int activating_delay = FRAMES_PER_SECOND / 4;
5353 (element == EL_SP_BUGGY_BASE ?
5354 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5355 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5357 element == EL_SP_BUGGY_BASE_ACTIVE ?
5358 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5361 static void WarnBuggyBase(int x, int y)
5364 static int xy[4][2] =
5374 int xx = x + xy[i][0], yy = y + xy[i][1];
5376 if (IS_PLAYER(xx, yy))
5378 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5385 static void InitTrap(int x, int y)
5387 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5390 static void ActivateTrap(int x, int y)
5392 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5395 static void ChangeActiveTrap(int x, int y)
5397 int graphic = IMG_TRAP_ACTIVE;
5399 /* if new animation frame was drawn, correct crumbled sand border */
5400 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5401 DrawLevelFieldCrumbledSand(x, y);
5404 static void ChangeElementNowExt(int x, int y, int target_element)
5406 /* check if element under player changes from accessible to unaccessible
5407 (needed for special case of dropping element which then changes) */
5408 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5409 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5416 Feld[x][y] = target_element;
5418 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5420 ResetGfxAnimation(x, y);
5421 ResetRandomAnimationValue(x, y);
5423 InitField(x, y, FALSE);
5424 if (CAN_MOVE(Feld[x][y]))
5427 DrawLevelField(x, y);
5429 if (GFX_CRUMBLED(Feld[x][y]))
5430 DrawLevelFieldCrumbledSandNeighbours(x, y);
5432 TestIfBadThingTouchesHero(x, y);
5433 TestIfPlayerTouchesCustomElement(x, y);
5434 TestIfElementTouchesCustomElement(x, y);
5436 if (ELEM_IS_PLAYER(target_element))
5437 RelocatePlayer(x, y, target_element);
5440 static boolean ChangeElementNow(int x, int y, int element, int page)
5442 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5444 /* always use default change event to prevent running into a loop */
5445 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5446 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5448 /* do not change already changed elements with same change event */
5450 if (Changed[x][y] & ChangeEvent[x][y])
5457 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5459 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5461 if (change->explode)
5468 if (change->use_content)
5470 boolean complete_change = TRUE;
5471 boolean can_change[3][3];
5474 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5476 boolean half_destructible;
5477 int ex = x + xx - 1;
5478 int ey = y + yy - 1;
5481 can_change[xx][yy] = TRUE;
5483 if (ex == x && ey == y) /* do not check changing element itself */
5486 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5488 can_change[xx][yy] = FALSE; /* do not change empty borders */
5493 if (!IN_LEV_FIELD(ex, ey))
5495 can_change[xx][yy] = FALSE;
5496 complete_change = FALSE;
5503 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5504 e = MovingOrBlocked2Element(ex, ey);
5506 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5508 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5509 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5510 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5512 can_change[xx][yy] = FALSE;
5513 complete_change = FALSE;
5517 if (!change->only_complete || complete_change)
5519 boolean something_has_changed = FALSE;
5521 if (change->only_complete && change->use_random_change &&
5522 RND(100) < change->random)
5525 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5527 int ex = x + xx - 1;
5528 int ey = y + yy - 1;
5530 if (can_change[xx][yy] && (!change->use_random_change ||
5531 RND(100) < change->random))
5533 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5534 RemoveMovingField(ex, ey);
5536 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5538 something_has_changed = TRUE;
5540 /* for symmetry reasons, freeze newly created border elements */
5541 if (ex != x || ey != y)
5542 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5546 if (something_has_changed)
5547 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5552 ChangeElementNowExt(x, y, change->target_element);
5554 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5560 static void ChangeElement(int x, int y, int page)
5562 int element = MovingOrBlocked2Element(x, y);
5563 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5567 if (!CAN_CHANGE(element))
5570 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5571 x, y, element, element_info[element].token_name);
5572 printf("ChangeElement(): This should never happen!\n");
5578 if (ChangeDelay[x][y] == 0) /* initialize element change */
5580 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5581 RND(change->delay_random * change->delay_frames)) + 1;
5583 ResetGfxAnimation(x, y);
5584 ResetRandomAnimationValue(x, y);
5586 if (change->pre_change_function)
5587 change->pre_change_function(x, y);
5590 ChangeDelay[x][y]--;
5592 if (ChangeDelay[x][y] != 0) /* continue element change */
5594 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5596 if (IS_ANIMATED(graphic))
5597 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5599 if (change->change_function)
5600 change->change_function(x, y);
5602 else /* finish element change */
5604 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5606 ChangeDelay[x][y] = 1; /* try change after next move step */
5611 if (ChangeElementNow(x, y, element, page))
5613 if (change->post_change_function)
5614 change->post_change_function(x, y);
5619 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5620 int trigger_element,
5626 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5629 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5631 int element = EL_CUSTOM_START + i;
5633 boolean change_element = FALSE;
5636 if (!CAN_CHANGE(element) ||
5637 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5640 for (j=0; j < element_info[element].num_change_pages; j++)
5642 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5644 if (change->sides & trigger_side &&
5645 change->trigger_element == trigger_element)
5647 change_element = TRUE;
5654 if (!change_element)
5657 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5660 if (x == lx && y == ly) /* do not change trigger element itself */
5664 if (Feld[x][y] == element)
5666 ChangeDelay[x][y] = 1;
5667 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5668 ChangeElement(x, y, page);
5676 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5679 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5683 static boolean CheckElementSideChange(int x, int y, int element, int side,
5684 int trigger_event, int page)
5686 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5689 if (Feld[x][y] == EL_BLOCKED)
5691 Blocked2Moving(x, y, &x, &y);
5692 element = Feld[x][y];
5696 page = element_info[element].event_page_nr[trigger_event];
5698 if (!(element_info[element].change_page[page].sides & side))
5701 ChangeDelay[x][y] = 1;
5702 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5703 ChangeElement(x, y, page);
5708 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5710 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5713 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5715 static byte stored_player_action[MAX_PLAYERS];
5716 static int num_stored_actions = 0;
5717 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5718 int left = player_action & JOY_LEFT;
5719 int right = player_action & JOY_RIGHT;
5720 int up = player_action & JOY_UP;
5721 int down = player_action & JOY_DOWN;
5722 int button1 = player_action & JOY_BUTTON_1;
5723 int button2 = player_action & JOY_BUTTON_2;
5724 int dx = (left ? -1 : right ? 1 : 0);
5725 int dy = (up ? -1 : down ? 1 : 0);
5727 stored_player_action[player->index_nr] = 0;
5728 num_stored_actions++;
5730 if (!player->active || tape.pausing)
5736 snapped = SnapField(player, dx, dy);
5740 dropped = DropElement(player);
5742 moved = MoveFigure(player, dx, dy);
5745 if (tape.single_step && tape.recording && !tape.pausing)
5747 if (button1 || (dropped && !moved))
5749 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5750 SnapField(player, 0, 0); /* stop snapping */
5754 stored_player_action[player->index_nr] = player_action;
5758 /* no actions for this player (no input at player's configured device) */
5760 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5761 SnapField(player, 0, 0);
5762 CheckGravityMovement(player);
5764 if (player->MovPos == 0)
5765 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5767 if (player->MovPos == 0) /* needed for tape.playing */
5768 player->is_moving = FALSE;
5771 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5773 TapeRecordAction(stored_player_action);
5774 num_stored_actions = 0;
5780 static unsigned long action_delay = 0;
5781 unsigned long action_delay_value;
5782 int magic_wall_x = 0, magic_wall_y = 0;
5783 int i, x, y, element, graphic;
5784 byte *recorded_player_action;
5785 byte summarized_player_action = 0;
5787 if (game_status != GAME_MODE_PLAYING)
5790 action_delay_value =
5791 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5793 if (tape.playing && tape.index_search && !tape.pausing)
5794 action_delay_value = 0;
5796 /* ---------- main game synchronization point ---------- */
5798 WaitUntilDelayReached(&action_delay, action_delay_value);
5800 if (network_playing && !network_player_action_received)
5804 printf("DEBUG: try to get network player actions in time\n");
5808 #if defined(PLATFORM_UNIX)
5809 /* last chance to get network player actions without main loop delay */
5813 if (game_status != GAME_MODE_PLAYING)
5816 if (!network_player_action_received)
5820 printf("DEBUG: failed to get network player actions in time\n");
5830 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5832 for (i=0; i<MAX_PLAYERS; i++)
5834 summarized_player_action |= stored_player[i].action;
5836 if (!network_playing)
5837 stored_player[i].effective_action = stored_player[i].action;
5840 #if defined(PLATFORM_UNIX)
5841 if (network_playing)
5842 SendToServer_MovePlayer(summarized_player_action);
5845 if (!options.network && !setup.team_mode)
5846 local_player->effective_action = summarized_player_action;
5848 for (i=0; i<MAX_PLAYERS; i++)
5850 int actual_player_action = stored_player[i].effective_action;
5852 if (stored_player[i].programmed_action)
5853 actual_player_action = stored_player[i].programmed_action;
5855 if (recorded_player_action)
5856 actual_player_action = recorded_player_action[i];
5858 PlayerActions(&stored_player[i], actual_player_action);
5859 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5862 network_player_action_received = FALSE;
5864 ScrollScreen(NULL, SCROLL_GO_ON);
5870 for (i=0; i<MAX_PLAYERS; i++)
5871 stored_player[i].Frame++;
5875 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5877 for (i=0; i<MAX_PLAYERS; i++)
5879 struct PlayerInfo *player = &stored_player[i];
5883 if (player->active && player->Pushing && player->is_moving &&
5886 ContinueMoving(x, y);
5888 /* continue moving after pushing (this is actually a bug) */
5889 if (!IS_MOVING(x, y))
5898 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5900 Changed[x][y] = CE_BITMASK_DEFAULT;
5901 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5904 if (JustStopped[x][y] > 0)
5905 JustStopped[x][y]--;
5910 /* reset finished pushing action (not done in ContinueMoving() to allow
5911 continous pushing animation for elements with zero push delay) */
5912 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5914 ResetGfxAnimation(x, y);
5915 DrawLevelField(x, y);
5920 if (IS_BLOCKED(x, y))
5924 Blocked2Moving(x, y, &oldx, &oldy);
5925 if (!IS_MOVING(oldx, oldy))
5927 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5928 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5929 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5930 printf("GameActions(): This should never happen!\n");
5936 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5938 element = Feld[x][y];
5940 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5942 graphic = el2img(element);
5948 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5950 element = graphic = 0;
5954 if (graphic_info[graphic].anim_global_sync)
5955 GfxFrame[x][y] = FrameCounter;
5957 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5958 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5959 ResetRandomAnimationValue(x, y);
5961 SetRandomAnimationValue(x, y);
5964 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5967 if (IS_INACTIVE(element))
5969 if (IS_ANIMATED(graphic))
5970 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5976 /* this may take place after moving, so 'element' may have changed */
5977 if (IS_CHANGING(x, y))
5979 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
5980 element = Feld[x][y];
5981 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5985 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5990 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5992 if (element == EL_MOLE)
5993 printf("::: %d, %d, %d [%d]\n",
5994 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5998 if (element == EL_YAMYAM)
5999 printf("::: %d, %d, %d\n",
6000 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6004 if (IS_ANIMATED(graphic) &&
6008 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6011 if (element == EL_MOLE)
6012 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6016 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6017 EdelsteinFunkeln(x, y);
6019 else if ((element == EL_ACID ||
6020 element == EL_EXIT_OPEN ||
6021 element == EL_SP_EXIT_OPEN ||
6022 element == EL_SP_TERMINAL ||
6023 element == EL_SP_TERMINAL_ACTIVE ||
6024 element == EL_EXTRA_TIME ||
6025 element == EL_SHIELD_NORMAL ||
6026 element == EL_SHIELD_DEADLY) &&
6027 IS_ANIMATED(graphic))
6028 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6029 else if (IS_MOVING(x, y))
6030 ContinueMoving(x, y);
6031 else if (IS_ACTIVE_BOMB(element))
6032 CheckDynamite(x, y);
6034 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6035 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6037 else if (element == EL_AMOEBA_GROWING)
6038 AmoebeWaechst(x, y);
6039 else if (element == EL_AMOEBA_SHRINKING)
6040 AmoebaDisappearing(x, y);
6042 #if !USE_NEW_AMOEBA_CODE
6043 else if (IS_AMOEBALIVE(element))
6044 AmoebeAbleger(x, y);
6047 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6049 else if (element == EL_EXIT_CLOSED)
6051 else if (element == EL_SP_EXIT_CLOSED)
6053 else if (element == EL_EXPANDABLE_WALL_GROWING)
6055 else if (element == EL_EXPANDABLE_WALL ||
6056 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6057 element == EL_EXPANDABLE_WALL_VERTICAL ||
6058 element == EL_EXPANDABLE_WALL_ANY)
6060 else if (element == EL_FLAMES)
6061 CheckForDragon(x, y);
6063 else if (IS_AUTO_CHANGING(element))
6064 ChangeElement(x, y);
6066 else if (element == EL_EXPLOSION)
6067 ; /* drawing of correct explosion animation is handled separately */
6068 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6069 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6072 /* this may take place after moving, so 'element' may have changed */
6073 if (IS_AUTO_CHANGING(Feld[x][y]))
6074 ChangeElement(x, y);
6077 if (IS_BELT_ACTIVE(element))
6078 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6080 if (game.magic_wall_active)
6082 int jx = local_player->jx, jy = local_player->jy;
6084 /* play the element sound at the position nearest to the player */
6085 if ((element == EL_MAGIC_WALL_FULL ||
6086 element == EL_MAGIC_WALL_ACTIVE ||
6087 element == EL_MAGIC_WALL_EMPTYING ||
6088 element == EL_BD_MAGIC_WALL_FULL ||
6089 element == EL_BD_MAGIC_WALL_ACTIVE ||
6090 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6091 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6099 #if USE_NEW_AMOEBA_CODE
6100 /* new experimental amoeba growth stuff */
6102 if (!(FrameCounter % 8))
6105 static unsigned long random = 1684108901;
6107 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6110 x = (random >> 10) % lev_fieldx;
6111 y = (random >> 20) % lev_fieldy;
6113 x = RND(lev_fieldx);
6114 y = RND(lev_fieldy);
6116 element = Feld[x][y];
6118 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6119 if (!IS_PLAYER(x,y) &&
6120 (element == EL_EMPTY ||
6121 element == EL_SAND ||
6122 element == EL_QUICKSAND_EMPTY ||
6123 element == EL_ACID_SPLASH_LEFT ||
6124 element == EL_ACID_SPLASH_RIGHT))
6126 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6127 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6128 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6129 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6130 Feld[x][y] = EL_AMOEBA_DROP;
6133 random = random * 129 + 1;
6139 if (game.explosions_delayed)
6142 game.explosions_delayed = FALSE;
6144 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6146 element = Feld[x][y];
6148 if (ExplodeField[x][y])
6149 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6150 else if (element == EL_EXPLOSION)
6151 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6153 ExplodeField[x][y] = EX_NO_EXPLOSION;
6156 game.explosions_delayed = TRUE;
6159 if (game.magic_wall_active)
6161 if (!(game.magic_wall_time_left % 4))
6163 int element = Feld[magic_wall_x][magic_wall_y];
6165 if (element == EL_BD_MAGIC_WALL_FULL ||
6166 element == EL_BD_MAGIC_WALL_ACTIVE ||
6167 element == EL_BD_MAGIC_WALL_EMPTYING)
6168 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6170 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6173 if (game.magic_wall_time_left > 0)
6175 game.magic_wall_time_left--;
6176 if (!game.magic_wall_time_left)
6178 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6180 element = Feld[x][y];
6182 if (element == EL_MAGIC_WALL_ACTIVE ||
6183 element == EL_MAGIC_WALL_FULL)
6185 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6186 DrawLevelField(x, y);
6188 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6189 element == EL_BD_MAGIC_WALL_FULL)
6191 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6192 DrawLevelField(x, y);
6196 game.magic_wall_active = FALSE;
6201 if (game.light_time_left > 0)
6203 game.light_time_left--;
6205 if (game.light_time_left == 0)
6206 RedrawAllLightSwitchesAndInvisibleElements();
6209 if (game.timegate_time_left > 0)
6211 game.timegate_time_left--;
6213 if (game.timegate_time_left == 0)
6214 CloseAllOpenTimegates();
6217 for (i=0; i<MAX_PLAYERS; i++)
6219 struct PlayerInfo *player = &stored_player[i];
6221 if (SHIELD_ON(player))
6223 if (player->shield_deadly_time_left)
6224 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6225 else if (player->shield_normal_time_left)
6226 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6230 if (TimeFrames >= (1000 / GameFrameDelay))
6235 for (i=0; i<MAX_PLAYERS; i++)
6237 struct PlayerInfo *player = &stored_player[i];
6239 if (SHIELD_ON(player))
6241 player->shield_normal_time_left--;
6243 if (player->shield_deadly_time_left > 0)
6244 player->shield_deadly_time_left--;
6248 if (tape.recording || tape.playing)
6249 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6255 if (TimeLeft <= 10 && setup.time_limit)
6256 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6258 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6260 if (!TimeLeft && setup.time_limit)
6261 for (i=0; i<MAX_PLAYERS; i++)
6262 KillHero(&stored_player[i]);
6264 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6265 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6270 if (options.debug) /* calculate frames per second */
6272 static unsigned long fps_counter = 0;
6273 static int fps_frames = 0;
6274 unsigned long fps_delay_ms = Counter() - fps_counter;
6278 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6280 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6283 fps_counter = Counter();
6286 redraw_mask |= REDRAW_FPS;
6290 if (stored_player[0].jx != stored_player[0].last_jx ||
6291 stored_player[0].jy != stored_player[0].last_jy)
6292 printf("::: %d, %d, %d, %d, %d\n",
6293 stored_player[0].MovDir,
6294 stored_player[0].MovPos,
6295 stored_player[0].GfxPos,
6296 stored_player[0].Frame,
6297 stored_player[0].StepFrame);
6304 for (i=0; i<MAX_PLAYERS; i++)
6307 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6309 stored_player[i].Frame += move_frames;
6311 if (stored_player[i].MovPos != 0)
6312 stored_player[i].StepFrame += move_frames;
6317 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6319 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6321 local_player->show_envelope = 0;
6326 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6328 int min_x = x, min_y = y, max_x = x, max_y = y;
6331 for (i=0; i<MAX_PLAYERS; i++)
6333 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6335 if (!stored_player[i].active || &stored_player[i] == player)
6338 min_x = MIN(min_x, jx);
6339 min_y = MIN(min_y, jy);
6340 max_x = MAX(max_x, jx);
6341 max_y = MAX(max_y, jy);
6344 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6347 static boolean AllPlayersInVisibleScreen()
6351 for (i=0; i<MAX_PLAYERS; i++)
6353 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6355 if (!stored_player[i].active)
6358 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6365 void ScrollLevel(int dx, int dy)
6367 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6370 BlitBitmap(drawto_field, drawto_field,
6371 FX + TILEX * (dx == -1) - softscroll_offset,
6372 FY + TILEY * (dy == -1) - softscroll_offset,
6373 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6374 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6375 FX + TILEX * (dx == 1) - softscroll_offset,
6376 FY + TILEY * (dy == 1) - softscroll_offset);
6380 x = (dx == 1 ? BX1 : BX2);
6381 for (y=BY1; y <= BY2; y++)
6382 DrawScreenField(x, y);
6387 y = (dy == 1 ? BY1 : BY2);
6388 for (x=BX1; x <= BX2; x++)
6389 DrawScreenField(x, y);
6392 redraw_mask |= REDRAW_FIELD;
6395 static void CheckGravityMovement(struct PlayerInfo *player)
6397 if (level.gravity && !player->programmed_action)
6399 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6400 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6402 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6403 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6404 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6405 int jx = player->jx, jy = player->jy;
6406 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6407 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6408 int new_jx = jx + dx, new_jy = jy + dy;
6409 boolean field_under_player_is_free =
6410 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6411 boolean player_is_moving_to_valid_field =
6412 (IN_LEV_FIELD(new_jx, new_jy) &&
6413 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6414 Feld[new_jx][new_jy] == EL_SAND));
6415 /* !!! extend EL_SAND to anything diggable !!! */
6417 if (field_under_player_is_free &&
6418 !player_is_moving_to_valid_field &&
6419 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6420 player->programmed_action = MV_DOWN;
6426 -----------------------------------------------------------------------------
6427 dx, dy: direction (non-diagonal) to try to move the player to
6428 real_dx, real_dy: direction as read from input device (can be diagonal)
6431 boolean MoveFigureOneStep(struct PlayerInfo *player,
6432 int dx, int dy, int real_dx, int real_dy)
6434 static int change_sides[4][2] =
6436 /* enter side leave side */
6437 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6438 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6439 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6440 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6442 int move_direction = (dx == -1 ? MV_LEFT :
6443 dx == +1 ? MV_RIGHT :
6445 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6446 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6447 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6448 int jx = player->jx, jy = player->jy;
6449 int new_jx = jx + dx, new_jy = jy + dy;
6453 if (!player->active || (!dx && !dy))
6454 return MF_NO_ACTION;
6456 player->MovDir = (dx < 0 ? MV_LEFT :
6459 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6461 if (!IN_LEV_FIELD(new_jx, new_jy))
6462 return MF_NO_ACTION;
6464 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6465 return MF_NO_ACTION;
6468 element = MovingOrBlocked2Element(new_jx, new_jy);
6470 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6473 if (DONT_RUN_INTO(element))
6475 if (element == EL_ACID && dx == 0 && dy == 1)
6478 Feld[jx][jy] = EL_PLAYER_1;
6479 InitMovingField(jx, jy, MV_DOWN);
6480 Store[jx][jy] = EL_ACID;
6481 ContinueMoving(jx, jy);
6485 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6490 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6491 if (can_move != MF_MOVING)
6494 /* check if DigField() has caused relocation of the player */
6495 if (player->jx != jx || player->jy != jy)
6496 return MF_NO_ACTION;
6498 StorePlayer[jx][jy] = 0;
6499 player->last_jx = jx;
6500 player->last_jy = jy;
6501 player->jx = new_jx;
6502 player->jy = new_jy;
6503 StorePlayer[new_jx][new_jy] = player->element_nr;
6506 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6508 ScrollFigure(player, SCROLL_INIT);
6511 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6513 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6514 CE_OTHER_GETS_LEFT);
6515 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6516 CE_LEFT_BY_PLAYER, -1);
6519 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6521 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6522 enter_side, CE_OTHER_GETS_ENTERED);
6523 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6524 CE_ENTERED_BY_PLAYER, -1);
6531 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6533 int jx = player->jx, jy = player->jy;
6534 int old_jx = jx, old_jy = jy;
6535 int moved = MF_NO_ACTION;
6537 if (!player->active || (!dx && !dy))
6541 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6545 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6546 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6550 /* remove the last programmed player action */
6551 player->programmed_action = 0;
6555 /* should only happen if pre-1.2 tape recordings are played */
6556 /* this is only for backward compatibility */
6558 int original_move_delay_value = player->move_delay_value;
6561 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6565 /* scroll remaining steps with finest movement resolution */
6566 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6568 while (player->MovPos)
6570 ScrollFigure(player, SCROLL_GO_ON);
6571 ScrollScreen(NULL, SCROLL_GO_ON);
6577 player->move_delay_value = original_move_delay_value;
6580 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6582 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6583 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6587 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6588 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6594 if (moved & MF_MOVING && !ScreenMovPos &&
6595 (player == local_player || !options.network))
6597 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6598 int offset = (setup.scroll_delay ? 3 : 0);
6600 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6602 /* actual player has left the screen -- scroll in that direction */
6603 if (jx != old_jx) /* player has moved horizontally */
6604 scroll_x += (jx - old_jx);
6605 else /* player has moved vertically */
6606 scroll_y += (jy - old_jy);
6610 if (jx != old_jx) /* player has moved horizontally */
6612 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6613 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6614 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6616 /* don't scroll over playfield boundaries */
6617 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6618 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6620 /* don't scroll more than one field at a time */
6621 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6623 /* don't scroll against the player's moving direction */
6624 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6625 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6626 scroll_x = old_scroll_x;
6628 else /* player has moved vertically */
6630 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6631 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6632 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6634 /* don't scroll over playfield boundaries */
6635 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6636 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6638 /* don't scroll more than one field at a time */
6639 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6641 /* don't scroll against the player's moving direction */
6642 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6643 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6644 scroll_y = old_scroll_y;
6648 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6650 if (!options.network && !AllPlayersInVisibleScreen())
6652 scroll_x = old_scroll_x;
6653 scroll_y = old_scroll_y;
6657 ScrollScreen(player, SCROLL_INIT);
6658 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6665 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6667 if (!(moved & MF_MOVING) && !player->Pushing)
6672 player->StepFrame = 0;
6674 if (moved & MF_MOVING)
6676 if (old_jx != jx && old_jy == jy)
6677 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6678 else if (old_jx == jx && old_jy != jy)
6679 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6681 DrawLevelField(jx, jy); /* for "crumbled sand" */
6683 player->last_move_dir = player->MovDir;
6684 player->is_moving = TRUE;
6686 player->snapped = FALSE;
6691 CheckGravityMovement(player);
6694 player->last_move_dir = MV_NO_MOVING;
6696 player->is_moving = FALSE;
6699 TestIfHeroTouchesBadThing(jx, jy);
6700 TestIfPlayerTouchesCustomElement(jx, jy);
6702 if (!player->active)
6708 void ScrollFigure(struct PlayerInfo *player, int mode)
6710 int jx = player->jx, jy = player->jy;
6711 int last_jx = player->last_jx, last_jy = player->last_jy;
6712 int move_stepsize = TILEX / player->move_delay_value;
6714 if (!player->active || !player->MovPos)
6717 if (mode == SCROLL_INIT)
6719 player->actual_frame_counter = FrameCounter;
6720 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6722 if (Feld[last_jx][last_jy] == EL_EMPTY)
6723 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6730 else if (!FrameReached(&player->actual_frame_counter, 1))
6733 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6734 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6736 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6737 Feld[last_jx][last_jy] = EL_EMPTY;
6739 /* before DrawPlayer() to draw correct player graphic for this case */
6740 if (player->MovPos == 0)
6741 CheckGravityMovement(player);
6744 DrawPlayer(player); /* needed here only to cleanup last field */
6747 if (player->MovPos == 0) /* player reached destination field */
6749 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6751 /* continue with normal speed after quickly moving through gate */
6752 HALVE_PLAYER_SPEED(player);
6754 /* be able to make the next move without delay */
6755 player->move_delay = 0;
6758 player->last_jx = jx;
6759 player->last_jy = jy;
6761 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6762 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6764 DrawPlayer(player); /* needed here only to cleanup last field */
6767 if (local_player->friends_still_needed == 0 ||
6768 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6769 player->LevelSolved = player->GameOver = TRUE;
6772 if (tape.single_step && tape.recording && !tape.pausing &&
6773 !player->programmed_action)
6774 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6778 void ScrollScreen(struct PlayerInfo *player, int mode)
6780 static unsigned long screen_frame_counter = 0;
6782 if (mode == SCROLL_INIT)
6784 /* set scrolling step size according to actual player's moving speed */
6785 ScrollStepSize = TILEX / player->move_delay_value;
6787 screen_frame_counter = FrameCounter;
6788 ScreenMovDir = player->MovDir;
6789 ScreenMovPos = player->MovPos;
6790 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6793 else if (!FrameReached(&screen_frame_counter, 1))
6798 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6799 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6800 redraw_mask |= REDRAW_FIELD;
6803 ScreenMovDir = MV_NO_MOVING;
6806 void TestIfPlayerTouchesCustomElement(int x, int y)
6809 static boolean check_changing = FALSE;
6811 static int xy[4][2] =
6821 if (check_changing) /* prevent this function from running into a loop */
6824 check_changing = TRUE;
6829 int xx = x + xy[i][0];
6830 int yy = y + xy[i][1];
6832 if (!IN_LEV_FIELD(xx, yy))
6835 if (IS_PLAYER(x, y))
6837 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6838 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6840 else if (IS_PLAYER(xx, yy))
6842 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6843 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6850 check_changing = FALSE;
6854 void TestIfElementTouchesCustomElement(int x, int y)
6857 static boolean check_changing = FALSE;
6859 static int xy[4][2] =
6866 static int change_sides[4][2] =
6868 /* center side border side */
6869 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6870 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6871 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6872 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6874 boolean change_center_element = FALSE;
6875 int center_element_change_page = 0;
6876 int center_element = Feld[x][y];
6880 if (check_changing) /* prevent this function from running into a loop */
6883 check_changing = TRUE;
6888 int xx = x + xy[i][0];
6889 int yy = y + xy[i][1];
6890 int center_side = change_sides[i][0];
6891 int border_side = change_sides[i][1];
6894 if (!IN_LEV_FIELD(xx, yy))
6897 border_element = Feld[xx][yy];
6899 /* check for change of center element (but change it only once) */
6900 if (IS_CUSTOM_ELEMENT(center_element) &&
6901 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6902 !change_center_element)
6904 for (j=0; j < element_info[center_element].num_change_pages; j++)
6906 struct ElementChangeInfo *change =
6907 &element_info[center_element].change_page[j];
6909 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6910 change->sides & border_side &&
6911 change->trigger_element == border_element)
6913 change_center_element = TRUE;
6914 center_element_change_page = j;
6921 /* check for change of border element */
6922 if (IS_CUSTOM_ELEMENT(border_element) &&
6923 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6925 for (j=0; j < element_info[border_element].num_change_pages; j++)
6927 struct ElementChangeInfo *change =
6928 &element_info[border_element].change_page[j];
6930 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6931 change->sides & center_side &&
6932 change->trigger_element == center_element)
6934 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
6935 CE_OTHER_IS_TOUCHING, j);
6942 if (change_center_element)
6943 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
6944 CE_OTHER_IS_TOUCHING, center_element_change_page);
6947 check_changing = FALSE;
6951 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6953 int i, kill_x = -1, kill_y = -1;
6954 static int test_xy[4][2] =
6961 static int test_dir[4] =
6971 int test_x, test_y, test_move_dir, test_element;
6973 test_x = good_x + test_xy[i][0];
6974 test_y = good_y + test_xy[i][1];
6975 if (!IN_LEV_FIELD(test_x, test_y))
6979 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6982 test_element = Feld[test_x][test_y];
6984 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6987 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6988 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6990 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6991 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6999 if (kill_x != -1 || kill_y != -1)
7001 if (IS_PLAYER(good_x, good_y))
7003 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7005 if (player->shield_deadly_time_left > 0)
7006 Bang(kill_x, kill_y);
7007 else if (!PLAYER_PROTECTED(good_x, good_y))
7011 Bang(good_x, good_y);
7015 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7017 int i, kill_x = -1, kill_y = -1;
7018 int bad_element = Feld[bad_x][bad_y];
7019 static int test_xy[4][2] =
7026 static int test_dir[4] =
7034 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7039 int test_x, test_y, test_move_dir, test_element;
7041 test_x = bad_x + test_xy[i][0];
7042 test_y = bad_y + test_xy[i][1];
7043 if (!IN_LEV_FIELD(test_x, test_y))
7047 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7049 test_element = Feld[test_x][test_y];
7051 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7052 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7054 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7055 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7057 /* good thing is player or penguin that does not move away */
7058 if (IS_PLAYER(test_x, test_y))
7060 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7062 if (bad_element == EL_ROBOT && player->is_moving)
7063 continue; /* robot does not kill player if he is moving */
7069 else if (test_element == EL_PENGUIN)
7078 if (kill_x != -1 || kill_y != -1)
7080 if (IS_PLAYER(kill_x, kill_y))
7082 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7085 int dir = player->MovDir;
7086 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7087 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7089 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7090 newx != bad_x && newy != bad_y)
7091 ; /* robot does not kill player if he is moving */
7093 printf("-> %d\n", player->MovDir);
7095 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7096 newx != bad_x && newy != bad_y)
7097 ; /* robot does not kill player if he is moving */
7102 if (player->shield_deadly_time_left > 0)
7104 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7108 Bang(kill_x, kill_y);
7112 void TestIfHeroTouchesBadThing(int x, int y)
7114 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7117 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7119 TestIfGoodThingHitsBadThing(x, y, move_dir);
7122 void TestIfBadThingTouchesHero(int x, int y)
7124 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7127 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7129 TestIfBadThingHitsGoodThing(x, y, move_dir);
7132 void TestIfFriendTouchesBadThing(int x, int y)
7134 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7137 void TestIfBadThingTouchesFriend(int x, int y)
7139 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7142 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7144 int i, kill_x = bad_x, kill_y = bad_y;
7145 static int xy[4][2] =
7157 x = bad_x + xy[i][0];
7158 y = bad_y + xy[i][1];
7159 if (!IN_LEV_FIELD(x, y))
7162 element = Feld[x][y];
7163 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7164 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7172 if (kill_x != bad_x || kill_y != bad_y)
7176 void KillHero(struct PlayerInfo *player)
7178 int jx = player->jx, jy = player->jy;
7180 if (!player->active)
7183 /* remove accessible field at the player's position */
7184 Feld[jx][jy] = EL_EMPTY;
7186 /* deactivate shield (else Bang()/Explode() would not work right) */
7187 player->shield_normal_time_left = 0;
7188 player->shield_deadly_time_left = 0;
7194 static void KillHeroUnlessProtected(int x, int y)
7196 if (!PLAYER_PROTECTED(x, y))
7197 KillHero(PLAYERINFO(x, y));
7200 void BuryHero(struct PlayerInfo *player)
7202 int jx = player->jx, jy = player->jy;
7204 if (!player->active)
7208 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7210 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7212 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7214 player->GameOver = TRUE;
7218 void RemoveHero(struct PlayerInfo *player)
7220 int jx = player->jx, jy = player->jy;
7221 int i, found = FALSE;
7223 player->present = FALSE;
7224 player->active = FALSE;
7226 if (!ExplodeField[jx][jy])
7227 StorePlayer[jx][jy] = 0;
7229 for (i=0; i<MAX_PLAYERS; i++)
7230 if (stored_player[i].active)
7234 AllPlayersGone = TRUE;
7241 =============================================================================
7242 checkDiagonalPushing()
7243 -----------------------------------------------------------------------------
7244 check if diagonal input device direction results in pushing of object
7245 (by checking if the alternative direction is walkable, diggable, ...)
7246 =============================================================================
7249 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7250 int x, int y, int real_dx, int real_dy)
7252 int jx, jy, dx, dy, xx, yy;
7254 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7257 /* diagonal direction: check alternative direction */
7262 xx = jx + (dx == 0 ? real_dx : 0);
7263 yy = jy + (dy == 0 ? real_dy : 0);
7265 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7269 =============================================================================
7271 -----------------------------------------------------------------------------
7272 x, y: field next to player (non-diagonal) to try to dig to
7273 real_dx, real_dy: direction as read from input device (can be diagonal)
7274 =============================================================================
7277 int DigField(struct PlayerInfo *player,
7278 int x, int y, int real_dx, int real_dy, int mode)
7281 static int change_sides[4][2] =
7283 /* enter side leave side */
7284 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
7285 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
7286 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
7287 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
7290 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7291 int jx = player->jx, jy = player->jy;
7292 int dx = x - jx, dy = y - jy;
7293 int nextx = x + dx, nexty = y + dy;
7294 int move_direction = (dx == -1 ? MV_LEFT :
7295 dx == +1 ? MV_RIGHT :
7297 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7299 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
7300 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
7304 if (player->MovPos == 0)
7306 player->is_digging = FALSE;
7307 player->is_collecting = FALSE;
7310 if (player->MovPos == 0) /* last pushing move finished */
7311 player->Pushing = FALSE;
7313 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7315 player->Switching = FALSE;
7316 player->push_delay = 0;
7318 return MF_NO_ACTION;
7321 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7322 return MF_NO_ACTION;
7325 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7327 if (IS_TUBE(Feld[jx][jy]) ||
7328 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7332 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7333 int tube_leave_directions[][2] =
7335 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7336 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7337 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7338 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7339 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7340 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7341 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7342 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7343 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7344 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7345 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7346 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7349 while (tube_leave_directions[i][0] != tube_element)
7352 if (tube_leave_directions[i][0] == -1) /* should not happen */
7356 if (!(tube_leave_directions[i][1] & move_direction))
7357 return MF_NO_ACTION; /* tube has no opening in this direction */
7360 element = Feld[x][y];
7362 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7363 game.engine_version >= VERSION_IDENT(2,2,0))
7364 return MF_NO_ACTION;
7368 case EL_ROBOT_WHEEL:
7369 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7372 DrawLevelField(x, y);
7373 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7377 case EL_SP_TERMINAL:
7381 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7383 for (yy=0; yy<lev_fieldy; yy++)
7385 for (xx=0; xx<lev_fieldx; xx++)
7387 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7389 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7390 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7398 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7399 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7400 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7401 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7402 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7403 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7404 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7405 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7406 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7407 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7408 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7409 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7410 if (!player->Switching)
7412 player->Switching = TRUE;
7413 ToggleBeltSwitch(x, y);
7414 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7419 case EL_SWITCHGATE_SWITCH_UP:
7420 case EL_SWITCHGATE_SWITCH_DOWN:
7421 if (!player->Switching)
7423 player->Switching = TRUE;
7424 ToggleSwitchgateSwitch(x, y);
7425 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7430 case EL_LIGHT_SWITCH:
7431 case EL_LIGHT_SWITCH_ACTIVE:
7432 if (!player->Switching)
7434 player->Switching = TRUE;
7435 ToggleLightSwitch(x, y);
7436 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7437 SND_LIGHT_SWITCH_ACTIVATING :
7438 SND_LIGHT_SWITCH_DEACTIVATING);
7443 case EL_TIMEGATE_SWITCH:
7444 ActivateTimegateSwitch(x, y);
7445 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7450 case EL_BALLOON_SWITCH_LEFT:
7451 case EL_BALLOON_SWITCH_RIGHT:
7452 case EL_BALLOON_SWITCH_UP:
7453 case EL_BALLOON_SWITCH_DOWN:
7454 case EL_BALLOON_SWITCH_ANY:
7455 if (element == EL_BALLOON_SWITCH_ANY)
7456 game.balloon_dir = move_direction;
7458 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7459 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7460 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7461 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7463 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7468 case EL_SP_PORT_LEFT:
7469 case EL_SP_PORT_RIGHT:
7471 case EL_SP_PORT_DOWN:
7472 case EL_SP_PORT_HORIZONTAL:
7473 case EL_SP_PORT_VERTICAL:
7474 case EL_SP_PORT_ANY:
7475 case EL_SP_GRAVITY_PORT_LEFT:
7476 case EL_SP_GRAVITY_PORT_RIGHT:
7477 case EL_SP_GRAVITY_PORT_UP:
7478 case EL_SP_GRAVITY_PORT_DOWN:
7480 element != EL_SP_PORT_LEFT &&
7481 element != EL_SP_GRAVITY_PORT_LEFT &&
7482 element != EL_SP_PORT_HORIZONTAL &&
7483 element != EL_SP_PORT_ANY) ||
7485 element != EL_SP_PORT_RIGHT &&
7486 element != EL_SP_GRAVITY_PORT_RIGHT &&
7487 element != EL_SP_PORT_HORIZONTAL &&
7488 element != EL_SP_PORT_ANY) ||
7490 element != EL_SP_PORT_UP &&
7491 element != EL_SP_GRAVITY_PORT_UP &&
7492 element != EL_SP_PORT_VERTICAL &&
7493 element != EL_SP_PORT_ANY) ||
7495 element != EL_SP_PORT_DOWN &&
7496 element != EL_SP_GRAVITY_PORT_DOWN &&
7497 element != EL_SP_PORT_VERTICAL &&
7498 element != EL_SP_PORT_ANY) ||
7499 !IN_LEV_FIELD(nextx, nexty) ||
7500 !IS_FREE(nextx, nexty))
7501 return MF_NO_ACTION;
7503 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7504 element == EL_SP_GRAVITY_PORT_RIGHT ||
7505 element == EL_SP_GRAVITY_PORT_UP ||
7506 element == EL_SP_GRAVITY_PORT_DOWN)
7507 level.gravity = !level.gravity;
7509 /* automatically move to the next field with double speed */
7510 player->programmed_action = move_direction;
7511 DOUBLE_PLAYER_SPEED(player);
7513 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7517 case EL_TUBE_VERTICAL:
7518 case EL_TUBE_HORIZONTAL:
7519 case EL_TUBE_VERTICAL_LEFT:
7520 case EL_TUBE_VERTICAL_RIGHT:
7521 case EL_TUBE_HORIZONTAL_UP:
7522 case EL_TUBE_HORIZONTAL_DOWN:
7523 case EL_TUBE_LEFT_UP:
7524 case EL_TUBE_LEFT_DOWN:
7525 case EL_TUBE_RIGHT_UP:
7526 case EL_TUBE_RIGHT_DOWN:
7529 int tube_enter_directions[][2] =
7531 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7532 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7533 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7534 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7535 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7536 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7537 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7538 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7539 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7540 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7541 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7542 { -1, MV_NO_MOVING }
7545 while (tube_enter_directions[i][0] != element)
7548 if (tube_enter_directions[i][0] == -1) /* should not happen */
7552 if (!(tube_enter_directions[i][1] & move_direction))
7553 return MF_NO_ACTION; /* tube has no opening in this direction */
7555 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7560 Feld[x][y] = EL_LAMP_ACTIVE;
7561 local_player->lights_still_needed--;
7562 DrawLevelField(x, y);
7563 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7567 case EL_TIME_ORB_FULL:
7568 Feld[x][y] = EL_TIME_ORB_EMPTY;
7570 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7571 DrawLevelField(x, y);
7572 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7578 if (IS_WALKABLE(element))
7580 int sound_action = ACTION_WALKING;
7582 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7584 if (!player->key[element - EL_GATE_1])
7585 return MF_NO_ACTION;
7587 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7589 if (!player->key[element - EL_GATE_1_GRAY])
7590 return MF_NO_ACTION;
7592 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7594 sound_action = ACTION_PASSING; /* player is passing exit */
7596 else if (element == EL_EMPTY)
7598 sound_action = ACTION_MOVING; /* nothing to walk on */
7601 /* play sound from background or player, whatever is available */
7602 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7603 PlaySoundLevelElementAction(x, y, element, sound_action);
7605 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7609 else if (IS_PASSABLE(element))
7611 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7612 return MF_NO_ACTION;
7614 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7616 if (!player->key[element - EL_EM_GATE_1])
7617 return MF_NO_ACTION;
7619 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7621 if (!player->key[element - EL_EM_GATE_1_GRAY])
7622 return MF_NO_ACTION;
7625 /* automatically move to the next field with double speed */
7626 player->programmed_action = move_direction;
7627 DOUBLE_PLAYER_SPEED(player);
7629 PlaySoundLevelAction(x, y, ACTION_PASSING);
7633 else if (IS_DIGGABLE(element))
7637 if (mode != DF_SNAP)
7640 GfxElement[x][y] = GFX_ELEMENT(element);
7643 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7645 player->is_digging = TRUE;
7648 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7650 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7652 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7656 else if (IS_COLLECTIBLE(element))
7660 if (mode != DF_SNAP)
7662 GfxElement[x][y] = element;
7663 player->is_collecting = TRUE;
7666 if (element == EL_SPEED_PILL)
7667 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7668 else if (element == EL_EXTRA_TIME && level.time > 0)
7671 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7673 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7675 player->shield_normal_time_left += 10;
7676 if (element == EL_SHIELD_DEADLY)
7677 player->shield_deadly_time_left += 10;
7679 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7681 if (player->inventory_size < MAX_INVENTORY_SIZE)
7682 player->inventory_element[player->inventory_size++] = element;
7684 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7686 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7687 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7689 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7691 player->dynabomb_count++;
7692 player->dynabombs_left++;
7694 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7696 player->dynabomb_size++;
7698 else if (element == EL_DYNABOMB_INCREASE_POWER)
7700 player->dynabomb_xl = TRUE;
7702 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7703 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7705 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7706 element - EL_KEY_1 : element - EL_EM_KEY_1);
7708 player->key[key_nr] = TRUE;
7710 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7711 el2edimg(EL_KEY_1 + key_nr));
7712 redraw_mask |= REDRAW_DOOR_1;
7714 else if (IS_ENVELOPE(element))
7717 player->show_envelope = element;
7719 ShowEnvelope(element - EL_ENVELOPE_1);
7722 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7726 for (i=0; i < element_info[element].collect_count; i++)
7727 if (player->inventory_size < MAX_INVENTORY_SIZE)
7728 player->inventory_element[player->inventory_size++] = element;
7730 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7731 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7733 else if (element_info[element].collect_count > 0)
7735 local_player->gems_still_needed -=
7736 element_info[element].collect_count;
7737 if (local_player->gems_still_needed < 0)
7738 local_player->gems_still_needed = 0;
7740 DrawText(DX_EMERALDS, DY_EMERALDS,
7741 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7744 RaiseScoreElement(element);
7745 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7747 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7749 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7753 else if (IS_PUSHABLE(element))
7755 if (mode == DF_SNAP && element != EL_BD_ROCK)
7756 return MF_NO_ACTION;
7758 if (CAN_FALL(element) && dy)
7759 return MF_NO_ACTION;
7761 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7762 !(element == EL_SPRING && use_spring_bug))
7763 return MF_NO_ACTION;
7765 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7766 return MF_NO_ACTION;
7768 if (!player->Pushing &&
7769 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7770 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7772 player->Pushing = TRUE;
7774 if (!(IN_LEV_FIELD(nextx, nexty) &&
7775 (IS_FREE(nextx, nexty) ||
7776 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7777 IS_SB_ELEMENT(element)))))
7778 return MF_NO_ACTION;
7780 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7781 return MF_NO_ACTION;
7783 if (player->push_delay == 0) /* new pushing; restart delay */
7784 player->push_delay = FrameCounter;
7786 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7787 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7788 element != EL_SPRING && element != EL_BALLOON)
7789 return MF_NO_ACTION;
7791 if (IS_SB_ELEMENT(element))
7793 if (element == EL_SOKOBAN_FIELD_FULL)
7795 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7796 local_player->sokobanfields_still_needed++;
7799 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7801 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7802 local_player->sokobanfields_still_needed--;
7805 Feld[x][y] = EL_SOKOBAN_OBJECT;
7807 if (Back[x][y] == Back[nextx][nexty])
7808 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7809 else if (Back[x][y] != 0)
7810 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7813 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7816 if (local_player->sokobanfields_still_needed == 0 &&
7817 game.emulation == EMU_SOKOBAN)
7819 player->LevelSolved = player->GameOver = TRUE;
7820 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7824 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7826 InitMovingField(x, y, move_direction);
7827 GfxAction[x][y] = ACTION_PUSHING;
7829 if (mode == DF_SNAP)
7830 ContinueMoving(x, y);
7832 MovPos[x][y] = (dx != 0 ? dx : dy);
7834 Pushed[x][y] = TRUE;
7835 Pushed[nextx][nexty] = TRUE;
7837 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7838 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7840 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7841 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7847 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7848 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7851 return MF_NO_ACTION;
7854 player->push_delay = 0;
7856 if (Feld[x][y] != element) /* really digged/collected something */
7857 player->is_collecting = !player->is_digging;
7860 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
7862 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7863 CE_OTHER_GETS_LEFT);
7864 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7865 CE_LEFT_BY_PLAYER, -1);
7868 if (IS_CUSTOM_ELEMENT(Feld[x][y]))
7870 CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side,
7871 CE_OTHER_GETS_ENTERED);
7872 CheckElementSideChange(x, y, Feld[x][y], enter_side,
7873 CE_ENTERED_BY_PLAYER, -1);
7880 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7882 int jx = player->jx, jy = player->jy;
7883 int x = jx + dx, y = jy + dy;
7884 int snap_direction = (dx == -1 ? MV_LEFT :
7885 dx == +1 ? MV_RIGHT :
7887 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7889 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7892 if (!player->active || !IN_LEV_FIELD(x, y))
7900 if (player->MovPos == 0)
7901 player->Pushing = FALSE;
7903 player->snapped = FALSE;
7905 if (player->MovPos == 0)
7907 player->is_digging = FALSE;
7908 player->is_collecting = FALSE;
7910 player->is_moving = FALSE;
7915 printf("::: trying to snap...\n");
7921 if (player->snapped)
7924 player->MovDir = snap_direction;
7927 player->is_digging = FALSE;
7928 player->is_collecting = FALSE;
7930 player->is_moving = FALSE;
7934 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7937 player->snapped = TRUE;
7939 player->is_digging = FALSE;
7940 player->is_collecting = FALSE;
7942 player->is_moving = FALSE;
7946 DrawLevelField(x, y);
7952 boolean DropElement(struct PlayerInfo *player)
7954 int jx = player->jx, jy = player->jy;
7957 if (!player->active || player->MovPos)
7960 old_element = Feld[jx][jy];
7962 /* check if player has anything that can be dropped */
7963 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7966 /* check if anything can be dropped at the current position */
7967 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7970 /* collected custom elements can only be dropped on empty fields */
7971 if (player->inventory_size > 0 &&
7972 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7973 && old_element != EL_EMPTY)
7976 if (old_element != EL_EMPTY)
7977 Back[jx][jy] = old_element; /* store old element on this field */
7979 MovDelay[jx][jy] = 96;
7981 ResetGfxAnimation(jx, jy);
7982 ResetRandomAnimationValue(jx, jy);
7984 if (player->inventory_size > 0)
7986 int new_element = player->inventory_element[--player->inventory_size];
7989 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7990 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7993 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7994 EL_DYNAMITE_ACTIVE);
7997 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7998 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8000 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8001 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8003 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8005 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8006 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8008 TestIfElementTouchesCustomElement(jx, jy);
8010 else /* player is dropping a dyna bomb */
8012 player->dynabombs_left--;
8015 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8017 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8018 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8020 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8026 /* ------------------------------------------------------------------------- */
8027 /* game sound playing functions */
8028 /* ------------------------------------------------------------------------- */
8030 static int *loop_sound_frame = NULL;
8031 static int *loop_sound_volume = NULL;
8033 void InitPlaySoundLevel()
8035 int num_sounds = getSoundListSize();
8037 if (loop_sound_frame != NULL)
8038 free(loop_sound_frame);
8040 if (loop_sound_volume != NULL)
8041 free(loop_sound_volume);
8043 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8044 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8047 static void PlaySoundLevel(int x, int y, int nr)
8049 int sx = SCREENX(x), sy = SCREENY(y);
8050 int volume, stereo_position;
8051 int max_distance = 8;
8052 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8054 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8055 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8058 if (!IN_LEV_FIELD(x, y) ||
8059 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8060 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8063 volume = SOUND_MAX_VOLUME;
8065 if (!IN_SCR_FIELD(sx, sy))
8067 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8068 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8070 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8073 stereo_position = (SOUND_MAX_LEFT +
8074 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8075 (SCR_FIELDX + 2 * max_distance));
8077 if (IS_LOOP_SOUND(nr))
8079 /* This assures that quieter loop sounds do not overwrite louder ones,
8080 while restarting sound volume comparison with each new game frame. */
8082 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8085 loop_sound_volume[nr] = volume;
8086 loop_sound_frame[nr] = FrameCounter;
8089 PlaySoundExt(nr, volume, stereo_position, type);
8092 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8094 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8095 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8096 y < LEVELY(BY1) ? LEVELY(BY1) :
8097 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8101 static void PlaySoundLevelAction(int x, int y, int action)
8103 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8106 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8108 int sound_effect = element_info[element].sound[action];
8110 if (sound_effect != SND_UNDEFINED)
8111 PlaySoundLevel(x, y, sound_effect);
8114 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8116 int sound_effect = element_info[Feld[x][y]].sound[action];
8118 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8119 PlaySoundLevel(x, y, sound_effect);
8122 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8124 int sound_effect = element_info[Feld[x][y]].sound[action];
8126 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8127 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8130 void RaiseScore(int value)
8132 local_player->score += value;
8133 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8136 void RaiseScoreElement(int element)
8142 case EL_EMERALD_YELLOW:
8143 case EL_EMERALD_RED:
8144 case EL_EMERALD_PURPLE:
8145 case EL_SP_INFOTRON:
8146 RaiseScore(level.score[SC_EMERALD]);
8149 RaiseScore(level.score[SC_DIAMOND]);
8152 RaiseScore(level.score[SC_CRYSTAL]);
8155 RaiseScore(level.score[SC_PEARL]);
8158 case EL_BD_BUTTERFLY:
8159 case EL_SP_ELECTRON:
8160 RaiseScore(level.score[SC_BUG]);
8164 case EL_SP_SNIKSNAK:
8165 RaiseScore(level.score[SC_SPACESHIP]);
8168 case EL_DARK_YAMYAM:
8169 RaiseScore(level.score[SC_YAMYAM]);
8172 RaiseScore(level.score[SC_ROBOT]);
8175 RaiseScore(level.score[SC_PACMAN]);
8178 RaiseScore(level.score[SC_NUT]);
8181 case EL_SP_DISK_RED:
8182 case EL_DYNABOMB_INCREASE_NUMBER:
8183 case EL_DYNABOMB_INCREASE_SIZE:
8184 case EL_DYNABOMB_INCREASE_POWER:
8185 RaiseScore(level.score[SC_DYNAMITE]);
8187 case EL_SHIELD_NORMAL:
8188 case EL_SHIELD_DEADLY:
8189 RaiseScore(level.score[SC_SHIELD]);
8192 RaiseScore(level.score[SC_TIME_BONUS]);
8198 RaiseScore(level.score[SC_KEY]);
8201 RaiseScore(element_info[element].collect_score);
8206 void RequestQuitGame(boolean ask_if_really_quit)
8208 if (AllPlayersGone ||
8209 !ask_if_really_quit ||
8210 level_editor_test_game ||
8211 Request("Do you really want to quit the game ?",
8212 REQ_ASK | REQ_STAY_CLOSED))
8214 #if defined(PLATFORM_UNIX)
8215 if (options.network)
8216 SendToServer_StopPlaying();
8220 game_status = GAME_MODE_MAIN;
8226 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8231 /* ---------- new game button stuff ---------------------------------------- */
8233 /* graphic position values for game buttons */
8234 #define GAME_BUTTON_XSIZE 30
8235 #define GAME_BUTTON_YSIZE 30
8236 #define GAME_BUTTON_XPOS 5
8237 #define GAME_BUTTON_YPOS 215
8238 #define SOUND_BUTTON_XPOS 5
8239 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8241 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8242 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8243 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8244 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8245 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8246 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8253 } gamebutton_info[NUM_GAME_BUTTONS] =
8256 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8261 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8266 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8271 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8272 SOUND_CTRL_ID_MUSIC,
8273 "background music on/off"
8276 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8277 SOUND_CTRL_ID_LOOPS,
8278 "sound loops on/off"
8281 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8282 SOUND_CTRL_ID_SIMPLE,
8283 "normal sounds on/off"
8287 void CreateGameButtons()
8291 for (i=0; i<NUM_GAME_BUTTONS; i++)
8293 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8294 struct GadgetInfo *gi;
8297 unsigned long event_mask;
8298 int gd_xoffset, gd_yoffset;
8299 int gd_x1, gd_x2, gd_y1, gd_y2;
8302 gd_xoffset = gamebutton_info[i].x;
8303 gd_yoffset = gamebutton_info[i].y;
8304 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8305 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8307 if (id == GAME_CTRL_ID_STOP ||
8308 id == GAME_CTRL_ID_PAUSE ||
8309 id == GAME_CTRL_ID_PLAY)
8311 button_type = GD_TYPE_NORMAL_BUTTON;
8313 event_mask = GD_EVENT_RELEASED;
8314 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8315 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8319 button_type = GD_TYPE_CHECK_BUTTON;
8321 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8322 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8323 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8324 event_mask = GD_EVENT_PRESSED;
8325 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8326 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8329 gi = CreateGadget(GDI_CUSTOM_ID, id,
8330 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8331 GDI_X, DX + gd_xoffset,
8332 GDI_Y, DY + gd_yoffset,
8333 GDI_WIDTH, GAME_BUTTON_XSIZE,
8334 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8335 GDI_TYPE, button_type,
8336 GDI_STATE, GD_BUTTON_UNPRESSED,
8337 GDI_CHECKED, checked,
8338 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8339 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8340 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8341 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8342 GDI_EVENT_MASK, event_mask,
8343 GDI_CALLBACK_ACTION, HandleGameButtons,
8347 Error(ERR_EXIT, "cannot create gadget");
8349 game_gadget[id] = gi;
8353 void FreeGameButtons()
8357 for (i=0; i<NUM_GAME_BUTTONS; i++)
8358 FreeGadget(game_gadget[i]);
8361 static void MapGameButtons()
8365 for (i=0; i<NUM_GAME_BUTTONS; i++)
8366 MapGadget(game_gadget[i]);
8369 void UnmapGameButtons()
8373 for (i=0; i<NUM_GAME_BUTTONS; i++)
8374 UnmapGadget(game_gadget[i]);
8377 static void HandleGameButtons(struct GadgetInfo *gi)
8379 int id = gi->custom_id;
8381 if (game_status != GAME_MODE_PLAYING)
8386 case GAME_CTRL_ID_STOP:
8387 RequestQuitGame(TRUE);
8390 case GAME_CTRL_ID_PAUSE:
8391 if (options.network)
8393 #if defined(PLATFORM_UNIX)
8395 SendToServer_ContinuePlaying();
8397 SendToServer_PausePlaying();
8401 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8404 case GAME_CTRL_ID_PLAY:
8407 #if defined(PLATFORM_UNIX)
8408 if (options.network)
8409 SendToServer_ContinuePlaying();
8413 tape.pausing = FALSE;
8414 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8419 case SOUND_CTRL_ID_MUSIC:
8420 if (setup.sound_music)
8422 setup.sound_music = FALSE;
8425 else if (audio.music_available)
8427 setup.sound = setup.sound_music = TRUE;
8429 SetAudioMode(setup.sound);
8430 PlayMusic(level_nr);
8434 case SOUND_CTRL_ID_LOOPS:
8435 if (setup.sound_loops)
8436 setup.sound_loops = FALSE;
8437 else if (audio.loops_available)
8439 setup.sound = setup.sound_loops = TRUE;
8440 SetAudioMode(setup.sound);
8444 case SOUND_CTRL_ID_SIMPLE:
8445 if (setup.sound_simple)
8446 setup.sound_simple = FALSE;
8447 else if (audio.sound_available)
8449 setup.sound = setup.sound_simple = TRUE;
8450 SetAudioMode(setup.sound);