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];
2483 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2485 if (IS_PLAYER(x, y))
2488 struct PlayerInfo *player = PLAYERINFO(x, y);
2490 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2491 player->element_nr);
2496 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2498 if (game.emulation == EMU_SUPAPLEX)
2499 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2501 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2506 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2514 case EL_BD_BUTTERFLY:
2517 case EL_DARK_YAMYAM:
2521 RaiseScoreElement(element);
2522 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2524 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2525 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2526 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2527 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2528 case EL_DYNABOMB_INCREASE_NUMBER:
2529 case EL_DYNABOMB_INCREASE_SIZE:
2530 case EL_DYNABOMB_INCREASE_POWER:
2535 case EL_LAMP_ACTIVE:
2536 if (IS_PLAYER(x, y))
2537 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2539 Explode(x, y, EX_PHASE_START, EX_CENTER);
2542 if (CAN_EXPLODE_1X1(element))
2543 Explode(x, y, EX_PHASE_START, EX_CENTER);
2545 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2549 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2552 void SplashAcid(int x, int y)
2554 int element = Feld[x][y];
2556 if (element != EL_ACID_SPLASH_LEFT &&
2557 element != EL_ACID_SPLASH_RIGHT)
2559 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2561 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2562 (!IN_LEV_FIELD(x-1, y-1) ||
2563 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2564 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2566 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2567 (!IN_LEV_FIELD(x+1, y-1) ||
2568 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2569 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2573 static void InitBeltMovement()
2575 static int belt_base_element[4] =
2577 EL_CONVEYOR_BELT_1_LEFT,
2578 EL_CONVEYOR_BELT_2_LEFT,
2579 EL_CONVEYOR_BELT_3_LEFT,
2580 EL_CONVEYOR_BELT_4_LEFT
2582 static int belt_base_active_element[4] =
2584 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2585 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2586 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2587 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2592 /* set frame order for belt animation graphic according to belt direction */
2599 int element = belt_base_active_element[belt_nr] + j;
2600 int graphic = el2img(element);
2602 if (game.belt_dir[i] == MV_LEFT)
2603 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2605 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2609 for(y=0; y<lev_fieldy; y++)
2611 for(x=0; x<lev_fieldx; x++)
2613 int element = Feld[x][y];
2617 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2619 int e_belt_nr = getBeltNrFromBeltElement(element);
2622 if (e_belt_nr == belt_nr)
2624 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2626 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2634 static void ToggleBeltSwitch(int x, int y)
2636 static int belt_base_element[4] =
2638 EL_CONVEYOR_BELT_1_LEFT,
2639 EL_CONVEYOR_BELT_2_LEFT,
2640 EL_CONVEYOR_BELT_3_LEFT,
2641 EL_CONVEYOR_BELT_4_LEFT
2643 static int belt_base_active_element[4] =
2645 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2646 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2647 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2648 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2650 static int belt_base_switch_element[4] =
2652 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2653 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2654 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2655 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2657 static int belt_move_dir[4] =
2665 int element = Feld[x][y];
2666 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2667 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2668 int belt_dir = belt_move_dir[belt_dir_nr];
2671 if (!IS_BELT_SWITCH(element))
2674 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2675 game.belt_dir[belt_nr] = belt_dir;
2677 if (belt_dir_nr == 3)
2680 /* set frame order for belt animation graphic according to belt direction */
2683 int element = belt_base_active_element[belt_nr] + i;
2684 int graphic = el2img(element);
2686 if (belt_dir == MV_LEFT)
2687 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2689 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2692 for (yy=0; yy<lev_fieldy; yy++)
2694 for (xx=0; xx<lev_fieldx; xx++)
2696 int element = Feld[xx][yy];
2698 if (IS_BELT_SWITCH(element))
2700 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2702 if (e_belt_nr == belt_nr)
2704 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2705 DrawLevelField(xx, yy);
2708 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2710 int e_belt_nr = getBeltNrFromBeltElement(element);
2712 if (e_belt_nr == belt_nr)
2714 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2716 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2717 DrawLevelField(xx, yy);
2720 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2722 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2724 if (e_belt_nr == belt_nr)
2726 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2728 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2729 DrawLevelField(xx, yy);
2736 static void ToggleSwitchgateSwitch(int x, int y)
2740 game.switchgate_pos = !game.switchgate_pos;
2742 for (yy=0; yy<lev_fieldy; yy++)
2744 for (xx=0; xx<lev_fieldx; xx++)
2746 int element = Feld[xx][yy];
2748 if (element == EL_SWITCHGATE_SWITCH_UP ||
2749 element == EL_SWITCHGATE_SWITCH_DOWN)
2751 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2752 DrawLevelField(xx, yy);
2754 else if (element == EL_SWITCHGATE_OPEN ||
2755 element == EL_SWITCHGATE_OPENING)
2757 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2759 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2761 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2764 else if (element == EL_SWITCHGATE_CLOSED ||
2765 element == EL_SWITCHGATE_CLOSING)
2767 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2769 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2771 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2778 static int getInvisibleActiveFromInvisibleElement(int element)
2780 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2781 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2782 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2786 static int getInvisibleFromInvisibleActiveElement(int element)
2788 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2789 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2790 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2794 static void RedrawAllLightSwitchesAndInvisibleElements()
2798 for (y=0; y<lev_fieldy; y++)
2800 for (x=0; x<lev_fieldx; x++)
2802 int element = Feld[x][y];
2804 if (element == EL_LIGHT_SWITCH &&
2805 game.light_time_left > 0)
2807 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2808 DrawLevelField(x, y);
2810 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2811 game.light_time_left == 0)
2813 Feld[x][y] = EL_LIGHT_SWITCH;
2814 DrawLevelField(x, y);
2816 else if (element == EL_INVISIBLE_STEELWALL ||
2817 element == EL_INVISIBLE_WALL ||
2818 element == EL_INVISIBLE_SAND)
2820 if (game.light_time_left > 0)
2821 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2823 DrawLevelField(x, y);
2825 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2826 element == EL_INVISIBLE_WALL_ACTIVE ||
2827 element == EL_INVISIBLE_SAND_ACTIVE)
2829 if (game.light_time_left == 0)
2830 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2832 DrawLevelField(x, y);
2838 static void ToggleLightSwitch(int x, int y)
2840 int element = Feld[x][y];
2842 game.light_time_left =
2843 (element == EL_LIGHT_SWITCH ?
2844 level.time_light * FRAMES_PER_SECOND : 0);
2846 RedrawAllLightSwitchesAndInvisibleElements();
2849 static void ActivateTimegateSwitch(int x, int y)
2853 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2855 for (yy=0; yy<lev_fieldy; yy++)
2857 for (xx=0; xx<lev_fieldx; xx++)
2859 int element = Feld[xx][yy];
2861 if (element == EL_TIMEGATE_CLOSED ||
2862 element == EL_TIMEGATE_CLOSING)
2864 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2865 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2869 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2871 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2872 DrawLevelField(xx, yy);
2879 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2882 inline static int getElementMoveStepsize(int x, int y)
2884 int element = Feld[x][y];
2885 int direction = MovDir[x][y];
2886 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2887 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2888 int horiz_move = (dx != 0);
2889 int sign = (horiz_move ? dx : dy);
2890 int step = sign * element_info[element].move_stepsize;
2892 /* special values for move stepsize for spring and things on conveyor belt */
2895 if (CAN_FALL(element) &&
2896 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2897 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2898 else if (element == EL_SPRING)
2899 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2905 void Impact(int x, int y)
2907 boolean lastline = (y == lev_fieldy-1);
2908 boolean object_hit = FALSE;
2909 boolean impact = (lastline || object_hit);
2910 int element = Feld[x][y];
2911 int smashed = EL_UNDEFINED;
2913 if (!lastline) /* check if element below was hit */
2915 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2918 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2919 MovDir[x][y + 1] != MV_DOWN ||
2920 MovPos[x][y + 1] <= TILEY / 2));
2922 /* do not smash moving elements that left the smashed field in time */
2923 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2924 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2928 smashed = MovingOrBlocked2Element(x, y + 1);
2930 impact = (lastline || object_hit);
2933 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2939 /* only reset graphic animation if graphic really changes after impact */
2941 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2943 ResetGfxAnimation(x, y);
2944 DrawLevelField(x, y);
2947 if (impact && CAN_EXPLODE_IMPACT(element))
2952 else if (impact && element == EL_PEARL)
2954 Feld[x][y] = EL_PEARL_BREAKING;
2955 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2958 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2960 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2965 if (impact && element == EL_AMOEBA_DROP)
2967 if (object_hit && IS_PLAYER(x, y + 1))
2968 KillHeroUnlessProtected(x, y + 1);
2969 else if (object_hit && smashed == EL_PENGUIN)
2973 Feld[x][y] = EL_AMOEBA_GROWING;
2974 Store[x][y] = EL_AMOEBA_WET;
2976 ResetRandomAnimationValue(x, y);
2981 if (object_hit) /* check which object was hit */
2983 if (CAN_PASS_MAGIC_WALL(element) &&
2984 (smashed == EL_MAGIC_WALL ||
2985 smashed == EL_BD_MAGIC_WALL))
2988 int activated_magic_wall =
2989 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2990 EL_BD_MAGIC_WALL_ACTIVE);
2992 /* activate magic wall / mill */
2993 for (yy=0; yy<lev_fieldy; yy++)
2994 for (xx=0; xx<lev_fieldx; xx++)
2995 if (Feld[xx][yy] == smashed)
2996 Feld[xx][yy] = activated_magic_wall;
2998 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2999 game.magic_wall_active = TRUE;
3001 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3002 SND_MAGIC_WALL_ACTIVATING :
3003 SND_BD_MAGIC_WALL_ACTIVATING));
3006 if (IS_PLAYER(x, y + 1))
3008 if (CAN_SMASH_PLAYER(element))
3010 KillHeroUnlessProtected(x, y + 1);
3014 else if (smashed == EL_PENGUIN)
3016 if (CAN_SMASH_PLAYER(element))
3022 else if (element == EL_BD_DIAMOND)
3024 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3030 else if ((element == EL_SP_INFOTRON ||
3031 element == EL_SP_ZONK) &&
3032 (smashed == EL_SP_SNIKSNAK ||
3033 smashed == EL_SP_ELECTRON ||
3034 smashed == EL_SP_DISK_ORANGE))
3040 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3046 else if (CAN_SMASH_EVERYTHING(element))
3048 if (IS_CLASSIC_ENEMY(smashed) ||
3049 CAN_EXPLODE_SMASHED(smashed))
3054 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3056 if (smashed == EL_LAMP ||
3057 smashed == EL_LAMP_ACTIVE)
3062 else if (smashed == EL_NUT)
3064 Feld[x][y + 1] = EL_NUT_BREAKING;
3065 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3066 RaiseScoreElement(EL_NUT);
3069 else if (smashed == EL_PEARL)
3071 Feld[x][y + 1] = EL_PEARL_BREAKING;
3072 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3075 else if (smashed == EL_DIAMOND)
3077 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3078 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3081 else if (IS_BELT_SWITCH(smashed))
3083 ToggleBeltSwitch(x, y + 1);
3085 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3086 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3088 ToggleSwitchgateSwitch(x, y + 1);
3090 else if (smashed == EL_LIGHT_SWITCH ||
3091 smashed == EL_LIGHT_SWITCH_ACTIVE)
3093 ToggleLightSwitch(x, y + 1);
3097 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3102 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3107 /* play sound of magic wall / mill */
3109 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3110 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3112 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3113 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3114 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3115 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3120 /* play sound of object that hits the ground */
3121 if (lastline || object_hit)
3122 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3125 void TurnRound(int x, int y)
3137 { 0, 0 }, { 0, 0 }, { 0, 0 },
3142 int left, right, back;
3146 { MV_DOWN, MV_UP, MV_RIGHT },
3147 { MV_UP, MV_DOWN, MV_LEFT },
3149 { MV_LEFT, MV_RIGHT, MV_DOWN },
3153 { MV_RIGHT, MV_LEFT, MV_UP }
3156 int element = Feld[x][y];
3157 int old_move_dir = MovDir[x][y];
3158 int left_dir = turn[old_move_dir].left;
3159 int right_dir = turn[old_move_dir].right;
3160 int back_dir = turn[old_move_dir].back;
3162 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3163 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3164 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3165 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3167 int left_x = x + left_dx, left_y = y + left_dy;
3168 int right_x = x + right_dx, right_y = y + right_dy;
3169 int move_x = x + move_dx, move_y = y + move_dy;
3173 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3175 TestIfBadThingTouchesOtherBadThing(x, y);
3177 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3178 MovDir[x][y] = right_dir;
3179 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3180 MovDir[x][y] = left_dir;
3182 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3184 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3187 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3188 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3190 TestIfBadThingTouchesOtherBadThing(x, y);
3192 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3193 MovDir[x][y] = left_dir;
3194 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3195 MovDir[x][y] = right_dir;
3197 if ((element == EL_SPACESHIP ||
3198 element == EL_SP_SNIKSNAK ||
3199 element == EL_SP_ELECTRON)
3200 && MovDir[x][y] != old_move_dir)
3202 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3205 else if (element == EL_YAMYAM)
3207 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3208 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3210 if (can_turn_left && can_turn_right)
3211 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3212 else if (can_turn_left)
3213 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3214 else if (can_turn_right)
3215 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3217 MovDir[x][y] = back_dir;
3219 MovDelay[x][y] = 16 + 16 * RND(3);
3221 else if (element == EL_DARK_YAMYAM)
3223 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3224 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3226 if (can_turn_left && can_turn_right)
3227 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3228 else if (can_turn_left)
3229 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3230 else if (can_turn_right)
3231 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3233 MovDir[x][y] = back_dir;
3235 MovDelay[x][y] = 16 + 16 * RND(3);
3237 else if (element == EL_PACMAN)
3239 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3240 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3242 if (can_turn_left && can_turn_right)
3243 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3244 else if (can_turn_left)
3245 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3246 else if (can_turn_right)
3247 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3249 MovDir[x][y] = back_dir;
3251 MovDelay[x][y] = 6 + RND(40);
3253 else if (element == EL_PIG)
3255 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3256 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3257 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3258 boolean should_turn_left, should_turn_right, should_move_on;
3260 int rnd = RND(rnd_value);
3262 should_turn_left = (can_turn_left &&
3264 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3265 y + back_dy + left_dy)));
3266 should_turn_right = (can_turn_right &&
3268 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3269 y + back_dy + right_dy)));
3270 should_move_on = (can_move_on &&
3273 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3274 y + move_dy + left_dy) ||
3275 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3276 y + move_dy + right_dy)));
3278 if (should_turn_left || should_turn_right || should_move_on)
3280 if (should_turn_left && should_turn_right && should_move_on)
3281 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3282 rnd < 2 * rnd_value / 3 ? right_dir :
3284 else if (should_turn_left && should_turn_right)
3285 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3286 else if (should_turn_left && should_move_on)
3287 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3288 else if (should_turn_right && should_move_on)
3289 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3290 else if (should_turn_left)
3291 MovDir[x][y] = left_dir;
3292 else if (should_turn_right)
3293 MovDir[x][y] = right_dir;
3294 else if (should_move_on)
3295 MovDir[x][y] = old_move_dir;
3297 else if (can_move_on && rnd > rnd_value / 8)
3298 MovDir[x][y] = old_move_dir;
3299 else if (can_turn_left && can_turn_right)
3300 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3301 else if (can_turn_left && rnd > rnd_value / 8)
3302 MovDir[x][y] = left_dir;
3303 else if (can_turn_right && rnd > rnd_value/8)
3304 MovDir[x][y] = right_dir;
3306 MovDir[x][y] = back_dir;
3308 xx = x + move_xy[MovDir[x][y]].x;
3309 yy = y + move_xy[MovDir[x][y]].y;
3311 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3312 MovDir[x][y] = old_move_dir;
3316 else if (element == EL_DRAGON)
3318 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3319 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3320 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3322 int rnd = RND(rnd_value);
3324 if (can_move_on && rnd > rnd_value / 8)
3325 MovDir[x][y] = old_move_dir;
3326 else if (can_turn_left && can_turn_right)
3327 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3328 else if (can_turn_left && rnd > rnd_value / 8)
3329 MovDir[x][y] = left_dir;
3330 else if (can_turn_right && rnd > rnd_value / 8)
3331 MovDir[x][y] = right_dir;
3333 MovDir[x][y] = back_dir;
3335 xx = x + move_xy[MovDir[x][y]].x;
3336 yy = y + move_xy[MovDir[x][y]].y;
3338 if (!IS_FREE(xx, yy))
3339 MovDir[x][y] = old_move_dir;
3343 else if (element == EL_MOLE)
3345 boolean can_move_on =
3346 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3347 IS_AMOEBOID(Feld[move_x][move_y]) ||
3348 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3351 boolean can_turn_left =
3352 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3353 IS_AMOEBOID(Feld[left_x][left_y])));
3355 boolean can_turn_right =
3356 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3357 IS_AMOEBOID(Feld[right_x][right_y])));
3359 if (can_turn_left && can_turn_right)
3360 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3361 else if (can_turn_left)
3362 MovDir[x][y] = left_dir;
3364 MovDir[x][y] = right_dir;
3367 if (MovDir[x][y] != old_move_dir)
3370 else if (element == EL_BALLOON)
3372 MovDir[x][y] = game.balloon_dir;
3375 else if (element == EL_SPRING)
3377 if (MovDir[x][y] & MV_HORIZONTAL &&
3378 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3379 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3380 MovDir[x][y] = MV_NO_MOVING;
3384 else if (element == EL_ROBOT ||
3385 element == EL_SATELLITE ||
3386 element == EL_PENGUIN)
3388 int attr_x = -1, attr_y = -1;
3399 for (i=0; i<MAX_PLAYERS; i++)
3401 struct PlayerInfo *player = &stored_player[i];
3402 int jx = player->jx, jy = player->jy;
3404 if (!player->active)
3408 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3416 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3422 if (element == EL_PENGUIN)
3425 static int xy[4][2] =
3435 int ex = x + xy[i % 4][0];
3436 int ey = y + xy[i % 4][1];
3438 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3447 MovDir[x][y] = MV_NO_MOVING;
3449 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3450 else if (attr_x > x)
3451 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3453 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3454 else if (attr_y > y)
3455 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3457 if (element == EL_ROBOT)
3461 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3462 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3463 Moving2Blocked(x, y, &newx, &newy);
3465 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3466 MovDelay[x][y] = 8 + 8 * !RND(3);
3468 MovDelay[x][y] = 16;
3470 else if (element == EL_PENGUIN)
3476 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3478 boolean first_horiz = RND(2);
3479 int new_move_dir = MovDir[x][y];
3482 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3483 Moving2Blocked(x, y, &newx, &newy);
3485 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3489 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3490 Moving2Blocked(x, y, &newx, &newy);
3492 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3495 MovDir[x][y] = old_move_dir;
3499 else /* (element == EL_SATELLITE) */
3505 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3507 boolean first_horiz = RND(2);
3508 int new_move_dir = MovDir[x][y];
3511 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3512 Moving2Blocked(x, y, &newx, &newy);
3514 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3518 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3519 Moving2Blocked(x, y, &newx, &newy);
3521 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3524 MovDir[x][y] = old_move_dir;
3529 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3530 element_info[element].move_pattern == MV_TURNING_LEFT ||
3531 element_info[element].move_pattern == MV_TURNING_RIGHT)
3533 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3534 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3536 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3537 MovDir[x][y] = left_dir;
3538 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3539 MovDir[x][y] = right_dir;
3540 else if (can_turn_left && can_turn_right)
3541 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3542 else if (can_turn_left)
3543 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3544 else if (can_turn_right)
3545 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3547 MovDir[x][y] = back_dir;
3549 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3551 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3552 element_info[element].move_pattern == MV_VERTICAL)
3554 if (element_info[element].move_pattern & old_move_dir)
3555 MovDir[x][y] = back_dir;
3556 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3557 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3558 else if (element_info[element].move_pattern == MV_VERTICAL)
3559 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3561 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3563 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3565 MovDir[x][y] = element_info[element].move_pattern;
3566 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3568 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3570 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3571 MovDir[x][y] = left_dir;
3572 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3573 MovDir[x][y] = right_dir;
3575 if (MovDir[x][y] != old_move_dir)
3576 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3578 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3580 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3581 MovDir[x][y] = right_dir;
3582 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3583 MovDir[x][y] = left_dir;
3585 if (MovDir[x][y] != old_move_dir)
3586 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3588 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3589 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3591 int attr_x = -1, attr_y = -1;
3594 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3605 for (i=0; i<MAX_PLAYERS; i++)
3607 struct PlayerInfo *player = &stored_player[i];
3608 int jx = player->jx, jy = player->jy;
3610 if (!player->active)
3614 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3622 MovDir[x][y] = MV_NO_MOVING;
3624 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3625 else if (attr_x > x)
3626 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3628 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3629 else if (attr_y > y)
3630 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3632 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3634 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3636 boolean first_horiz = RND(2);
3637 int new_move_dir = MovDir[x][y];
3640 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3641 Moving2Blocked(x, y, &newx, &newy);
3643 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3647 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3648 Moving2Blocked(x, y, &newx, &newy);
3650 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3653 MovDir[x][y] = old_move_dir;
3656 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3658 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3659 MovDir[x][y] = MV_NO_MOVING;
3665 static boolean JustBeingPushed(int x, int y)
3669 for (i=0; i<MAX_PLAYERS; i++)
3671 struct PlayerInfo *player = &stored_player[i];
3673 if (player->active && player->Pushing && player->MovPos)
3675 int next_jx = player->jx + (player->jx - player->last_jx);
3676 int next_jy = player->jy + (player->jy - player->last_jy);
3678 if (x == next_jx && y == next_jy)
3686 void StartMoving(int x, int y)
3688 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3689 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3690 int element = Feld[x][y];
3695 /* !!! this should be handled more generic (not only for mole) !!! */
3696 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3697 GfxAction[x][y] = ACTION_DEFAULT;
3699 if (CAN_FALL(element) && y < lev_fieldy - 1)
3701 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3702 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3703 if (JustBeingPushed(x, y))
3706 if (element == EL_QUICKSAND_FULL)
3708 if (IS_FREE(x, y + 1))
3710 InitMovingField(x, y, MV_DOWN);
3711 started_moving = TRUE;
3713 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3714 Store[x][y] = EL_ROCK;
3716 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3718 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3721 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3723 if (!MovDelay[x][y])
3724 MovDelay[x][y] = TILEY + 1;
3733 Feld[x][y] = EL_QUICKSAND_EMPTY;
3734 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3735 Store[x][y + 1] = Store[x][y];
3738 PlaySoundLevelAction(x, y, ACTION_FILLING);
3740 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3744 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3745 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3747 InitMovingField(x, y, MV_DOWN);
3748 started_moving = TRUE;
3750 Feld[x][y] = EL_QUICKSAND_FILLING;
3751 Store[x][y] = element;
3753 PlaySoundLevelAction(x, y, ACTION_FILLING);
3755 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3758 else if (element == EL_MAGIC_WALL_FULL)
3760 if (IS_FREE(x, y + 1))
3762 InitMovingField(x, y, MV_DOWN);
3763 started_moving = TRUE;
3765 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3766 Store[x][y] = EL_CHANGED(Store[x][y]);
3768 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3770 if (!MovDelay[x][y])
3771 MovDelay[x][y] = TILEY/4 + 1;
3780 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3781 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3782 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3786 else if (element == EL_BD_MAGIC_WALL_FULL)
3788 if (IS_FREE(x, y + 1))
3790 InitMovingField(x, y, MV_DOWN);
3791 started_moving = TRUE;
3793 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3794 Store[x][y] = EL_CHANGED2(Store[x][y]);
3796 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3798 if (!MovDelay[x][y])
3799 MovDelay[x][y] = TILEY/4 + 1;
3808 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3809 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3810 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3814 else if (CAN_PASS_MAGIC_WALL(element) &&
3815 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3816 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3818 InitMovingField(x, y, MV_DOWN);
3819 started_moving = TRUE;
3822 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3823 EL_BD_MAGIC_WALL_FILLING);
3824 Store[x][y] = element;
3827 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3829 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3834 InitMovingField(x, y, MV_DOWN);
3835 started_moving = TRUE;
3837 Store[x][y] = EL_ACID;
3839 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3840 GfxAction[x][y + 1] = ACTION_ACTIVE;
3846 /* TEST: bug where player gets not killed by falling rock ... */
3847 else if (CAN_SMASH(element) &&
3848 (Feld[x][y + 1] == EL_BLOCKED ||
3849 IS_PLAYER(x, y + 1)) &&
3850 JustStopped[x][y] && !Pushed[x][y + 1])
3854 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3855 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3856 JustStopped[x][y] && !Pushed[x][y + 1])
3858 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3864 /* calling "Impact()" here is not only completely unneccessary
3865 (because it already gets called from "ContinueMoving()" in
3866 all relevant situations), but also completely bullshit, because
3867 "JustStopped" also indicates a finished *horizontal* movement;
3868 we must keep this trash for backwards compatibility with older
3874 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3876 if (MovDir[x][y] == MV_NO_MOVING)
3878 InitMovingField(x, y, MV_DOWN);
3879 started_moving = TRUE;
3882 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3884 if (JustStopped[x][y]) /* prevent animation from being restarted */
3885 MovDir[x][y] = MV_DOWN;
3887 InitMovingField(x, y, MV_DOWN);
3888 started_moving = TRUE;
3890 else if (element == EL_AMOEBA_DROP)
3892 Feld[x][y] = EL_AMOEBA_GROWING;
3893 Store[x][y] = EL_AMOEBA_WET;
3895 /* Store[x][y + 1] must be zero, because:
3896 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3899 #if OLD_GAME_BEHAVIOUR
3900 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3902 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3903 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3904 element != EL_DX_SUPABOMB)
3907 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3908 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3909 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3910 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3913 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3914 (IS_FREE(x - 1, y + 1) ||
3915 Feld[x - 1][y + 1] == EL_ACID));
3916 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3917 (IS_FREE(x + 1, y + 1) ||
3918 Feld[x + 1][y + 1] == EL_ACID));
3919 boolean can_fall_any = (can_fall_left || can_fall_right);
3920 boolean can_fall_both = (can_fall_left && can_fall_right);
3922 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3924 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3926 if (slippery_type == SLIPPERY_ONLY_LEFT)
3927 can_fall_right = FALSE;
3928 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3929 can_fall_left = FALSE;
3930 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3931 can_fall_right = FALSE;
3932 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3933 can_fall_left = FALSE;
3935 can_fall_any = (can_fall_left || can_fall_right);
3936 can_fall_both = (can_fall_left && can_fall_right);
3941 if (can_fall_both &&
3942 (game.emulation != EMU_BOULDERDASH &&
3943 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3944 can_fall_left = !(can_fall_right = RND(2));
3946 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3947 started_moving = TRUE;
3950 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3952 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3953 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3954 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3955 int belt_dir = game.belt_dir[belt_nr];
3957 if ((belt_dir == MV_LEFT && left_is_free) ||
3958 (belt_dir == MV_RIGHT && right_is_free))
3960 InitMovingField(x, y, belt_dir);
3961 started_moving = TRUE;
3963 GfxAction[x][y] = ACTION_DEFAULT;
3968 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3969 if (CAN_MOVE(element) && !started_moving)
3974 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
3977 if ((element == EL_SATELLITE ||
3978 element == EL_BALLOON ||
3979 element == EL_SPRING)
3980 && JustBeingPushed(x, y))
3986 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3987 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3989 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3991 Moving2Blocked(x, y, &newx, &newy);
3992 if (Feld[newx][newy] == EL_BLOCKED)
3993 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3998 if (!MovDelay[x][y]) /* start new movement phase */
4000 /* all objects that can change their move direction after each step
4001 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4003 if (element != EL_YAMYAM &&
4004 element != EL_DARK_YAMYAM &&
4005 element != EL_PACMAN &&
4006 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4007 element_info[element].move_pattern != MV_TURNING_LEFT &&
4008 element_info[element].move_pattern != MV_TURNING_RIGHT)
4012 if (MovDelay[x][y] && (element == EL_BUG ||
4013 element == EL_SPACESHIP ||
4014 element == EL_SP_SNIKSNAK ||
4015 element == EL_SP_ELECTRON ||
4016 element == EL_MOLE))
4017 DrawLevelField(x, y);
4021 if (MovDelay[x][y]) /* wait some time before next movement */
4026 if (element == EL_YAMYAM)
4029 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4030 DrawLevelElementAnimation(x, y, element);
4034 if (MovDelay[x][y]) /* element still has to wait some time */
4037 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4038 ResetGfxAnimation(x, y);
4040 GfxAction[x][y] = ACTION_WAITING;
4043 if (element == EL_ROBOT ||
4045 element == EL_PACMAN ||
4047 element == EL_YAMYAM ||
4048 element == EL_DARK_YAMYAM)
4051 DrawLevelElementAnimation(x, y, element);
4053 DrawLevelElementAnimationIfNeeded(x, y, element);
4055 PlaySoundLevelAction(x, y, ACTION_WAITING);
4057 else if (element == EL_SP_ELECTRON)
4058 DrawLevelElementAnimationIfNeeded(x, y, element);
4059 else if (element == EL_DRAGON)
4062 int dir = MovDir[x][y];
4063 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4064 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4065 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4066 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4067 dir == MV_UP ? IMG_FLAMES_1_UP :
4068 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4069 int frame = getGraphicAnimationFrame(graphic, -1);
4071 for (i=1; i<=3; i++)
4073 int xx = x + i*dx, yy = y + i*dy;
4074 int sx = SCREENX(xx), sy = SCREENY(yy);
4075 int flame_graphic = graphic + (i - 1);
4077 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4082 int flamed = MovingOrBlocked2Element(xx, yy);
4084 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4087 RemoveMovingField(xx, yy);
4089 Feld[xx][yy] = EL_FLAMES;
4090 if (IN_SCR_FIELD(sx, sy))
4091 DrawGraphic(sx, sy, flame_graphic, frame);
4095 if (Feld[xx][yy] == EL_FLAMES)
4096 Feld[xx][yy] = EL_EMPTY;
4097 DrawLevelField(xx, yy);
4102 if (MovDelay[x][y]) /* element still has to wait some time */
4104 PlaySoundLevelAction(x, y, ACTION_WAITING);
4109 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4110 for all other elements GfxAction will be set by InitMovingField() */
4111 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4112 GfxAction[x][y] = ACTION_MOVING;
4115 /* now make next step */
4117 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4119 if (DONT_COLLIDE_WITH(element) &&
4120 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4121 !PLAYER_PROTECTED(newx, newy))
4124 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4127 /* player killed by element which is deadly when colliding with */
4129 KillHero(PLAYERINFO(newx, newy));
4134 else if ((element == EL_PENGUIN ||
4135 element == EL_ROBOT ||
4136 element == EL_SATELLITE ||
4137 element == EL_BALLOON ||
4138 IS_CUSTOM_ELEMENT(element)) &&
4139 IN_LEV_FIELD(newx, newy) &&
4140 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4143 Store[x][y] = EL_ACID;
4145 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4147 if (Feld[newx][newy] == EL_EXIT_OPEN)
4149 Feld[x][y] = EL_EMPTY;
4150 DrawLevelField(x, y);
4152 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4153 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4154 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4156 local_player->friends_still_needed--;
4157 if (!local_player->friends_still_needed &&
4158 !local_player->GameOver && AllPlayersGone)
4159 local_player->LevelSolved = local_player->GameOver = TRUE;
4163 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4165 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4166 DrawLevelField(newx, newy);
4168 MovDir[x][y] = MV_NO_MOVING;
4170 else if (!IS_FREE(newx, newy))
4172 GfxAction[x][y] = ACTION_WAITING;
4174 if (IS_PLAYER(x, y))
4175 DrawPlayerField(x, y);
4177 DrawLevelField(x, y);
4181 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4183 if (IS_FOOD_PIG(Feld[newx][newy]))
4185 if (IS_MOVING(newx, newy))
4186 RemoveMovingField(newx, newy);
4189 Feld[newx][newy] = EL_EMPTY;
4190 DrawLevelField(newx, newy);
4193 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4195 else if (!IS_FREE(newx, newy))
4197 if (IS_PLAYER(x, y))
4198 DrawPlayerField(x, y);
4200 DrawLevelField(x, y);
4204 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4206 if (!IS_FREE(newx, newy))
4208 if (IS_PLAYER(x, y))
4209 DrawPlayerField(x, y);
4211 DrawLevelField(x, y);
4216 boolean wanna_flame = !RND(10);
4217 int dx = newx - x, dy = newy - y;
4218 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4219 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4220 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4221 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4222 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4223 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4226 IS_CLASSIC_ENEMY(element1) ||
4227 IS_CLASSIC_ENEMY(element2)) &&
4228 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4229 element1 != EL_FLAMES && element2 != EL_FLAMES)
4231 if (IS_PLAYER(x, y))
4232 DrawPlayerField(x, y);
4234 DrawLevelField(x, y);
4236 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4238 MovDelay[x][y] = 50;
4239 Feld[newx][newy] = EL_FLAMES;
4240 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4241 Feld[newx1][newy1] = EL_FLAMES;
4242 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4243 Feld[newx2][newy2] = EL_FLAMES;
4248 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4249 Feld[newx][newy] == EL_DIAMOND)
4251 if (IS_MOVING(newx, newy))
4252 RemoveMovingField(newx, newy);
4255 Feld[newx][newy] = EL_EMPTY;
4256 DrawLevelField(newx, newy);
4259 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4261 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4262 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4264 if (AmoebaNr[newx][newy])
4266 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4267 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4268 Feld[newx][newy] == EL_BD_AMOEBA)
4269 AmoebaCnt[AmoebaNr[newx][newy]]--;
4272 if (IS_MOVING(newx, newy))
4273 RemoveMovingField(newx, newy);
4276 Feld[newx][newy] = EL_EMPTY;
4277 DrawLevelField(newx, newy);
4280 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4282 else if ((element == EL_PACMAN || element == EL_MOLE)
4283 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4285 if (AmoebaNr[newx][newy])
4287 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4288 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4289 Feld[newx][newy] == EL_BD_AMOEBA)
4290 AmoebaCnt[AmoebaNr[newx][newy]]--;
4293 if (element == EL_MOLE)
4295 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4296 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4298 ResetGfxAnimation(x, y);
4299 GfxAction[x][y] = ACTION_DIGGING;
4300 DrawLevelField(x, y);
4302 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4303 return; /* wait for shrinking amoeba */
4305 else /* element == EL_PACMAN */
4307 Feld[newx][newy] = EL_EMPTY;
4308 DrawLevelField(newx, newy);
4309 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4312 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4313 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4314 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4316 /* wait for shrinking amoeba to completely disappear */
4319 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4321 /* object was running against a wall */
4326 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4327 DrawLevelElementAnimation(x, y, element);
4329 if (element == EL_BUG ||
4330 element == EL_SPACESHIP ||
4331 element == EL_SP_SNIKSNAK)
4332 DrawLevelField(x, y);
4333 else if (element == EL_MOLE)
4334 DrawLevelField(x, y);
4335 else if (element == EL_BD_BUTTERFLY ||
4336 element == EL_BD_FIREFLY)
4337 DrawLevelElementAnimationIfNeeded(x, y, element);
4338 else if (element == EL_SATELLITE)
4339 DrawLevelElementAnimationIfNeeded(x, y, element);
4340 else if (element == EL_SP_ELECTRON)
4341 DrawLevelElementAnimationIfNeeded(x, y, element);
4344 if (DONT_TOUCH(element))
4345 TestIfBadThingTouchesHero(x, y);
4348 PlaySoundLevelAction(x, y, ACTION_WAITING);
4354 InitMovingField(x, y, MovDir[x][y]);
4356 PlaySoundLevelAction(x, y, ACTION_MOVING);
4360 ContinueMoving(x, y);
4363 void ContinueMoving(int x, int y)
4365 int element = Feld[x][y];
4366 int direction = MovDir[x][y];
4367 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4368 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4369 int newx = x + dx, newy = y + dy;
4370 int nextx = newx + dx, nexty = newy + dy;
4371 boolean pushed = Pushed[x][y];
4373 MovPos[x][y] += getElementMoveStepsize(x, y);
4375 if (pushed) /* special case: moving object pushed by player */
4376 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4378 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4380 Feld[x][y] = EL_EMPTY;
4381 Feld[newx][newy] = element;
4382 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4384 if (element == EL_MOLE)
4386 Feld[x][y] = EL_SAND;
4388 DrawLevelFieldCrumbledSandNeighbours(x, y);
4390 else if (element == EL_QUICKSAND_FILLING)
4392 element = Feld[newx][newy] = get_next_element(element);
4393 Store[newx][newy] = Store[x][y];
4395 else if (element == EL_QUICKSAND_EMPTYING)
4397 Feld[x][y] = get_next_element(element);
4398 element = Feld[newx][newy] = Store[x][y];
4400 else if (element == EL_MAGIC_WALL_FILLING)
4402 element = Feld[newx][newy] = get_next_element(element);
4403 if (!game.magic_wall_active)
4404 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4405 Store[newx][newy] = Store[x][y];
4407 else if (element == EL_MAGIC_WALL_EMPTYING)
4409 Feld[x][y] = get_next_element(element);
4410 if (!game.magic_wall_active)
4411 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4412 element = Feld[newx][newy] = Store[x][y];
4414 else if (element == EL_BD_MAGIC_WALL_FILLING)
4416 element = Feld[newx][newy] = get_next_element(element);
4417 if (!game.magic_wall_active)
4418 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4419 Store[newx][newy] = Store[x][y];
4421 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4423 Feld[x][y] = get_next_element(element);
4424 if (!game.magic_wall_active)
4425 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4426 element = Feld[newx][newy] = Store[x][y];
4428 else if (element == EL_AMOEBA_DROPPING)
4430 Feld[x][y] = get_next_element(element);
4431 element = Feld[newx][newy] = Store[x][y];
4433 else if (element == EL_SOKOBAN_OBJECT)
4436 Feld[x][y] = Back[x][y];
4438 if (Back[newx][newy])
4439 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4441 Back[x][y] = Back[newx][newy] = 0;
4443 else if (Store[x][y] == EL_ACID)
4445 element = Feld[newx][newy] = EL_ACID;
4449 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4450 MovDelay[newx][newy] = 0;
4452 /* copy element change control values to new field */
4453 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4454 Changed[newx][newy] = Changed[x][y];
4455 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4457 ChangeDelay[x][y] = 0;
4458 Changed[x][y] = CE_BITMASK_DEFAULT;
4459 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4461 /* copy animation control values to new field */
4462 GfxFrame[newx][newy] = GfxFrame[x][y];
4463 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4464 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4466 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4468 ResetGfxAnimation(x, y); /* reset animation values for old field */
4471 /* 2.1.1 (does not work correctly for spring) */
4472 if (!CAN_MOVE(element))
4473 MovDir[newx][newy] = 0;
4477 /* (does not work for falling objects that slide horizontally) */
4478 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4479 MovDir[newx][newy] = 0;
4482 if (!CAN_MOVE(element) ||
4483 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4484 MovDir[newx][newy] = 0;
4487 if (!CAN_MOVE(element) ||
4488 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4489 MovDir[newx][newy] = 0;
4493 DrawLevelField(x, y);
4494 DrawLevelField(newx, newy);
4496 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4498 /* prevent pushed element from moving on in pushed direction */
4499 if (pushed && CAN_MOVE(element) &&
4500 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4501 !(element_info[element].move_pattern & MovDir[newx][newy]))
4502 TurnRound(newx, newy);
4504 if (!pushed) /* special case: moving object pushed by player */
4505 JustStopped[newx][newy] = 3;
4507 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4509 TestIfBadThingTouchesHero(newx, newy);
4510 TestIfBadThingTouchesFriend(newx, newy);
4511 TestIfBadThingTouchesOtherBadThing(newx, newy);
4513 else if (element == EL_PENGUIN)
4514 TestIfFriendTouchesBadThing(newx, newy);
4516 if (CAN_FALL(element) && direction == MV_DOWN &&
4517 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4520 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4521 CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1);
4524 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4527 TestIfPlayerTouchesCustomElement(newx, newy);
4528 TestIfElementTouchesCustomElement(newx, newy);
4530 else /* still moving on */
4532 DrawLevelField(x, y);
4536 int AmoebeNachbarNr(int ax, int ay)
4539 int element = Feld[ax][ay];
4541 static int xy[4][2] =
4551 int x = ax + xy[i][0];
4552 int y = ay + xy[i][1];
4554 if (!IN_LEV_FIELD(x, y))
4557 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4558 group_nr = AmoebaNr[x][y];
4564 void AmoebenVereinigen(int ax, int ay)
4566 int i, x, y, xx, yy;
4567 int new_group_nr = AmoebaNr[ax][ay];
4568 static int xy[4][2] =
4576 if (new_group_nr == 0)
4584 if (!IN_LEV_FIELD(x, y))
4587 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4588 Feld[x][y] == EL_BD_AMOEBA ||
4589 Feld[x][y] == EL_AMOEBA_DEAD) &&
4590 AmoebaNr[x][y] != new_group_nr)
4592 int old_group_nr = AmoebaNr[x][y];
4594 if (old_group_nr == 0)
4597 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4598 AmoebaCnt[old_group_nr] = 0;
4599 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4600 AmoebaCnt2[old_group_nr] = 0;
4602 for (yy=0; yy<lev_fieldy; yy++)
4604 for (xx=0; xx<lev_fieldx; xx++)
4606 if (AmoebaNr[xx][yy] == old_group_nr)
4607 AmoebaNr[xx][yy] = new_group_nr;
4614 void AmoebeUmwandeln(int ax, int ay)
4618 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4620 int group_nr = AmoebaNr[ax][ay];
4625 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4626 printf("AmoebeUmwandeln(): This should never happen!\n");
4631 for (y=0; y<lev_fieldy; y++)
4633 for (x=0; x<lev_fieldx; x++)
4635 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4638 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4642 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4643 SND_AMOEBA_TURNING_TO_GEM :
4644 SND_AMOEBA_TURNING_TO_ROCK));
4649 static int xy[4][2] =
4662 if (!IN_LEV_FIELD(x, y))
4665 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4667 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4668 SND_AMOEBA_TURNING_TO_GEM :
4669 SND_AMOEBA_TURNING_TO_ROCK));
4676 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4679 int group_nr = AmoebaNr[ax][ay];
4680 boolean done = FALSE;
4685 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4686 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4691 for (y=0; y<lev_fieldy; y++)
4693 for (x=0; x<lev_fieldx; x++)
4695 if (AmoebaNr[x][y] == group_nr &&
4696 (Feld[x][y] == EL_AMOEBA_DEAD ||
4697 Feld[x][y] == EL_BD_AMOEBA ||
4698 Feld[x][y] == EL_AMOEBA_GROWING))
4701 Feld[x][y] = new_element;
4702 InitField(x, y, FALSE);
4703 DrawLevelField(x, y);
4710 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4711 SND_BD_AMOEBA_TURNING_TO_ROCK :
4712 SND_BD_AMOEBA_TURNING_TO_GEM));
4715 void AmoebeWaechst(int x, int y)
4717 static unsigned long sound_delay = 0;
4718 static unsigned long sound_delay_value = 0;
4720 if (!MovDelay[x][y]) /* start new growing cycle */
4724 if (DelayReached(&sound_delay, sound_delay_value))
4727 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4729 if (Store[x][y] == EL_BD_AMOEBA)
4730 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4732 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4734 sound_delay_value = 30;
4738 if (MovDelay[x][y]) /* wait some time before growing bigger */
4741 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4743 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4744 6 - MovDelay[x][y]);
4746 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4749 if (!MovDelay[x][y])
4751 Feld[x][y] = Store[x][y];
4753 DrawLevelField(x, y);
4758 void AmoebaDisappearing(int x, int y)
4760 static unsigned long sound_delay = 0;
4761 static unsigned long sound_delay_value = 0;
4763 if (!MovDelay[x][y]) /* start new shrinking cycle */
4767 if (DelayReached(&sound_delay, sound_delay_value))
4768 sound_delay_value = 30;
4771 if (MovDelay[x][y]) /* wait some time before shrinking */
4774 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4776 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4777 6 - MovDelay[x][y]);
4779 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4782 if (!MovDelay[x][y])
4784 Feld[x][y] = EL_EMPTY;
4785 DrawLevelField(x, y);
4787 /* don't let mole enter this field in this cycle;
4788 (give priority to objects falling to this field from above) */
4794 void AmoebeAbleger(int ax, int ay)
4797 int element = Feld[ax][ay];
4798 int graphic = el2img(element);
4799 int newax = ax, neway = ay;
4800 static int xy[4][2] =
4808 if (!level.amoeba_speed)
4810 Feld[ax][ay] = EL_AMOEBA_DEAD;
4811 DrawLevelField(ax, ay);
4815 if (IS_ANIMATED(graphic))
4816 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4818 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4819 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4821 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4824 if (MovDelay[ax][ay])
4828 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4831 int x = ax + xy[start][0];
4832 int y = ay + xy[start][1];
4834 if (!IN_LEV_FIELD(x, y))
4837 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4838 if (IS_FREE(x, y) ||
4839 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4845 if (newax == ax && neway == ay)
4848 else /* normal or "filled" (BD style) amoeba */
4851 boolean waiting_for_player = FALSE;
4855 int j = (start + i) % 4;
4856 int x = ax + xy[j][0];
4857 int y = ay + xy[j][1];
4859 if (!IN_LEV_FIELD(x, y))
4862 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4863 if (IS_FREE(x, y) ||
4864 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4870 else if (IS_PLAYER(x, y))
4871 waiting_for_player = TRUE;
4874 if (newax == ax && neway == ay) /* amoeba cannot grow */
4876 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4878 Feld[ax][ay] = EL_AMOEBA_DEAD;
4879 DrawLevelField(ax, ay);
4880 AmoebaCnt[AmoebaNr[ax][ay]]--;
4882 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4884 if (element == EL_AMOEBA_FULL)
4885 AmoebeUmwandeln(ax, ay);
4886 else if (element == EL_BD_AMOEBA)
4887 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4892 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4894 /* amoeba gets larger by growing in some direction */
4896 int new_group_nr = AmoebaNr[ax][ay];
4899 if (new_group_nr == 0)
4901 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4902 printf("AmoebeAbleger(): This should never happen!\n");
4907 AmoebaNr[newax][neway] = new_group_nr;
4908 AmoebaCnt[new_group_nr]++;
4909 AmoebaCnt2[new_group_nr]++;
4911 /* if amoeba touches other amoeba(s) after growing, unify them */
4912 AmoebenVereinigen(newax, neway);
4914 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4916 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4922 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4923 (neway == lev_fieldy - 1 && newax != ax))
4925 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4926 Store[newax][neway] = element;
4928 else if (neway == ay)
4930 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4932 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4934 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4939 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4940 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4941 Store[ax][ay] = EL_AMOEBA_DROP;
4942 ContinueMoving(ax, ay);
4946 DrawLevelField(newax, neway);
4949 void Life(int ax, int ay)
4952 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4954 int element = Feld[ax][ay];
4955 int graphic = el2img(element);
4956 boolean changed = FALSE;
4958 if (IS_ANIMATED(graphic))
4959 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4964 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4965 MovDelay[ax][ay] = life_time;
4967 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4970 if (MovDelay[ax][ay])
4974 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4976 int xx = ax+x1, yy = ay+y1;
4979 if (!IN_LEV_FIELD(xx, yy))
4982 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4984 int x = xx+x2, y = yy+y2;
4986 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4989 if (((Feld[x][y] == element ||
4990 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4992 (IS_FREE(x, y) && Stop[x][y]))
4996 if (xx == ax && yy == ay) /* field in the middle */
4998 if (nachbarn < life[0] || nachbarn > life[1])
5000 Feld[xx][yy] = EL_EMPTY;
5002 DrawLevelField(xx, yy);
5003 Stop[xx][yy] = TRUE;
5007 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5008 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5009 { /* free border field */
5010 if (nachbarn >= life[2] && nachbarn <= life[3])
5012 Feld[xx][yy] = element;
5013 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5015 DrawLevelField(xx, yy);
5016 Stop[xx][yy] = TRUE;
5023 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5024 SND_GAME_OF_LIFE_GROWING);
5027 static void InitRobotWheel(int x, int y)
5029 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5032 static void RunRobotWheel(int x, int y)
5034 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5037 static void StopRobotWheel(int x, int y)
5039 if (ZX == x && ZY == y)
5043 static void InitTimegateWheel(int x, int y)
5045 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5048 static void RunTimegateWheel(int x, int y)
5050 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5053 void CheckExit(int x, int y)
5055 if (local_player->gems_still_needed > 0 ||
5056 local_player->sokobanfields_still_needed > 0 ||
5057 local_player->lights_still_needed > 0)
5059 int element = Feld[x][y];
5060 int graphic = el2img(element);
5062 if (IS_ANIMATED(graphic))
5063 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5068 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5071 Feld[x][y] = EL_EXIT_OPENING;
5073 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5076 void CheckExitSP(int x, int y)
5078 if (local_player->gems_still_needed > 0)
5080 int element = Feld[x][y];
5081 int graphic = el2img(element);
5083 if (IS_ANIMATED(graphic))
5084 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5089 Feld[x][y] = EL_SP_EXIT_OPEN;
5091 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5094 static void CloseAllOpenTimegates()
5098 for (y=0; y<lev_fieldy; y++)
5100 for (x=0; x<lev_fieldx; x++)
5102 int element = Feld[x][y];
5104 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5106 Feld[x][y] = EL_TIMEGATE_CLOSING;
5108 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5110 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5117 void EdelsteinFunkeln(int x, int y)
5119 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5122 if (Feld[x][y] == EL_BD_DIAMOND)
5125 if (MovDelay[x][y] == 0) /* next animation frame */
5126 MovDelay[x][y] = 11 * !SimpleRND(500);
5128 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5132 if (setup.direct_draw && MovDelay[x][y])
5133 SetDrawtoField(DRAW_BUFFERED);
5135 DrawLevelElementAnimation(x, y, Feld[x][y]);
5137 if (MovDelay[x][y] != 0)
5139 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5140 10 - MovDelay[x][y]);
5142 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5144 if (setup.direct_draw)
5148 dest_x = FX + SCREENX(x) * TILEX;
5149 dest_y = FY + SCREENY(y) * TILEY;
5151 BlitBitmap(drawto_field, window,
5152 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5153 SetDrawtoField(DRAW_DIRECT);
5159 void MauerWaechst(int x, int y)
5163 if (!MovDelay[x][y]) /* next animation frame */
5164 MovDelay[x][y] = 3 * delay;
5166 if (MovDelay[x][y]) /* wait some time before next frame */
5170 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5172 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5173 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5175 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5178 if (!MovDelay[x][y])
5180 if (MovDir[x][y] == MV_LEFT)
5182 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5183 DrawLevelField(x - 1, y);
5185 else if (MovDir[x][y] == MV_RIGHT)
5187 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5188 DrawLevelField(x + 1, y);
5190 else if (MovDir[x][y] == MV_UP)
5192 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5193 DrawLevelField(x, y - 1);
5197 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5198 DrawLevelField(x, y + 1);
5201 Feld[x][y] = Store[x][y];
5203 MovDir[x][y] = MV_NO_MOVING;
5204 DrawLevelField(x, y);
5209 void MauerAbleger(int ax, int ay)
5211 int element = Feld[ax][ay];
5212 int graphic = el2img(element);
5213 boolean oben_frei = FALSE, unten_frei = FALSE;
5214 boolean links_frei = FALSE, rechts_frei = FALSE;
5215 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5216 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5217 boolean new_wall = FALSE;
5219 if (IS_ANIMATED(graphic))
5220 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5222 if (!MovDelay[ax][ay]) /* start building new wall */
5223 MovDelay[ax][ay] = 6;
5225 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5228 if (MovDelay[ax][ay])
5232 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5234 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5236 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5238 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5241 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5242 element == EL_EXPANDABLE_WALL_ANY)
5246 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5247 Store[ax][ay-1] = element;
5248 MovDir[ax][ay-1] = MV_UP;
5249 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5250 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5251 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5256 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5257 Store[ax][ay+1] = element;
5258 MovDir[ax][ay+1] = MV_DOWN;
5259 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5260 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5261 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5266 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5267 element == EL_EXPANDABLE_WALL_ANY ||
5268 element == EL_EXPANDABLE_WALL)
5272 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5273 Store[ax-1][ay] = element;
5274 MovDir[ax-1][ay] = MV_LEFT;
5275 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5276 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5277 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5283 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5284 Store[ax+1][ay] = element;
5285 MovDir[ax+1][ay] = MV_RIGHT;
5286 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5287 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5288 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5293 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5294 DrawLevelField(ax, ay);
5296 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5298 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5299 unten_massiv = TRUE;
5300 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5301 links_massiv = TRUE;
5302 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5303 rechts_massiv = TRUE;
5305 if (((oben_massiv && unten_massiv) ||
5306 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5307 element == EL_EXPANDABLE_WALL) &&
5308 ((links_massiv && rechts_massiv) ||
5309 element == EL_EXPANDABLE_WALL_VERTICAL))
5310 Feld[ax][ay] = EL_WALL;
5314 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5316 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5320 void CheckForDragon(int x, int y)
5323 boolean dragon_found = FALSE;
5324 static int xy[4][2] =
5336 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5338 if (IN_LEV_FIELD(xx, yy) &&
5339 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5341 if (Feld[xx][yy] == EL_DRAGON)
5342 dragon_found = TRUE;
5355 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5357 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5359 Feld[xx][yy] = EL_EMPTY;
5360 DrawLevelField(xx, yy);
5369 static void InitBuggyBase(int x, int y)
5371 int element = Feld[x][y];
5372 int activating_delay = FRAMES_PER_SECOND / 4;
5375 (element == EL_SP_BUGGY_BASE ?
5376 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5377 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5379 element == EL_SP_BUGGY_BASE_ACTIVE ?
5380 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5383 static void WarnBuggyBase(int x, int y)
5386 static int xy[4][2] =
5396 int xx = x + xy[i][0], yy = y + xy[i][1];
5398 if (IS_PLAYER(xx, yy))
5400 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5407 static void InitTrap(int x, int y)
5409 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5412 static void ActivateTrap(int x, int y)
5414 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5417 static void ChangeActiveTrap(int x, int y)
5419 int graphic = IMG_TRAP_ACTIVE;
5421 /* if new animation frame was drawn, correct crumbled sand border */
5422 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5423 DrawLevelFieldCrumbledSand(x, y);
5426 static void ChangeElementNowExt(int x, int y, int target_element)
5428 /* check if element under player changes from accessible to unaccessible
5429 (needed for special case of dropping element which then changes) */
5430 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5431 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5438 Feld[x][y] = target_element;
5440 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5442 ResetGfxAnimation(x, y);
5443 ResetRandomAnimationValue(x, y);
5445 InitField(x, y, FALSE);
5446 if (CAN_MOVE(Feld[x][y]))
5449 DrawLevelField(x, y);
5451 if (GFX_CRUMBLED(Feld[x][y]))
5452 DrawLevelFieldCrumbledSandNeighbours(x, y);
5454 TestIfBadThingTouchesHero(x, y);
5455 TestIfPlayerTouchesCustomElement(x, y);
5456 TestIfElementTouchesCustomElement(x, y);
5458 if (ELEM_IS_PLAYER(target_element))
5459 RelocatePlayer(x, y, target_element);
5462 static boolean ChangeElementNow(int x, int y, int element, int page)
5464 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5466 /* always use default change event to prevent running into a loop */
5467 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5468 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5470 /* do not change already changed elements with same change event */
5472 if (Changed[x][y] & ChangeEvent[x][y])
5479 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5481 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5483 if (change->explode)
5490 if (change->use_content)
5492 boolean complete_change = TRUE;
5493 boolean can_change[3][3];
5496 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5498 boolean half_destructible;
5499 int ex = x + xx - 1;
5500 int ey = y + yy - 1;
5503 can_change[xx][yy] = TRUE;
5505 if (ex == x && ey == y) /* do not check changing element itself */
5508 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5510 can_change[xx][yy] = FALSE; /* do not change empty borders */
5515 if (!IN_LEV_FIELD(ex, ey))
5517 can_change[xx][yy] = FALSE;
5518 complete_change = FALSE;
5525 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5526 e = MovingOrBlocked2Element(ex, ey);
5528 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5530 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5531 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5532 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5534 can_change[xx][yy] = FALSE;
5535 complete_change = FALSE;
5539 if (!change->only_complete || complete_change)
5541 boolean something_has_changed = FALSE;
5543 if (change->only_complete && change->use_random_change &&
5544 RND(100) < change->random)
5547 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5549 int ex = x + xx - 1;
5550 int ey = y + yy - 1;
5552 if (can_change[xx][yy] && (!change->use_random_change ||
5553 RND(100) < change->random))
5555 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5556 RemoveMovingField(ex, ey);
5558 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5560 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5562 something_has_changed = TRUE;
5564 /* for symmetry reasons, freeze newly created border elements */
5565 if (ex != x || ey != y)
5566 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5570 if (something_has_changed)
5571 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5576 ChangeElementNowExt(x, y, change->target_element);
5578 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5584 static void ChangeElement(int x, int y, int page)
5586 int element = MovingOrBlocked2Element(x, y);
5587 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5591 if (!CAN_CHANGE(element))
5594 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5595 x, y, element, element_info[element].token_name);
5596 printf("ChangeElement(): This should never happen!\n");
5602 if (ChangeDelay[x][y] == 0) /* initialize element change */
5604 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5605 RND(change->delay_random * change->delay_frames)) + 1;
5607 ResetGfxAnimation(x, y);
5608 ResetRandomAnimationValue(x, y);
5610 if (change->pre_change_function)
5611 change->pre_change_function(x, y);
5614 ChangeDelay[x][y]--;
5616 if (ChangeDelay[x][y] != 0) /* continue element change */
5618 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5620 if (IS_ANIMATED(graphic))
5621 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5623 if (change->change_function)
5624 change->change_function(x, y);
5626 else /* finish element change */
5628 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5630 ChangeDelay[x][y] = 1; /* try change after next move step */
5635 if (ChangeElementNow(x, y, element, page))
5637 if (change->post_change_function)
5638 change->post_change_function(x, y);
5643 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5644 int trigger_element,
5650 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5653 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5655 int element = EL_CUSTOM_START + i;
5657 boolean change_element = FALSE;
5660 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5663 for (j=0; j < element_info[element].num_change_pages; j++)
5665 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5667 if (change->sides & trigger_side &&
5668 change->trigger_element == trigger_element)
5670 change_element = TRUE;
5677 if (!change_element)
5680 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5683 if (x == lx && y == ly) /* do not change trigger element itself */
5687 if (Feld[x][y] == element)
5689 ChangeDelay[x][y] = 1;
5690 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5691 ChangeElement(x, y, page);
5699 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5702 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5706 static boolean CheckElementSideChange(int x, int y, int element, int side,
5707 int trigger_event, int page)
5709 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5712 if (Feld[x][y] == EL_BLOCKED)
5714 Blocked2Moving(x, y, &x, &y);
5715 element = Feld[x][y];
5719 page = element_info[element].event_page_nr[trigger_event];
5721 if (!(element_info[element].change_page[page].sides & side))
5724 ChangeDelay[x][y] = 1;
5725 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5726 ChangeElement(x, y, page);
5731 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5733 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5736 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5738 static byte stored_player_action[MAX_PLAYERS];
5739 static int num_stored_actions = 0;
5740 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5741 int left = player_action & JOY_LEFT;
5742 int right = player_action & JOY_RIGHT;
5743 int up = player_action & JOY_UP;
5744 int down = player_action & JOY_DOWN;
5745 int button1 = player_action & JOY_BUTTON_1;
5746 int button2 = player_action & JOY_BUTTON_2;
5747 int dx = (left ? -1 : right ? 1 : 0);
5748 int dy = (up ? -1 : down ? 1 : 0);
5750 stored_player_action[player->index_nr] = 0;
5751 num_stored_actions++;
5753 if (!player->active || tape.pausing)
5759 snapped = SnapField(player, dx, dy);
5763 dropped = DropElement(player);
5765 moved = MoveFigure(player, dx, dy);
5768 if (tape.single_step && tape.recording && !tape.pausing)
5770 if (button1 || (dropped && !moved))
5772 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5773 SnapField(player, 0, 0); /* stop snapping */
5777 stored_player_action[player->index_nr] = player_action;
5781 /* no actions for this player (no input at player's configured device) */
5783 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5784 SnapField(player, 0, 0);
5785 CheckGravityMovement(player);
5787 if (player->MovPos == 0)
5788 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5790 if (player->MovPos == 0) /* needed for tape.playing */
5791 player->is_moving = FALSE;
5794 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5796 TapeRecordAction(stored_player_action);
5797 num_stored_actions = 0;
5803 static unsigned long action_delay = 0;
5804 unsigned long action_delay_value;
5805 int magic_wall_x = 0, magic_wall_y = 0;
5806 int i, x, y, element, graphic;
5807 byte *recorded_player_action;
5808 byte summarized_player_action = 0;
5810 if (game_status != GAME_MODE_PLAYING)
5813 action_delay_value =
5814 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5816 if (tape.playing && tape.index_search && !tape.pausing)
5817 action_delay_value = 0;
5819 /* ---------- main game synchronization point ---------- */
5821 WaitUntilDelayReached(&action_delay, action_delay_value);
5823 if (network_playing && !network_player_action_received)
5827 printf("DEBUG: try to get network player actions in time\n");
5831 #if defined(PLATFORM_UNIX)
5832 /* last chance to get network player actions without main loop delay */
5836 if (game_status != GAME_MODE_PLAYING)
5839 if (!network_player_action_received)
5843 printf("DEBUG: failed to get network player actions in time\n");
5853 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5855 for (i=0; i<MAX_PLAYERS; i++)
5857 summarized_player_action |= stored_player[i].action;
5859 if (!network_playing)
5860 stored_player[i].effective_action = stored_player[i].action;
5863 #if defined(PLATFORM_UNIX)
5864 if (network_playing)
5865 SendToServer_MovePlayer(summarized_player_action);
5868 if (!options.network && !setup.team_mode)
5869 local_player->effective_action = summarized_player_action;
5871 for (i=0; i<MAX_PLAYERS; i++)
5873 int actual_player_action = stored_player[i].effective_action;
5875 if (stored_player[i].programmed_action)
5876 actual_player_action = stored_player[i].programmed_action;
5878 if (recorded_player_action)
5879 actual_player_action = recorded_player_action[i];
5881 PlayerActions(&stored_player[i], actual_player_action);
5882 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5885 network_player_action_received = FALSE;
5887 ScrollScreen(NULL, SCROLL_GO_ON);
5893 for (i=0; i<MAX_PLAYERS; i++)
5894 stored_player[i].Frame++;
5898 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5900 for (i=0; i<MAX_PLAYERS; i++)
5902 struct PlayerInfo *player = &stored_player[i];
5906 if (player->active && player->Pushing && player->is_moving &&
5909 ContinueMoving(x, y);
5911 /* continue moving after pushing (this is actually a bug) */
5912 if (!IS_MOVING(x, y))
5921 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5923 Changed[x][y] = CE_BITMASK_DEFAULT;
5924 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5927 if (JustStopped[x][y] > 0)
5928 JustStopped[x][y]--;
5933 /* reset finished pushing action (not done in ContinueMoving() to allow
5934 continous pushing animation for elements with zero push delay) */
5935 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5937 ResetGfxAnimation(x, y);
5938 DrawLevelField(x, y);
5943 if (IS_BLOCKED(x, y))
5947 Blocked2Moving(x, y, &oldx, &oldy);
5948 if (!IS_MOVING(oldx, oldy))
5950 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5951 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5952 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5953 printf("GameActions(): This should never happen!\n");
5959 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5961 element = Feld[x][y];
5963 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5965 graphic = el2img(element);
5971 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5973 element = graphic = 0;
5977 if (graphic_info[graphic].anim_global_sync)
5978 GfxFrame[x][y] = FrameCounter;
5980 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5981 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5982 ResetRandomAnimationValue(x, y);
5984 SetRandomAnimationValue(x, y);
5987 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5990 if (IS_INACTIVE(element))
5992 if (IS_ANIMATED(graphic))
5993 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5999 /* this may take place after moving, so 'element' may have changed */
6000 if (IS_CHANGING(x, y))
6002 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6003 element = Feld[x][y];
6004 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6008 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6013 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6015 if (element == EL_MOLE)
6016 printf("::: %d, %d, %d [%d]\n",
6017 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6021 if (element == EL_YAMYAM)
6022 printf("::: %d, %d, %d\n",
6023 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6027 if (IS_ANIMATED(graphic) &&
6031 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6034 if (element == EL_MOLE)
6035 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6039 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6040 EdelsteinFunkeln(x, y);
6042 else if ((element == EL_ACID ||
6043 element == EL_EXIT_OPEN ||
6044 element == EL_SP_EXIT_OPEN ||
6045 element == EL_SP_TERMINAL ||
6046 element == EL_SP_TERMINAL_ACTIVE ||
6047 element == EL_EXTRA_TIME ||
6048 element == EL_SHIELD_NORMAL ||
6049 element == EL_SHIELD_DEADLY) &&
6050 IS_ANIMATED(graphic))
6051 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6052 else if (IS_MOVING(x, y))
6053 ContinueMoving(x, y);
6054 else if (IS_ACTIVE_BOMB(element))
6055 CheckDynamite(x, y);
6057 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6058 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6060 else if (element == EL_AMOEBA_GROWING)
6061 AmoebeWaechst(x, y);
6062 else if (element == EL_AMOEBA_SHRINKING)
6063 AmoebaDisappearing(x, y);
6065 #if !USE_NEW_AMOEBA_CODE
6066 else if (IS_AMOEBALIVE(element))
6067 AmoebeAbleger(x, y);
6070 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6072 else if (element == EL_EXIT_CLOSED)
6074 else if (element == EL_SP_EXIT_CLOSED)
6076 else if (element == EL_EXPANDABLE_WALL_GROWING)
6078 else if (element == EL_EXPANDABLE_WALL ||
6079 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6080 element == EL_EXPANDABLE_WALL_VERTICAL ||
6081 element == EL_EXPANDABLE_WALL_ANY)
6083 else if (element == EL_FLAMES)
6084 CheckForDragon(x, y);
6086 else if (IS_AUTO_CHANGING(element))
6087 ChangeElement(x, y);
6089 else if (element == EL_EXPLOSION)
6090 ; /* drawing of correct explosion animation is handled separately */
6091 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6092 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6095 /* this may take place after moving, so 'element' may have changed */
6096 if (IS_AUTO_CHANGING(Feld[x][y]))
6097 ChangeElement(x, y);
6100 if (IS_BELT_ACTIVE(element))
6101 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6103 if (game.magic_wall_active)
6105 int jx = local_player->jx, jy = local_player->jy;
6107 /* play the element sound at the position nearest to the player */
6108 if ((element == EL_MAGIC_WALL_FULL ||
6109 element == EL_MAGIC_WALL_ACTIVE ||
6110 element == EL_MAGIC_WALL_EMPTYING ||
6111 element == EL_BD_MAGIC_WALL_FULL ||
6112 element == EL_BD_MAGIC_WALL_ACTIVE ||
6113 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6114 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6122 #if USE_NEW_AMOEBA_CODE
6123 /* new experimental amoeba growth stuff */
6125 if (!(FrameCounter % 8))
6128 static unsigned long random = 1684108901;
6130 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6133 x = (random >> 10) % lev_fieldx;
6134 y = (random >> 20) % lev_fieldy;
6136 x = RND(lev_fieldx);
6137 y = RND(lev_fieldy);
6139 element = Feld[x][y];
6141 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6142 if (!IS_PLAYER(x,y) &&
6143 (element == EL_EMPTY ||
6144 element == EL_SAND ||
6145 element == EL_QUICKSAND_EMPTY ||
6146 element == EL_ACID_SPLASH_LEFT ||
6147 element == EL_ACID_SPLASH_RIGHT))
6149 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6150 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6151 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6152 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6153 Feld[x][y] = EL_AMOEBA_DROP;
6156 random = random * 129 + 1;
6162 if (game.explosions_delayed)
6165 game.explosions_delayed = FALSE;
6167 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6169 element = Feld[x][y];
6171 if (ExplodeField[x][y])
6172 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6173 else if (element == EL_EXPLOSION)
6174 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6176 ExplodeField[x][y] = EX_NO_EXPLOSION;
6179 game.explosions_delayed = TRUE;
6182 if (game.magic_wall_active)
6184 if (!(game.magic_wall_time_left % 4))
6186 int element = Feld[magic_wall_x][magic_wall_y];
6188 if (element == EL_BD_MAGIC_WALL_FULL ||
6189 element == EL_BD_MAGIC_WALL_ACTIVE ||
6190 element == EL_BD_MAGIC_WALL_EMPTYING)
6191 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6193 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6196 if (game.magic_wall_time_left > 0)
6198 game.magic_wall_time_left--;
6199 if (!game.magic_wall_time_left)
6201 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6203 element = Feld[x][y];
6205 if (element == EL_MAGIC_WALL_ACTIVE ||
6206 element == EL_MAGIC_WALL_FULL)
6208 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6209 DrawLevelField(x, y);
6211 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6212 element == EL_BD_MAGIC_WALL_FULL)
6214 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6215 DrawLevelField(x, y);
6219 game.magic_wall_active = FALSE;
6224 if (game.light_time_left > 0)
6226 game.light_time_left--;
6228 if (game.light_time_left == 0)
6229 RedrawAllLightSwitchesAndInvisibleElements();
6232 if (game.timegate_time_left > 0)
6234 game.timegate_time_left--;
6236 if (game.timegate_time_left == 0)
6237 CloseAllOpenTimegates();
6240 for (i=0; i<MAX_PLAYERS; i++)
6242 struct PlayerInfo *player = &stored_player[i];
6244 if (SHIELD_ON(player))
6246 if (player->shield_deadly_time_left)
6247 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6248 else if (player->shield_normal_time_left)
6249 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6253 if (TimeFrames >= (1000 / GameFrameDelay))
6258 for (i=0; i<MAX_PLAYERS; i++)
6260 struct PlayerInfo *player = &stored_player[i];
6262 if (SHIELD_ON(player))
6264 player->shield_normal_time_left--;
6266 if (player->shield_deadly_time_left > 0)
6267 player->shield_deadly_time_left--;
6271 if (tape.recording || tape.playing)
6272 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6278 if (TimeLeft <= 10 && setup.time_limit)
6279 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6281 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6283 if (!TimeLeft && setup.time_limit)
6284 for (i=0; i<MAX_PLAYERS; i++)
6285 KillHero(&stored_player[i]);
6287 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6288 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6293 if (options.debug) /* calculate frames per second */
6295 static unsigned long fps_counter = 0;
6296 static int fps_frames = 0;
6297 unsigned long fps_delay_ms = Counter() - fps_counter;
6301 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6303 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6306 fps_counter = Counter();
6309 redraw_mask |= REDRAW_FPS;
6313 if (stored_player[0].jx != stored_player[0].last_jx ||
6314 stored_player[0].jy != stored_player[0].last_jy)
6315 printf("::: %d, %d, %d, %d, %d\n",
6316 stored_player[0].MovDir,
6317 stored_player[0].MovPos,
6318 stored_player[0].GfxPos,
6319 stored_player[0].Frame,
6320 stored_player[0].StepFrame);
6327 for (i=0; i<MAX_PLAYERS; i++)
6330 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6332 stored_player[i].Frame += move_frames;
6334 if (stored_player[i].MovPos != 0)
6335 stored_player[i].StepFrame += move_frames;
6340 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6342 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6344 local_player->show_envelope = 0;
6349 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6351 int min_x = x, min_y = y, max_x = x, max_y = y;
6354 for (i=0; i<MAX_PLAYERS; i++)
6356 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6358 if (!stored_player[i].active || &stored_player[i] == player)
6361 min_x = MIN(min_x, jx);
6362 min_y = MIN(min_y, jy);
6363 max_x = MAX(max_x, jx);
6364 max_y = MAX(max_y, jy);
6367 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6370 static boolean AllPlayersInVisibleScreen()
6374 for (i=0; i<MAX_PLAYERS; i++)
6376 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6378 if (!stored_player[i].active)
6381 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6388 void ScrollLevel(int dx, int dy)
6390 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6393 BlitBitmap(drawto_field, drawto_field,
6394 FX + TILEX * (dx == -1) - softscroll_offset,
6395 FY + TILEY * (dy == -1) - softscroll_offset,
6396 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6397 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6398 FX + TILEX * (dx == 1) - softscroll_offset,
6399 FY + TILEY * (dy == 1) - softscroll_offset);
6403 x = (dx == 1 ? BX1 : BX2);
6404 for (y=BY1; y <= BY2; y++)
6405 DrawScreenField(x, y);
6410 y = (dy == 1 ? BY1 : BY2);
6411 for (x=BX1; x <= BX2; x++)
6412 DrawScreenField(x, y);
6415 redraw_mask |= REDRAW_FIELD;
6418 static void CheckGravityMovement(struct PlayerInfo *player)
6420 if (level.gravity && !player->programmed_action)
6422 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6423 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6425 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6426 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6427 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6428 int jx = player->jx, jy = player->jy;
6429 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6430 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6431 int new_jx = jx + dx, new_jy = jy + dy;
6432 boolean field_under_player_is_free =
6433 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6434 boolean player_is_moving_to_valid_field =
6435 (IN_LEV_FIELD(new_jx, new_jy) &&
6436 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6437 Feld[new_jx][new_jy] == EL_SAND));
6438 /* !!! extend EL_SAND to anything diggable !!! */
6440 if (field_under_player_is_free &&
6441 !player_is_moving_to_valid_field &&
6442 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6443 player->programmed_action = MV_DOWN;
6449 -----------------------------------------------------------------------------
6450 dx, dy: direction (non-diagonal) to try to move the player to
6451 real_dx, real_dy: direction as read from input device (can be diagonal)
6454 boolean MoveFigureOneStep(struct PlayerInfo *player,
6455 int dx, int dy, int real_dx, int real_dy)
6457 static int change_sides[4][2] =
6459 /* enter side leave side */
6460 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6461 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6462 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6463 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6465 int move_direction = (dx == -1 ? MV_LEFT :
6466 dx == +1 ? MV_RIGHT :
6468 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6469 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6470 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6471 int jx = player->jx, jy = player->jy;
6472 int new_jx = jx + dx, new_jy = jy + dy;
6476 if (!player->active || (!dx && !dy))
6477 return MF_NO_ACTION;
6479 player->MovDir = (dx < 0 ? MV_LEFT :
6482 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6484 if (!IN_LEV_FIELD(new_jx, new_jy))
6485 return MF_NO_ACTION;
6487 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6488 return MF_NO_ACTION;
6491 element = MovingOrBlocked2Element(new_jx, new_jy);
6493 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6496 if (DONT_RUN_INTO(element))
6498 if (element == EL_ACID && dx == 0 && dy == 1)
6501 Feld[jx][jy] = EL_PLAYER_1;
6502 InitMovingField(jx, jy, MV_DOWN);
6503 Store[jx][jy] = EL_ACID;
6504 ContinueMoving(jx, jy);
6508 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6513 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6514 if (can_move != MF_MOVING)
6517 /* check if DigField() has caused relocation of the player */
6518 if (player->jx != jx || player->jy != jy)
6519 return MF_NO_ACTION;
6521 StorePlayer[jx][jy] = 0;
6522 player->last_jx = jx;
6523 player->last_jy = jy;
6524 player->jx = new_jx;
6525 player->jy = new_jy;
6526 StorePlayer[new_jx][new_jy] = player->element_nr;
6529 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6531 ScrollFigure(player, SCROLL_INIT);
6534 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6536 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6537 CE_OTHER_GETS_LEFT);
6538 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6539 CE_LEFT_BY_PLAYER, -1);
6542 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6544 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6545 enter_side, CE_OTHER_GETS_ENTERED);
6546 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6547 CE_ENTERED_BY_PLAYER, -1);
6554 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6556 int jx = player->jx, jy = player->jy;
6557 int old_jx = jx, old_jy = jy;
6558 int moved = MF_NO_ACTION;
6560 if (!player->active || (!dx && !dy))
6564 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6568 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6569 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6573 /* remove the last programmed player action */
6574 player->programmed_action = 0;
6578 /* should only happen if pre-1.2 tape recordings are played */
6579 /* this is only for backward compatibility */
6581 int original_move_delay_value = player->move_delay_value;
6584 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6588 /* scroll remaining steps with finest movement resolution */
6589 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6591 while (player->MovPos)
6593 ScrollFigure(player, SCROLL_GO_ON);
6594 ScrollScreen(NULL, SCROLL_GO_ON);
6600 player->move_delay_value = original_move_delay_value;
6603 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6605 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6606 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6610 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6611 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6617 if (moved & MF_MOVING && !ScreenMovPos &&
6618 (player == local_player || !options.network))
6620 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6621 int offset = (setup.scroll_delay ? 3 : 0);
6623 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6625 /* actual player has left the screen -- scroll in that direction */
6626 if (jx != old_jx) /* player has moved horizontally */
6627 scroll_x += (jx - old_jx);
6628 else /* player has moved vertically */
6629 scroll_y += (jy - old_jy);
6633 if (jx != old_jx) /* player has moved horizontally */
6635 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6636 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6637 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6639 /* don't scroll over playfield boundaries */
6640 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6641 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6643 /* don't scroll more than one field at a time */
6644 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6646 /* don't scroll against the player's moving direction */
6647 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6648 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6649 scroll_x = old_scroll_x;
6651 else /* player has moved vertically */
6653 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6654 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6655 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6657 /* don't scroll over playfield boundaries */
6658 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6659 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6661 /* don't scroll more than one field at a time */
6662 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6664 /* don't scroll against the player's moving direction */
6665 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6666 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6667 scroll_y = old_scroll_y;
6671 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6673 if (!options.network && !AllPlayersInVisibleScreen())
6675 scroll_x = old_scroll_x;
6676 scroll_y = old_scroll_y;
6680 ScrollScreen(player, SCROLL_INIT);
6681 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6688 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6690 if (!(moved & MF_MOVING) && !player->Pushing)
6695 player->StepFrame = 0;
6697 if (moved & MF_MOVING)
6699 if (old_jx != jx && old_jy == jy)
6700 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6701 else if (old_jx == jx && old_jy != jy)
6702 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6704 DrawLevelField(jx, jy); /* for "crumbled sand" */
6706 player->last_move_dir = player->MovDir;
6707 player->is_moving = TRUE;
6709 player->snapped = FALSE;
6713 player->Switching = FALSE;
6718 CheckGravityMovement(player);
6721 player->last_move_dir = MV_NO_MOVING;
6723 player->is_moving = FALSE;
6726 TestIfHeroTouchesBadThing(jx, jy);
6727 TestIfPlayerTouchesCustomElement(jx, jy);
6729 if (!player->active)
6735 void ScrollFigure(struct PlayerInfo *player, int mode)
6737 int jx = player->jx, jy = player->jy;
6738 int last_jx = player->last_jx, last_jy = player->last_jy;
6739 int move_stepsize = TILEX / player->move_delay_value;
6741 if (!player->active || !player->MovPos)
6744 if (mode == SCROLL_INIT)
6746 player->actual_frame_counter = FrameCounter;
6747 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6749 if (Feld[last_jx][last_jy] == EL_EMPTY)
6750 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6757 else if (!FrameReached(&player->actual_frame_counter, 1))
6760 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6761 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6763 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6764 Feld[last_jx][last_jy] = EL_EMPTY;
6766 /* before DrawPlayer() to draw correct player graphic for this case */
6767 if (player->MovPos == 0)
6768 CheckGravityMovement(player);
6771 DrawPlayer(player); /* needed here only to cleanup last field */
6774 if (player->MovPos == 0) /* player reached destination field */
6776 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6778 /* continue with normal speed after quickly moving through gate */
6779 HALVE_PLAYER_SPEED(player);
6781 /* be able to make the next move without delay */
6782 player->move_delay = 0;
6785 player->last_jx = jx;
6786 player->last_jy = jy;
6788 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6789 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6791 DrawPlayer(player); /* needed here only to cleanup last field */
6794 if (local_player->friends_still_needed == 0 ||
6795 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6796 player->LevelSolved = player->GameOver = TRUE;
6799 if (tape.single_step && tape.recording && !tape.pausing &&
6800 !player->programmed_action)
6801 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6805 void ScrollScreen(struct PlayerInfo *player, int mode)
6807 static unsigned long screen_frame_counter = 0;
6809 if (mode == SCROLL_INIT)
6811 /* set scrolling step size according to actual player's moving speed */
6812 ScrollStepSize = TILEX / player->move_delay_value;
6814 screen_frame_counter = FrameCounter;
6815 ScreenMovDir = player->MovDir;
6816 ScreenMovPos = player->MovPos;
6817 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6820 else if (!FrameReached(&screen_frame_counter, 1))
6825 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6826 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6827 redraw_mask |= REDRAW_FIELD;
6830 ScreenMovDir = MV_NO_MOVING;
6833 void TestIfPlayerTouchesCustomElement(int x, int y)
6836 static boolean check_changing = FALSE;
6838 static int xy[4][2] =
6845 static int change_sides[4][2] =
6847 /* center side border side */
6848 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6849 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6850 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6851 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6856 if (check_changing) /* prevent this function from running into a loop */
6859 check_changing = TRUE;
6864 int xx = x + xy[i][0];
6865 int yy = y + xy[i][1];
6866 int center_side = change_sides[i][0];
6867 int border_side = change_sides[i][1];
6869 if (!IN_LEV_FIELD(xx, yy))
6873 if (IS_PLAYER(x, y))
6875 CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
6876 CE_OTHER_GETS_TOUCHED);
6877 CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
6878 CE_TOUCHED_BY_PLAYER, -1);
6880 else if (IS_PLAYER(xx, yy))
6882 CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
6883 CE_OTHER_GETS_TOUCHED);
6884 CheckElementSideChange(x, y, Feld[x][y], center_side,
6885 CE_TOUCHED_BY_PLAYER, -1);
6890 if (IS_PLAYER(x, y))
6892 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6893 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6895 else if (IS_PLAYER(xx, yy))
6897 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6898 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6906 check_changing = FALSE;
6910 void TestIfElementTouchesCustomElement(int x, int y)
6913 static boolean check_changing = FALSE;
6915 static int xy[4][2] =
6922 static int change_sides[4][2] =
6924 /* center side border side */
6925 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6926 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6927 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6928 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6930 boolean change_center_element = FALSE;
6931 int center_element_change_page = 0;
6932 int center_element = Feld[x][y];
6936 if (check_changing) /* prevent this function from running into a loop */
6939 check_changing = TRUE;
6944 int xx = x + xy[i][0];
6945 int yy = y + xy[i][1];
6946 int center_side = change_sides[i][0];
6947 int border_side = change_sides[i][1];
6950 if (!IN_LEV_FIELD(xx, yy))
6953 border_element = Feld[xx][yy];
6955 /* check for change of center element (but change it only once) */
6956 if (IS_CUSTOM_ELEMENT(center_element) &&
6957 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6958 !change_center_element)
6960 for (j=0; j < element_info[center_element].num_change_pages; j++)
6962 struct ElementChangeInfo *change =
6963 &element_info[center_element].change_page[j];
6965 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6966 change->sides & border_side &&
6967 change->trigger_element == border_element)
6969 change_center_element = TRUE;
6970 center_element_change_page = j;
6977 /* check for change of border element */
6978 if (IS_CUSTOM_ELEMENT(border_element) &&
6979 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6981 for (j=0; j < element_info[border_element].num_change_pages; j++)
6983 struct ElementChangeInfo *change =
6984 &element_info[border_element].change_page[j];
6986 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6987 change->sides & center_side &&
6988 change->trigger_element == center_element)
6990 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
6991 CE_OTHER_IS_TOUCHING, j);
6998 if (change_center_element)
6999 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7000 CE_OTHER_IS_TOUCHING, center_element_change_page);
7003 check_changing = FALSE;
7007 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7009 int i, kill_x = -1, kill_y = -1;
7010 static int test_xy[4][2] =
7017 static int test_dir[4] =
7027 int test_x, test_y, test_move_dir, test_element;
7029 test_x = good_x + test_xy[i][0];
7030 test_y = good_y + test_xy[i][1];
7031 if (!IN_LEV_FIELD(test_x, test_y))
7035 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7038 test_element = Feld[test_x][test_y];
7040 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7043 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7044 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7046 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7047 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7055 if (kill_x != -1 || kill_y != -1)
7057 if (IS_PLAYER(good_x, good_y))
7059 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7061 if (player->shield_deadly_time_left > 0)
7062 Bang(kill_x, kill_y);
7063 else if (!PLAYER_PROTECTED(good_x, good_y))
7067 Bang(good_x, good_y);
7071 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7073 int i, kill_x = -1, kill_y = -1;
7074 int bad_element = Feld[bad_x][bad_y];
7075 static int test_xy[4][2] =
7082 static int test_dir[4] =
7090 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7095 int test_x, test_y, test_move_dir, test_element;
7097 test_x = bad_x + test_xy[i][0];
7098 test_y = bad_y + test_xy[i][1];
7099 if (!IN_LEV_FIELD(test_x, test_y))
7103 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7105 test_element = Feld[test_x][test_y];
7107 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7108 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7110 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7111 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7113 /* good thing is player or penguin that does not move away */
7114 if (IS_PLAYER(test_x, test_y))
7116 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7118 if (bad_element == EL_ROBOT && player->is_moving)
7119 continue; /* robot does not kill player if he is moving */
7125 else if (test_element == EL_PENGUIN)
7134 if (kill_x != -1 || kill_y != -1)
7136 if (IS_PLAYER(kill_x, kill_y))
7138 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7141 int dir = player->MovDir;
7142 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7143 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7145 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7146 newx != bad_x && newy != bad_y)
7147 ; /* robot does not kill player if he is moving */
7149 printf("-> %d\n", player->MovDir);
7151 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7152 newx != bad_x && newy != bad_y)
7153 ; /* robot does not kill player if he is moving */
7158 if (player->shield_deadly_time_left > 0)
7160 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7164 Bang(kill_x, kill_y);
7168 void TestIfHeroTouchesBadThing(int x, int y)
7170 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7173 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7175 TestIfGoodThingHitsBadThing(x, y, move_dir);
7178 void TestIfBadThingTouchesHero(int x, int y)
7180 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7183 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7185 TestIfBadThingHitsGoodThing(x, y, move_dir);
7188 void TestIfFriendTouchesBadThing(int x, int y)
7190 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7193 void TestIfBadThingTouchesFriend(int x, int y)
7195 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7198 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7200 int i, kill_x = bad_x, kill_y = bad_y;
7201 static int xy[4][2] =
7213 x = bad_x + xy[i][0];
7214 y = bad_y + xy[i][1];
7215 if (!IN_LEV_FIELD(x, y))
7218 element = Feld[x][y];
7219 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7220 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7228 if (kill_x != bad_x || kill_y != bad_y)
7232 void KillHero(struct PlayerInfo *player)
7234 int jx = player->jx, jy = player->jy;
7236 if (!player->active)
7239 /* remove accessible field at the player's position */
7240 Feld[jx][jy] = EL_EMPTY;
7242 /* deactivate shield (else Bang()/Explode() would not work right) */
7243 player->shield_normal_time_left = 0;
7244 player->shield_deadly_time_left = 0;
7250 static void KillHeroUnlessProtected(int x, int y)
7252 if (!PLAYER_PROTECTED(x, y))
7253 KillHero(PLAYERINFO(x, y));
7256 void BuryHero(struct PlayerInfo *player)
7258 int jx = player->jx, jy = player->jy;
7260 if (!player->active)
7264 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7266 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7268 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7270 player->GameOver = TRUE;
7274 void RemoveHero(struct PlayerInfo *player)
7276 int jx = player->jx, jy = player->jy;
7277 int i, found = FALSE;
7279 player->present = FALSE;
7280 player->active = FALSE;
7282 if (!ExplodeField[jx][jy])
7283 StorePlayer[jx][jy] = 0;
7285 for (i=0; i<MAX_PLAYERS; i++)
7286 if (stored_player[i].active)
7290 AllPlayersGone = TRUE;
7297 =============================================================================
7298 checkDiagonalPushing()
7299 -----------------------------------------------------------------------------
7300 check if diagonal input device direction results in pushing of object
7301 (by checking if the alternative direction is walkable, diggable, ...)
7302 =============================================================================
7305 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7306 int x, int y, int real_dx, int real_dy)
7308 int jx, jy, dx, dy, xx, yy;
7310 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7313 /* diagonal direction: check alternative direction */
7318 xx = jx + (dx == 0 ? real_dx : 0);
7319 yy = jy + (dy == 0 ? real_dy : 0);
7321 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7325 =============================================================================
7327 -----------------------------------------------------------------------------
7328 x, y: field next to player (non-diagonal) to try to dig to
7329 real_dx, real_dy: direction as read from input device (can be diagonal)
7330 =============================================================================
7333 int DigField(struct PlayerInfo *player,
7334 int x, int y, int real_dx, int real_dy, int mode)
7336 static int change_sides[4] =
7338 CH_SIDE_RIGHT, /* moving left */
7339 CH_SIDE_LEFT, /* moving right */
7340 CH_SIDE_BOTTOM, /* moving up */
7341 CH_SIDE_TOP, /* moving down */
7343 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7344 int jx = player->jx, jy = player->jy;
7345 int dx = x - jx, dy = y - jy;
7346 int nextx = x + dx, nexty = y + dy;
7347 int move_direction = (dx == -1 ? MV_LEFT :
7348 dx == +1 ? MV_RIGHT :
7350 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7351 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7354 if (player->MovPos == 0)
7356 player->is_digging = FALSE;
7357 player->is_collecting = FALSE;
7360 if (player->MovPos == 0) /* last pushing move finished */
7361 player->Pushing = FALSE;
7363 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7365 player->Switching = FALSE;
7366 player->push_delay = 0;
7368 return MF_NO_ACTION;
7371 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7372 return MF_NO_ACTION;
7375 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7377 if (IS_TUBE(Feld[jx][jy]) ||
7378 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7382 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7383 int tube_leave_directions[][2] =
7385 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7386 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7387 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7388 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7389 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7390 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7391 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7392 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7393 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7394 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7395 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7396 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7399 while (tube_leave_directions[i][0] != tube_element)
7402 if (tube_leave_directions[i][0] == -1) /* should not happen */
7406 if (!(tube_leave_directions[i][1] & move_direction))
7407 return MF_NO_ACTION; /* tube has no opening in this direction */
7410 element = Feld[x][y];
7412 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7413 game.engine_version >= VERSION_IDENT(2,2,0))
7414 return MF_NO_ACTION;
7418 case EL_ROBOT_WHEEL:
7419 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7422 DrawLevelField(x, y);
7423 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7427 case EL_SP_TERMINAL:
7431 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7433 for (yy=0; yy<lev_fieldy; yy++)
7435 for (xx=0; xx<lev_fieldx; xx++)
7437 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7439 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7440 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7448 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7449 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7450 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7451 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7452 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7453 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7454 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7455 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7456 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7457 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7458 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7459 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7460 if (!player->Switching)
7462 player->Switching = TRUE;
7463 ToggleBeltSwitch(x, y);
7464 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7469 case EL_SWITCHGATE_SWITCH_UP:
7470 case EL_SWITCHGATE_SWITCH_DOWN:
7471 if (!player->Switching)
7473 player->Switching = TRUE;
7474 ToggleSwitchgateSwitch(x, y);
7475 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7480 case EL_LIGHT_SWITCH:
7481 case EL_LIGHT_SWITCH_ACTIVE:
7482 if (!player->Switching)
7484 player->Switching = TRUE;
7485 ToggleLightSwitch(x, y);
7486 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7487 SND_LIGHT_SWITCH_ACTIVATING :
7488 SND_LIGHT_SWITCH_DEACTIVATING);
7493 case EL_TIMEGATE_SWITCH:
7494 ActivateTimegateSwitch(x, y);
7495 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7500 case EL_BALLOON_SWITCH_LEFT:
7501 case EL_BALLOON_SWITCH_RIGHT:
7502 case EL_BALLOON_SWITCH_UP:
7503 case EL_BALLOON_SWITCH_DOWN:
7504 case EL_BALLOON_SWITCH_ANY:
7505 if (element == EL_BALLOON_SWITCH_ANY)
7506 game.balloon_dir = move_direction;
7508 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7509 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7510 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7511 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7513 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7518 case EL_SP_PORT_LEFT:
7519 case EL_SP_PORT_RIGHT:
7521 case EL_SP_PORT_DOWN:
7522 case EL_SP_PORT_HORIZONTAL:
7523 case EL_SP_PORT_VERTICAL:
7524 case EL_SP_PORT_ANY:
7525 case EL_SP_GRAVITY_PORT_LEFT:
7526 case EL_SP_GRAVITY_PORT_RIGHT:
7527 case EL_SP_GRAVITY_PORT_UP:
7528 case EL_SP_GRAVITY_PORT_DOWN:
7530 element != EL_SP_PORT_LEFT &&
7531 element != EL_SP_GRAVITY_PORT_LEFT &&
7532 element != EL_SP_PORT_HORIZONTAL &&
7533 element != EL_SP_PORT_ANY) ||
7535 element != EL_SP_PORT_RIGHT &&
7536 element != EL_SP_GRAVITY_PORT_RIGHT &&
7537 element != EL_SP_PORT_HORIZONTAL &&
7538 element != EL_SP_PORT_ANY) ||
7540 element != EL_SP_PORT_UP &&
7541 element != EL_SP_GRAVITY_PORT_UP &&
7542 element != EL_SP_PORT_VERTICAL &&
7543 element != EL_SP_PORT_ANY) ||
7545 element != EL_SP_PORT_DOWN &&
7546 element != EL_SP_GRAVITY_PORT_DOWN &&
7547 element != EL_SP_PORT_VERTICAL &&
7548 element != EL_SP_PORT_ANY) ||
7549 !IN_LEV_FIELD(nextx, nexty) ||
7550 !IS_FREE(nextx, nexty))
7551 return MF_NO_ACTION;
7553 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7554 element == EL_SP_GRAVITY_PORT_RIGHT ||
7555 element == EL_SP_GRAVITY_PORT_UP ||
7556 element == EL_SP_GRAVITY_PORT_DOWN)
7557 level.gravity = !level.gravity;
7559 /* automatically move to the next field with double speed */
7560 player->programmed_action = move_direction;
7561 DOUBLE_PLAYER_SPEED(player);
7563 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7567 case EL_TUBE_VERTICAL:
7568 case EL_TUBE_HORIZONTAL:
7569 case EL_TUBE_VERTICAL_LEFT:
7570 case EL_TUBE_VERTICAL_RIGHT:
7571 case EL_TUBE_HORIZONTAL_UP:
7572 case EL_TUBE_HORIZONTAL_DOWN:
7573 case EL_TUBE_LEFT_UP:
7574 case EL_TUBE_LEFT_DOWN:
7575 case EL_TUBE_RIGHT_UP:
7576 case EL_TUBE_RIGHT_DOWN:
7579 int tube_enter_directions[][2] =
7581 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7582 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7583 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7584 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7585 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7586 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7587 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7588 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7589 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7590 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7591 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7592 { -1, MV_NO_MOVING }
7595 while (tube_enter_directions[i][0] != element)
7598 if (tube_enter_directions[i][0] == -1) /* should not happen */
7602 if (!(tube_enter_directions[i][1] & move_direction))
7603 return MF_NO_ACTION; /* tube has no opening in this direction */
7605 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7610 Feld[x][y] = EL_LAMP_ACTIVE;
7611 local_player->lights_still_needed--;
7612 DrawLevelField(x, y);
7613 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7617 case EL_TIME_ORB_FULL:
7618 Feld[x][y] = EL_TIME_ORB_EMPTY;
7620 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7621 DrawLevelField(x, y);
7622 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7628 if (IS_WALKABLE(element))
7630 int sound_action = ACTION_WALKING;
7632 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7634 if (!player->key[element - EL_GATE_1])
7635 return MF_NO_ACTION;
7637 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7639 if (!player->key[element - EL_GATE_1_GRAY])
7640 return MF_NO_ACTION;
7642 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7644 sound_action = ACTION_PASSING; /* player is passing exit */
7646 else if (element == EL_EMPTY)
7648 sound_action = ACTION_MOVING; /* nothing to walk on */
7651 /* play sound from background or player, whatever is available */
7652 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7653 PlaySoundLevelElementAction(x, y, element, sound_action);
7655 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7659 else if (IS_PASSABLE(element))
7661 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7662 return MF_NO_ACTION;
7665 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
7666 return MF_NO_ACTION;
7669 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7671 if (!player->key[element - EL_EM_GATE_1])
7672 return MF_NO_ACTION;
7674 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7676 if (!player->key[element - EL_EM_GATE_1_GRAY])
7677 return MF_NO_ACTION;
7680 /* automatically move to the next field with double speed */
7681 player->programmed_action = move_direction;
7682 DOUBLE_PLAYER_SPEED(player);
7684 PlaySoundLevelAction(x, y, ACTION_PASSING);
7688 else if (IS_DIGGABLE(element))
7692 if (mode != DF_SNAP)
7695 GfxElement[x][y] = GFX_ELEMENT(element);
7698 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7700 player->is_digging = TRUE;
7703 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7705 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7707 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7711 else if (IS_COLLECTIBLE(element))
7715 if (mode != DF_SNAP)
7717 GfxElement[x][y] = element;
7718 player->is_collecting = TRUE;
7721 if (element == EL_SPEED_PILL)
7722 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7723 else if (element == EL_EXTRA_TIME && level.time > 0)
7726 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7728 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7730 player->shield_normal_time_left += 10;
7731 if (element == EL_SHIELD_DEADLY)
7732 player->shield_deadly_time_left += 10;
7734 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7736 if (player->inventory_size < MAX_INVENTORY_SIZE)
7737 player->inventory_element[player->inventory_size++] = element;
7739 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7741 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7742 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7744 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7746 player->dynabomb_count++;
7747 player->dynabombs_left++;
7749 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7751 player->dynabomb_size++;
7753 else if (element == EL_DYNABOMB_INCREASE_POWER)
7755 player->dynabomb_xl = TRUE;
7757 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7758 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7760 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7761 element - EL_KEY_1 : element - EL_EM_KEY_1);
7763 player->key[key_nr] = TRUE;
7765 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7766 el2edimg(EL_KEY_1 + key_nr));
7767 redraw_mask |= REDRAW_DOOR_1;
7769 else if (IS_ENVELOPE(element))
7772 player->show_envelope = element;
7774 ShowEnvelope(element - EL_ENVELOPE_1);
7777 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7781 for (i=0; i < element_info[element].collect_count; i++)
7782 if (player->inventory_size < MAX_INVENTORY_SIZE)
7783 player->inventory_element[player->inventory_size++] = element;
7785 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7786 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7788 else if (element_info[element].collect_count > 0)
7790 local_player->gems_still_needed -=
7791 element_info[element].collect_count;
7792 if (local_player->gems_still_needed < 0)
7793 local_player->gems_still_needed = 0;
7795 DrawText(DX_EMERALDS, DY_EMERALDS,
7796 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7799 RaiseScoreElement(element);
7800 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7802 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7804 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7808 else if (IS_PUSHABLE(element))
7810 if (mode == DF_SNAP && element != EL_BD_ROCK)
7811 return MF_NO_ACTION;
7813 if (CAN_FALL(element) && dy)
7814 return MF_NO_ACTION;
7816 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7817 !(element == EL_SPRING && use_spring_bug))
7818 return MF_NO_ACTION;
7821 /* do not push elements already moving away faster than player */
7822 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
7823 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
7824 return MF_NO_ACTION;
7826 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7827 return MF_NO_ACTION;
7829 if (!player->Pushing &&
7830 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7831 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7833 player->Pushing = TRUE;
7835 if (!(IN_LEV_FIELD(nextx, nexty) &&
7836 (IS_FREE(nextx, nexty) ||
7837 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7838 IS_SB_ELEMENT(element)))))
7839 return MF_NO_ACTION;
7841 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7842 return MF_NO_ACTION;
7844 if (player->push_delay == 0) /* new pushing; restart delay */
7845 player->push_delay = FrameCounter;
7847 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7848 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7849 element != EL_SPRING && element != EL_BALLOON)
7850 return MF_NO_ACTION;
7852 if (IS_SB_ELEMENT(element))
7854 if (element == EL_SOKOBAN_FIELD_FULL)
7856 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7857 local_player->sokobanfields_still_needed++;
7860 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7862 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7863 local_player->sokobanfields_still_needed--;
7866 Feld[x][y] = EL_SOKOBAN_OBJECT;
7868 if (Back[x][y] == Back[nextx][nexty])
7869 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7870 else if (Back[x][y] != 0)
7871 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7874 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7877 if (local_player->sokobanfields_still_needed == 0 &&
7878 game.emulation == EMU_SOKOBAN)
7880 player->LevelSolved = player->GameOver = TRUE;
7881 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7885 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7887 InitMovingField(x, y, move_direction);
7888 GfxAction[x][y] = ACTION_PUSHING;
7890 if (mode == DF_SNAP)
7891 ContinueMoving(x, y);
7893 MovPos[x][y] = (dx != 0 ? dx : dy);
7895 Pushed[x][y] = TRUE;
7896 Pushed[nextx][nexty] = TRUE;
7898 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7899 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7902 CheckTriggeredElementSideChange(x, y, element, dig_side,
7903 CE_OTHER_GETS_PUSHED);
7904 CheckElementSideChange(x, y, element, dig_side,
7905 CE_PUSHED_BY_PLAYER, -1);
7907 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7908 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7918 if (!player->Switching)
7920 player->Switching = TRUE;
7921 CheckTriggeredElementSideChange(x, y, element, dig_side,
7922 CE_OTHER_GETS_SWITCHED);
7923 CheckElementSideChange(x, y, element, dig_side,
7924 CE_SWITCHED_BY_PLAYER, -1);
7928 CheckTriggeredElementSideChange(x, y, element, dig_side,
7929 CE_OTHER_GETS_PRESSED);
7930 CheckElementSideChange(x, y, element, dig_side,
7931 CE_PRESSED_BY_PLAYER, -1);
7933 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7934 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7938 return MF_NO_ACTION;
7941 player->push_delay = 0;
7943 if (Feld[x][y] != element) /* really digged/collected something */
7944 player->is_collecting = !player->is_digging;
7949 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7951 int jx = player->jx, jy = player->jy;
7952 int x = jx + dx, y = jy + dy;
7953 int snap_direction = (dx == -1 ? MV_LEFT :
7954 dx == +1 ? MV_RIGHT :
7956 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7958 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7961 if (!player->active || !IN_LEV_FIELD(x, y))
7969 if (player->MovPos == 0)
7970 player->Pushing = FALSE;
7972 player->snapped = FALSE;
7974 if (player->MovPos == 0)
7976 player->is_digging = FALSE;
7977 player->is_collecting = FALSE;
7979 player->is_moving = FALSE;
7984 printf("::: trying to snap...\n");
7990 if (player->snapped)
7993 player->MovDir = snap_direction;
7996 player->is_digging = FALSE;
7997 player->is_collecting = FALSE;
7999 player->is_moving = FALSE;
8003 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8006 player->snapped = TRUE;
8008 player->is_digging = FALSE;
8009 player->is_collecting = FALSE;
8011 player->is_moving = FALSE;
8015 DrawLevelField(x, y);
8021 boolean DropElement(struct PlayerInfo *player)
8023 int jx = player->jx, jy = player->jy;
8026 if (!player->active || player->MovPos)
8029 old_element = Feld[jx][jy];
8031 /* check if player has anything that can be dropped */
8032 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8035 /* check if anything can be dropped at the current position */
8036 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8039 /* collected custom elements can only be dropped on empty fields */
8040 if (player->inventory_size > 0 &&
8041 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8042 && old_element != EL_EMPTY)
8045 if (old_element != EL_EMPTY)
8046 Back[jx][jy] = old_element; /* store old element on this field */
8048 MovDelay[jx][jy] = 96;
8050 ResetGfxAnimation(jx, jy);
8051 ResetRandomAnimationValue(jx, jy);
8053 if (player->inventory_size > 0)
8055 int new_element = player->inventory_element[--player->inventory_size];
8058 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8059 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8062 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8063 EL_DYNAMITE_ACTIVE);
8066 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8067 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8069 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8070 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8072 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8074 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8075 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8077 TestIfElementTouchesCustomElement(jx, jy);
8079 else /* player is dropping a dyna bomb */
8081 player->dynabombs_left--;
8084 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8086 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8087 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8089 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8095 /* ------------------------------------------------------------------------- */
8096 /* game sound playing functions */
8097 /* ------------------------------------------------------------------------- */
8099 static int *loop_sound_frame = NULL;
8100 static int *loop_sound_volume = NULL;
8102 void InitPlaySoundLevel()
8104 int num_sounds = getSoundListSize();
8106 if (loop_sound_frame != NULL)
8107 free(loop_sound_frame);
8109 if (loop_sound_volume != NULL)
8110 free(loop_sound_volume);
8112 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8113 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8116 static void PlaySoundLevel(int x, int y, int nr)
8118 int sx = SCREENX(x), sy = SCREENY(y);
8119 int volume, stereo_position;
8120 int max_distance = 8;
8121 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8123 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8124 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8127 if (!IN_LEV_FIELD(x, y) ||
8128 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8129 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8132 volume = SOUND_MAX_VOLUME;
8134 if (!IN_SCR_FIELD(sx, sy))
8136 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8137 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8139 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8142 stereo_position = (SOUND_MAX_LEFT +
8143 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8144 (SCR_FIELDX + 2 * max_distance));
8146 if (IS_LOOP_SOUND(nr))
8148 /* This assures that quieter loop sounds do not overwrite louder ones,
8149 while restarting sound volume comparison with each new game frame. */
8151 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8154 loop_sound_volume[nr] = volume;
8155 loop_sound_frame[nr] = FrameCounter;
8158 PlaySoundExt(nr, volume, stereo_position, type);
8161 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8163 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8164 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8165 y < LEVELY(BY1) ? LEVELY(BY1) :
8166 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8170 static void PlaySoundLevelAction(int x, int y, int action)
8172 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8175 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8177 int sound_effect = element_info[element].sound[action];
8179 if (sound_effect != SND_UNDEFINED)
8180 PlaySoundLevel(x, y, sound_effect);
8183 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8185 int sound_effect = element_info[Feld[x][y]].sound[action];
8187 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8188 PlaySoundLevel(x, y, sound_effect);
8191 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8193 int sound_effect = element_info[Feld[x][y]].sound[action];
8195 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8196 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8199 void RaiseScore(int value)
8201 local_player->score += value;
8202 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8205 void RaiseScoreElement(int element)
8211 case EL_EMERALD_YELLOW:
8212 case EL_EMERALD_RED:
8213 case EL_EMERALD_PURPLE:
8214 case EL_SP_INFOTRON:
8215 RaiseScore(level.score[SC_EMERALD]);
8218 RaiseScore(level.score[SC_DIAMOND]);
8221 RaiseScore(level.score[SC_CRYSTAL]);
8224 RaiseScore(level.score[SC_PEARL]);
8227 case EL_BD_BUTTERFLY:
8228 case EL_SP_ELECTRON:
8229 RaiseScore(level.score[SC_BUG]);
8233 case EL_SP_SNIKSNAK:
8234 RaiseScore(level.score[SC_SPACESHIP]);
8237 case EL_DARK_YAMYAM:
8238 RaiseScore(level.score[SC_YAMYAM]);
8241 RaiseScore(level.score[SC_ROBOT]);
8244 RaiseScore(level.score[SC_PACMAN]);
8247 RaiseScore(level.score[SC_NUT]);
8250 case EL_SP_DISK_RED:
8251 case EL_DYNABOMB_INCREASE_NUMBER:
8252 case EL_DYNABOMB_INCREASE_SIZE:
8253 case EL_DYNABOMB_INCREASE_POWER:
8254 RaiseScore(level.score[SC_DYNAMITE]);
8256 case EL_SHIELD_NORMAL:
8257 case EL_SHIELD_DEADLY:
8258 RaiseScore(level.score[SC_SHIELD]);
8261 RaiseScore(level.score[SC_TIME_BONUS]);
8267 RaiseScore(level.score[SC_KEY]);
8270 RaiseScore(element_info[element].collect_score);
8275 void RequestQuitGame(boolean ask_if_really_quit)
8277 if (AllPlayersGone ||
8278 !ask_if_really_quit ||
8279 level_editor_test_game ||
8280 Request("Do you really want to quit the game ?",
8281 REQ_ASK | REQ_STAY_CLOSED))
8283 #if defined(PLATFORM_UNIX)
8284 if (options.network)
8285 SendToServer_StopPlaying();
8289 game_status = GAME_MODE_MAIN;
8295 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8300 /* ---------- new game button stuff ---------------------------------------- */
8302 /* graphic position values for game buttons */
8303 #define GAME_BUTTON_XSIZE 30
8304 #define GAME_BUTTON_YSIZE 30
8305 #define GAME_BUTTON_XPOS 5
8306 #define GAME_BUTTON_YPOS 215
8307 #define SOUND_BUTTON_XPOS 5
8308 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8310 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8311 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8312 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8313 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8314 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8315 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8322 } gamebutton_info[NUM_GAME_BUTTONS] =
8325 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8330 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8335 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8340 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8341 SOUND_CTRL_ID_MUSIC,
8342 "background music on/off"
8345 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8346 SOUND_CTRL_ID_LOOPS,
8347 "sound loops on/off"
8350 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8351 SOUND_CTRL_ID_SIMPLE,
8352 "normal sounds on/off"
8356 void CreateGameButtons()
8360 for (i=0; i<NUM_GAME_BUTTONS; i++)
8362 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8363 struct GadgetInfo *gi;
8366 unsigned long event_mask;
8367 int gd_xoffset, gd_yoffset;
8368 int gd_x1, gd_x2, gd_y1, gd_y2;
8371 gd_xoffset = gamebutton_info[i].x;
8372 gd_yoffset = gamebutton_info[i].y;
8373 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8374 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8376 if (id == GAME_CTRL_ID_STOP ||
8377 id == GAME_CTRL_ID_PAUSE ||
8378 id == GAME_CTRL_ID_PLAY)
8380 button_type = GD_TYPE_NORMAL_BUTTON;
8382 event_mask = GD_EVENT_RELEASED;
8383 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8384 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8388 button_type = GD_TYPE_CHECK_BUTTON;
8390 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8391 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8392 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8393 event_mask = GD_EVENT_PRESSED;
8394 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8395 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8398 gi = CreateGadget(GDI_CUSTOM_ID, id,
8399 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8400 GDI_X, DX + gd_xoffset,
8401 GDI_Y, DY + gd_yoffset,
8402 GDI_WIDTH, GAME_BUTTON_XSIZE,
8403 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8404 GDI_TYPE, button_type,
8405 GDI_STATE, GD_BUTTON_UNPRESSED,
8406 GDI_CHECKED, checked,
8407 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8408 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8409 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8410 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8411 GDI_EVENT_MASK, event_mask,
8412 GDI_CALLBACK_ACTION, HandleGameButtons,
8416 Error(ERR_EXIT, "cannot create gadget");
8418 game_gadget[id] = gi;
8422 void FreeGameButtons()
8426 for (i=0; i<NUM_GAME_BUTTONS; i++)
8427 FreeGadget(game_gadget[i]);
8430 static void MapGameButtons()
8434 for (i=0; i<NUM_GAME_BUTTONS; i++)
8435 MapGadget(game_gadget[i]);
8438 void UnmapGameButtons()
8442 for (i=0; i<NUM_GAME_BUTTONS; i++)
8443 UnmapGadget(game_gadget[i]);
8446 static void HandleGameButtons(struct GadgetInfo *gi)
8448 int id = gi->custom_id;
8450 if (game_status != GAME_MODE_PLAYING)
8455 case GAME_CTRL_ID_STOP:
8456 RequestQuitGame(TRUE);
8459 case GAME_CTRL_ID_PAUSE:
8460 if (options.network)
8462 #if defined(PLATFORM_UNIX)
8464 SendToServer_ContinuePlaying();
8466 SendToServer_PausePlaying();
8470 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8473 case GAME_CTRL_ID_PLAY:
8476 #if defined(PLATFORM_UNIX)
8477 if (options.network)
8478 SendToServer_ContinuePlaying();
8482 tape.pausing = FALSE;
8483 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8488 case SOUND_CTRL_ID_MUSIC:
8489 if (setup.sound_music)
8491 setup.sound_music = FALSE;
8494 else if (audio.music_available)
8496 setup.sound = setup.sound_music = TRUE;
8498 SetAudioMode(setup.sound);
8499 PlayMusic(level_nr);
8503 case SOUND_CTRL_ID_LOOPS:
8504 if (setup.sound_loops)
8505 setup.sound_loops = FALSE;
8506 else if (audio.loops_available)
8508 setup.sound = setup.sound_loops = TRUE;
8509 SetAudioMode(setup.sound);
8513 case SOUND_CTRL_ID_SIMPLE:
8514 if (setup.sound_simple)
8515 setup.sound_simple = FALSE;
8516 else if (audio.sound_available)
8518 setup.sound = setup.sound_simple = TRUE;
8519 SetAudioMode(setup.sound);