1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
253 EL_SWITCHGATE_OPENING,
261 EL_SWITCHGATE_CLOSING,
262 EL_SWITCHGATE_CLOSED,
294 EL_ACID_SPLASH_RIGHT,
303 EL_SP_BUGGY_BASE_ACTIVATING,
310 EL_SP_BUGGY_BASE_ACTIVATING,
311 EL_SP_BUGGY_BASE_ACTIVE,
318 EL_SP_BUGGY_BASE_ACTIVE,
342 EL_ROBOT_WHEEL_ACTIVE,
350 EL_TIMEGATE_SWITCH_ACTIVE,
371 int push_delay_fixed, push_delay_random;
376 { EL_BALLOON, 0, 0 },
378 { EL_SOKOBAN_OBJECT, 2, 0 },
379 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
380 { EL_SATELLITE, 2, 0 },
381 { EL_SP_DISK_YELLOW, 2, 0 },
383 { EL_UNDEFINED, 0, 0 },
391 move_stepsize_list[] =
393 { EL_AMOEBA_DROP, 2 },
394 { EL_AMOEBA_DROPPING, 2 },
395 { EL_QUICKSAND_FILLING, 1 },
396 { EL_QUICKSAND_EMPTYING, 1 },
397 { EL_MAGIC_WALL_FILLING, 2 },
398 { EL_BD_MAGIC_WALL_FILLING, 2 },
399 { EL_MAGIC_WALL_EMPTYING, 2 },
400 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
410 collect_count_list[] =
413 { EL_BD_DIAMOND, 1 },
414 { EL_EMERALD_YELLOW, 1 },
415 { EL_EMERALD_RED, 1 },
416 { EL_EMERALD_PURPLE, 1 },
418 { EL_SP_INFOTRON, 1 },
425 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
427 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
428 CH_EVENT_BIT(CE_DELAY))
429 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
430 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
431 IS_JUST_CHANGING(x, y))
433 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
436 void GetPlayerConfig()
438 if (!audio.sound_available)
439 setup.sound_simple = FALSE;
441 if (!audio.loops_available)
442 setup.sound_loops = FALSE;
444 if (!audio.music_available)
445 setup.sound_music = FALSE;
447 if (!video.fullscreen_available)
448 setup.fullscreen = FALSE;
450 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
452 SetAudioMode(setup.sound);
456 static int getBeltNrFromBeltElement(int element)
458 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
459 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
460 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
463 static int getBeltNrFromBeltActiveElement(int element)
465 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
466 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
467 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
470 static int getBeltNrFromBeltSwitchElement(int element)
472 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
473 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
474 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
477 static int getBeltDirNrFromBeltSwitchElement(int element)
479 static int belt_base_element[4] =
481 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
482 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
483 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
484 EL_CONVEYOR_BELT_4_SWITCH_LEFT
487 int belt_nr = getBeltNrFromBeltSwitchElement(element);
488 int belt_dir_nr = element - belt_base_element[belt_nr];
490 return (belt_dir_nr % 3);
493 static int getBeltDirFromBeltSwitchElement(int element)
495 static int belt_move_dir[3] =
502 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
504 return belt_move_dir[belt_dir_nr];
507 static void InitPlayerField(int x, int y, int element, boolean init_game)
509 if (element == EL_SP_MURPHY)
513 if (stored_player[0].present)
515 Feld[x][y] = EL_SP_MURPHY_CLONE;
521 stored_player[0].use_murphy_graphic = TRUE;
524 Feld[x][y] = EL_PLAYER_1;
530 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
531 int jx = player->jx, jy = player->jy;
533 player->present = TRUE;
535 if (!options.network || player->connected)
537 player->active = TRUE;
539 /* remove potentially duplicate players */
540 if (StorePlayer[jx][jy] == Feld[x][y])
541 StorePlayer[jx][jy] = 0;
543 StorePlayer[x][y] = Feld[x][y];
547 printf("Player %d activated.\n", player->element_nr);
548 printf("[Local player is %d and currently %s.]\n",
549 local_player->element_nr,
550 local_player->active ? "active" : "not active");
554 Feld[x][y] = EL_EMPTY;
555 player->jx = player->last_jx = x;
556 player->jy = player->last_jy = y;
560 static void InitField(int x, int y, boolean init_game)
562 int element = Feld[x][y];
571 InitPlayerField(x, y, element, init_game);
575 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
576 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
577 else if (x > 0 && Feld[x-1][y] == EL_ACID)
578 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
579 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
580 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
581 else if (y > 0 && Feld[x][y-1] == EL_ACID)
582 Feld[x][y] = EL_ACID_POOL_BOTTOM;
583 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
584 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
592 case EL_SPACESHIP_RIGHT:
593 case EL_SPACESHIP_UP:
594 case EL_SPACESHIP_LEFT:
595 case EL_SPACESHIP_DOWN:
597 case EL_BD_BUTTERFLY_RIGHT:
598 case EL_BD_BUTTERFLY_UP:
599 case EL_BD_BUTTERFLY_LEFT:
600 case EL_BD_BUTTERFLY_DOWN:
601 case EL_BD_BUTTERFLY:
602 case EL_BD_FIREFLY_RIGHT:
603 case EL_BD_FIREFLY_UP:
604 case EL_BD_FIREFLY_LEFT:
605 case EL_BD_FIREFLY_DOWN:
607 case EL_PACMAN_RIGHT:
631 if (y == lev_fieldy - 1)
633 Feld[x][y] = EL_AMOEBA_GROWING;
634 Store[x][y] = EL_AMOEBA_WET;
638 case EL_DYNAMITE_ACTIVE:
643 local_player->lights_still_needed++;
646 case EL_SOKOBAN_FIELD_EMPTY:
647 local_player->sokobanfields_still_needed++;
651 local_player->friends_still_needed++;
656 MovDir[x][y] = 1 << RND(4);
660 Feld[x][y] = EL_EMPTY;
663 case EL_EM_KEY_1_FILE:
664 Feld[x][y] = EL_EM_KEY_1;
666 case EL_EM_KEY_2_FILE:
667 Feld[x][y] = EL_EM_KEY_2;
669 case EL_EM_KEY_3_FILE:
670 Feld[x][y] = EL_EM_KEY_3;
672 case EL_EM_KEY_4_FILE:
673 Feld[x][y] = EL_EM_KEY_4;
676 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
677 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
678 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
679 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
680 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
681 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
682 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
683 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
684 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
685 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
686 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
687 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
690 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
691 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
692 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
694 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
696 game.belt_dir[belt_nr] = belt_dir;
697 game.belt_dir_nr[belt_nr] = belt_dir_nr;
699 else /* more than one switch -- set it like the first switch */
701 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
706 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
708 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
711 case EL_LIGHT_SWITCH_ACTIVE:
713 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
717 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
723 void DrawGameDoorValues()
727 for (i=0; i<MAX_PLAYERS; i++)
729 if (stored_player[i].key[j])
730 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
731 el2edimg(EL_KEY_1 + j));
733 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
734 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
735 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
736 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
737 DrawText(DX + XX_SCORE, DY + YY_SCORE,
738 int2str(local_player->score, 5), FONT_TEXT_2);
739 DrawText(DX + XX_TIME, DY + YY_TIME,
740 int2str(TimeLeft, 3), FONT_TEXT_2);
745 =============================================================================
747 -----------------------------------------------------------------------------
748 initialize game engine due to level / tape version number
749 =============================================================================
752 static void InitGameEngine()
756 /* set game engine from tape file when re-playing, else from level file */
757 game.engine_version = (tape.playing ? tape.engine_version :
760 /* dynamically adjust element properties according to game engine version */
761 InitElementPropertiesEngine(game.engine_version);
764 printf("level %d: level version == %06d\n", level_nr, level.game_version);
765 printf(" tape version == %06d [%s] [file: %06d]\n",
766 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
768 printf(" => game.engine_version == %06d\n", game.engine_version);
771 /* ---------- initialize player's initial move delay --------------------- */
773 /* dynamically adjust player properties according to game engine version */
774 game.initial_move_delay =
775 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
776 INITIAL_MOVE_DELAY_OFF);
778 /* dynamically adjust player properties according to level information */
779 game.initial_move_delay_value =
780 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
782 /* ---------- initialize changing elements ------------------------------- */
784 /* initialize changing elements information */
785 for (i=0; i < MAX_NUM_ELEMENTS; i++)
787 struct ElementInfo *ei = &element_info[i];
789 /* this pointer might have been changed in the level editor */
790 ei->change = &ei->change_page[0];
792 if (!IS_CUSTOM_ELEMENT(i))
794 ei->change->target_element = EL_EMPTY_SPACE;
795 ei->change->delay_fixed = 0;
796 ei->change->delay_random = 0;
797 ei->change->delay_frames = 1;
800 ei->change_events = CE_BITMASK_DEFAULT;
801 for (j=0; j < NUM_CHANGE_EVENTS; j++)
803 ei->event_page_num[j] = 0;
804 ei->event_page[j] = &ei->change_page[0];
808 /* add changing elements from pre-defined list */
809 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
811 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
812 struct ElementInfo *ei = &element_info[ch_delay->element];
814 ei->change->target_element = ch_delay->target_element;
815 ei->change->delay_fixed = ch_delay->change_delay;
817 ei->change->pre_change_function = ch_delay->pre_change_function;
818 ei->change->change_function = ch_delay->change_function;
819 ei->change->post_change_function = ch_delay->post_change_function;
821 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
824 /* set summarized change event CE_TOUCHING_ANY_SIDE_OF */
825 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
827 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
829 for (j=0; j < ei->num_change_pages; j++)
831 if (!ei->change_page[j].can_change)
834 /* check for change event of touching other element on some side */
835 if (ei->change_page[j].events & (CH_EVENT_BIT(CE_TOUCHING_ANY_SIDE_OF |
836 CE_TOUCHING_LEFT_OF |
837 CE_TOUCHING_RIGHT_OF |
839 CE_TOUCHING_BOTTOM_OF)))
840 ei->change_page[j].events |= CH_EVENT_BIT(CE_TOUCHING_SOME_SIDE);
842 /* add change event for each side when event exists for any side */
843 if (ei->change_page[j].events & CH_EVENT_BIT(CE_TOUCHING_ANY_SIDE_OF))
844 ei->change_page[j].events |= (CH_EVENT_BIT(CE_TOUCHING_LEFT_OF) |
845 CH_EVENT_BIT(CE_TOUCHING_RIGHT_OF) |
846 CH_EVENT_BIT(CE_TOUCHING_TOP_OF) |
847 CH_EVENT_BIT(CE_TOUCHING_BOTTOM_OF));
852 /* add change events from custom element configuration */
853 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
855 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
857 for (j=0; j < ei->num_change_pages; j++)
859 if (!ei->change_page[j].can_change)
862 for (k=0; k < NUM_CHANGE_EVENTS; k++)
864 /* only add event page for the first page found with this event */
865 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
866 !(ei->change_events & CH_EVENT_BIT(k)))
868 ei->change_events |= CH_EVENT_BIT(k);
869 ei->event_page_num[k] = j;
870 ei->event_page[k] = &ei->change_page[j];
878 /* add change events from custom element configuration */
879 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
881 int element = EL_CUSTOM_START + i;
883 /* only add custom elements that change after fixed/random frame delay */
884 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
885 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
889 /* ---------- initialize trigger events ---------------------------------- */
891 /* initialize trigger events information */
892 for (i=0; i<MAX_NUM_ELEMENTS; i++)
893 trigger_events[i] = EP_BITMASK_DEFAULT;
896 /* add trigger events from element change event properties */
897 for (i=0; i<MAX_NUM_ELEMENTS; i++)
899 struct ElementInfo *ei = &element_info[i];
901 for (j=0; j < ei->num_change_pages; j++)
903 if (!ei->change_page->can_change)
906 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
908 int trigger_element = ei->change_page[j].trigger_element;
910 trigger_events[trigger_element] |= ei->change_page[j].events;
915 /* add trigger events from element change event properties */
916 for (i=0; i<MAX_NUM_ELEMENTS; i++)
917 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
918 trigger_events[element_info[i].change->trigger_element] |=
919 element_info[i].change->events;
922 /* ---------- initialize push delay -------------------------------------- */
924 /* initialize push delay values to default */
925 for (i=0; i<MAX_NUM_ELEMENTS; i++)
927 if (!IS_CUSTOM_ELEMENT(i))
929 element_info[i].push_delay_fixed = 2;
930 element_info[i].push_delay_random = 8;
934 /* set push delay value for certain elements from pre-defined list */
935 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
937 int e = push_delay_list[i].element;
939 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
940 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
943 /* ---------- initialize move stepsize ----------------------------------- */
945 /* initialize move stepsize values to default */
946 for (i=0; i<MAX_NUM_ELEMENTS; i++)
947 if (!IS_CUSTOM_ELEMENT(i))
948 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
950 /* set move stepsize value for certain elements from pre-defined list */
951 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
953 int e = move_stepsize_list[i].element;
955 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
958 /* ---------- initialize gem count --------------------------------------- */
960 /* initialize gem count values for each element */
961 for (i=0; i<MAX_NUM_ELEMENTS; i++)
962 if (!IS_CUSTOM_ELEMENT(i))
963 element_info[i].collect_count = 0;
965 /* add gem count values for all elements from pre-defined list */
966 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
967 element_info[collect_count_list[i].element].collect_count =
968 collect_count_list[i].count;
973 =============================================================================
975 -----------------------------------------------------------------------------
976 initialize and start new game
977 =============================================================================
982 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
983 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
984 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
991 #if USE_NEW_AMOEBA_CODE
992 printf("Using new amoeba code.\n");
994 printf("Using old amoeba code.\n");
999 /* don't play tapes over network */
1000 network_playing = (options.network && !tape.playing);
1002 for (i=0; i<MAX_PLAYERS; i++)
1004 struct PlayerInfo *player = &stored_player[i];
1006 player->index_nr = i;
1007 player->element_nr = EL_PLAYER_1 + i;
1009 player->present = FALSE;
1010 player->active = FALSE;
1013 player->effective_action = 0;
1014 player->programmed_action = 0;
1017 player->gems_still_needed = level.gems_needed;
1018 player->sokobanfields_still_needed = 0;
1019 player->lights_still_needed = 0;
1020 player->friends_still_needed = 0;
1023 player->key[j] = FALSE;
1025 player->dynabomb_count = 0;
1026 player->dynabomb_size = 1;
1027 player->dynabombs_left = 0;
1028 player->dynabomb_xl = FALSE;
1030 player->MovDir = MV_NO_MOVING;
1032 player->Pushing = FALSE;
1033 player->Switching = FALSE;
1035 player->GfxDir = MV_NO_MOVING;
1036 player->GfxAction = ACTION_DEFAULT;
1038 player->StepFrame = 0;
1040 player->use_murphy_graphic = FALSE;
1041 player->use_disk_red_graphic = FALSE;
1043 player->actual_frame_counter = 0;
1045 player->last_move_dir = MV_NO_MOVING;
1047 player->is_moving = FALSE;
1048 player->is_waiting = FALSE;
1049 player->is_digging = FALSE;
1050 player->is_collecting = FALSE;
1052 player->show_envelope = FALSE;
1054 player->move_delay = game.initial_move_delay;
1055 player->move_delay_value = game.initial_move_delay_value;
1057 player->push_delay = 0;
1058 player->push_delay_value = 5;
1060 player->snapped = FALSE;
1062 player->last_jx = player->last_jy = 0;
1063 player->jx = player->jy = 0;
1065 player->shield_normal_time_left = 0;
1066 player->shield_deadly_time_left = 0;
1068 player->inventory_size = 0;
1070 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1071 SnapField(player, 0, 0);
1073 player->LevelSolved = FALSE;
1074 player->GameOver = FALSE;
1077 network_player_action_received = FALSE;
1079 #if defined(PLATFORM_UNIX)
1080 /* initial null action */
1081 if (network_playing)
1082 SendToServer_MovePlayer(MV_NO_MOVING);
1090 TimeLeft = level.time;
1092 ScreenMovDir = MV_NO_MOVING;
1096 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1098 AllPlayersGone = FALSE;
1100 game.yamyam_content_nr = 0;
1101 game.magic_wall_active = FALSE;
1102 game.magic_wall_time_left = 0;
1103 game.light_time_left = 0;
1104 game.timegate_time_left = 0;
1105 game.switchgate_pos = 0;
1106 game.balloon_dir = MV_NO_MOVING;
1107 game.explosions_delayed = TRUE;
1111 game.belt_dir[i] = MV_NO_MOVING;
1112 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1115 for (i=0; i<MAX_NUM_AMOEBA; i++)
1116 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1118 for (x=0; x<lev_fieldx; x++)
1120 for (y=0; y<lev_fieldy; y++)
1122 Feld[x][y] = level.field[x][y];
1123 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1124 ChangeDelay[x][y] = 0;
1125 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1127 JustStopped[x][y] = 0;
1129 Pushed[x][y] = FALSE;
1131 Changed[x][y] = CE_BITMASK_DEFAULT;
1132 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1134 ExplodePhase[x][y] = 0;
1135 ExplodeField[x][y] = EX_NO_EXPLOSION;
1138 GfxAction[x][y] = ACTION_DEFAULT;
1139 GfxRandom[x][y] = INIT_GFX_RANDOM();
1140 GfxElement[x][y] = EL_UNDEFINED;
1144 for(y=0; y<lev_fieldy; y++)
1146 for(x=0; x<lev_fieldx; x++)
1148 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1150 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1152 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1155 InitField(x, y, TRUE);
1161 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1162 emulate_sb ? EMU_SOKOBAN :
1163 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1165 /* correct non-moving belts to start moving left */
1167 if (game.belt_dir[i] == MV_NO_MOVING)
1168 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1170 /* check if any connected player was not found in playfield */
1171 for (i=0; i<MAX_PLAYERS; i++)
1173 struct PlayerInfo *player = &stored_player[i];
1175 if (player->connected && !player->present)
1177 for (j=0; j<MAX_PLAYERS; j++)
1179 struct PlayerInfo *some_player = &stored_player[j];
1180 int jx = some_player->jx, jy = some_player->jy;
1182 /* assign first free player found that is present in the playfield */
1183 if (some_player->present && !some_player->connected)
1185 player->present = TRUE;
1186 player->active = TRUE;
1187 some_player->present = FALSE;
1189 StorePlayer[jx][jy] = player->element_nr;
1190 player->jx = player->last_jx = jx;
1191 player->jy = player->last_jy = jy;
1201 /* when playing a tape, eliminate all players who do not participate */
1203 for (i=0; i<MAX_PLAYERS; i++)
1205 if (stored_player[i].active && !tape.player_participates[i])
1207 struct PlayerInfo *player = &stored_player[i];
1208 int jx = player->jx, jy = player->jy;
1210 player->active = FALSE;
1211 StorePlayer[jx][jy] = 0;
1212 Feld[jx][jy] = EL_EMPTY;
1216 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1218 /* when in single player mode, eliminate all but the first active player */
1220 for (i=0; i<MAX_PLAYERS; i++)
1222 if (stored_player[i].active)
1224 for (j=i+1; j<MAX_PLAYERS; j++)
1226 if (stored_player[j].active)
1228 struct PlayerInfo *player = &stored_player[j];
1229 int jx = player->jx, jy = player->jy;
1231 player->active = FALSE;
1232 StorePlayer[jx][jy] = 0;
1233 Feld[jx][jy] = EL_EMPTY;
1240 /* when recording the game, store which players take part in the game */
1243 for (i=0; i<MAX_PLAYERS; i++)
1244 if (stored_player[i].active)
1245 tape.player_participates[i] = TRUE;
1250 for (i=0; i<MAX_PLAYERS; i++)
1252 struct PlayerInfo *player = &stored_player[i];
1254 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1259 if (local_player == player)
1260 printf("Player %d is local player.\n", i+1);
1264 if (BorderElement == EL_EMPTY)
1267 SBX_Right = lev_fieldx - SCR_FIELDX;
1269 SBY_Lower = lev_fieldy - SCR_FIELDY;
1274 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1276 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1279 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1280 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1282 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1283 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1285 /* if local player not found, look for custom element that might create
1286 the player (make some assumptions about the right custom element) */
1287 if (!local_player->present)
1289 int start_x = 0, start_y = 0;
1290 int found_rating = 0;
1291 int found_element = EL_UNDEFINED;
1293 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1295 int element = Feld[x][y];
1300 if (!IS_CUSTOM_ELEMENT(element))
1303 if (CAN_CHANGE(element))
1305 for (i=0; i < element_info[element].num_change_pages; i++)
1307 content = element_info[element].change_page[i].target_element;
1308 is_player = ELEM_IS_PLAYER(content);
1310 if (is_player && (found_rating < 3 || element < found_element))
1316 found_element = element;
1321 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1323 content = element_info[element].content[xx][yy];
1324 is_player = ELEM_IS_PLAYER(content);
1326 if (is_player && (found_rating < 2 || element < found_element))
1328 start_x = x + xx - 1;
1329 start_y = y + yy - 1;
1332 found_element = element;
1335 if (!CAN_CHANGE(element))
1338 for (i=0; i < element_info[element].num_change_pages; i++)
1340 content = element_info[element].change_page[i].content[xx][yy];
1341 is_player = ELEM_IS_PLAYER(content);
1343 if (is_player && (found_rating < 1 || element < found_element))
1345 start_x = x + xx - 1;
1346 start_y = y + yy - 1;
1349 found_element = element;
1355 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1356 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1359 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1360 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1366 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1367 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1368 local_player->jx - MIDPOSX);
1370 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1371 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1372 local_player->jy - MIDPOSY);
1374 scroll_x = SBX_Left;
1375 scroll_y = SBY_Upper;
1376 if (local_player->jx >= SBX_Left + MIDPOSX)
1377 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1378 local_player->jx - MIDPOSX :
1380 if (local_player->jy >= SBY_Upper + MIDPOSY)
1381 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1382 local_player->jy - MIDPOSY :
1387 CloseDoor(DOOR_CLOSE_1);
1392 /* after drawing the level, correct some elements */
1393 if (game.timegate_time_left == 0)
1394 CloseAllOpenTimegates();
1396 if (setup.soft_scrolling)
1397 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1399 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1402 /* copy default game door content to main double buffer */
1403 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1404 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1407 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1410 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1411 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1412 BlitBitmap(drawto, drawto,
1413 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1414 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1415 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1416 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1419 DrawGameDoorValues();
1423 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1424 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1425 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1429 /* copy actual game door content to door double buffer for OpenDoor() */
1430 BlitBitmap(drawto, bitmap_db_door,
1431 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1433 OpenDoor(DOOR_OPEN_ALL);
1435 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1436 if (setup.sound_music)
1437 PlayMusic(level_nr);
1439 KeyboardAutoRepeatOffUnlessAutoplay();
1444 printf("Player %d %sactive.\n",
1445 i + 1, (stored_player[i].active ? "" : "not "));
1449 void InitMovDir(int x, int y)
1451 int i, element = Feld[x][y];
1452 static int xy[4][2] =
1459 static int direction[3][4] =
1461 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1462 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1463 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1472 Feld[x][y] = EL_BUG;
1473 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1476 case EL_SPACESHIP_RIGHT:
1477 case EL_SPACESHIP_UP:
1478 case EL_SPACESHIP_LEFT:
1479 case EL_SPACESHIP_DOWN:
1480 Feld[x][y] = EL_SPACESHIP;
1481 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1484 case EL_BD_BUTTERFLY_RIGHT:
1485 case EL_BD_BUTTERFLY_UP:
1486 case EL_BD_BUTTERFLY_LEFT:
1487 case EL_BD_BUTTERFLY_DOWN:
1488 Feld[x][y] = EL_BD_BUTTERFLY;
1489 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1492 case EL_BD_FIREFLY_RIGHT:
1493 case EL_BD_FIREFLY_UP:
1494 case EL_BD_FIREFLY_LEFT:
1495 case EL_BD_FIREFLY_DOWN:
1496 Feld[x][y] = EL_BD_FIREFLY;
1497 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1500 case EL_PACMAN_RIGHT:
1502 case EL_PACMAN_LEFT:
1503 case EL_PACMAN_DOWN:
1504 Feld[x][y] = EL_PACMAN;
1505 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1508 case EL_SP_SNIKSNAK:
1509 MovDir[x][y] = MV_UP;
1512 case EL_SP_ELECTRON:
1513 MovDir[x][y] = MV_LEFT;
1520 Feld[x][y] = EL_MOLE;
1521 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1525 if (IS_CUSTOM_ELEMENT(element))
1527 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1528 MovDir[x][y] = element_info[element].move_direction_initial;
1529 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1530 element_info[element].move_pattern == MV_TURNING_LEFT ||
1531 element_info[element].move_pattern == MV_TURNING_RIGHT)
1532 MovDir[x][y] = 1 << RND(4);
1533 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1534 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1535 else if (element_info[element].move_pattern == MV_VERTICAL)
1536 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1537 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1538 MovDir[x][y] = element_info[element].move_pattern;
1539 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1540 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1544 int x1 = x + xy[i][0];
1545 int y1 = y + xy[i][1];
1547 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1549 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1550 MovDir[x][y] = direction[0][i];
1552 MovDir[x][y] = direction[1][i];
1561 MovDir[x][y] = 1 << RND(4);
1563 if (element != EL_BUG &&
1564 element != EL_SPACESHIP &&
1565 element != EL_BD_BUTTERFLY &&
1566 element != EL_BD_FIREFLY)
1571 int x1 = x + xy[i][0];
1572 int y1 = y + xy[i][1];
1574 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1576 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1578 MovDir[x][y] = direction[0][i];
1581 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1582 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1584 MovDir[x][y] = direction[1][i];
1594 void InitAmoebaNr(int x, int y)
1597 int group_nr = AmoebeNachbarNr(x, y);
1601 for (i=1; i<MAX_NUM_AMOEBA; i++)
1603 if (AmoebaCnt[i] == 0)
1611 AmoebaNr[x][y] = group_nr;
1612 AmoebaCnt[group_nr]++;
1613 AmoebaCnt2[group_nr]++;
1619 boolean raise_level = FALSE;
1621 if (local_player->MovPos)
1625 if (tape.auto_play) /* tape might already be stopped here */
1626 tape.auto_play_level_solved = TRUE;
1628 if (tape.playing && tape.auto_play)
1629 tape.auto_play_level_solved = TRUE;
1632 local_player->LevelSolved = FALSE;
1634 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1638 if (!tape.playing && setup.sound_loops)
1639 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1640 SND_CTRL_PLAY_LOOP);
1642 while (TimeLeft > 0)
1644 if (!tape.playing && !setup.sound_loops)
1645 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1646 if (TimeLeft > 0 && !(TimeLeft % 10))
1647 RaiseScore(level.score[SC_TIME_BONUS]);
1648 if (TimeLeft > 100 && !(TimeLeft % 10))
1652 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1659 if (!tape.playing && setup.sound_loops)
1660 StopSound(SND_GAME_LEVELTIME_BONUS);
1662 else if (level.time == 0) /* level without time limit */
1664 if (!tape.playing && setup.sound_loops)
1665 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1666 SND_CTRL_PLAY_LOOP);
1668 while (TimePlayed < 999)
1670 if (!tape.playing && !setup.sound_loops)
1671 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1672 if (TimePlayed < 999 && !(TimePlayed % 10))
1673 RaiseScore(level.score[SC_TIME_BONUS]);
1674 if (TimePlayed < 900 && !(TimePlayed % 10))
1678 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1685 if (!tape.playing && setup.sound_loops)
1686 StopSound(SND_GAME_LEVELTIME_BONUS);
1689 /* close exit door after last player */
1690 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1692 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1694 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1697 /* Hero disappears */
1698 DrawLevelField(ExitX, ExitY);
1704 CloseDoor(DOOR_CLOSE_1);
1709 SaveTape(tape.level_nr); /* Ask to save tape */
1712 if (level_nr == leveldir_current->handicap_level)
1714 leveldir_current->handicap_level++;
1715 SaveLevelSetup_SeriesInfo();
1718 if (level_editor_test_game)
1719 local_player->score = -1; /* no highscore when playing from editor */
1720 else if (level_nr < leveldir_current->last_level)
1721 raise_level = TRUE; /* advance to next level */
1723 if ((hi_pos = NewHiScore()) >= 0)
1725 game_status = GAME_MODE_SCORES;
1726 DrawHallOfFame(hi_pos);
1735 game_status = GAME_MODE_MAIN;
1752 LoadScore(level_nr);
1754 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1755 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1758 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1760 if (local_player->score > highscore[k].Score)
1762 /* player has made it to the hall of fame */
1764 if (k < MAX_SCORE_ENTRIES - 1)
1766 int m = MAX_SCORE_ENTRIES - 1;
1769 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1770 if (!strcmp(setup.player_name, highscore[l].Name))
1772 if (m == k) /* player's new highscore overwrites his old one */
1778 strcpy(highscore[l].Name, highscore[l - 1].Name);
1779 highscore[l].Score = highscore[l - 1].Score;
1786 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1787 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1788 highscore[k].Score = local_player->score;
1794 else if (!strncmp(setup.player_name, highscore[k].Name,
1795 MAX_PLAYER_NAME_LEN))
1796 break; /* player already there with a higher score */
1802 SaveScore(level_nr);
1807 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1809 if (player->GfxAction != action || player->GfxDir != dir)
1812 printf("Player frame reset! (%d => %d, %d => %d)\n",
1813 player->GfxAction, action, player->GfxDir, dir);
1816 player->GfxAction = action;
1817 player->GfxDir = dir;
1819 player->StepFrame = 0;
1823 static void ResetRandomAnimationValue(int x, int y)
1825 GfxRandom[x][y] = INIT_GFX_RANDOM();
1828 static void ResetGfxAnimation(int x, int y)
1831 GfxAction[x][y] = ACTION_DEFAULT;
1834 void InitMovingField(int x, int y, int direction)
1836 int element = Feld[x][y];
1837 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1838 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1842 if (!JustStopped[x][y] || direction != MovDir[x][y])
1843 ResetGfxAnimation(x, y);
1845 MovDir[newx][newy] = MovDir[x][y] = direction;
1847 if (Feld[newx][newy] == EL_EMPTY)
1848 Feld[newx][newy] = EL_BLOCKED;
1850 if (direction == MV_DOWN && CAN_FALL(element))
1851 GfxAction[x][y] = ACTION_FALLING;
1853 GfxAction[x][y] = ACTION_MOVING;
1855 GfxFrame[newx][newy] = GfxFrame[x][y];
1856 GfxAction[newx][newy] = GfxAction[x][y];
1857 GfxRandom[newx][newy] = GfxRandom[x][y];
1860 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1862 int direction = MovDir[x][y];
1863 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1864 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1870 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1872 int oldx = x, oldy = y;
1873 int direction = MovDir[x][y];
1875 if (direction == MV_LEFT)
1877 else if (direction == MV_RIGHT)
1879 else if (direction == MV_UP)
1881 else if (direction == MV_DOWN)
1884 *comes_from_x = oldx;
1885 *comes_from_y = oldy;
1888 int MovingOrBlocked2Element(int x, int y)
1890 int element = Feld[x][y];
1892 if (element == EL_BLOCKED)
1896 Blocked2Moving(x, y, &oldx, &oldy);
1897 return Feld[oldx][oldy];
1903 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1905 /* like MovingOrBlocked2Element(), but if element is moving
1906 and (x,y) is the field the moving element is just leaving,
1907 return EL_BLOCKED instead of the element value */
1908 int element = Feld[x][y];
1910 if (IS_MOVING(x, y))
1912 if (element == EL_BLOCKED)
1916 Blocked2Moving(x, y, &oldx, &oldy);
1917 return Feld[oldx][oldy];
1926 static void RemoveField(int x, int y)
1928 Feld[x][y] = EL_EMPTY;
1935 ChangeDelay[x][y] = 0;
1936 Pushed[x][y] = FALSE;
1938 GfxElement[x][y] = EL_UNDEFINED;
1939 GfxAction[x][y] = ACTION_DEFAULT;
1942 void RemoveMovingField(int x, int y)
1944 int oldx = x, oldy = y, newx = x, newy = y;
1945 int element = Feld[x][y];
1946 int next_element = EL_UNDEFINED;
1948 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1951 if (IS_MOVING(x, y))
1953 Moving2Blocked(x, y, &newx, &newy);
1954 if (Feld[newx][newy] != EL_BLOCKED)
1957 else if (element == EL_BLOCKED)
1959 Blocked2Moving(x, y, &oldx, &oldy);
1960 if (!IS_MOVING(oldx, oldy))
1964 if (element == EL_BLOCKED &&
1965 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1966 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1967 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1968 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1969 next_element = get_next_element(Feld[oldx][oldy]);
1971 RemoveField(oldx, oldy);
1972 RemoveField(newx, newy);
1974 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1976 if (next_element != EL_UNDEFINED)
1977 Feld[oldx][oldy] = next_element;
1979 DrawLevelField(oldx, oldy);
1980 DrawLevelField(newx, newy);
1983 void DrawDynamite(int x, int y)
1985 int sx = SCREENX(x), sy = SCREENY(y);
1986 int graphic = el2img(Feld[x][y]);
1989 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1992 if (IS_WALKABLE_INSIDE(Back[x][y]))
1996 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1997 else if (Store[x][y])
1998 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2000 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2003 if (Back[x][y] || Store[x][y])
2004 DrawGraphicThruMask(sx, sy, graphic, frame);
2006 DrawGraphic(sx, sy, graphic, frame);
2008 if (game.emulation == EMU_SUPAPLEX)
2009 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2010 else if (Store[x][y])
2011 DrawGraphicThruMask(sx, sy, graphic, frame);
2013 DrawGraphic(sx, sy, graphic, frame);
2017 void CheckDynamite(int x, int y)
2019 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2023 if (MovDelay[x][y] != 0)
2026 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2033 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2035 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2036 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2037 StopSound(SND_DYNAMITE_ACTIVE);
2039 StopSound(SND_DYNABOMB_ACTIVE);
2045 void RelocatePlayer(int x, int y, int element)
2047 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2049 if (player->present)
2051 while (player->MovPos)
2053 ScrollFigure(player, SCROLL_GO_ON);
2054 ScrollScreen(NULL, SCROLL_GO_ON);
2060 RemoveField(player->jx, player->jy);
2061 DrawLevelField(player->jx, player->jy);
2064 InitPlayerField(x, y, element, TRUE);
2066 if (player == local_player)
2068 int scroll_xx = -999, scroll_yy = -999;
2070 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2073 int fx = FX, fy = FY;
2075 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2076 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2077 local_player->jx - MIDPOSX);
2079 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2080 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2081 local_player->jy - MIDPOSY);
2083 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2084 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2089 fx += dx * TILEX / 2;
2090 fy += dy * TILEY / 2;
2092 ScrollLevel(dx, dy);
2095 /* scroll in to steps of half tile size to make things smoother */
2096 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2098 Delay(GAME_FRAME_DELAY);
2100 /* scroll second step to align at full tile size */
2102 Delay(GAME_FRAME_DELAY);
2107 void Explode(int ex, int ey, int phase, int mode)
2111 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2112 int last_phase = num_phase * delay;
2113 int half_phase = (num_phase / 2) * delay;
2114 int first_phase_after_start = EX_PHASE_START + 1;
2116 if (game.explosions_delayed)
2118 ExplodeField[ex][ey] = mode;
2122 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2124 int center_element = Feld[ex][ey];
2127 /* --- This is only really needed (and now handled) in "Impact()". --- */
2128 /* do not explode moving elements that left the explode field in time */
2129 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2130 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2134 if (mode == EX_NORMAL || mode == EX_CENTER)
2135 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2137 /* remove things displayed in background while burning dynamite */
2138 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2141 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2143 /* put moving element to center field (and let it explode there) */
2144 center_element = MovingOrBlocked2Element(ex, ey);
2145 RemoveMovingField(ex, ey);
2146 Feld[ex][ey] = center_element;
2149 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2151 int xx = x - ex + 1;
2152 int yy = y - ey + 1;
2155 if (!IN_LEV_FIELD(x, y) ||
2156 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2157 (x != ex || y != ey)))
2160 element = Feld[x][y];
2162 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2164 element = MovingOrBlocked2Element(x, y);
2166 if (!IS_EXPLOSION_PROOF(element))
2167 RemoveMovingField(x, y);
2173 if (IS_EXPLOSION_PROOF(element))
2176 /* indestructible elements can only explode in center (but not flames) */
2177 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2178 element == EL_FLAMES)
2183 if ((IS_INDESTRUCTIBLE(element) &&
2184 (game.engine_version < VERSION_IDENT(2,2,0) ||
2185 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2186 element == EL_FLAMES)
2190 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2192 if (IS_ACTIVE_BOMB(element))
2194 /* re-activate things under the bomb like gate or penguin */
2195 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2202 /* save walkable background elements while explosion on same tile */
2204 if (IS_INDESTRUCTIBLE(element))
2205 Back[x][y] = element;
2207 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2208 Back[x][y] = element;
2211 /* ignite explodable elements reached by other explosion */
2212 if (element == EL_EXPLOSION)
2213 element = Store2[x][y];
2216 if (AmoebaNr[x][y] &&
2217 (element == EL_AMOEBA_FULL ||
2218 element == EL_BD_AMOEBA ||
2219 element == EL_AMOEBA_GROWING))
2221 AmoebaCnt[AmoebaNr[x][y]]--;
2222 AmoebaCnt2[AmoebaNr[x][y]]--;
2228 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2230 switch(StorePlayer[ex][ey])
2233 Store[x][y] = EL_EMERALD_RED;
2236 Store[x][y] = EL_EMERALD;
2239 Store[x][y] = EL_EMERALD_PURPLE;
2243 Store[x][y] = EL_EMERALD_YELLOW;
2247 if (game.emulation == EMU_SUPAPLEX)
2248 Store[x][y] = EL_EMPTY;
2250 else if (center_element == EL_MOLE)
2251 Store[x][y] = EL_EMERALD_RED;
2252 else if (center_element == EL_PENGUIN)
2253 Store[x][y] = EL_EMERALD_PURPLE;
2254 else if (center_element == EL_BUG)
2255 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2256 else if (center_element == EL_BD_BUTTERFLY)
2257 Store[x][y] = EL_BD_DIAMOND;
2258 else if (center_element == EL_SP_ELECTRON)
2259 Store[x][y] = EL_SP_INFOTRON;
2260 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2261 Store[x][y] = level.amoeba_content;
2262 else if (center_element == EL_YAMYAM)
2263 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2264 else if (IS_CUSTOM_ELEMENT(center_element) &&
2265 element_info[center_element].content[xx][yy] != EL_EMPTY)
2266 Store[x][y] = element_info[center_element].content[xx][yy];
2267 else if (element == EL_WALL_EMERALD)
2268 Store[x][y] = EL_EMERALD;
2269 else if (element == EL_WALL_DIAMOND)
2270 Store[x][y] = EL_DIAMOND;
2271 else if (element == EL_WALL_BD_DIAMOND)
2272 Store[x][y] = EL_BD_DIAMOND;
2273 else if (element == EL_WALL_EMERALD_YELLOW)
2274 Store[x][y] = EL_EMERALD_YELLOW;
2275 else if (element == EL_WALL_EMERALD_RED)
2276 Store[x][y] = EL_EMERALD_RED;
2277 else if (element == EL_WALL_EMERALD_PURPLE)
2278 Store[x][y] = EL_EMERALD_PURPLE;
2279 else if (element == EL_WALL_PEARL)
2280 Store[x][y] = EL_PEARL;
2281 else if (element == EL_WALL_CRYSTAL)
2282 Store[x][y] = EL_CRYSTAL;
2283 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2284 Store[x][y] = element_info[element].content[1][1];
2286 Store[x][y] = EL_EMPTY;
2288 if (x != ex || y != ey ||
2289 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2290 Store2[x][y] = element;
2293 if (AmoebaNr[x][y] &&
2294 (element == EL_AMOEBA_FULL ||
2295 element == EL_BD_AMOEBA ||
2296 element == EL_AMOEBA_GROWING))
2298 AmoebaCnt[AmoebaNr[x][y]]--;
2299 AmoebaCnt2[AmoebaNr[x][y]]--;
2305 MovDir[x][y] = MovPos[x][y] = 0;
2310 Feld[x][y] = EL_EXPLOSION;
2312 GfxElement[x][y] = center_element;
2314 GfxElement[x][y] = EL_UNDEFINED;
2317 ExplodePhase[x][y] = 1;
2321 if (center_element == EL_YAMYAM)
2322 game.yamyam_content_nr =
2323 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2334 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2338 /* activate this even in non-DEBUG version until cause for crash in
2339 getGraphicAnimationFrame() (see below) is found and eliminated */
2343 if (GfxElement[x][y] == EL_UNDEFINED)
2346 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2347 printf("Explode(): This should never happen!\n");
2350 GfxElement[x][y] = EL_EMPTY;
2354 if (phase == first_phase_after_start)
2356 int element = Store2[x][y];
2358 if (element == EL_BLACK_ORB)
2360 Feld[x][y] = Store2[x][y];
2365 else if (phase == half_phase)
2367 int element = Store2[x][y];
2369 if (IS_PLAYER(x, y))
2370 KillHeroUnlessProtected(x, y);
2371 else if (CAN_EXPLODE_BY_FIRE(element))
2373 Feld[x][y] = Store2[x][y];
2377 else if (element == EL_AMOEBA_TO_DIAMOND)
2378 AmoebeUmwandeln(x, y);
2381 if (phase == last_phase)
2385 element = Feld[x][y] = Store[x][y];
2386 Store[x][y] = Store2[x][y] = 0;
2387 GfxElement[x][y] = EL_UNDEFINED;
2389 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2390 element = Feld[x][y] = Back[x][y];
2393 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2394 InitField(x, y, FALSE);
2395 if (CAN_MOVE(element))
2397 DrawLevelField(x, y);
2399 TestIfElementTouchesCustomElement(x, y);
2401 if (CAN_BE_CRUMBLED(element))
2402 DrawLevelFieldCrumbledSandNeighbours(x, y);
2404 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2405 StorePlayer[x][y] = 0;
2407 if (ELEM_IS_PLAYER(element))
2408 RelocatePlayer(x, y, element);
2410 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2413 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2415 int stored = Store[x][y];
2416 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2417 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2420 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2423 DrawLevelFieldCrumbledSand(x, y);
2425 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2427 DrawLevelElement(x, y, Back[x][y]);
2428 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2430 else if (IS_WALKABLE_UNDER(Back[x][y]))
2432 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2433 DrawLevelElementThruMask(x, y, Back[x][y]);
2435 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2436 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2440 void DynaExplode(int ex, int ey)
2443 int dynabomb_size = 1;
2444 boolean dynabomb_xl = FALSE;
2445 struct PlayerInfo *player;
2446 static int xy[4][2] =
2454 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2456 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2457 dynabomb_size = player->dynabomb_size;
2458 dynabomb_xl = player->dynabomb_xl;
2459 player->dynabombs_left++;
2462 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2466 for (j=1; j<=dynabomb_size; j++)
2468 int x = ex + j * xy[i % 4][0];
2469 int y = ey + j * xy[i % 4][1];
2472 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2475 element = Feld[x][y];
2477 /* do not restart explosions of fields with active bombs */
2478 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2481 Explode(x, y, EX_PHASE_START, EX_BORDER);
2483 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2484 if (element != EL_EMPTY &&
2485 element != EL_SAND &&
2486 element != EL_EXPLOSION &&
2493 void Bang(int x, int y)
2496 int element = MovingOrBlocked2Element(x, y);
2498 int element = Feld[x][y];
2501 if (IS_PLAYER(x, y))
2503 struct PlayerInfo *player = PLAYERINFO(x, y);
2505 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2506 player->element_nr);
2511 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2513 if (game.emulation == EMU_SUPAPLEX)
2514 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2516 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2521 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2529 case EL_BD_BUTTERFLY:
2532 case EL_DARK_YAMYAM:
2536 RaiseScoreElement(element);
2537 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2539 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2540 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2541 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2542 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2543 case EL_DYNABOMB_INCREASE_NUMBER:
2544 case EL_DYNABOMB_INCREASE_SIZE:
2545 case EL_DYNABOMB_INCREASE_POWER:
2550 case EL_LAMP_ACTIVE:
2551 if (IS_PLAYER(x, y))
2552 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2554 Explode(x, y, EX_PHASE_START, EX_CENTER);
2557 if (CAN_EXPLODE_1X1(element))
2558 Explode(x, y, EX_PHASE_START, EX_CENTER);
2560 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2564 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2567 void SplashAcid(int x, int y)
2569 int element = Feld[x][y];
2571 if (element != EL_ACID_SPLASH_LEFT &&
2572 element != EL_ACID_SPLASH_RIGHT)
2574 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2576 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2577 (!IN_LEV_FIELD(x-1, y-1) ||
2578 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2579 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2581 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2582 (!IN_LEV_FIELD(x+1, y-1) ||
2583 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2584 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2588 static void InitBeltMovement()
2590 static int belt_base_element[4] =
2592 EL_CONVEYOR_BELT_1_LEFT,
2593 EL_CONVEYOR_BELT_2_LEFT,
2594 EL_CONVEYOR_BELT_3_LEFT,
2595 EL_CONVEYOR_BELT_4_LEFT
2597 static int belt_base_active_element[4] =
2599 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2600 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2601 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2602 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2607 /* set frame order for belt animation graphic according to belt direction */
2614 int element = belt_base_active_element[belt_nr] + j;
2615 int graphic = el2img(element);
2617 if (game.belt_dir[i] == MV_LEFT)
2618 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2620 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2624 for(y=0; y<lev_fieldy; y++)
2626 for(x=0; x<lev_fieldx; x++)
2628 int element = Feld[x][y];
2632 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2634 int e_belt_nr = getBeltNrFromBeltElement(element);
2637 if (e_belt_nr == belt_nr)
2639 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2641 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2649 static void ToggleBeltSwitch(int x, int y)
2651 static int belt_base_element[4] =
2653 EL_CONVEYOR_BELT_1_LEFT,
2654 EL_CONVEYOR_BELT_2_LEFT,
2655 EL_CONVEYOR_BELT_3_LEFT,
2656 EL_CONVEYOR_BELT_4_LEFT
2658 static int belt_base_active_element[4] =
2660 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2661 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2662 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2663 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2665 static int belt_base_switch_element[4] =
2667 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2668 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2669 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2670 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2672 static int belt_move_dir[4] =
2680 int element = Feld[x][y];
2681 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2682 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2683 int belt_dir = belt_move_dir[belt_dir_nr];
2686 if (!IS_BELT_SWITCH(element))
2689 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2690 game.belt_dir[belt_nr] = belt_dir;
2692 if (belt_dir_nr == 3)
2695 /* set frame order for belt animation graphic according to belt direction */
2698 int element = belt_base_active_element[belt_nr] + i;
2699 int graphic = el2img(element);
2701 if (belt_dir == MV_LEFT)
2702 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2704 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2707 for (yy=0; yy<lev_fieldy; yy++)
2709 for (xx=0; xx<lev_fieldx; xx++)
2711 int element = Feld[xx][yy];
2713 if (IS_BELT_SWITCH(element))
2715 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2717 if (e_belt_nr == belt_nr)
2719 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2720 DrawLevelField(xx, yy);
2723 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2725 int e_belt_nr = getBeltNrFromBeltElement(element);
2727 if (e_belt_nr == belt_nr)
2729 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2731 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2732 DrawLevelField(xx, yy);
2735 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2737 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2739 if (e_belt_nr == belt_nr)
2741 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2743 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2744 DrawLevelField(xx, yy);
2751 static void ToggleSwitchgateSwitch(int x, int y)
2755 game.switchgate_pos = !game.switchgate_pos;
2757 for (yy=0; yy<lev_fieldy; yy++)
2759 for (xx=0; xx<lev_fieldx; xx++)
2761 int element = Feld[xx][yy];
2763 if (element == EL_SWITCHGATE_SWITCH_UP ||
2764 element == EL_SWITCHGATE_SWITCH_DOWN)
2766 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2767 DrawLevelField(xx, yy);
2769 else if (element == EL_SWITCHGATE_OPEN ||
2770 element == EL_SWITCHGATE_OPENING)
2772 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2774 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2776 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2779 else if (element == EL_SWITCHGATE_CLOSED ||
2780 element == EL_SWITCHGATE_CLOSING)
2782 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2784 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2786 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2793 static int getInvisibleActiveFromInvisibleElement(int element)
2795 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2796 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2797 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2801 static int getInvisibleFromInvisibleActiveElement(int element)
2803 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2804 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2805 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2809 static void RedrawAllLightSwitchesAndInvisibleElements()
2813 for (y=0; y<lev_fieldy; y++)
2815 for (x=0; x<lev_fieldx; x++)
2817 int element = Feld[x][y];
2819 if (element == EL_LIGHT_SWITCH &&
2820 game.light_time_left > 0)
2822 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2823 DrawLevelField(x, y);
2825 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2826 game.light_time_left == 0)
2828 Feld[x][y] = EL_LIGHT_SWITCH;
2829 DrawLevelField(x, y);
2831 else if (element == EL_INVISIBLE_STEELWALL ||
2832 element == EL_INVISIBLE_WALL ||
2833 element == EL_INVISIBLE_SAND)
2835 if (game.light_time_left > 0)
2836 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2838 DrawLevelField(x, y);
2840 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2841 element == EL_INVISIBLE_WALL_ACTIVE ||
2842 element == EL_INVISIBLE_SAND_ACTIVE)
2844 if (game.light_time_left == 0)
2845 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2847 DrawLevelField(x, y);
2853 static void ToggleLightSwitch(int x, int y)
2855 int element = Feld[x][y];
2857 game.light_time_left =
2858 (element == EL_LIGHT_SWITCH ?
2859 level.time_light * FRAMES_PER_SECOND : 0);
2861 RedrawAllLightSwitchesAndInvisibleElements();
2864 static void ActivateTimegateSwitch(int x, int y)
2868 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2870 for (yy=0; yy<lev_fieldy; yy++)
2872 for (xx=0; xx<lev_fieldx; xx++)
2874 int element = Feld[xx][yy];
2876 if (element == EL_TIMEGATE_CLOSED ||
2877 element == EL_TIMEGATE_CLOSING)
2879 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2880 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2884 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2886 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2887 DrawLevelField(xx, yy);
2894 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2897 inline static int getElementMoveStepsize(int x, int y)
2899 int element = Feld[x][y];
2900 int direction = MovDir[x][y];
2901 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2902 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2903 int horiz_move = (dx != 0);
2904 int sign = (horiz_move ? dx : dy);
2905 int step = sign * element_info[element].move_stepsize;
2907 /* special values for move stepsize for spring and things on conveyor belt */
2910 if (CAN_FALL(element) &&
2911 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2912 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2913 else if (element == EL_SPRING)
2914 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2920 void Impact(int x, int y)
2922 boolean lastline = (y == lev_fieldy-1);
2923 boolean object_hit = FALSE;
2924 boolean impact = (lastline || object_hit);
2925 int element = Feld[x][y];
2926 int smashed = EL_UNDEFINED;
2928 if (!lastline) /* check if element below was hit */
2930 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2933 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2934 MovDir[x][y + 1] != MV_DOWN ||
2935 MovPos[x][y + 1] <= TILEY / 2));
2937 /* do not smash moving elements that left the smashed field in time */
2938 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2939 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2943 smashed = MovingOrBlocked2Element(x, y + 1);
2945 impact = (lastline || object_hit);
2948 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2954 /* only reset graphic animation if graphic really changes after impact */
2956 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2958 ResetGfxAnimation(x, y);
2959 DrawLevelField(x, y);
2962 if (impact && CAN_EXPLODE_IMPACT(element))
2967 else if (impact && element == EL_PEARL)
2969 Feld[x][y] = EL_PEARL_BREAKING;
2970 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2973 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2975 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2980 if (impact && element == EL_AMOEBA_DROP)
2982 if (object_hit && IS_PLAYER(x, y + 1))
2983 KillHeroUnlessProtected(x, y + 1);
2984 else if (object_hit && smashed == EL_PENGUIN)
2988 Feld[x][y] = EL_AMOEBA_GROWING;
2989 Store[x][y] = EL_AMOEBA_WET;
2991 ResetRandomAnimationValue(x, y);
2996 if (object_hit) /* check which object was hit */
2998 if (CAN_PASS_MAGIC_WALL(element) &&
2999 (smashed == EL_MAGIC_WALL ||
3000 smashed == EL_BD_MAGIC_WALL))
3003 int activated_magic_wall =
3004 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3005 EL_BD_MAGIC_WALL_ACTIVE);
3007 /* activate magic wall / mill */
3008 for (yy=0; yy<lev_fieldy; yy++)
3009 for (xx=0; xx<lev_fieldx; xx++)
3010 if (Feld[xx][yy] == smashed)
3011 Feld[xx][yy] = activated_magic_wall;
3013 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3014 game.magic_wall_active = TRUE;
3016 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3017 SND_MAGIC_WALL_ACTIVATING :
3018 SND_BD_MAGIC_WALL_ACTIVATING));
3021 if (IS_PLAYER(x, y + 1))
3023 if (CAN_SMASH_PLAYER(element))
3025 KillHeroUnlessProtected(x, y + 1);
3029 else if (smashed == EL_PENGUIN)
3031 if (CAN_SMASH_PLAYER(element))
3037 else if (element == EL_BD_DIAMOND)
3039 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3045 else if ((element == EL_SP_INFOTRON ||
3046 element == EL_SP_ZONK) &&
3047 (smashed == EL_SP_SNIKSNAK ||
3048 smashed == EL_SP_ELECTRON ||
3049 smashed == EL_SP_DISK_ORANGE))
3055 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3061 else if (CAN_SMASH_EVERYTHING(element))
3063 if (IS_CLASSIC_ENEMY(smashed) ||
3064 CAN_EXPLODE_SMASHED(smashed))
3069 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3071 if (smashed == EL_LAMP ||
3072 smashed == EL_LAMP_ACTIVE)
3077 else if (smashed == EL_NUT)
3079 Feld[x][y + 1] = EL_NUT_BREAKING;
3080 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3081 RaiseScoreElement(EL_NUT);
3084 else if (smashed == EL_PEARL)
3086 Feld[x][y + 1] = EL_PEARL_BREAKING;
3087 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3090 else if (smashed == EL_DIAMOND)
3092 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3093 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3096 else if (IS_BELT_SWITCH(smashed))
3098 ToggleBeltSwitch(x, y + 1);
3100 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3101 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3103 ToggleSwitchgateSwitch(x, y + 1);
3105 else if (smashed == EL_LIGHT_SWITCH ||
3106 smashed == EL_LIGHT_SWITCH_ACTIVE)
3108 ToggleLightSwitch(x, y + 1);
3112 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3117 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3122 /* play sound of magic wall / mill */
3124 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3125 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3127 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3128 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3129 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3130 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3135 /* play sound of object that hits the ground */
3136 if (lastline || object_hit)
3137 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3140 void TurnRound(int x, int y)
3152 { 0, 0 }, { 0, 0 }, { 0, 0 },
3157 int left, right, back;
3161 { MV_DOWN, MV_UP, MV_RIGHT },
3162 { MV_UP, MV_DOWN, MV_LEFT },
3164 { MV_LEFT, MV_RIGHT, MV_DOWN },
3168 { MV_RIGHT, MV_LEFT, MV_UP }
3171 int element = Feld[x][y];
3172 int old_move_dir = MovDir[x][y];
3173 int left_dir = turn[old_move_dir].left;
3174 int right_dir = turn[old_move_dir].right;
3175 int back_dir = turn[old_move_dir].back;
3177 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3178 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3179 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3180 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3182 int left_x = x + left_dx, left_y = y + left_dy;
3183 int right_x = x + right_dx, right_y = y + right_dy;
3184 int move_x = x + move_dx, move_y = y + move_dy;
3188 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3190 TestIfBadThingTouchesOtherBadThing(x, y);
3192 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3193 MovDir[x][y] = right_dir;
3194 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3195 MovDir[x][y] = left_dir;
3197 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3199 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3202 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3203 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3205 TestIfBadThingTouchesOtherBadThing(x, y);
3207 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3208 MovDir[x][y] = left_dir;
3209 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3210 MovDir[x][y] = right_dir;
3212 if ((element == EL_SPACESHIP ||
3213 element == EL_SP_SNIKSNAK ||
3214 element == EL_SP_ELECTRON)
3215 && MovDir[x][y] != old_move_dir)
3217 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3220 else if (element == EL_YAMYAM)
3222 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3223 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3225 if (can_turn_left && can_turn_right)
3226 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3227 else if (can_turn_left)
3228 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3229 else if (can_turn_right)
3230 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3232 MovDir[x][y] = back_dir;
3234 MovDelay[x][y] = 16 + 16 * RND(3);
3236 else if (element == EL_DARK_YAMYAM)
3238 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3239 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3241 if (can_turn_left && can_turn_right)
3242 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3243 else if (can_turn_left)
3244 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3245 else if (can_turn_right)
3246 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3248 MovDir[x][y] = back_dir;
3250 MovDelay[x][y] = 16 + 16 * RND(3);
3252 else if (element == EL_PACMAN)
3254 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3255 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3257 if (can_turn_left && can_turn_right)
3258 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3259 else if (can_turn_left)
3260 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3261 else if (can_turn_right)
3262 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3264 MovDir[x][y] = back_dir;
3266 MovDelay[x][y] = 6 + RND(40);
3268 else if (element == EL_PIG)
3270 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3271 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3272 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3273 boolean should_turn_left, should_turn_right, should_move_on;
3275 int rnd = RND(rnd_value);
3277 should_turn_left = (can_turn_left &&
3279 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3280 y + back_dy + left_dy)));
3281 should_turn_right = (can_turn_right &&
3283 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3284 y + back_dy + right_dy)));
3285 should_move_on = (can_move_on &&
3288 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3289 y + move_dy + left_dy) ||
3290 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3291 y + move_dy + right_dy)));
3293 if (should_turn_left || should_turn_right || should_move_on)
3295 if (should_turn_left && should_turn_right && should_move_on)
3296 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3297 rnd < 2 * rnd_value / 3 ? right_dir :
3299 else if (should_turn_left && should_turn_right)
3300 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3301 else if (should_turn_left && should_move_on)
3302 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3303 else if (should_turn_right && should_move_on)
3304 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3305 else if (should_turn_left)
3306 MovDir[x][y] = left_dir;
3307 else if (should_turn_right)
3308 MovDir[x][y] = right_dir;
3309 else if (should_move_on)
3310 MovDir[x][y] = old_move_dir;
3312 else if (can_move_on && rnd > rnd_value / 8)
3313 MovDir[x][y] = old_move_dir;
3314 else if (can_turn_left && can_turn_right)
3315 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3316 else if (can_turn_left && rnd > rnd_value / 8)
3317 MovDir[x][y] = left_dir;
3318 else if (can_turn_right && rnd > rnd_value/8)
3319 MovDir[x][y] = right_dir;
3321 MovDir[x][y] = back_dir;
3323 xx = x + move_xy[MovDir[x][y]].x;
3324 yy = y + move_xy[MovDir[x][y]].y;
3326 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3327 MovDir[x][y] = old_move_dir;
3331 else if (element == EL_DRAGON)
3333 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3334 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3335 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3337 int rnd = RND(rnd_value);
3339 if (can_move_on && rnd > rnd_value / 8)
3340 MovDir[x][y] = old_move_dir;
3341 else if (can_turn_left && can_turn_right)
3342 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3343 else if (can_turn_left && rnd > rnd_value / 8)
3344 MovDir[x][y] = left_dir;
3345 else if (can_turn_right && rnd > rnd_value / 8)
3346 MovDir[x][y] = right_dir;
3348 MovDir[x][y] = back_dir;
3350 xx = x + move_xy[MovDir[x][y]].x;
3351 yy = y + move_xy[MovDir[x][y]].y;
3353 if (!IS_FREE(xx, yy))
3354 MovDir[x][y] = old_move_dir;
3358 else if (element == EL_MOLE)
3360 boolean can_move_on =
3361 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3362 IS_AMOEBOID(Feld[move_x][move_y]) ||
3363 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3366 boolean can_turn_left =
3367 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3368 IS_AMOEBOID(Feld[left_x][left_y])));
3370 boolean can_turn_right =
3371 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3372 IS_AMOEBOID(Feld[right_x][right_y])));
3374 if (can_turn_left && can_turn_right)
3375 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3376 else if (can_turn_left)
3377 MovDir[x][y] = left_dir;
3379 MovDir[x][y] = right_dir;
3382 if (MovDir[x][y] != old_move_dir)
3385 else if (element == EL_BALLOON)
3387 MovDir[x][y] = game.balloon_dir;
3390 else if (element == EL_SPRING)
3392 if (MovDir[x][y] & MV_HORIZONTAL &&
3393 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3394 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3395 MovDir[x][y] = MV_NO_MOVING;
3399 else if (element == EL_ROBOT ||
3400 element == EL_SATELLITE ||
3401 element == EL_PENGUIN)
3403 int attr_x = -1, attr_y = -1;
3414 for (i=0; i<MAX_PLAYERS; i++)
3416 struct PlayerInfo *player = &stored_player[i];
3417 int jx = player->jx, jy = player->jy;
3419 if (!player->active)
3423 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3431 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3437 if (element == EL_PENGUIN)
3440 static int xy[4][2] =
3450 int ex = x + xy[i % 4][0];
3451 int ey = y + xy[i % 4][1];
3453 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3462 MovDir[x][y] = MV_NO_MOVING;
3464 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3465 else if (attr_x > x)
3466 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3468 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3469 else if (attr_y > y)
3470 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3472 if (element == EL_ROBOT)
3476 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3477 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3478 Moving2Blocked(x, y, &newx, &newy);
3480 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3481 MovDelay[x][y] = 8 + 8 * !RND(3);
3483 MovDelay[x][y] = 16;
3485 else if (element == EL_PENGUIN)
3491 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3493 boolean first_horiz = RND(2);
3494 int new_move_dir = MovDir[x][y];
3497 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3498 Moving2Blocked(x, y, &newx, &newy);
3500 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3504 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3505 Moving2Blocked(x, y, &newx, &newy);
3507 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3510 MovDir[x][y] = old_move_dir;
3514 else /* (element == EL_SATELLITE) */
3520 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3522 boolean first_horiz = RND(2);
3523 int new_move_dir = MovDir[x][y];
3526 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3527 Moving2Blocked(x, y, &newx, &newy);
3529 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3533 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3534 Moving2Blocked(x, y, &newx, &newy);
3536 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3539 MovDir[x][y] = old_move_dir;
3544 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3545 element_info[element].move_pattern == MV_TURNING_LEFT ||
3546 element_info[element].move_pattern == MV_TURNING_RIGHT)
3548 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3549 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3551 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3552 MovDir[x][y] = left_dir;
3553 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3554 MovDir[x][y] = right_dir;
3555 else if (can_turn_left && can_turn_right)
3556 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3557 else if (can_turn_left)
3558 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3559 else if (can_turn_right)
3560 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3562 MovDir[x][y] = back_dir;
3564 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3566 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3567 element_info[element].move_pattern == MV_VERTICAL)
3569 if (element_info[element].move_pattern & old_move_dir)
3570 MovDir[x][y] = back_dir;
3571 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3572 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3573 else if (element_info[element].move_pattern == MV_VERTICAL)
3574 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3576 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3578 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3580 MovDir[x][y] = element_info[element].move_pattern;
3581 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3583 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3585 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3586 MovDir[x][y] = left_dir;
3587 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3588 MovDir[x][y] = right_dir;
3590 if (MovDir[x][y] != old_move_dir)
3591 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3593 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3595 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3596 MovDir[x][y] = right_dir;
3597 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3598 MovDir[x][y] = left_dir;
3600 if (MovDir[x][y] != old_move_dir)
3601 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3603 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3604 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3606 int attr_x = -1, attr_y = -1;
3609 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3620 for (i=0; i<MAX_PLAYERS; i++)
3622 struct PlayerInfo *player = &stored_player[i];
3623 int jx = player->jx, jy = player->jy;
3625 if (!player->active)
3629 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3637 MovDir[x][y] = MV_NO_MOVING;
3639 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3640 else if (attr_x > x)
3641 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3643 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3644 else if (attr_y > y)
3645 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3647 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3649 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3651 boolean first_horiz = RND(2);
3652 int new_move_dir = MovDir[x][y];
3655 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3656 Moving2Blocked(x, y, &newx, &newy);
3658 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3662 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3663 Moving2Blocked(x, y, &newx, &newy);
3665 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3668 MovDir[x][y] = old_move_dir;
3673 static boolean JustBeingPushed(int x, int y)
3677 for (i=0; i<MAX_PLAYERS; i++)
3679 struct PlayerInfo *player = &stored_player[i];
3681 if (player->active && player->Pushing && player->MovPos)
3683 int next_jx = player->jx + (player->jx - player->last_jx);
3684 int next_jy = player->jy + (player->jy - player->last_jy);
3686 if (x == next_jx && y == next_jy)
3694 void StartMoving(int x, int y)
3696 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3697 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3698 int element = Feld[x][y];
3703 /* !!! this should be handled more generic (not only for mole) !!! */
3704 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3705 GfxAction[x][y] = ACTION_DEFAULT;
3707 if (CAN_FALL(element) && y < lev_fieldy - 1)
3709 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3710 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3711 if (JustBeingPushed(x, y))
3714 if (element == EL_QUICKSAND_FULL)
3716 if (IS_FREE(x, y + 1))
3718 InitMovingField(x, y, MV_DOWN);
3719 started_moving = TRUE;
3721 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3722 Store[x][y] = EL_ROCK;
3724 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3726 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3729 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3731 if (!MovDelay[x][y])
3732 MovDelay[x][y] = TILEY + 1;
3741 Feld[x][y] = EL_QUICKSAND_EMPTY;
3742 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3743 Store[x][y + 1] = Store[x][y];
3746 PlaySoundLevelAction(x, y, ACTION_FILLING);
3748 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3752 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3753 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3755 InitMovingField(x, y, MV_DOWN);
3756 started_moving = TRUE;
3758 Feld[x][y] = EL_QUICKSAND_FILLING;
3759 Store[x][y] = element;
3761 PlaySoundLevelAction(x, y, ACTION_FILLING);
3763 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3766 else if (element == EL_MAGIC_WALL_FULL)
3768 if (IS_FREE(x, y + 1))
3770 InitMovingField(x, y, MV_DOWN);
3771 started_moving = TRUE;
3773 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3774 Store[x][y] = EL_CHANGED(Store[x][y]);
3776 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3778 if (!MovDelay[x][y])
3779 MovDelay[x][y] = TILEY/4 + 1;
3788 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3789 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3790 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3794 else if (element == EL_BD_MAGIC_WALL_FULL)
3796 if (IS_FREE(x, y + 1))
3798 InitMovingField(x, y, MV_DOWN);
3799 started_moving = TRUE;
3801 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3802 Store[x][y] = EL_CHANGED2(Store[x][y]);
3804 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3806 if (!MovDelay[x][y])
3807 MovDelay[x][y] = TILEY/4 + 1;
3816 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3817 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3818 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3822 else if (CAN_PASS_MAGIC_WALL(element) &&
3823 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3824 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3826 InitMovingField(x, y, MV_DOWN);
3827 started_moving = TRUE;
3830 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3831 EL_BD_MAGIC_WALL_FILLING);
3832 Store[x][y] = element;
3835 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3837 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3842 InitMovingField(x, y, MV_DOWN);
3843 started_moving = TRUE;
3845 Store[x][y] = EL_ACID;
3847 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3848 GfxAction[x][y + 1] = ACTION_ACTIVE;
3853 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3854 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3855 JustStopped[x][y] && !Pushed[x][y + 1])
3857 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3861 /* calling "Impact()" here is not only completely unneccessary
3862 (because it already gets called from "ContinueMoving()" in
3863 all relevant situations), but also completely bullshit, because
3864 "JustStopped" also indicates a finished *horizontal* movement;
3865 we must keep this trash for backwards compatibility with older
3871 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3873 if (MovDir[x][y] == MV_NO_MOVING)
3875 InitMovingField(x, y, MV_DOWN);
3876 started_moving = TRUE;
3879 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3881 if (JustStopped[x][y]) /* prevent animation from being restarted */
3882 MovDir[x][y] = MV_DOWN;
3884 InitMovingField(x, y, MV_DOWN);
3885 started_moving = TRUE;
3887 else if (element == EL_AMOEBA_DROP)
3889 Feld[x][y] = EL_AMOEBA_GROWING;
3890 Store[x][y] = EL_AMOEBA_WET;
3892 /* Store[x][y + 1] must be zero, because:
3893 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3896 #if OLD_GAME_BEHAVIOUR
3897 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3899 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3900 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3901 element != EL_DX_SUPABOMB)
3904 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3905 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3906 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3907 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3910 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3911 (IS_FREE(x - 1, y + 1) ||
3912 Feld[x - 1][y + 1] == EL_ACID));
3913 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3914 (IS_FREE(x + 1, y + 1) ||
3915 Feld[x + 1][y + 1] == EL_ACID));
3916 boolean can_fall_any = (can_fall_left || can_fall_right);
3917 boolean can_fall_both = (can_fall_left && can_fall_right);
3919 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3921 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3923 if (slippery_type == SLIPPERY_ONLY_LEFT)
3924 can_fall_right = FALSE;
3925 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3926 can_fall_left = FALSE;
3927 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3928 can_fall_right = FALSE;
3929 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3930 can_fall_left = FALSE;
3932 can_fall_any = (can_fall_left || can_fall_right);
3933 can_fall_both = (can_fall_left && can_fall_right);
3938 if (can_fall_both &&
3939 (game.emulation != EMU_BOULDERDASH &&
3940 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3941 can_fall_left = !(can_fall_right = RND(2));
3943 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3944 started_moving = TRUE;
3947 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3949 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3950 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3951 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3952 int belt_dir = game.belt_dir[belt_nr];
3954 if ((belt_dir == MV_LEFT && left_is_free) ||
3955 (belt_dir == MV_RIGHT && right_is_free))
3957 InitMovingField(x, y, belt_dir);
3958 started_moving = TRUE;
3960 GfxAction[x][y] = ACTION_DEFAULT;
3965 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3966 if (CAN_MOVE(element) && !started_moving)
3970 if ((element == EL_SATELLITE ||
3971 element == EL_BALLOON ||
3972 element == EL_SPRING)
3973 && JustBeingPushed(x, y))
3978 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3979 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3981 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3983 Moving2Blocked(x, y, &newx, &newy);
3984 if (Feld[newx][newy] == EL_BLOCKED)
3985 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3990 if (!MovDelay[x][y]) /* start new movement phase */
3992 /* all objects that can change their move direction after each step
3993 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3995 if (element != EL_YAMYAM &&
3996 element != EL_DARK_YAMYAM &&
3997 element != EL_PACMAN &&
3998 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3999 element_info[element].move_pattern != MV_TURNING_LEFT &&
4000 element_info[element].move_pattern != MV_TURNING_RIGHT)
4004 if (MovDelay[x][y] && (element == EL_BUG ||
4005 element == EL_SPACESHIP ||
4006 element == EL_SP_SNIKSNAK ||
4007 element == EL_SP_ELECTRON ||
4008 element == EL_MOLE))
4009 DrawLevelField(x, y);
4013 if (MovDelay[x][y]) /* wait some time before next movement */
4018 if (element == EL_YAMYAM)
4021 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4022 DrawLevelElementAnimation(x, y, element);
4026 if (MovDelay[x][y]) /* element still has to wait some time */
4029 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4030 ResetGfxAnimation(x, y);
4032 GfxAction[x][y] = ACTION_WAITING;
4035 if (element == EL_ROBOT ||
4037 element == EL_PACMAN ||
4039 element == EL_YAMYAM ||
4040 element == EL_DARK_YAMYAM)
4043 DrawLevelElementAnimation(x, y, element);
4045 DrawLevelElementAnimationIfNeeded(x, y, element);
4047 PlaySoundLevelAction(x, y, ACTION_WAITING);
4049 else if (element == EL_SP_ELECTRON)
4050 DrawLevelElementAnimationIfNeeded(x, y, element);
4051 else if (element == EL_DRAGON)
4054 int dir = MovDir[x][y];
4055 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4056 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4057 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4058 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4059 dir == MV_UP ? IMG_FLAMES_1_UP :
4060 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4061 int frame = getGraphicAnimationFrame(graphic, -1);
4063 for (i=1; i<=3; i++)
4065 int xx = x + i*dx, yy = y + i*dy;
4066 int sx = SCREENX(xx), sy = SCREENY(yy);
4067 int flame_graphic = graphic + (i - 1);
4069 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4074 int flamed = MovingOrBlocked2Element(xx, yy);
4076 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4079 RemoveMovingField(xx, yy);
4081 Feld[xx][yy] = EL_FLAMES;
4082 if (IN_SCR_FIELD(sx, sy))
4083 DrawGraphic(sx, sy, flame_graphic, frame);
4087 if (Feld[xx][yy] == EL_FLAMES)
4088 Feld[xx][yy] = EL_EMPTY;
4089 DrawLevelField(xx, yy);
4094 if (MovDelay[x][y]) /* element still has to wait some time */
4096 PlaySoundLevelAction(x, y, ACTION_WAITING);
4101 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4102 for all other elements GfxAction will be set by InitMovingField() */
4103 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4104 GfxAction[x][y] = ACTION_MOVING;
4107 /* now make next step */
4109 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4111 if (DONT_COLLIDE_WITH(element) &&
4112 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4113 !PLAYER_PROTECTED(newx, newy))
4116 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4119 /* player killed by element which is deadly when colliding with */
4121 KillHero(PLAYERINFO(newx, newy));
4126 else if ((element == EL_PENGUIN ||
4127 element == EL_ROBOT ||
4128 element == EL_SATELLITE ||
4129 element == EL_BALLOON ||
4130 IS_CUSTOM_ELEMENT(element)) &&
4131 IN_LEV_FIELD(newx, newy) &&
4132 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4135 Store[x][y] = EL_ACID;
4137 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4139 if (Feld[newx][newy] == EL_EXIT_OPEN)
4141 Feld[x][y] = EL_EMPTY;
4142 DrawLevelField(x, y);
4144 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4145 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4146 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4148 local_player->friends_still_needed--;
4149 if (!local_player->friends_still_needed &&
4150 !local_player->GameOver && AllPlayersGone)
4151 local_player->LevelSolved = local_player->GameOver = TRUE;
4155 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4157 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4158 DrawLevelField(newx, newy);
4160 MovDir[x][y] = MV_NO_MOVING;
4162 else if (!IS_FREE(newx, newy))
4164 GfxAction[x][y] = ACTION_WAITING;
4166 if (IS_PLAYER(x, y))
4167 DrawPlayerField(x, y);
4169 DrawLevelField(x, y);
4173 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4175 if (IS_FOOD_PIG(Feld[newx][newy]))
4177 if (IS_MOVING(newx, newy))
4178 RemoveMovingField(newx, newy);
4181 Feld[newx][newy] = EL_EMPTY;
4182 DrawLevelField(newx, newy);
4185 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4187 else if (!IS_FREE(newx, newy))
4189 if (IS_PLAYER(x, y))
4190 DrawPlayerField(x, y);
4192 DrawLevelField(x, y);
4196 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4198 if (!IS_FREE(newx, newy))
4200 if (IS_PLAYER(x, y))
4201 DrawPlayerField(x, y);
4203 DrawLevelField(x, y);
4208 boolean wanna_flame = !RND(10);
4209 int dx = newx - x, dy = newy - y;
4210 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4211 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4212 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4213 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4214 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4215 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4218 IS_CLASSIC_ENEMY(element1) ||
4219 IS_CLASSIC_ENEMY(element2)) &&
4220 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4221 element1 != EL_FLAMES && element2 != EL_FLAMES)
4223 if (IS_PLAYER(x, y))
4224 DrawPlayerField(x, y);
4226 DrawLevelField(x, y);
4228 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4230 MovDelay[x][y] = 50;
4231 Feld[newx][newy] = EL_FLAMES;
4232 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4233 Feld[newx1][newy1] = EL_FLAMES;
4234 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4235 Feld[newx2][newy2] = EL_FLAMES;
4240 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4241 Feld[newx][newy] == EL_DIAMOND)
4243 if (IS_MOVING(newx, newy))
4244 RemoveMovingField(newx, newy);
4247 Feld[newx][newy] = EL_EMPTY;
4248 DrawLevelField(newx, newy);
4251 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4253 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4254 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4256 if (AmoebaNr[newx][newy])
4258 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4259 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4260 Feld[newx][newy] == EL_BD_AMOEBA)
4261 AmoebaCnt[AmoebaNr[newx][newy]]--;
4264 if (IS_MOVING(newx, newy))
4265 RemoveMovingField(newx, newy);
4268 Feld[newx][newy] = EL_EMPTY;
4269 DrawLevelField(newx, newy);
4272 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4274 else if ((element == EL_PACMAN || element == EL_MOLE)
4275 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4277 if (AmoebaNr[newx][newy])
4279 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4280 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4281 Feld[newx][newy] == EL_BD_AMOEBA)
4282 AmoebaCnt[AmoebaNr[newx][newy]]--;
4285 if (element == EL_MOLE)
4287 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4288 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4290 ResetGfxAnimation(x, y);
4291 GfxAction[x][y] = ACTION_DIGGING;
4292 DrawLevelField(x, y);
4294 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4295 return; /* wait for shrinking amoeba */
4297 else /* element == EL_PACMAN */
4299 Feld[newx][newy] = EL_EMPTY;
4300 DrawLevelField(newx, newy);
4301 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4304 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4305 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4306 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4308 /* wait for shrinking amoeba to completely disappear */
4311 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4313 /* object was running against a wall */
4318 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4319 DrawLevelElementAnimation(x, y, element);
4321 if (element == EL_BUG ||
4322 element == EL_SPACESHIP ||
4323 element == EL_SP_SNIKSNAK)
4324 DrawLevelField(x, y);
4325 else if (element == EL_MOLE)
4326 DrawLevelField(x, y);
4327 else if (element == EL_BD_BUTTERFLY ||
4328 element == EL_BD_FIREFLY)
4329 DrawLevelElementAnimationIfNeeded(x, y, element);
4330 else if (element == EL_SATELLITE)
4331 DrawLevelElementAnimationIfNeeded(x, y, element);
4332 else if (element == EL_SP_ELECTRON)
4333 DrawLevelElementAnimationIfNeeded(x, y, element);
4336 if (DONT_TOUCH(element))
4337 TestIfBadThingTouchesHero(x, y);
4340 PlaySoundLevelAction(x, y, ACTION_WAITING);
4346 InitMovingField(x, y, MovDir[x][y]);
4348 PlaySoundLevelAction(x, y, ACTION_MOVING);
4352 ContinueMoving(x, y);
4355 void ContinueMoving(int x, int y)
4357 int element = Feld[x][y];
4358 int direction = MovDir[x][y];
4359 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4360 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4361 int newx = x + dx, newy = y + dy;
4362 int nextx = newx + dx, nexty = newy + dy;
4363 boolean pushed = Pushed[x][y];
4365 MovPos[x][y] += getElementMoveStepsize(x, y);
4367 if (pushed) /* special case: moving object pushed by player */
4368 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4370 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4372 Feld[x][y] = EL_EMPTY;
4373 Feld[newx][newy] = element;
4374 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4376 if (element == EL_MOLE)
4378 Feld[x][y] = EL_SAND;
4380 DrawLevelFieldCrumbledSandNeighbours(x, y);
4382 else if (element == EL_QUICKSAND_FILLING)
4384 element = Feld[newx][newy] = get_next_element(element);
4385 Store[newx][newy] = Store[x][y];
4387 else if (element == EL_QUICKSAND_EMPTYING)
4389 Feld[x][y] = get_next_element(element);
4390 element = Feld[newx][newy] = Store[x][y];
4392 else if (element == EL_MAGIC_WALL_FILLING)
4394 element = Feld[newx][newy] = get_next_element(element);
4395 if (!game.magic_wall_active)
4396 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4397 Store[newx][newy] = Store[x][y];
4399 else if (element == EL_MAGIC_WALL_EMPTYING)
4401 Feld[x][y] = get_next_element(element);
4402 if (!game.magic_wall_active)
4403 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4404 element = Feld[newx][newy] = Store[x][y];
4406 else if (element == EL_BD_MAGIC_WALL_FILLING)
4408 element = Feld[newx][newy] = get_next_element(element);
4409 if (!game.magic_wall_active)
4410 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4411 Store[newx][newy] = Store[x][y];
4413 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4415 Feld[x][y] = get_next_element(element);
4416 if (!game.magic_wall_active)
4417 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4418 element = Feld[newx][newy] = Store[x][y];
4420 else if (element == EL_AMOEBA_DROPPING)
4422 Feld[x][y] = get_next_element(element);
4423 element = Feld[newx][newy] = Store[x][y];
4425 else if (element == EL_SOKOBAN_OBJECT)
4428 Feld[x][y] = Back[x][y];
4430 if (Back[newx][newy])
4431 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4433 Back[x][y] = Back[newx][newy] = 0;
4435 else if (Store[x][y] == EL_ACID)
4437 element = Feld[newx][newy] = EL_ACID;
4441 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4442 MovDelay[newx][newy] = 0;
4444 /* copy element change control values to new field */
4445 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4446 Changed[newx][newy] = Changed[x][y];
4447 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4449 ChangeDelay[x][y] = 0;
4450 Changed[x][y] = CE_BITMASK_DEFAULT;
4451 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4453 /* copy animation control values to new field */
4454 GfxFrame[newx][newy] = GfxFrame[x][y];
4455 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4456 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4458 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4460 ResetGfxAnimation(x, y); /* reset animation values for old field */
4463 /* 2.1.1 (does not work correctly for spring) */
4464 if (!CAN_MOVE(element))
4465 MovDir[newx][newy] = 0;
4469 /* (does not work for falling objects that slide horizontally) */
4470 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4471 MovDir[newx][newy] = 0;
4474 if (!CAN_MOVE(element) ||
4475 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4476 MovDir[newx][newy] = 0;
4479 if (!CAN_MOVE(element) ||
4480 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4481 MovDir[newx][newy] = 0;
4485 DrawLevelField(x, y);
4486 DrawLevelField(newx, newy);
4488 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4490 if (!pushed) /* special case: moving object pushed by player */
4491 JustStopped[newx][newy] = 3;
4493 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4495 TestIfBadThingTouchesHero(newx, newy);
4496 TestIfBadThingTouchesFriend(newx, newy);
4497 TestIfBadThingTouchesOtherBadThing(newx, newy);
4499 else if (element == EL_PENGUIN)
4500 TestIfFriendTouchesBadThing(newx, newy);
4502 if (CAN_FALL(element) && direction == MV_DOWN &&
4503 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4506 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4507 CheckElementChange(newx, newy, element, CE_COLLISION);
4510 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4513 TestIfPlayerTouchesCustomElement(newx, newy);
4514 TestIfElementTouchesCustomElement(newx, newy);
4516 else /* still moving on */
4518 DrawLevelField(x, y);
4522 int AmoebeNachbarNr(int ax, int ay)
4525 int element = Feld[ax][ay];
4527 static int xy[4][2] =
4537 int x = ax + xy[i][0];
4538 int y = ay + xy[i][1];
4540 if (!IN_LEV_FIELD(x, y))
4543 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4544 group_nr = AmoebaNr[x][y];
4550 void AmoebenVereinigen(int ax, int ay)
4552 int i, x, y, xx, yy;
4553 int new_group_nr = AmoebaNr[ax][ay];
4554 static int xy[4][2] =
4562 if (new_group_nr == 0)
4570 if (!IN_LEV_FIELD(x, y))
4573 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4574 Feld[x][y] == EL_BD_AMOEBA ||
4575 Feld[x][y] == EL_AMOEBA_DEAD) &&
4576 AmoebaNr[x][y] != new_group_nr)
4578 int old_group_nr = AmoebaNr[x][y];
4580 if (old_group_nr == 0)
4583 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4584 AmoebaCnt[old_group_nr] = 0;
4585 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4586 AmoebaCnt2[old_group_nr] = 0;
4588 for (yy=0; yy<lev_fieldy; yy++)
4590 for (xx=0; xx<lev_fieldx; xx++)
4592 if (AmoebaNr[xx][yy] == old_group_nr)
4593 AmoebaNr[xx][yy] = new_group_nr;
4600 void AmoebeUmwandeln(int ax, int ay)
4604 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4606 int group_nr = AmoebaNr[ax][ay];
4611 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4612 printf("AmoebeUmwandeln(): This should never happen!\n");
4617 for (y=0; y<lev_fieldy; y++)
4619 for (x=0; x<lev_fieldx; x++)
4621 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4624 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4628 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4629 SND_AMOEBA_TURNING_TO_GEM :
4630 SND_AMOEBA_TURNING_TO_ROCK));
4635 static int xy[4][2] =
4648 if (!IN_LEV_FIELD(x, y))
4651 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4653 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4654 SND_AMOEBA_TURNING_TO_GEM :
4655 SND_AMOEBA_TURNING_TO_ROCK));
4662 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4665 int group_nr = AmoebaNr[ax][ay];
4666 boolean done = FALSE;
4671 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4672 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4677 for (y=0; y<lev_fieldy; y++)
4679 for (x=0; x<lev_fieldx; x++)
4681 if (AmoebaNr[x][y] == group_nr &&
4682 (Feld[x][y] == EL_AMOEBA_DEAD ||
4683 Feld[x][y] == EL_BD_AMOEBA ||
4684 Feld[x][y] == EL_AMOEBA_GROWING))
4687 Feld[x][y] = new_element;
4688 InitField(x, y, FALSE);
4689 DrawLevelField(x, y);
4696 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4697 SND_BD_AMOEBA_TURNING_TO_ROCK :
4698 SND_BD_AMOEBA_TURNING_TO_GEM));
4701 void AmoebeWaechst(int x, int y)
4703 static unsigned long sound_delay = 0;
4704 static unsigned long sound_delay_value = 0;
4706 if (!MovDelay[x][y]) /* start new growing cycle */
4710 if (DelayReached(&sound_delay, sound_delay_value))
4713 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4715 if (Store[x][y] == EL_BD_AMOEBA)
4716 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4718 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4720 sound_delay_value = 30;
4724 if (MovDelay[x][y]) /* wait some time before growing bigger */
4727 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4729 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4730 6 - MovDelay[x][y]);
4732 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4735 if (!MovDelay[x][y])
4737 Feld[x][y] = Store[x][y];
4739 DrawLevelField(x, y);
4744 void AmoebaDisappearing(int x, int y)
4746 static unsigned long sound_delay = 0;
4747 static unsigned long sound_delay_value = 0;
4749 if (!MovDelay[x][y]) /* start new shrinking cycle */
4753 if (DelayReached(&sound_delay, sound_delay_value))
4754 sound_delay_value = 30;
4757 if (MovDelay[x][y]) /* wait some time before shrinking */
4760 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4762 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4763 6 - MovDelay[x][y]);
4765 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4768 if (!MovDelay[x][y])
4770 Feld[x][y] = EL_EMPTY;
4771 DrawLevelField(x, y);
4773 /* don't let mole enter this field in this cycle;
4774 (give priority to objects falling to this field from above) */
4780 void AmoebeAbleger(int ax, int ay)
4783 int element = Feld[ax][ay];
4784 int graphic = el2img(element);
4785 int newax = ax, neway = ay;
4786 static int xy[4][2] =
4794 if (!level.amoeba_speed)
4796 Feld[ax][ay] = EL_AMOEBA_DEAD;
4797 DrawLevelField(ax, ay);
4801 if (IS_ANIMATED(graphic))
4802 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4804 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4805 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4807 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4810 if (MovDelay[ax][ay])
4814 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4817 int x = ax + xy[start][0];
4818 int y = ay + xy[start][1];
4820 if (!IN_LEV_FIELD(x, y))
4823 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4824 if (IS_FREE(x, y) ||
4825 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4831 if (newax == ax && neway == ay)
4834 else /* normal or "filled" (BD style) amoeba */
4837 boolean waiting_for_player = FALSE;
4841 int j = (start + i) % 4;
4842 int x = ax + xy[j][0];
4843 int y = ay + xy[j][1];
4845 if (!IN_LEV_FIELD(x, y))
4848 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4849 if (IS_FREE(x, y) ||
4850 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4856 else if (IS_PLAYER(x, y))
4857 waiting_for_player = TRUE;
4860 if (newax == ax && neway == ay) /* amoeba cannot grow */
4862 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4864 Feld[ax][ay] = EL_AMOEBA_DEAD;
4865 DrawLevelField(ax, ay);
4866 AmoebaCnt[AmoebaNr[ax][ay]]--;
4868 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4870 if (element == EL_AMOEBA_FULL)
4871 AmoebeUmwandeln(ax, ay);
4872 else if (element == EL_BD_AMOEBA)
4873 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4878 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4880 /* amoeba gets larger by growing in some direction */
4882 int new_group_nr = AmoebaNr[ax][ay];
4885 if (new_group_nr == 0)
4887 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4888 printf("AmoebeAbleger(): This should never happen!\n");
4893 AmoebaNr[newax][neway] = new_group_nr;
4894 AmoebaCnt[new_group_nr]++;
4895 AmoebaCnt2[new_group_nr]++;
4897 /* if amoeba touches other amoeba(s) after growing, unify them */
4898 AmoebenVereinigen(newax, neway);
4900 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4902 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4908 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4909 (neway == lev_fieldy - 1 && newax != ax))
4911 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4912 Store[newax][neway] = element;
4914 else if (neway == ay)
4916 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4918 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4920 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4925 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4926 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4927 Store[ax][ay] = EL_AMOEBA_DROP;
4928 ContinueMoving(ax, ay);
4932 DrawLevelField(newax, neway);
4935 void Life(int ax, int ay)
4938 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4940 int element = Feld[ax][ay];
4941 int graphic = el2img(element);
4942 boolean changed = FALSE;
4944 if (IS_ANIMATED(graphic))
4945 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4950 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4951 MovDelay[ax][ay] = life_time;
4953 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4956 if (MovDelay[ax][ay])
4960 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4962 int xx = ax+x1, yy = ay+y1;
4965 if (!IN_LEV_FIELD(xx, yy))
4968 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4970 int x = xx+x2, y = yy+y2;
4972 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4975 if (((Feld[x][y] == element ||
4976 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4978 (IS_FREE(x, y) && Stop[x][y]))
4982 if (xx == ax && yy == ay) /* field in the middle */
4984 if (nachbarn < life[0] || nachbarn > life[1])
4986 Feld[xx][yy] = EL_EMPTY;
4988 DrawLevelField(xx, yy);
4989 Stop[xx][yy] = TRUE;
4993 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4994 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4995 { /* free border field */
4996 if (nachbarn >= life[2] && nachbarn <= life[3])
4998 Feld[xx][yy] = element;
4999 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5001 DrawLevelField(xx, yy);
5002 Stop[xx][yy] = TRUE;
5009 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5010 SND_GAME_OF_LIFE_GROWING);
5013 static void InitRobotWheel(int x, int y)
5015 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5018 static void RunRobotWheel(int x, int y)
5020 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5023 static void StopRobotWheel(int x, int y)
5025 if (ZX == x && ZY == y)
5029 static void InitTimegateWheel(int x, int y)
5031 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5034 static void RunTimegateWheel(int x, int y)
5036 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5039 void CheckExit(int x, int y)
5041 if (local_player->gems_still_needed > 0 ||
5042 local_player->sokobanfields_still_needed > 0 ||
5043 local_player->lights_still_needed > 0)
5045 int element = Feld[x][y];
5046 int graphic = el2img(element);
5048 if (IS_ANIMATED(graphic))
5049 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5054 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5057 Feld[x][y] = EL_EXIT_OPENING;
5059 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5062 void CheckExitSP(int x, int y)
5064 if (local_player->gems_still_needed > 0)
5066 int element = Feld[x][y];
5067 int graphic = el2img(element);
5069 if (IS_ANIMATED(graphic))
5070 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5075 Feld[x][y] = EL_SP_EXIT_OPEN;
5077 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5080 static void CloseAllOpenTimegates()
5084 for (y=0; y<lev_fieldy; y++)
5086 for (x=0; x<lev_fieldx; x++)
5088 int element = Feld[x][y];
5090 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5092 Feld[x][y] = EL_TIMEGATE_CLOSING;
5094 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5096 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5103 void EdelsteinFunkeln(int x, int y)
5105 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5108 if (Feld[x][y] == EL_BD_DIAMOND)
5111 if (MovDelay[x][y] == 0) /* next animation frame */
5112 MovDelay[x][y] = 11 * !SimpleRND(500);
5114 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5118 if (setup.direct_draw && MovDelay[x][y])
5119 SetDrawtoField(DRAW_BUFFERED);
5121 DrawLevelElementAnimation(x, y, Feld[x][y]);
5123 if (MovDelay[x][y] != 0)
5125 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5126 10 - MovDelay[x][y]);
5128 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5130 if (setup.direct_draw)
5134 dest_x = FX + SCREENX(x) * TILEX;
5135 dest_y = FY + SCREENY(y) * TILEY;
5137 BlitBitmap(drawto_field, window,
5138 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5139 SetDrawtoField(DRAW_DIRECT);
5145 void MauerWaechst(int x, int y)
5149 if (!MovDelay[x][y]) /* next animation frame */
5150 MovDelay[x][y] = 3 * delay;
5152 if (MovDelay[x][y]) /* wait some time before next frame */
5156 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5158 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5159 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5161 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5164 if (!MovDelay[x][y])
5166 if (MovDir[x][y] == MV_LEFT)
5168 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5169 DrawLevelField(x - 1, y);
5171 else if (MovDir[x][y] == MV_RIGHT)
5173 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5174 DrawLevelField(x + 1, y);
5176 else if (MovDir[x][y] == MV_UP)
5178 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5179 DrawLevelField(x, y - 1);
5183 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5184 DrawLevelField(x, y + 1);
5187 Feld[x][y] = Store[x][y];
5189 MovDir[x][y] = MV_NO_MOVING;
5190 DrawLevelField(x, y);
5195 void MauerAbleger(int ax, int ay)
5197 int element = Feld[ax][ay];
5198 int graphic = el2img(element);
5199 boolean oben_frei = FALSE, unten_frei = FALSE;
5200 boolean links_frei = FALSE, rechts_frei = FALSE;
5201 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5202 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5203 boolean new_wall = FALSE;
5205 if (IS_ANIMATED(graphic))
5206 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5208 if (!MovDelay[ax][ay]) /* start building new wall */
5209 MovDelay[ax][ay] = 6;
5211 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5214 if (MovDelay[ax][ay])
5218 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5220 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5222 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5224 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5227 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5228 element == EL_EXPANDABLE_WALL_ANY)
5232 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5233 Store[ax][ay-1] = element;
5234 MovDir[ax][ay-1] = MV_UP;
5235 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5236 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5237 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5242 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5243 Store[ax][ay+1] = element;
5244 MovDir[ax][ay+1] = MV_DOWN;
5245 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5246 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5247 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5252 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5253 element == EL_EXPANDABLE_WALL_ANY ||
5254 element == EL_EXPANDABLE_WALL)
5258 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5259 Store[ax-1][ay] = element;
5260 MovDir[ax-1][ay] = MV_LEFT;
5261 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5262 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5263 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5269 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5270 Store[ax+1][ay] = element;
5271 MovDir[ax+1][ay] = MV_RIGHT;
5272 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5273 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5274 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5279 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5280 DrawLevelField(ax, ay);
5282 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5284 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5285 unten_massiv = TRUE;
5286 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5287 links_massiv = TRUE;
5288 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5289 rechts_massiv = TRUE;
5291 if (((oben_massiv && unten_massiv) ||
5292 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5293 element == EL_EXPANDABLE_WALL) &&
5294 ((links_massiv && rechts_massiv) ||
5295 element == EL_EXPANDABLE_WALL_VERTICAL))
5296 Feld[ax][ay] = EL_WALL;
5300 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5302 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5306 void CheckForDragon(int x, int y)
5309 boolean dragon_found = FALSE;
5310 static int xy[4][2] =
5322 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5324 if (IN_LEV_FIELD(xx, yy) &&
5325 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5327 if (Feld[xx][yy] == EL_DRAGON)
5328 dragon_found = TRUE;
5341 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5343 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5345 Feld[xx][yy] = EL_EMPTY;
5346 DrawLevelField(xx, yy);
5355 static void InitBuggyBase(int x, int y)
5357 int element = Feld[x][y];
5358 int activating_delay = FRAMES_PER_SECOND / 4;
5361 (element == EL_SP_BUGGY_BASE ?
5362 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5363 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5365 element == EL_SP_BUGGY_BASE_ACTIVE ?
5366 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5369 static void WarnBuggyBase(int x, int y)
5372 static int xy[4][2] =
5382 int xx = x + xy[i][0], yy = y + xy[i][1];
5384 if (IS_PLAYER(xx, yy))
5386 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5393 static void InitTrap(int x, int y)
5395 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5398 static void ActivateTrap(int x, int y)
5400 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5403 static void ChangeActiveTrap(int x, int y)
5405 int graphic = IMG_TRAP_ACTIVE;
5407 /* if new animation frame was drawn, correct crumbled sand border */
5408 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5409 DrawLevelFieldCrumbledSand(x, y);
5412 static void ChangeElementNowExt(int x, int y, int target_element)
5414 /* check if element under player changes from accessible to unaccessible
5415 (needed for special case of dropping element which then changes) */
5416 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5417 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5424 Feld[x][y] = target_element;
5426 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5428 ResetGfxAnimation(x, y);
5429 ResetRandomAnimationValue(x, y);
5431 InitField(x, y, FALSE);
5432 if (CAN_MOVE(Feld[x][y]))
5435 DrawLevelField(x, y);
5437 if (CAN_BE_CRUMBLED(Feld[x][y]))
5438 DrawLevelFieldCrumbledSandNeighbours(x, y);
5440 TestIfBadThingTouchesHero(x, y);
5441 TestIfPlayerTouchesCustomElement(x, y);
5442 TestIfElementTouchesCustomElement(x, y);
5444 if (ELEM_IS_PLAYER(target_element))
5445 RelocatePlayer(x, y, target_element);
5448 static boolean ChangeElementNow(int x, int y, int element, int page)
5450 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5452 /* always use default change event to prevent running into a loop */
5453 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5454 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5456 /* do not change already changed elements with same change event */
5458 if (Changed[x][y] & ChangeEvent[x][y])
5465 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5467 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5469 if (change->explode)
5476 if (change->use_content)
5478 boolean complete_change = TRUE;
5479 boolean can_change[3][3];
5482 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5484 boolean half_destructible;
5485 int ex = x + xx - 1;
5486 int ey = y + yy - 1;
5489 can_change[xx][yy] = TRUE;
5491 if (ex == x && ey == y) /* do not check changing element itself */
5494 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5496 can_change[xx][yy] = FALSE; /* do not change empty borders */
5501 if (!IN_LEV_FIELD(ex, ey))
5503 can_change[xx][yy] = FALSE;
5504 complete_change = FALSE;
5511 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5512 e = MovingOrBlocked2Element(ex, ey);
5514 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5516 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5517 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5518 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5520 can_change[xx][yy] = FALSE;
5521 complete_change = FALSE;
5525 if (!change->only_complete || complete_change)
5527 boolean something_has_changed = FALSE;
5529 if (change->only_complete && change->use_random_change &&
5530 RND(100) < change->random)
5533 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5535 int ex = x + xx - 1;
5536 int ey = y + yy - 1;
5538 if (can_change[xx][yy] && (!change->use_random_change ||
5539 RND(100) < change->random))
5541 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5542 RemoveMovingField(ex, ey);
5544 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5546 something_has_changed = TRUE;
5548 /* for symmetry reasons, freeze newly created border elements */
5549 if (ex != x || ey != y)
5550 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5554 if (something_has_changed)
5555 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5560 ChangeElementNowExt(x, y, change->target_element);
5562 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5568 static void ChangeElement(int x, int y, int page)
5570 int element = MovingOrBlocked2Element(x, y);
5571 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5573 if (ChangeDelay[x][y] == 0) /* initialize element change */
5575 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5576 RND(change->delay_random * change->delay_frames)) + 1;
5578 ResetGfxAnimation(x, y);
5579 ResetRandomAnimationValue(x, y);
5581 if (change->pre_change_function)
5582 change->pre_change_function(x, y);
5585 ChangeDelay[x][y]--;
5587 if (ChangeDelay[x][y] != 0) /* continue element change */
5589 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5591 if (IS_ANIMATED(graphic))
5592 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5594 if (change->change_function)
5595 change->change_function(x, y);
5597 else /* finish element change */
5599 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5601 ChangeDelay[x][y] = 1; /* try change after next move step */
5606 if (ChangeElementNow(x, y, element, page))
5608 if (change->post_change_function)
5609 change->post_change_function(x, y);
5614 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5619 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5623 /* prevent this function from running into a loop */
5624 if (trigger_event == CE_OTHER_IS_CHANGING)
5625 Changed[lx][ly] = TRUE;
5628 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5630 int element = EL_CUSTOM_START + i;
5633 boolean change_element = FALSE;
5636 if (!CAN_CHANGE(element) ||
5637 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5640 for (j=0; j < element_info[element].num_change_pages; j++)
5642 if (element_info[element].change_page[j].trigger_element ==
5645 change_element = TRUE;
5652 if (!change_element)
5656 if (!CAN_CHANGE(element) ||
5657 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5658 element_info[element].change->trigger_element != trigger_element)
5662 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5664 if (x == lx && y == ly) /* do not change trigger element itself */
5668 if (Changed[x][y]) /* do not change already changed elements */
5672 if (Feld[x][y] == element)
5674 ChangeDelay[x][y] = 1;
5675 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5676 ChangeElement(x, y, page);
5679 Changed[x][y] = TRUE; /* prevent element from being changed again */
5686 /* reset change prevention array */
5687 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5688 Changed[x][y] = FALSE;
5694 static boolean CheckElementChangeExt(int x, int y, int element,
5695 int trigger_event, int page)
5697 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5700 if (Feld[x][y] == EL_BLOCKED)
5701 Blocked2Moving(x, y, &x, &y);
5703 ChangeDelay[x][y] = 1;
5704 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5705 ChangeElement(x, y, page);
5710 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5712 int page = element_info[element].event_page_num[trigger_event];
5714 return CheckElementChangeExt(x, y, element, trigger_event, page);
5717 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5719 static byte stored_player_action[MAX_PLAYERS];
5720 static int num_stored_actions = 0;
5721 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5722 int left = player_action & JOY_LEFT;
5723 int right = player_action & JOY_RIGHT;
5724 int up = player_action & JOY_UP;
5725 int down = player_action & JOY_DOWN;
5726 int button1 = player_action & JOY_BUTTON_1;
5727 int button2 = player_action & JOY_BUTTON_2;
5728 int dx = (left ? -1 : right ? 1 : 0);
5729 int dy = (up ? -1 : down ? 1 : 0);
5731 stored_player_action[player->index_nr] = 0;
5732 num_stored_actions++;
5734 if (!player->active || tape.pausing)
5740 snapped = SnapField(player, dx, dy);
5744 dropped = DropElement(player);
5746 moved = MoveFigure(player, dx, dy);
5749 if (tape.single_step && tape.recording && !tape.pausing)
5751 if (button1 || (dropped && !moved))
5753 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5754 SnapField(player, 0, 0); /* stop snapping */
5758 stored_player_action[player->index_nr] = player_action;
5762 /* no actions for this player (no input at player's configured device) */
5764 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5765 SnapField(player, 0, 0);
5766 CheckGravityMovement(player);
5768 if (player->MovPos == 0)
5769 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5771 if (player->MovPos == 0) /* needed for tape.playing */
5772 player->is_moving = FALSE;
5775 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5777 TapeRecordAction(stored_player_action);
5778 num_stored_actions = 0;
5784 static unsigned long action_delay = 0;
5785 unsigned long action_delay_value;
5786 int magic_wall_x = 0, magic_wall_y = 0;
5787 int i, x, y, element, graphic;
5788 byte *recorded_player_action;
5789 byte summarized_player_action = 0;
5791 if (game_status != GAME_MODE_PLAYING)
5794 action_delay_value =
5795 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5797 if (tape.playing && tape.index_search && !tape.pausing)
5798 action_delay_value = 0;
5800 /* ---------- main game synchronization point ---------- */
5802 WaitUntilDelayReached(&action_delay, action_delay_value);
5804 if (network_playing && !network_player_action_received)
5808 printf("DEBUG: try to get network player actions in time\n");
5812 #if defined(PLATFORM_UNIX)
5813 /* last chance to get network player actions without main loop delay */
5817 if (game_status != GAME_MODE_PLAYING)
5820 if (!network_player_action_received)
5824 printf("DEBUG: failed to get network player actions in time\n");
5834 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5836 for (i=0; i<MAX_PLAYERS; i++)
5838 summarized_player_action |= stored_player[i].action;
5840 if (!network_playing)
5841 stored_player[i].effective_action = stored_player[i].action;
5844 #if defined(PLATFORM_UNIX)
5845 if (network_playing)
5846 SendToServer_MovePlayer(summarized_player_action);
5849 if (!options.network && !setup.team_mode)
5850 local_player->effective_action = summarized_player_action;
5852 for (i=0; i<MAX_PLAYERS; i++)
5854 int actual_player_action = stored_player[i].effective_action;
5856 if (stored_player[i].programmed_action)
5857 actual_player_action = stored_player[i].programmed_action;
5859 if (recorded_player_action)
5860 actual_player_action = recorded_player_action[i];
5862 PlayerActions(&stored_player[i], actual_player_action);
5863 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5866 network_player_action_received = FALSE;
5868 ScrollScreen(NULL, SCROLL_GO_ON);
5874 for (i=0; i<MAX_PLAYERS; i++)
5875 stored_player[i].Frame++;
5879 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5881 for (i=0; i<MAX_PLAYERS; i++)
5883 struct PlayerInfo *player = &stored_player[i];
5887 if (player->active && player->Pushing && player->is_moving &&
5890 ContinueMoving(x, y);
5892 /* continue moving after pushing (this is actually a bug) */
5893 if (!IS_MOVING(x, y))
5902 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5904 Changed[x][y] = CE_BITMASK_DEFAULT;
5905 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5908 if (JustStopped[x][y] > 0)
5909 JustStopped[x][y]--;
5914 /* reset finished pushing action (not done in ContinueMoving() to allow
5915 continous pushing animation for elements with zero push delay) */
5916 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5918 ResetGfxAnimation(x, y);
5919 DrawLevelField(x, y);
5924 if (IS_BLOCKED(x, y))
5928 Blocked2Moving(x, y, &oldx, &oldy);
5929 if (!IS_MOVING(oldx, oldy))
5931 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5932 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5933 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5934 printf("GameActions(): This should never happen!\n");
5940 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5942 element = Feld[x][y];
5944 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5946 graphic = el2img(element);
5952 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5954 element = graphic = 0;
5958 if (graphic_info[graphic].anim_global_sync)
5959 GfxFrame[x][y] = FrameCounter;
5961 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5962 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5963 ResetRandomAnimationValue(x, y);
5965 SetRandomAnimationValue(x, y);
5968 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5971 if (IS_INACTIVE(element))
5973 if (IS_ANIMATED(graphic))
5974 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5980 /* this may take place after moving, so 'element' may have changed */
5981 if (IS_CHANGING(x, y))
5983 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5984 element = Feld[x][y];
5985 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5989 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5994 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5996 if (element == EL_MOLE)
5997 printf("::: %d, %d, %d [%d]\n",
5998 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6002 if (element == EL_YAMYAM)
6003 printf("::: %d, %d, %d\n",
6004 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6008 if (IS_ANIMATED(graphic) &&
6012 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6015 if (element == EL_MOLE)
6016 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6020 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6021 EdelsteinFunkeln(x, y);
6023 else if ((element == EL_ACID ||
6024 element == EL_EXIT_OPEN ||
6025 element == EL_SP_EXIT_OPEN ||
6026 element == EL_SP_TERMINAL ||
6027 element == EL_SP_TERMINAL_ACTIVE ||
6028 element == EL_EXTRA_TIME ||
6029 element == EL_SHIELD_NORMAL ||
6030 element == EL_SHIELD_DEADLY) &&
6031 IS_ANIMATED(graphic))
6032 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6033 else if (IS_MOVING(x, y))
6034 ContinueMoving(x, y);
6035 else if (IS_ACTIVE_BOMB(element))
6036 CheckDynamite(x, y);
6038 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6039 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6041 else if (element == EL_AMOEBA_GROWING)
6042 AmoebeWaechst(x, y);
6043 else if (element == EL_AMOEBA_SHRINKING)
6044 AmoebaDisappearing(x, y);
6046 #if !USE_NEW_AMOEBA_CODE
6047 else if (IS_AMOEBALIVE(element))
6048 AmoebeAbleger(x, y);
6051 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6053 else if (element == EL_EXIT_CLOSED)
6055 else if (element == EL_SP_EXIT_CLOSED)
6057 else if (element == EL_EXPANDABLE_WALL_GROWING)
6059 else if (element == EL_EXPANDABLE_WALL ||
6060 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6061 element == EL_EXPANDABLE_WALL_VERTICAL ||
6062 element == EL_EXPANDABLE_WALL_ANY)
6064 else if (element == EL_FLAMES)
6065 CheckForDragon(x, y);
6067 else if (IS_AUTO_CHANGING(element))
6068 ChangeElement(x, y);
6070 else if (element == EL_EXPLOSION)
6071 ; /* drawing of correct explosion animation is handled separately */
6072 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6073 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6076 /* this may take place after moving, so 'element' may have changed */
6077 if (IS_AUTO_CHANGING(Feld[x][y]))
6078 ChangeElement(x, y);
6081 if (IS_BELT_ACTIVE(element))
6082 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6084 if (game.magic_wall_active)
6086 int jx = local_player->jx, jy = local_player->jy;
6088 /* play the element sound at the position nearest to the player */
6089 if ((element == EL_MAGIC_WALL_FULL ||
6090 element == EL_MAGIC_WALL_ACTIVE ||
6091 element == EL_MAGIC_WALL_EMPTYING ||
6092 element == EL_BD_MAGIC_WALL_FULL ||
6093 element == EL_BD_MAGIC_WALL_ACTIVE ||
6094 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6095 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6103 #if USE_NEW_AMOEBA_CODE
6104 /* new experimental amoeba growth stuff */
6106 if (!(FrameCounter % 8))
6109 static unsigned long random = 1684108901;
6111 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6114 x = (random >> 10) % lev_fieldx;
6115 y = (random >> 20) % lev_fieldy;
6117 x = RND(lev_fieldx);
6118 y = RND(lev_fieldy);
6120 element = Feld[x][y];
6122 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6123 if (!IS_PLAYER(x,y) &&
6124 (element == EL_EMPTY ||
6125 element == EL_SAND ||
6126 element == EL_QUICKSAND_EMPTY ||
6127 element == EL_ACID_SPLASH_LEFT ||
6128 element == EL_ACID_SPLASH_RIGHT))
6130 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6131 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6132 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6133 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6134 Feld[x][y] = EL_AMOEBA_DROP;
6137 random = random * 129 + 1;
6143 if (game.explosions_delayed)
6146 game.explosions_delayed = FALSE;
6148 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6150 element = Feld[x][y];
6152 if (ExplodeField[x][y])
6153 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6154 else if (element == EL_EXPLOSION)
6155 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6157 ExplodeField[x][y] = EX_NO_EXPLOSION;
6160 game.explosions_delayed = TRUE;
6163 if (game.magic_wall_active)
6165 if (!(game.magic_wall_time_left % 4))
6167 int element = Feld[magic_wall_x][magic_wall_y];
6169 if (element == EL_BD_MAGIC_WALL_FULL ||
6170 element == EL_BD_MAGIC_WALL_ACTIVE ||
6171 element == EL_BD_MAGIC_WALL_EMPTYING)
6172 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6174 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6177 if (game.magic_wall_time_left > 0)
6179 game.magic_wall_time_left--;
6180 if (!game.magic_wall_time_left)
6182 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6184 element = Feld[x][y];
6186 if (element == EL_MAGIC_WALL_ACTIVE ||
6187 element == EL_MAGIC_WALL_FULL)
6189 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6190 DrawLevelField(x, y);
6192 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6193 element == EL_BD_MAGIC_WALL_FULL)
6195 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6196 DrawLevelField(x, y);
6200 game.magic_wall_active = FALSE;
6205 if (game.light_time_left > 0)
6207 game.light_time_left--;
6209 if (game.light_time_left == 0)
6210 RedrawAllLightSwitchesAndInvisibleElements();
6213 if (game.timegate_time_left > 0)
6215 game.timegate_time_left--;
6217 if (game.timegate_time_left == 0)
6218 CloseAllOpenTimegates();
6221 for (i=0; i<MAX_PLAYERS; i++)
6223 struct PlayerInfo *player = &stored_player[i];
6225 if (SHIELD_ON(player))
6227 if (player->shield_deadly_time_left)
6228 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6229 else if (player->shield_normal_time_left)
6230 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6234 if (TimeFrames >= (1000 / GameFrameDelay))
6239 for (i=0; i<MAX_PLAYERS; i++)
6241 struct PlayerInfo *player = &stored_player[i];
6243 if (SHIELD_ON(player))
6245 player->shield_normal_time_left--;
6247 if (player->shield_deadly_time_left > 0)
6248 player->shield_deadly_time_left--;
6252 if (tape.recording || tape.playing)
6253 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6259 if (TimeLeft <= 10 && setup.time_limit)
6260 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6262 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6264 if (!TimeLeft && setup.time_limit)
6265 for (i=0; i<MAX_PLAYERS; i++)
6266 KillHero(&stored_player[i]);
6268 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6269 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6274 if (options.debug) /* calculate frames per second */
6276 static unsigned long fps_counter = 0;
6277 static int fps_frames = 0;
6278 unsigned long fps_delay_ms = Counter() - fps_counter;
6282 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6284 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6287 fps_counter = Counter();
6290 redraw_mask |= REDRAW_FPS;
6294 if (stored_player[0].jx != stored_player[0].last_jx ||
6295 stored_player[0].jy != stored_player[0].last_jy)
6296 printf("::: %d, %d, %d, %d, %d\n",
6297 stored_player[0].MovDir,
6298 stored_player[0].MovPos,
6299 stored_player[0].GfxPos,
6300 stored_player[0].Frame,
6301 stored_player[0].StepFrame);
6308 for (i=0; i<MAX_PLAYERS; i++)
6311 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6313 stored_player[i].Frame += move_frames;
6315 if (stored_player[i].MovPos != 0)
6316 stored_player[i].StepFrame += move_frames;
6321 if (local_player->show_envelope && local_player->MovPos == 0)
6325 local_player->show_envelope = FALSE;
6330 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6332 int min_x = x, min_y = y, max_x = x, max_y = y;
6335 for (i=0; i<MAX_PLAYERS; i++)
6337 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6339 if (!stored_player[i].active || &stored_player[i] == player)
6342 min_x = MIN(min_x, jx);
6343 min_y = MIN(min_y, jy);
6344 max_x = MAX(max_x, jx);
6345 max_y = MAX(max_y, jy);
6348 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6351 static boolean AllPlayersInVisibleScreen()
6355 for (i=0; i<MAX_PLAYERS; i++)
6357 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6359 if (!stored_player[i].active)
6362 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6369 void ScrollLevel(int dx, int dy)
6371 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6374 BlitBitmap(drawto_field, drawto_field,
6375 FX + TILEX * (dx == -1) - softscroll_offset,
6376 FY + TILEY * (dy == -1) - softscroll_offset,
6377 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6378 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6379 FX + TILEX * (dx == 1) - softscroll_offset,
6380 FY + TILEY * (dy == 1) - softscroll_offset);
6384 x = (dx == 1 ? BX1 : BX2);
6385 for (y=BY1; y <= BY2; y++)
6386 DrawScreenField(x, y);
6391 y = (dy == 1 ? BY1 : BY2);
6392 for (x=BX1; x <= BX2; x++)
6393 DrawScreenField(x, y);
6396 redraw_mask |= REDRAW_FIELD;
6399 static void CheckGravityMovement(struct PlayerInfo *player)
6401 if (level.gravity && !player->programmed_action)
6403 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6404 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6406 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6407 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6408 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6409 int jx = player->jx, jy = player->jy;
6410 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6411 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6412 int new_jx = jx + dx, new_jy = jy + dy;
6413 boolean field_under_player_is_free =
6414 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6415 boolean player_is_moving_to_valid_field =
6416 (IN_LEV_FIELD(new_jx, new_jy) &&
6417 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6418 Feld[new_jx][new_jy] == EL_SAND));
6419 /* !!! extend EL_SAND to anything diggable !!! */
6421 if (field_under_player_is_free &&
6422 !player_is_moving_to_valid_field &&
6423 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6424 player->programmed_action = MV_DOWN;
6430 -----------------------------------------------------------------------------
6431 dx, dy: direction (non-diagonal) to try to move the player to
6432 real_dx, real_dy: direction as read from input device (can be diagonal)
6435 boolean MoveFigureOneStep(struct PlayerInfo *player,
6436 int dx, int dy, int real_dx, int real_dy)
6438 int jx = player->jx, jy = player->jy;
6439 int new_jx = jx+dx, new_jy = jy+dy;
6443 if (!player->active || (!dx && !dy))
6444 return MF_NO_ACTION;
6446 player->MovDir = (dx < 0 ? MV_LEFT :
6449 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6451 if (!IN_LEV_FIELD(new_jx, new_jy))
6452 return MF_NO_ACTION;
6454 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6455 return MF_NO_ACTION;
6458 element = MovingOrBlocked2Element(new_jx, new_jy);
6460 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6463 if (DONT_RUN_INTO(element))
6465 if (element == EL_ACID && dx == 0 && dy == 1)
6468 Feld[jx][jy] = EL_PLAYER_1;
6469 InitMovingField(jx, jy, MV_DOWN);
6470 Store[jx][jy] = EL_ACID;
6471 ContinueMoving(jx, jy);
6475 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6480 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6481 if (can_move != MF_MOVING)
6484 /* check if DigField() has caused relocation of the player */
6485 if (player->jx != jx || player->jy != jy)
6486 return MF_NO_ACTION;
6488 StorePlayer[jx][jy] = 0;
6489 player->last_jx = jx;
6490 player->last_jy = jy;
6491 jx = player->jx = new_jx;
6492 jy = player->jy = new_jy;
6493 StorePlayer[jx][jy] = player->element_nr;
6496 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6498 ScrollFigure(player, SCROLL_INIT);
6503 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6505 int jx = player->jx, jy = player->jy;
6506 int old_jx = jx, old_jy = jy;
6507 int moved = MF_NO_ACTION;
6509 if (!player->active || (!dx && !dy))
6513 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6517 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6518 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6522 /* remove the last programmed player action */
6523 player->programmed_action = 0;
6527 /* should only happen if pre-1.2 tape recordings are played */
6528 /* this is only for backward compatibility */
6530 int original_move_delay_value = player->move_delay_value;
6533 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6537 /* scroll remaining steps with finest movement resolution */
6538 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6540 while (player->MovPos)
6542 ScrollFigure(player, SCROLL_GO_ON);
6543 ScrollScreen(NULL, SCROLL_GO_ON);
6549 player->move_delay_value = original_move_delay_value;
6552 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6554 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6555 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6559 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6560 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6566 if (moved & MF_MOVING && !ScreenMovPos &&
6567 (player == local_player || !options.network))
6569 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6570 int offset = (setup.scroll_delay ? 3 : 0);
6572 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6574 /* actual player has left the screen -- scroll in that direction */
6575 if (jx != old_jx) /* player has moved horizontally */
6576 scroll_x += (jx - old_jx);
6577 else /* player has moved vertically */
6578 scroll_y += (jy - old_jy);
6582 if (jx != old_jx) /* player has moved horizontally */
6584 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6585 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6586 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6588 /* don't scroll over playfield boundaries */
6589 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6590 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6592 /* don't scroll more than one field at a time */
6593 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6595 /* don't scroll against the player's moving direction */
6596 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6597 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6598 scroll_x = old_scroll_x;
6600 else /* player has moved vertically */
6602 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6603 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6604 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6606 /* don't scroll over playfield boundaries */
6607 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6608 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6610 /* don't scroll more than one field at a time */
6611 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6613 /* don't scroll against the player's moving direction */
6614 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6615 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6616 scroll_y = old_scroll_y;
6620 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6622 if (!options.network && !AllPlayersInVisibleScreen())
6624 scroll_x = old_scroll_x;
6625 scroll_y = old_scroll_y;
6629 ScrollScreen(player, SCROLL_INIT);
6630 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6637 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6639 if (!(moved & MF_MOVING) && !player->Pushing)
6644 player->StepFrame = 0;
6646 if (moved & MF_MOVING)
6648 if (old_jx != jx && old_jy == jy)
6649 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6650 else if (old_jx == jx && old_jy != jy)
6651 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6653 DrawLevelField(jx, jy); /* for "crumbled sand" */
6655 player->last_move_dir = player->MovDir;
6656 player->is_moving = TRUE;
6658 player->snapped = FALSE;
6663 CheckGravityMovement(player);
6666 player->last_move_dir = MV_NO_MOVING;
6668 player->is_moving = FALSE;
6671 TestIfHeroTouchesBadThing(jx, jy);
6672 TestIfPlayerTouchesCustomElement(jx, jy);
6674 if (!player->active)
6680 void ScrollFigure(struct PlayerInfo *player, int mode)
6682 int jx = player->jx, jy = player->jy;
6683 int last_jx = player->last_jx, last_jy = player->last_jy;
6684 int move_stepsize = TILEX / player->move_delay_value;
6686 if (!player->active || !player->MovPos)
6689 if (mode == SCROLL_INIT)
6691 player->actual_frame_counter = FrameCounter;
6692 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6694 if (Feld[last_jx][last_jy] == EL_EMPTY)
6695 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6702 else if (!FrameReached(&player->actual_frame_counter, 1))
6705 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6706 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6708 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6709 Feld[last_jx][last_jy] = EL_EMPTY;
6711 /* before DrawPlayer() to draw correct player graphic for this case */
6712 if (player->MovPos == 0)
6713 CheckGravityMovement(player);
6716 DrawPlayer(player); /* needed here only to cleanup last field */
6719 if (player->MovPos == 0) /* player reached destination field */
6721 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6723 /* continue with normal speed after quickly moving through gate */
6724 HALVE_PLAYER_SPEED(player);
6726 /* be able to make the next move without delay */
6727 player->move_delay = 0;
6730 player->last_jx = jx;
6731 player->last_jy = jy;
6733 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6734 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6736 DrawPlayer(player); /* needed here only to cleanup last field */
6739 if (local_player->friends_still_needed == 0 ||
6740 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6741 player->LevelSolved = player->GameOver = TRUE;
6744 if (tape.single_step && tape.recording && !tape.pausing &&
6745 !player->programmed_action)
6746 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6750 void ScrollScreen(struct PlayerInfo *player, int mode)
6752 static unsigned long screen_frame_counter = 0;
6754 if (mode == SCROLL_INIT)
6756 /* set scrolling step size according to actual player's moving speed */
6757 ScrollStepSize = TILEX / player->move_delay_value;
6759 screen_frame_counter = FrameCounter;
6760 ScreenMovDir = player->MovDir;
6761 ScreenMovPos = player->MovPos;
6762 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6765 else if (!FrameReached(&screen_frame_counter, 1))
6770 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6771 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6772 redraw_mask |= REDRAW_FIELD;
6775 ScreenMovDir = MV_NO_MOVING;
6778 void TestIfPlayerTouchesCustomElement(int x, int y)
6781 static boolean check_changing = FALSE;
6783 static int xy[4][2] =
6793 if (check_changing) /* prevent this function from running into a loop */
6796 check_changing = TRUE;
6801 int xx = x + xy[i][0];
6802 int yy = y + xy[i][1];
6804 if (!IN_LEV_FIELD(xx, yy))
6807 if (IS_PLAYER(x, y))
6809 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6810 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6812 else if (IS_PLAYER(xx, yy))
6814 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6815 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6822 check_changing = FALSE;
6826 void TestIfElementTouchesCustomElement(int x, int y)
6829 static boolean check_changing = FALSE;
6831 static int xy[4][2] =
6838 static int touching_side[4][2] =
6840 { CE_TOUCHING_TOP_OF, CE_TOUCHING_BOTTOM_OF },
6841 { CE_TOUCHING_LEFT_OF, CE_TOUCHING_RIGHT_OF },
6842 { CE_TOUCHING_RIGHT_OF, CE_TOUCHING_LEFT_OF },
6843 { CE_TOUCHING_BOTTOM_OF, CE_TOUCHING_TOP_OF }
6845 boolean change_center_element = FALSE;
6846 int center_element_change_page = 0;
6847 int center_element_change_event = 0;
6848 int center_element = Feld[x][y];
6852 if (check_changing) /* prevent this function from running into a loop */
6855 check_changing = TRUE;
6860 int xx = x + xy[i][0];
6861 int yy = y + xy[i][1];
6862 int change_event_center = touching_side[i][0];
6863 int change_event_border = touching_side[i][1];
6866 if (!IN_LEV_FIELD(xx, yy))
6869 border_element = Feld[xx][yy];
6871 /* check for change of center element (but change it only once) */
6872 if (IS_CUSTOM_ELEMENT(center_element) &&
6873 HAS_ANY_CHANGE_EVENT(center_element, change_event_border) &&
6874 !change_center_element)
6876 for (j=0; j < element_info[center_element].num_change_pages; j++)
6878 struct ElementChangeInfo *change =
6879 &element_info[center_element].change_page[j];
6881 if (change->events & CH_EVENT_BIT(change_event_border) &&
6882 change->trigger_element == border_element)
6884 change_center_element = TRUE;
6885 center_element_change_page = j;
6886 center_element_change_event = change_event_border;
6893 /* check for change of border element */
6894 if (IS_CUSTOM_ELEMENT(border_element) &&
6895 HAS_ANY_CHANGE_EVENT(border_element, change_event_center))
6897 for (j=0; j < element_info[border_element].num_change_pages; j++)
6899 struct ElementChangeInfo *change =
6900 &element_info[border_element].change_page[j];
6902 if (change->events & CH_EVENT_BIT(change_event_center) &&
6903 change->trigger_element == center_element)
6905 CheckElementChangeExt(xx,yy, border_element, change_event_center, j);
6912 if (change_center_element)
6913 CheckElementChangeExt(x, y, center_element, center_element_change_event,
6914 center_element_change_page);
6917 check_changing = FALSE;
6921 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6923 int i, kill_x = -1, kill_y = -1;
6924 static int test_xy[4][2] =
6931 static int test_dir[4] =
6941 int test_x, test_y, test_move_dir, test_element;
6943 test_x = good_x + test_xy[i][0];
6944 test_y = good_y + test_xy[i][1];
6945 if (!IN_LEV_FIELD(test_x, test_y))
6949 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6952 test_element = Feld[test_x][test_y];
6954 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6957 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6958 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6960 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6961 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6969 if (kill_x != -1 || kill_y != -1)
6971 if (IS_PLAYER(good_x, good_y))
6973 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6975 if (player->shield_deadly_time_left > 0)
6976 Bang(kill_x, kill_y);
6977 else if (!PLAYER_PROTECTED(good_x, good_y))
6981 Bang(good_x, good_y);
6985 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6987 int i, kill_x = -1, kill_y = -1;
6988 int bad_element = Feld[bad_x][bad_y];
6989 static int test_xy[4][2] =
6996 static int test_dir[4] =
7004 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7009 int test_x, test_y, test_move_dir, test_element;
7011 test_x = bad_x + test_xy[i][0];
7012 test_y = bad_y + test_xy[i][1];
7013 if (!IN_LEV_FIELD(test_x, test_y))
7017 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7019 test_element = Feld[test_x][test_y];
7021 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7022 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7024 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7025 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7027 /* good thing is player or penguin that does not move away */
7028 if (IS_PLAYER(test_x, test_y))
7030 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7032 if (bad_element == EL_ROBOT && player->is_moving)
7033 continue; /* robot does not kill player if he is moving */
7039 else if (test_element == EL_PENGUIN)
7048 if (kill_x != -1 || kill_y != -1)
7050 if (IS_PLAYER(kill_x, kill_y))
7052 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7055 int dir = player->MovDir;
7056 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7057 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7059 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7060 newx != bad_x && newy != bad_y)
7061 ; /* robot does not kill player if he is moving */
7063 printf("-> %d\n", player->MovDir);
7065 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7066 newx != bad_x && newy != bad_y)
7067 ; /* robot does not kill player if he is moving */
7072 if (player->shield_deadly_time_left > 0)
7074 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7078 Bang(kill_x, kill_y);
7082 void TestIfHeroTouchesBadThing(int x, int y)
7084 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7087 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7089 TestIfGoodThingHitsBadThing(x, y, move_dir);
7092 void TestIfBadThingTouchesHero(int x, int y)
7094 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7097 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7099 TestIfBadThingHitsGoodThing(x, y, move_dir);
7102 void TestIfFriendTouchesBadThing(int x, int y)
7104 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7107 void TestIfBadThingTouchesFriend(int x, int y)
7109 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7112 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7114 int i, kill_x = bad_x, kill_y = bad_y;
7115 static int xy[4][2] =
7127 x = bad_x + xy[i][0];
7128 y = bad_y + xy[i][1];
7129 if (!IN_LEV_FIELD(x, y))
7132 element = Feld[x][y];
7133 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7134 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7142 if (kill_x != bad_x || kill_y != bad_y)
7146 void KillHero(struct PlayerInfo *player)
7148 int jx = player->jx, jy = player->jy;
7150 if (!player->active)
7153 /* remove accessible field at the player's position */
7154 Feld[jx][jy] = EL_EMPTY;
7156 /* deactivate shield (else Bang()/Explode() would not work right) */
7157 player->shield_normal_time_left = 0;
7158 player->shield_deadly_time_left = 0;
7164 static void KillHeroUnlessProtected(int x, int y)
7166 if (!PLAYER_PROTECTED(x, y))
7167 KillHero(PLAYERINFO(x, y));
7170 void BuryHero(struct PlayerInfo *player)
7172 int jx = player->jx, jy = player->jy;
7174 if (!player->active)
7178 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7180 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7182 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7184 player->GameOver = TRUE;
7188 void RemoveHero(struct PlayerInfo *player)
7190 int jx = player->jx, jy = player->jy;
7191 int i, found = FALSE;
7193 player->present = FALSE;
7194 player->active = FALSE;
7196 if (!ExplodeField[jx][jy])
7197 StorePlayer[jx][jy] = 0;
7199 for (i=0; i<MAX_PLAYERS; i++)
7200 if (stored_player[i].active)
7204 AllPlayersGone = TRUE;
7211 =============================================================================
7212 checkDiagonalPushing()
7213 -----------------------------------------------------------------------------
7214 check if diagonal input device direction results in pushing of object
7215 (by checking if the alternative direction is walkable, diggable, ...)
7216 =============================================================================
7219 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7220 int x, int y, int real_dx, int real_dy)
7222 int jx, jy, dx, dy, xx, yy;
7224 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7227 /* diagonal direction: check alternative direction */
7232 xx = jx + (dx == 0 ? real_dx : 0);
7233 yy = jy + (dy == 0 ? real_dy : 0);
7235 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7239 =============================================================================
7241 -----------------------------------------------------------------------------
7242 x, y: field next to player (non-diagonal) to try to dig to
7243 real_dx, real_dy: direction as read from input device (can be diagonal)
7244 =============================================================================
7247 int DigField(struct PlayerInfo *player,
7248 int x, int y, int real_dx, int real_dy, int mode)
7250 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7251 int jx = player->jx, jy = player->jy;
7252 int dx = x - jx, dy = y - jy;
7253 int nextx = x + dx, nexty = y + dy;
7254 int move_direction = (dx == -1 ? MV_LEFT :
7255 dx == +1 ? MV_RIGHT :
7257 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7260 if (player->MovPos == 0)
7262 player->is_digging = FALSE;
7263 player->is_collecting = FALSE;
7266 if (player->MovPos == 0) /* last pushing move finished */
7267 player->Pushing = FALSE;
7269 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7271 player->Switching = FALSE;
7272 player->push_delay = 0;
7274 return MF_NO_ACTION;
7277 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7278 return MF_NO_ACTION;
7281 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7283 if (IS_TUBE(Feld[jx][jy]) ||
7284 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7288 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7289 int tube_leave_directions[][2] =
7291 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7292 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7293 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7294 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7295 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7296 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7297 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7298 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7299 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7300 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7301 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7302 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7305 while (tube_leave_directions[i][0] != tube_element)
7308 if (tube_leave_directions[i][0] == -1) /* should not happen */
7312 if (!(tube_leave_directions[i][1] & move_direction))
7313 return MF_NO_ACTION; /* tube has no opening in this direction */
7316 element = Feld[x][y];
7318 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7319 game.engine_version >= VERSION_IDENT(2,2,0))
7320 return MF_NO_ACTION;
7324 case EL_ROBOT_WHEEL:
7325 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7328 DrawLevelField(x, y);
7329 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7333 case EL_SP_TERMINAL:
7337 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7339 for (yy=0; yy<lev_fieldy; yy++)
7341 for (xx=0; xx<lev_fieldx; xx++)
7343 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7345 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7346 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7354 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7355 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7356 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7357 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7358 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7359 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7360 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7361 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7362 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7363 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7364 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7365 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7366 if (!player->Switching)
7368 player->Switching = TRUE;
7369 ToggleBeltSwitch(x, y);
7370 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7375 case EL_SWITCHGATE_SWITCH_UP:
7376 case EL_SWITCHGATE_SWITCH_DOWN:
7377 if (!player->Switching)
7379 player->Switching = TRUE;
7380 ToggleSwitchgateSwitch(x, y);
7381 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7386 case EL_LIGHT_SWITCH:
7387 case EL_LIGHT_SWITCH_ACTIVE:
7388 if (!player->Switching)
7390 player->Switching = TRUE;
7391 ToggleLightSwitch(x, y);
7392 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7393 SND_LIGHT_SWITCH_ACTIVATING :
7394 SND_LIGHT_SWITCH_DEACTIVATING);
7399 case EL_TIMEGATE_SWITCH:
7400 ActivateTimegateSwitch(x, y);
7401 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7406 case EL_BALLOON_SWITCH_LEFT:
7407 case EL_BALLOON_SWITCH_RIGHT:
7408 case EL_BALLOON_SWITCH_UP:
7409 case EL_BALLOON_SWITCH_DOWN:
7410 case EL_BALLOON_SWITCH_ANY:
7411 if (element == EL_BALLOON_SWITCH_ANY)
7412 game.balloon_dir = move_direction;
7414 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7415 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7416 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7417 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7419 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7424 case EL_SP_PORT_LEFT:
7425 case EL_SP_PORT_RIGHT:
7427 case EL_SP_PORT_DOWN:
7428 case EL_SP_PORT_HORIZONTAL:
7429 case EL_SP_PORT_VERTICAL:
7430 case EL_SP_PORT_ANY:
7431 case EL_SP_GRAVITY_PORT_LEFT:
7432 case EL_SP_GRAVITY_PORT_RIGHT:
7433 case EL_SP_GRAVITY_PORT_UP:
7434 case EL_SP_GRAVITY_PORT_DOWN:
7436 element != EL_SP_PORT_LEFT &&
7437 element != EL_SP_GRAVITY_PORT_LEFT &&
7438 element != EL_SP_PORT_HORIZONTAL &&
7439 element != EL_SP_PORT_ANY) ||
7441 element != EL_SP_PORT_RIGHT &&
7442 element != EL_SP_GRAVITY_PORT_RIGHT &&
7443 element != EL_SP_PORT_HORIZONTAL &&
7444 element != EL_SP_PORT_ANY) ||
7446 element != EL_SP_PORT_UP &&
7447 element != EL_SP_GRAVITY_PORT_UP &&
7448 element != EL_SP_PORT_VERTICAL &&
7449 element != EL_SP_PORT_ANY) ||
7451 element != EL_SP_PORT_DOWN &&
7452 element != EL_SP_GRAVITY_PORT_DOWN &&
7453 element != EL_SP_PORT_VERTICAL &&
7454 element != EL_SP_PORT_ANY) ||
7455 !IN_LEV_FIELD(nextx, nexty) ||
7456 !IS_FREE(nextx, nexty))
7457 return MF_NO_ACTION;
7459 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7460 element == EL_SP_GRAVITY_PORT_RIGHT ||
7461 element == EL_SP_GRAVITY_PORT_UP ||
7462 element == EL_SP_GRAVITY_PORT_DOWN)
7463 level.gravity = !level.gravity;
7465 /* automatically move to the next field with double speed */
7466 player->programmed_action = move_direction;
7467 DOUBLE_PLAYER_SPEED(player);
7469 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7473 case EL_TUBE_VERTICAL:
7474 case EL_TUBE_HORIZONTAL:
7475 case EL_TUBE_VERTICAL_LEFT:
7476 case EL_TUBE_VERTICAL_RIGHT:
7477 case EL_TUBE_HORIZONTAL_UP:
7478 case EL_TUBE_HORIZONTAL_DOWN:
7479 case EL_TUBE_LEFT_UP:
7480 case EL_TUBE_LEFT_DOWN:
7481 case EL_TUBE_RIGHT_UP:
7482 case EL_TUBE_RIGHT_DOWN:
7485 int tube_enter_directions[][2] =
7487 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7488 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7489 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7490 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7491 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7492 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7493 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7494 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7495 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7496 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7497 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7498 { -1, MV_NO_MOVING }
7501 while (tube_enter_directions[i][0] != element)
7504 if (tube_enter_directions[i][0] == -1) /* should not happen */
7508 if (!(tube_enter_directions[i][1] & move_direction))
7509 return MF_NO_ACTION; /* tube has no opening in this direction */
7511 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7516 Feld[x][y] = EL_LAMP_ACTIVE;
7517 local_player->lights_still_needed--;
7518 DrawLevelField(x, y);
7519 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7523 case EL_TIME_ORB_FULL:
7524 Feld[x][y] = EL_TIME_ORB_EMPTY;
7526 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7527 DrawLevelField(x, y);
7528 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7534 if (IS_WALKABLE(element))
7536 int sound_action = ACTION_WALKING;
7538 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7540 if (!player->key[element - EL_GATE_1])
7541 return MF_NO_ACTION;
7543 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7545 if (!player->key[element - EL_GATE_1_GRAY])
7546 return MF_NO_ACTION;
7548 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7550 sound_action = ACTION_PASSING; /* player is passing exit */
7552 else if (element == EL_EMPTY)
7554 sound_action = ACTION_MOVING; /* nothing to walk on */
7557 /* play sound from background or player, whatever is available */
7558 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7559 PlaySoundLevelElementAction(x, y, element, sound_action);
7561 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7565 else if (IS_PASSABLE(element))
7567 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7568 return MF_NO_ACTION;
7570 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7572 if (!player->key[element - EL_EM_GATE_1])
7573 return MF_NO_ACTION;
7575 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7577 if (!player->key[element - EL_EM_GATE_1_GRAY])
7578 return MF_NO_ACTION;
7581 /* automatically move to the next field with double speed */
7582 player->programmed_action = move_direction;
7583 DOUBLE_PLAYER_SPEED(player);
7585 PlaySoundLevelAction(x, y, ACTION_PASSING);
7589 else if (IS_DIGGABLE(element))
7593 if (mode != DF_SNAP)
7596 GfxElement[x][y] = GFX_ELEMENT(element);
7599 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7601 player->is_digging = TRUE;
7604 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7606 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7608 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7612 else if (IS_COLLECTIBLE(element))
7616 if (mode != DF_SNAP)
7618 GfxElement[x][y] = element;
7619 player->is_collecting = TRUE;
7622 if (element == EL_SPEED_PILL)
7623 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7624 else if (element == EL_EXTRA_TIME && level.time > 0)
7627 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7629 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7631 player->shield_normal_time_left += 10;
7632 if (element == EL_SHIELD_DEADLY)
7633 player->shield_deadly_time_left += 10;
7635 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7637 if (player->inventory_size < MAX_INVENTORY_SIZE)
7638 player->inventory_element[player->inventory_size++] = element;
7640 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7642 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7643 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7645 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7647 player->dynabomb_count++;
7648 player->dynabombs_left++;
7650 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7652 player->dynabomb_size++;
7654 else if (element == EL_DYNABOMB_INCREASE_POWER)
7656 player->dynabomb_xl = TRUE;
7658 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7659 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7661 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7662 element - EL_KEY_1 : element - EL_EM_KEY_1);
7664 player->key[key_nr] = TRUE;
7666 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7667 el2edimg(EL_KEY_1 + key_nr));
7668 redraw_mask |= REDRAW_DOOR_1;
7670 else if (element == EL_ENVELOPE)
7673 player->show_envelope = TRUE;
7678 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7682 for (i=0; i < element_info[element].collect_count; i++)
7683 if (player->inventory_size < MAX_INVENTORY_SIZE)
7684 player->inventory_element[player->inventory_size++] = element;
7686 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7687 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7689 else if (element_info[element].collect_count > 0)
7691 local_player->gems_still_needed -=
7692 element_info[element].collect_count;
7693 if (local_player->gems_still_needed < 0)
7694 local_player->gems_still_needed = 0;
7696 DrawText(DX_EMERALDS, DY_EMERALDS,
7697 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7700 RaiseScoreElement(element);
7701 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7703 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7705 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7709 else if (IS_PUSHABLE(element))
7711 if (mode == DF_SNAP && element != EL_BD_ROCK)
7712 return MF_NO_ACTION;
7714 if (CAN_FALL(element) && dy)
7715 return MF_NO_ACTION;
7717 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7718 !(element == EL_SPRING && use_spring_bug))
7719 return MF_NO_ACTION;
7721 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7722 return MF_NO_ACTION;
7724 if (!player->Pushing &&
7725 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7726 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7728 player->Pushing = TRUE;
7730 if (!(IN_LEV_FIELD(nextx, nexty) &&
7731 (IS_FREE(nextx, nexty) ||
7732 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7733 IS_SB_ELEMENT(element)))))
7734 return MF_NO_ACTION;
7736 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7737 return MF_NO_ACTION;
7739 if (player->push_delay == 0) /* new pushing; restart delay */
7740 player->push_delay = FrameCounter;
7742 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7743 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7744 element != EL_SPRING && element != EL_BALLOON)
7745 return MF_NO_ACTION;
7747 if (IS_SB_ELEMENT(element))
7749 if (element == EL_SOKOBAN_FIELD_FULL)
7751 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7752 local_player->sokobanfields_still_needed++;
7755 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7757 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7758 local_player->sokobanfields_still_needed--;
7761 Feld[x][y] = EL_SOKOBAN_OBJECT;
7763 if (Back[x][y] == Back[nextx][nexty])
7764 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7765 else if (Back[x][y] != 0)
7766 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7769 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7772 if (local_player->sokobanfields_still_needed == 0 &&
7773 game.emulation == EMU_SOKOBAN)
7775 player->LevelSolved = player->GameOver = TRUE;
7776 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7780 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7782 InitMovingField(x, y, move_direction);
7783 GfxAction[x][y] = ACTION_PUSHING;
7785 if (mode == DF_SNAP)
7786 ContinueMoving(x, y);
7788 MovPos[x][y] = (dx != 0 ? dx : dy);
7790 Pushed[x][y] = TRUE;
7791 Pushed[nextx][nexty] = TRUE;
7793 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7794 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7796 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7797 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7803 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7804 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7807 return MF_NO_ACTION;
7810 player->push_delay = 0;
7812 if (Feld[x][y] != element) /* really digged/collected something */
7813 player->is_collecting = !player->is_digging;
7818 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7820 int jx = player->jx, jy = player->jy;
7821 int x = jx + dx, y = jy + dy;
7822 int snap_direction = (dx == -1 ? MV_LEFT :
7823 dx == +1 ? MV_RIGHT :
7825 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7827 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7830 if (!player->active || !IN_LEV_FIELD(x, y))
7838 if (player->MovPos == 0)
7839 player->Pushing = FALSE;
7841 player->snapped = FALSE;
7843 if (player->MovPos == 0)
7845 player->is_digging = FALSE;
7846 player->is_collecting = FALSE;
7848 player->is_moving = FALSE;
7853 printf("::: trying to snap...\n");
7859 if (player->snapped)
7862 player->MovDir = snap_direction;
7865 player->is_digging = FALSE;
7866 player->is_collecting = FALSE;
7868 player->is_moving = FALSE;
7872 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7875 player->snapped = TRUE;
7877 player->is_digging = FALSE;
7878 player->is_collecting = FALSE;
7880 player->is_moving = FALSE;
7884 DrawLevelField(x, y);
7890 boolean DropElement(struct PlayerInfo *player)
7892 int jx = player->jx, jy = player->jy;
7895 if (!player->active || player->MovPos)
7898 old_element = Feld[jx][jy];
7900 /* check if player has anything that can be dropped */
7901 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7904 /* check if anything can be dropped at the current position */
7905 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7908 /* collected custom elements can only be dropped on empty fields */
7909 if (player->inventory_size > 0 &&
7910 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7911 && old_element != EL_EMPTY)
7914 if (old_element != EL_EMPTY)
7915 Back[jx][jy] = old_element; /* store old element on this field */
7917 MovDelay[jx][jy] = 96;
7919 ResetGfxAnimation(jx, jy);
7920 ResetRandomAnimationValue(jx, jy);
7922 if (player->inventory_size > 0)
7924 int new_element = player->inventory_element[--player->inventory_size];
7927 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7928 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7931 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7932 EL_DYNAMITE_ACTIVE);
7935 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7936 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7938 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7939 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7941 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7943 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7944 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7946 TestIfElementTouchesCustomElement(jx, jy);
7948 else /* player is dropping a dyna bomb */
7950 player->dynabombs_left--;
7953 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7955 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7956 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7958 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7964 /* ------------------------------------------------------------------------- */
7965 /* game sound playing functions */
7966 /* ------------------------------------------------------------------------- */
7968 static int *loop_sound_frame = NULL;
7969 static int *loop_sound_volume = NULL;
7971 void InitPlaySoundLevel()
7973 int num_sounds = getSoundListSize();
7975 if (loop_sound_frame != NULL)
7976 free(loop_sound_frame);
7978 if (loop_sound_volume != NULL)
7979 free(loop_sound_volume);
7981 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7982 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7985 static void PlaySoundLevel(int x, int y, int nr)
7987 int sx = SCREENX(x), sy = SCREENY(y);
7988 int volume, stereo_position;
7989 int max_distance = 8;
7990 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7992 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7993 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7996 if (!IN_LEV_FIELD(x, y) ||
7997 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7998 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8001 volume = SOUND_MAX_VOLUME;
8003 if (!IN_SCR_FIELD(sx, sy))
8005 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8006 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8008 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8011 stereo_position = (SOUND_MAX_LEFT +
8012 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8013 (SCR_FIELDX + 2 * max_distance));
8015 if (IS_LOOP_SOUND(nr))
8017 /* This assures that quieter loop sounds do not overwrite louder ones,
8018 while restarting sound volume comparison with each new game frame. */
8020 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8023 loop_sound_volume[nr] = volume;
8024 loop_sound_frame[nr] = FrameCounter;
8027 PlaySoundExt(nr, volume, stereo_position, type);
8030 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8032 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8033 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8034 y < LEVELY(BY1) ? LEVELY(BY1) :
8035 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8039 static void PlaySoundLevelAction(int x, int y, int action)
8041 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8044 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8046 int sound_effect = element_info[element].sound[action];
8048 if (sound_effect != SND_UNDEFINED)
8049 PlaySoundLevel(x, y, sound_effect);
8052 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8054 int sound_effect = element_info[Feld[x][y]].sound[action];
8056 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8057 PlaySoundLevel(x, y, sound_effect);
8060 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8062 int sound_effect = element_info[Feld[x][y]].sound[action];
8064 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8065 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8068 void RaiseScore(int value)
8070 local_player->score += value;
8071 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8074 void RaiseScoreElement(int element)
8080 case EL_EMERALD_YELLOW:
8081 case EL_EMERALD_RED:
8082 case EL_EMERALD_PURPLE:
8083 case EL_SP_INFOTRON:
8084 RaiseScore(level.score[SC_EMERALD]);
8087 RaiseScore(level.score[SC_DIAMOND]);
8090 RaiseScore(level.score[SC_CRYSTAL]);
8093 RaiseScore(level.score[SC_PEARL]);
8096 case EL_BD_BUTTERFLY:
8097 case EL_SP_ELECTRON:
8098 RaiseScore(level.score[SC_BUG]);
8102 case EL_SP_SNIKSNAK:
8103 RaiseScore(level.score[SC_SPACESHIP]);
8106 case EL_DARK_YAMYAM:
8107 RaiseScore(level.score[SC_YAMYAM]);
8110 RaiseScore(level.score[SC_ROBOT]);
8113 RaiseScore(level.score[SC_PACMAN]);
8116 RaiseScore(level.score[SC_NUT]);
8119 case EL_SP_DISK_RED:
8120 case EL_DYNABOMB_INCREASE_NUMBER:
8121 case EL_DYNABOMB_INCREASE_SIZE:
8122 case EL_DYNABOMB_INCREASE_POWER:
8123 RaiseScore(level.score[SC_DYNAMITE]);
8125 case EL_SHIELD_NORMAL:
8126 case EL_SHIELD_DEADLY:
8127 RaiseScore(level.score[SC_SHIELD]);
8130 RaiseScore(level.score[SC_TIME_BONUS]);
8136 RaiseScore(level.score[SC_KEY]);
8139 RaiseScore(element_info[element].collect_score);
8144 void RequestQuitGame(boolean ask_if_really_quit)
8146 if (AllPlayersGone ||
8147 !ask_if_really_quit ||
8148 level_editor_test_game ||
8149 Request("Do you really want to quit the game ?",
8150 REQ_ASK | REQ_STAY_CLOSED))
8152 #if defined(PLATFORM_UNIX)
8153 if (options.network)
8154 SendToServer_StopPlaying();
8158 game_status = GAME_MODE_MAIN;
8164 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8169 /* ---------- new game button stuff ---------------------------------------- */
8171 /* graphic position values for game buttons */
8172 #define GAME_BUTTON_XSIZE 30
8173 #define GAME_BUTTON_YSIZE 30
8174 #define GAME_BUTTON_XPOS 5
8175 #define GAME_BUTTON_YPOS 215
8176 #define SOUND_BUTTON_XPOS 5
8177 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8179 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8180 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8181 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8182 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8183 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8184 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8191 } gamebutton_info[NUM_GAME_BUTTONS] =
8194 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8199 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8204 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8209 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8210 SOUND_CTRL_ID_MUSIC,
8211 "background music on/off"
8214 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8215 SOUND_CTRL_ID_LOOPS,
8216 "sound loops on/off"
8219 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8220 SOUND_CTRL_ID_SIMPLE,
8221 "normal sounds on/off"
8225 void CreateGameButtons()
8229 for (i=0; i<NUM_GAME_BUTTONS; i++)
8231 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8232 struct GadgetInfo *gi;
8235 unsigned long event_mask;
8236 int gd_xoffset, gd_yoffset;
8237 int gd_x1, gd_x2, gd_y1, gd_y2;
8240 gd_xoffset = gamebutton_info[i].x;
8241 gd_yoffset = gamebutton_info[i].y;
8242 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8243 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8245 if (id == GAME_CTRL_ID_STOP ||
8246 id == GAME_CTRL_ID_PAUSE ||
8247 id == GAME_CTRL_ID_PLAY)
8249 button_type = GD_TYPE_NORMAL_BUTTON;
8251 event_mask = GD_EVENT_RELEASED;
8252 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8253 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8257 button_type = GD_TYPE_CHECK_BUTTON;
8259 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8260 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8261 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8262 event_mask = GD_EVENT_PRESSED;
8263 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8264 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8267 gi = CreateGadget(GDI_CUSTOM_ID, id,
8268 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8269 GDI_X, DX + gd_xoffset,
8270 GDI_Y, DY + gd_yoffset,
8271 GDI_WIDTH, GAME_BUTTON_XSIZE,
8272 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8273 GDI_TYPE, button_type,
8274 GDI_STATE, GD_BUTTON_UNPRESSED,
8275 GDI_CHECKED, checked,
8276 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8277 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8278 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8279 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8280 GDI_EVENT_MASK, event_mask,
8281 GDI_CALLBACK_ACTION, HandleGameButtons,
8285 Error(ERR_EXIT, "cannot create gadget");
8287 game_gadget[id] = gi;
8291 void FreeGameButtons()
8295 for (i=0; i<NUM_GAME_BUTTONS; i++)
8296 FreeGadget(game_gadget[i]);
8299 static void MapGameButtons()
8303 for (i=0; i<NUM_GAME_BUTTONS; i++)
8304 MapGadget(game_gadget[i]);
8307 void UnmapGameButtons()
8311 for (i=0; i<NUM_GAME_BUTTONS; i++)
8312 UnmapGadget(game_gadget[i]);
8315 static void HandleGameButtons(struct GadgetInfo *gi)
8317 int id = gi->custom_id;
8319 if (game_status != GAME_MODE_PLAYING)
8324 case GAME_CTRL_ID_STOP:
8325 RequestQuitGame(TRUE);
8328 case GAME_CTRL_ID_PAUSE:
8329 if (options.network)
8331 #if defined(PLATFORM_UNIX)
8333 SendToServer_ContinuePlaying();
8335 SendToServer_PausePlaying();
8339 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8342 case GAME_CTRL_ID_PLAY:
8345 #if defined(PLATFORM_UNIX)
8346 if (options.network)
8347 SendToServer_ContinuePlaying();
8351 tape.pausing = FALSE;
8352 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8357 case SOUND_CTRL_ID_MUSIC:
8358 if (setup.sound_music)
8360 setup.sound_music = FALSE;
8363 else if (audio.music_available)
8365 setup.sound = setup.sound_music = TRUE;
8367 SetAudioMode(setup.sound);
8368 PlayMusic(level_nr);
8372 case SOUND_CTRL_ID_LOOPS:
8373 if (setup.sound_loops)
8374 setup.sound_loops = FALSE;
8375 else if (audio.loops_available)
8377 setup.sound = setup.sound_loops = TRUE;
8378 SetAudioMode(setup.sound);
8382 case SOUND_CTRL_ID_SIMPLE:
8383 if (setup.sound_simple)
8384 setup.sound_simple = FALSE;
8385 else if (audio.sound_available)
8387 setup.sound = setup.sound_simple = TRUE;
8388 SetAudioMode(setup.sound);