1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
173 static boolean CheckTriggeredElementChange(int, int, int, int);
174 static boolean CheckElementSideChange(int, int, int, int, int, int);
175 static boolean CheckElementChange(int, int, int, int);
177 static void PlaySoundLevel(int, int, int);
178 static void PlaySoundLevelNearest(int, int, int);
179 static void PlaySoundLevelAction(int, int, int);
180 static void PlaySoundLevelElementAction(int, int, int, int);
181 static void PlaySoundLevelActionIfLoop(int, int, int);
182 static void StopSoundLevelActionIfLoop(int, int, int);
184 static void MapGameButtons();
185 static void HandleGameButtons(struct GadgetInfo *);
187 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
190 /* ------------------------------------------------------------------------- */
191 /* definition of elements that automatically change to other elements after */
192 /* a specified time, eventually calling a function when changing */
193 /* ------------------------------------------------------------------------- */
195 /* forward declaration for changer functions */
196 static void InitBuggyBase(int x, int y);
197 static void WarnBuggyBase(int x, int y);
199 static void InitTrap(int x, int y);
200 static void ActivateTrap(int x, int y);
201 static void ChangeActiveTrap(int x, int y);
203 static void InitRobotWheel(int x, int y);
204 static void RunRobotWheel(int x, int y);
205 static void StopRobotWheel(int x, int y);
207 static void InitTimegateWheel(int x, int y);
208 static void RunTimegateWheel(int x, int y);
210 struct ChangingElementInfo
215 void (*pre_change_function)(int x, int y);
216 void (*change_function)(int x, int y);
217 void (*post_change_function)(int x, int y);
220 static struct ChangingElementInfo change_delay_list[] =
255 EL_SWITCHGATE_OPENING,
263 EL_SWITCHGATE_CLOSING,
264 EL_SWITCHGATE_CLOSED,
296 EL_ACID_SPLASH_RIGHT,
305 EL_SP_BUGGY_BASE_ACTIVATING,
312 EL_SP_BUGGY_BASE_ACTIVATING,
313 EL_SP_BUGGY_BASE_ACTIVE,
320 EL_SP_BUGGY_BASE_ACTIVE,
344 EL_ROBOT_WHEEL_ACTIVE,
352 EL_TIMEGATE_SWITCH_ACTIVE,
373 int push_delay_fixed, push_delay_random;
378 { EL_BALLOON, 0, 0 },
380 { EL_SOKOBAN_OBJECT, 2, 0 },
381 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
382 { EL_SATELLITE, 2, 0 },
383 { EL_SP_DISK_YELLOW, 2, 0 },
385 { EL_UNDEFINED, 0, 0 },
393 move_stepsize_list[] =
395 { EL_AMOEBA_DROP, 2 },
396 { EL_AMOEBA_DROPPING, 2 },
397 { EL_QUICKSAND_FILLING, 1 },
398 { EL_QUICKSAND_EMPTYING, 1 },
399 { EL_MAGIC_WALL_FILLING, 2 },
400 { EL_BD_MAGIC_WALL_FILLING, 2 },
401 { EL_MAGIC_WALL_EMPTYING, 2 },
402 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
412 collect_count_list[] =
415 { EL_BD_DIAMOND, 1 },
416 { EL_EMERALD_YELLOW, 1 },
417 { EL_EMERALD_RED, 1 },
418 { EL_EMERALD_PURPLE, 1 },
420 { EL_SP_INFOTRON, 1 },
427 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
429 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
430 CH_EVENT_BIT(CE_DELAY))
431 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
432 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
433 IS_JUST_CHANGING(x, y))
435 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
438 void GetPlayerConfig()
440 if (!audio.sound_available)
441 setup.sound_simple = FALSE;
443 if (!audio.loops_available)
444 setup.sound_loops = FALSE;
446 if (!audio.music_available)
447 setup.sound_music = FALSE;
449 if (!video.fullscreen_available)
450 setup.fullscreen = FALSE;
452 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
454 SetAudioMode(setup.sound);
458 static int getBeltNrFromBeltElement(int element)
460 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
461 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
462 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
465 static int getBeltNrFromBeltActiveElement(int element)
467 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
468 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
469 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
472 static int getBeltNrFromBeltSwitchElement(int element)
474 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
475 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
476 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
479 static int getBeltDirNrFromBeltSwitchElement(int element)
481 static int belt_base_element[4] =
483 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
484 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
485 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
486 EL_CONVEYOR_BELT_4_SWITCH_LEFT
489 int belt_nr = getBeltNrFromBeltSwitchElement(element);
490 int belt_dir_nr = element - belt_base_element[belt_nr];
492 return (belt_dir_nr % 3);
495 static int getBeltDirFromBeltSwitchElement(int element)
497 static int belt_move_dir[3] =
504 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
506 return belt_move_dir[belt_dir_nr];
509 static void InitPlayerField(int x, int y, int element, boolean init_game)
511 if (element == EL_SP_MURPHY)
515 if (stored_player[0].present)
517 Feld[x][y] = EL_SP_MURPHY_CLONE;
523 stored_player[0].use_murphy_graphic = TRUE;
526 Feld[x][y] = EL_PLAYER_1;
532 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
533 int jx = player->jx, jy = player->jy;
535 player->present = TRUE;
537 if (!options.network || player->connected)
539 player->active = TRUE;
541 /* remove potentially duplicate players */
542 if (StorePlayer[jx][jy] == Feld[x][y])
543 StorePlayer[jx][jy] = 0;
545 StorePlayer[x][y] = Feld[x][y];
549 printf("Player %d activated.\n", player->element_nr);
550 printf("[Local player is %d and currently %s.]\n",
551 local_player->element_nr,
552 local_player->active ? "active" : "not active");
556 Feld[x][y] = EL_EMPTY;
557 player->jx = player->last_jx = x;
558 player->jy = player->last_jy = y;
562 static void InitField(int x, int y, boolean init_game)
564 int element = Feld[x][y];
573 InitPlayerField(x, y, element, init_game);
577 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
578 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
579 else if (x > 0 && Feld[x-1][y] == EL_ACID)
580 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
581 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
582 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
583 else if (y > 0 && Feld[x][y-1] == EL_ACID)
584 Feld[x][y] = EL_ACID_POOL_BOTTOM;
585 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
586 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
594 case EL_SPACESHIP_RIGHT:
595 case EL_SPACESHIP_UP:
596 case EL_SPACESHIP_LEFT:
597 case EL_SPACESHIP_DOWN:
599 case EL_BD_BUTTERFLY_RIGHT:
600 case EL_BD_BUTTERFLY_UP:
601 case EL_BD_BUTTERFLY_LEFT:
602 case EL_BD_BUTTERFLY_DOWN:
603 case EL_BD_BUTTERFLY:
604 case EL_BD_FIREFLY_RIGHT:
605 case EL_BD_FIREFLY_UP:
606 case EL_BD_FIREFLY_LEFT:
607 case EL_BD_FIREFLY_DOWN:
609 case EL_PACMAN_RIGHT:
633 if (y == lev_fieldy - 1)
635 Feld[x][y] = EL_AMOEBA_GROWING;
636 Store[x][y] = EL_AMOEBA_WET;
640 case EL_DYNAMITE_ACTIVE:
645 local_player->lights_still_needed++;
648 case EL_SOKOBAN_FIELD_EMPTY:
649 local_player->sokobanfields_still_needed++;
653 local_player->friends_still_needed++;
658 MovDir[x][y] = 1 << RND(4);
663 Feld[x][y] = EL_EMPTY;
668 case EL_EM_KEY_1_FILE:
669 Feld[x][y] = EL_EM_KEY_1;
671 case EL_EM_KEY_2_FILE:
672 Feld[x][y] = EL_EM_KEY_2;
674 case EL_EM_KEY_3_FILE:
675 Feld[x][y] = EL_EM_KEY_3;
677 case EL_EM_KEY_4_FILE:
678 Feld[x][y] = EL_EM_KEY_4;
682 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
683 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
684 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
685 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
686 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
687 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
688 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
689 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
690 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
691 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
692 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
693 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
696 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
697 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
698 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
700 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
702 game.belt_dir[belt_nr] = belt_dir;
703 game.belt_dir_nr[belt_nr] = belt_dir_nr;
705 else /* more than one switch -- set it like the first switch */
707 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
712 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
714 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
717 case EL_LIGHT_SWITCH_ACTIVE:
719 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
723 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
729 void DrawGameDoorValues()
733 for (i=0; i<MAX_PLAYERS; i++)
735 if (stored_player[i].key[j])
736 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
737 el2edimg(EL_KEY_1 + j));
739 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
740 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
741 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
742 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
743 DrawText(DX + XX_SCORE, DY + YY_SCORE,
744 int2str(local_player->score, 5), FONT_TEXT_2);
745 DrawText(DX + XX_TIME, DY + YY_TIME,
746 int2str(TimeLeft, 3), FONT_TEXT_2);
751 =============================================================================
753 -----------------------------------------------------------------------------
754 initialize game engine due to level / tape version number
755 =============================================================================
758 static void InitGameEngine()
762 /* set game engine from tape file when re-playing, else from level file */
763 game.engine_version = (tape.playing ? tape.engine_version :
766 /* dynamically adjust element properties according to game engine version */
767 InitElementPropertiesEngine(game.engine_version);
770 printf("level %d: level version == %06d\n", level_nr, level.game_version);
771 printf(" tape version == %06d [%s] [file: %06d]\n",
772 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
774 printf(" => game.engine_version == %06d\n", game.engine_version);
777 /* ---------- initialize player's initial move delay --------------------- */
779 /* dynamically adjust player properties according to game engine version */
780 game.initial_move_delay =
781 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
782 INITIAL_MOVE_DELAY_OFF);
784 /* dynamically adjust player properties according to level information */
785 game.initial_move_delay_value =
786 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
788 /* ---------- initialize changing elements ------------------------------- */
790 /* initialize changing elements information */
791 for (i=0; i < MAX_NUM_ELEMENTS; i++)
793 struct ElementInfo *ei = &element_info[i];
795 /* this pointer might have been changed in the level editor */
796 ei->change = &ei->change_page[0];
798 if (!IS_CUSTOM_ELEMENT(i))
800 ei->change->target_element = EL_EMPTY_SPACE;
801 ei->change->delay_fixed = 0;
802 ei->change->delay_random = 0;
803 ei->change->delay_frames = 1;
806 ei->change_events = CE_BITMASK_DEFAULT;
807 for (j=0; j < NUM_CHANGE_EVENTS; j++)
809 ei->event_page_nr[j] = 0;
810 ei->event_page[j] = &ei->change_page[0];
814 /* add changing elements from pre-defined list */
815 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
817 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
818 struct ElementInfo *ei = &element_info[ch_delay->element];
820 ei->change->target_element = ch_delay->target_element;
821 ei->change->delay_fixed = ch_delay->change_delay;
823 ei->change->pre_change_function = ch_delay->pre_change_function;
824 ei->change->change_function = ch_delay->change_function;
825 ei->change->post_change_function = ch_delay->post_change_function;
827 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
831 /* add change events from custom element configuration */
832 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
834 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
836 for (j=0; j < ei->num_change_pages; j++)
838 if (!ei->change_page[j].can_change)
841 for (k=0; k < NUM_CHANGE_EVENTS; k++)
843 /* only add event page for the first page found with this event */
844 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
845 !(ei->change_events & CH_EVENT_BIT(k)))
847 ei->change_events |= CH_EVENT_BIT(k);
848 ei->event_page_nr[k] = j;
849 ei->event_page[k] = &ei->change_page[j];
857 /* add change events from custom element configuration */
858 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
860 int element = EL_CUSTOM_START + i;
862 /* only add custom elements that change after fixed/random frame delay */
863 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
864 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
868 /* ---------- initialize trigger events ---------------------------------- */
870 /* initialize trigger events information */
871 for (i=0; i<MAX_NUM_ELEMENTS; i++)
872 trigger_events[i] = EP_BITMASK_DEFAULT;
875 /* add trigger events from element change event properties */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
878 struct ElementInfo *ei = &element_info[i];
880 for (j=0; j < ei->num_change_pages; j++)
882 if (!ei->change_page->can_change)
885 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
887 int trigger_element = ei->change_page[j].trigger_element;
889 trigger_events[trigger_element] |= ei->change_page[j].events;
894 /* add trigger events from element change event properties */
895 for (i=0; i<MAX_NUM_ELEMENTS; i++)
896 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
897 trigger_events[element_info[i].change->trigger_element] |=
898 element_info[i].change->events;
901 /* ---------- initialize push delay -------------------------------------- */
903 /* initialize push delay values to default */
904 for (i=0; i<MAX_NUM_ELEMENTS; i++)
906 if (!IS_CUSTOM_ELEMENT(i))
908 element_info[i].push_delay_fixed = 2;
909 element_info[i].push_delay_random = 8;
913 /* set push delay value for certain elements from pre-defined list */
914 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
916 int e = push_delay_list[i].element;
918 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
919 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
922 /* ---------- initialize move stepsize ----------------------------------- */
924 /* initialize move stepsize values to default */
925 for (i=0; i<MAX_NUM_ELEMENTS; i++)
926 if (!IS_CUSTOM_ELEMENT(i))
927 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
929 /* set move stepsize value for certain elements from pre-defined list */
930 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
932 int e = move_stepsize_list[i].element;
934 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
937 /* ---------- initialize gem count --------------------------------------- */
939 /* initialize gem count values for each element */
940 for (i=0; i<MAX_NUM_ELEMENTS; i++)
941 if (!IS_CUSTOM_ELEMENT(i))
942 element_info[i].collect_count = 0;
944 /* add gem count values for all elements from pre-defined list */
945 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
946 element_info[collect_count_list[i].element].collect_count =
947 collect_count_list[i].count;
952 =============================================================================
954 -----------------------------------------------------------------------------
955 initialize and start new game
956 =============================================================================
961 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
962 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
963 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
970 #if USE_NEW_AMOEBA_CODE
971 printf("Using new amoeba code.\n");
973 printf("Using old amoeba code.\n");
978 /* don't play tapes over network */
979 network_playing = (options.network && !tape.playing);
981 for (i=0; i<MAX_PLAYERS; i++)
983 struct PlayerInfo *player = &stored_player[i];
985 player->index_nr = i;
986 player->element_nr = EL_PLAYER_1 + i;
988 player->present = FALSE;
989 player->active = FALSE;
992 player->effective_action = 0;
993 player->programmed_action = 0;
996 player->gems_still_needed = level.gems_needed;
997 player->sokobanfields_still_needed = 0;
998 player->lights_still_needed = 0;
999 player->friends_still_needed = 0;
1002 player->key[j] = FALSE;
1004 player->dynabomb_count = 0;
1005 player->dynabomb_size = 1;
1006 player->dynabombs_left = 0;
1007 player->dynabomb_xl = FALSE;
1009 player->MovDir = MV_NO_MOVING;
1011 player->Pushing = FALSE;
1012 player->Switching = FALSE;
1014 player->GfxDir = MV_NO_MOVING;
1015 player->GfxAction = ACTION_DEFAULT;
1017 player->StepFrame = 0;
1019 player->switch_x = -1;
1020 player->switch_y = -1;
1022 player->use_murphy_graphic = FALSE;
1023 player->use_disk_red_graphic = FALSE;
1025 player->actual_frame_counter = 0;
1027 player->last_move_dir = MV_NO_MOVING;
1029 player->is_moving = FALSE;
1030 player->is_waiting = FALSE;
1031 player->is_digging = FALSE;
1032 player->is_collecting = FALSE;
1034 player->show_envelope = 0;
1036 player->move_delay = game.initial_move_delay;
1037 player->move_delay_value = game.initial_move_delay_value;
1039 player->push_delay = 0;
1040 player->push_delay_value = 5;
1042 player->snapped = FALSE;
1044 player->last_jx = player->last_jy = 0;
1045 player->jx = player->jy = 0;
1047 player->shield_normal_time_left = 0;
1048 player->shield_deadly_time_left = 0;
1050 player->inventory_size = 0;
1052 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1053 SnapField(player, 0, 0);
1055 player->LevelSolved = FALSE;
1056 player->GameOver = FALSE;
1059 network_player_action_received = FALSE;
1061 #if defined(PLATFORM_UNIX)
1062 /* initial null action */
1063 if (network_playing)
1064 SendToServer_MovePlayer(MV_NO_MOVING);
1072 TimeLeft = level.time;
1074 ScreenMovDir = MV_NO_MOVING;
1078 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1080 AllPlayersGone = FALSE;
1082 game.yamyam_content_nr = 0;
1083 game.magic_wall_active = FALSE;
1084 game.magic_wall_time_left = 0;
1085 game.light_time_left = 0;
1086 game.timegate_time_left = 0;
1087 game.switchgate_pos = 0;
1088 game.balloon_dir = MV_NO_MOVING;
1089 game.explosions_delayed = TRUE;
1091 game.envelope_active = FALSE;
1095 game.belt_dir[i] = MV_NO_MOVING;
1096 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1099 for (i=0; i<MAX_NUM_AMOEBA; i++)
1100 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1102 for (x=0; x<lev_fieldx; x++)
1104 for (y=0; y<lev_fieldy; y++)
1106 Feld[x][y] = level.field[x][y];
1107 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1108 ChangeDelay[x][y] = 0;
1109 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1111 JustStopped[x][y] = 0;
1113 Pushed[x][y] = FALSE;
1115 Changed[x][y] = CE_BITMASK_DEFAULT;
1116 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1118 ExplodePhase[x][y] = 0;
1119 ExplodeField[x][y] = EX_NO_EXPLOSION;
1122 GfxAction[x][y] = ACTION_DEFAULT;
1123 GfxRandom[x][y] = INIT_GFX_RANDOM();
1124 GfxElement[x][y] = EL_UNDEFINED;
1128 for(y=0; y<lev_fieldy; y++)
1130 for(x=0; x<lev_fieldx; x++)
1132 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1134 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1136 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1139 InitField(x, y, TRUE);
1145 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1146 emulate_sb ? EMU_SOKOBAN :
1147 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1149 /* correct non-moving belts to start moving left */
1151 if (game.belt_dir[i] == MV_NO_MOVING)
1152 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1154 /* check if any connected player was not found in playfield */
1155 for (i=0; i<MAX_PLAYERS; i++)
1157 struct PlayerInfo *player = &stored_player[i];
1159 if (player->connected && !player->present)
1161 for (j=0; j<MAX_PLAYERS; j++)
1163 struct PlayerInfo *some_player = &stored_player[j];
1164 int jx = some_player->jx, jy = some_player->jy;
1166 /* assign first free player found that is present in the playfield */
1167 if (some_player->present && !some_player->connected)
1169 player->present = TRUE;
1170 player->active = TRUE;
1171 some_player->present = FALSE;
1173 StorePlayer[jx][jy] = player->element_nr;
1174 player->jx = player->last_jx = jx;
1175 player->jy = player->last_jy = jy;
1185 /* when playing a tape, eliminate all players who do not participate */
1187 for (i=0; i<MAX_PLAYERS; i++)
1189 if (stored_player[i].active && !tape.player_participates[i])
1191 struct PlayerInfo *player = &stored_player[i];
1192 int jx = player->jx, jy = player->jy;
1194 player->active = FALSE;
1195 StorePlayer[jx][jy] = 0;
1196 Feld[jx][jy] = EL_EMPTY;
1200 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1202 /* when in single player mode, eliminate all but the first active player */
1204 for (i=0; i<MAX_PLAYERS; i++)
1206 if (stored_player[i].active)
1208 for (j=i+1; j<MAX_PLAYERS; j++)
1210 if (stored_player[j].active)
1212 struct PlayerInfo *player = &stored_player[j];
1213 int jx = player->jx, jy = player->jy;
1215 player->active = FALSE;
1216 StorePlayer[jx][jy] = 0;
1217 Feld[jx][jy] = EL_EMPTY;
1224 /* when recording the game, store which players take part in the game */
1227 for (i=0; i<MAX_PLAYERS; i++)
1228 if (stored_player[i].active)
1229 tape.player_participates[i] = TRUE;
1234 for (i=0; i<MAX_PLAYERS; i++)
1236 struct PlayerInfo *player = &stored_player[i];
1238 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1243 if (local_player == player)
1244 printf("Player %d is local player.\n", i+1);
1248 if (BorderElement == EL_EMPTY)
1251 SBX_Right = lev_fieldx - SCR_FIELDX;
1253 SBY_Lower = lev_fieldy - SCR_FIELDY;
1258 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1260 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1263 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1264 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1266 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1267 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1269 /* if local player not found, look for custom element that might create
1270 the player (make some assumptions about the right custom element) */
1271 if (!local_player->present)
1273 int start_x = 0, start_y = 0;
1274 int found_rating = 0;
1275 int found_element = EL_UNDEFINED;
1277 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1279 int element = Feld[x][y];
1284 if (!IS_CUSTOM_ELEMENT(element))
1287 if (CAN_CHANGE(element))
1289 for (i=0; i < element_info[element].num_change_pages; i++)
1291 content = element_info[element].change_page[i].target_element;
1292 is_player = ELEM_IS_PLAYER(content);
1294 if (is_player && (found_rating < 3 || element < found_element))
1300 found_element = element;
1305 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1307 content = element_info[element].content[xx][yy];
1308 is_player = ELEM_IS_PLAYER(content);
1310 if (is_player && (found_rating < 2 || element < found_element))
1312 start_x = x + xx - 1;
1313 start_y = y + yy - 1;
1316 found_element = element;
1319 if (!CAN_CHANGE(element))
1322 for (i=0; i < element_info[element].num_change_pages; i++)
1324 content = element_info[element].change_page[i].content[xx][yy];
1325 is_player = ELEM_IS_PLAYER(content);
1327 if (is_player && (found_rating < 1 || element < found_element))
1329 start_x = x + xx - 1;
1330 start_y = y + yy - 1;
1333 found_element = element;
1339 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1340 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1343 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1344 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1350 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1351 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1352 local_player->jx - MIDPOSX);
1354 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1355 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1356 local_player->jy - MIDPOSY);
1358 scroll_x = SBX_Left;
1359 scroll_y = SBY_Upper;
1360 if (local_player->jx >= SBX_Left + MIDPOSX)
1361 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1362 local_player->jx - MIDPOSX :
1364 if (local_player->jy >= SBY_Upper + MIDPOSY)
1365 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1366 local_player->jy - MIDPOSY :
1371 CloseDoor(DOOR_CLOSE_1);
1376 /* after drawing the level, correct some elements */
1377 if (game.timegate_time_left == 0)
1378 CloseAllOpenTimegates();
1380 if (setup.soft_scrolling)
1381 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1383 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1386 /* copy default game door content to main double buffer */
1387 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1388 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1391 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1394 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1395 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1396 BlitBitmap(drawto, drawto,
1397 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1398 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1399 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1400 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1403 DrawGameDoorValues();
1407 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1408 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1409 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1413 /* copy actual game door content to door double buffer for OpenDoor() */
1414 BlitBitmap(drawto, bitmap_db_door,
1415 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1417 OpenDoor(DOOR_OPEN_ALL);
1419 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1420 if (setup.sound_music)
1421 PlayMusic(level_nr);
1423 KeyboardAutoRepeatOffUnlessAutoplay();
1428 printf("Player %d %sactive.\n",
1429 i + 1, (stored_player[i].active ? "" : "not "));
1433 void InitMovDir(int x, int y)
1435 int i, element = Feld[x][y];
1436 static int xy[4][2] =
1443 static int direction[3][4] =
1445 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1446 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1447 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1456 Feld[x][y] = EL_BUG;
1457 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1460 case EL_SPACESHIP_RIGHT:
1461 case EL_SPACESHIP_UP:
1462 case EL_SPACESHIP_LEFT:
1463 case EL_SPACESHIP_DOWN:
1464 Feld[x][y] = EL_SPACESHIP;
1465 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1468 case EL_BD_BUTTERFLY_RIGHT:
1469 case EL_BD_BUTTERFLY_UP:
1470 case EL_BD_BUTTERFLY_LEFT:
1471 case EL_BD_BUTTERFLY_DOWN:
1472 Feld[x][y] = EL_BD_BUTTERFLY;
1473 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1476 case EL_BD_FIREFLY_RIGHT:
1477 case EL_BD_FIREFLY_UP:
1478 case EL_BD_FIREFLY_LEFT:
1479 case EL_BD_FIREFLY_DOWN:
1480 Feld[x][y] = EL_BD_FIREFLY;
1481 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1484 case EL_PACMAN_RIGHT:
1486 case EL_PACMAN_LEFT:
1487 case EL_PACMAN_DOWN:
1488 Feld[x][y] = EL_PACMAN;
1489 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1492 case EL_SP_SNIKSNAK:
1493 MovDir[x][y] = MV_UP;
1496 case EL_SP_ELECTRON:
1497 MovDir[x][y] = MV_LEFT;
1504 Feld[x][y] = EL_MOLE;
1505 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1509 if (IS_CUSTOM_ELEMENT(element))
1511 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1512 MovDir[x][y] = element_info[element].move_direction_initial;
1513 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1514 element_info[element].move_pattern == MV_TURNING_LEFT ||
1515 element_info[element].move_pattern == MV_TURNING_RIGHT)
1516 MovDir[x][y] = 1 << RND(4);
1517 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1518 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1519 else if (element_info[element].move_pattern == MV_VERTICAL)
1520 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1521 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1522 MovDir[x][y] = element_info[element].move_pattern;
1523 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1524 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1528 int x1 = x + xy[i][0];
1529 int y1 = y + xy[i][1];
1531 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1533 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1534 MovDir[x][y] = direction[0][i];
1536 MovDir[x][y] = direction[1][i];
1545 MovDir[x][y] = 1 << RND(4);
1547 if (element != EL_BUG &&
1548 element != EL_SPACESHIP &&
1549 element != EL_BD_BUTTERFLY &&
1550 element != EL_BD_FIREFLY)
1555 int x1 = x + xy[i][0];
1556 int y1 = y + xy[i][1];
1558 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1560 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1562 MovDir[x][y] = direction[0][i];
1565 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1566 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1568 MovDir[x][y] = direction[1][i];
1578 void InitAmoebaNr(int x, int y)
1581 int group_nr = AmoebeNachbarNr(x, y);
1585 for (i=1; i<MAX_NUM_AMOEBA; i++)
1587 if (AmoebaCnt[i] == 0)
1595 AmoebaNr[x][y] = group_nr;
1596 AmoebaCnt[group_nr]++;
1597 AmoebaCnt2[group_nr]++;
1603 boolean raise_level = FALSE;
1605 if (local_player->MovPos)
1609 if (tape.auto_play) /* tape might already be stopped here */
1610 tape.auto_play_level_solved = TRUE;
1612 if (tape.playing && tape.auto_play)
1613 tape.auto_play_level_solved = TRUE;
1616 local_player->LevelSolved = FALSE;
1618 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1622 if (!tape.playing && setup.sound_loops)
1623 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1624 SND_CTRL_PLAY_LOOP);
1626 while (TimeLeft > 0)
1628 if (!tape.playing && !setup.sound_loops)
1629 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1630 if (TimeLeft > 0 && !(TimeLeft % 10))
1631 RaiseScore(level.score[SC_TIME_BONUS]);
1632 if (TimeLeft > 100 && !(TimeLeft % 10))
1636 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1643 if (!tape.playing && setup.sound_loops)
1644 StopSound(SND_GAME_LEVELTIME_BONUS);
1646 else if (level.time == 0) /* level without time limit */
1648 if (!tape.playing && setup.sound_loops)
1649 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1650 SND_CTRL_PLAY_LOOP);
1652 while (TimePlayed < 999)
1654 if (!tape.playing && !setup.sound_loops)
1655 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1656 if (TimePlayed < 999 && !(TimePlayed % 10))
1657 RaiseScore(level.score[SC_TIME_BONUS]);
1658 if (TimePlayed < 900 && !(TimePlayed % 10))
1662 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1669 if (!tape.playing && setup.sound_loops)
1670 StopSound(SND_GAME_LEVELTIME_BONUS);
1673 /* close exit door after last player */
1674 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1676 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1678 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1681 /* Hero disappears */
1682 DrawLevelField(ExitX, ExitY);
1688 CloseDoor(DOOR_CLOSE_1);
1693 SaveTape(tape.level_nr); /* Ask to save tape */
1696 if (level_nr == leveldir_current->handicap_level)
1698 leveldir_current->handicap_level++;
1699 SaveLevelSetup_SeriesInfo();
1702 if (level_editor_test_game)
1703 local_player->score = -1; /* no highscore when playing from editor */
1704 else if (level_nr < leveldir_current->last_level)
1705 raise_level = TRUE; /* advance to next level */
1707 if ((hi_pos = NewHiScore()) >= 0)
1709 game_status = GAME_MODE_SCORES;
1710 DrawHallOfFame(hi_pos);
1719 game_status = GAME_MODE_MAIN;
1736 LoadScore(level_nr);
1738 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1739 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1742 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1744 if (local_player->score > highscore[k].Score)
1746 /* player has made it to the hall of fame */
1748 if (k < MAX_SCORE_ENTRIES - 1)
1750 int m = MAX_SCORE_ENTRIES - 1;
1753 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1754 if (!strcmp(setup.player_name, highscore[l].Name))
1756 if (m == k) /* player's new highscore overwrites his old one */
1762 strcpy(highscore[l].Name, highscore[l - 1].Name);
1763 highscore[l].Score = highscore[l - 1].Score;
1770 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1771 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1772 highscore[k].Score = local_player->score;
1778 else if (!strncmp(setup.player_name, highscore[k].Name,
1779 MAX_PLAYER_NAME_LEN))
1780 break; /* player already there with a higher score */
1786 SaveScore(level_nr);
1791 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1793 if (player->GfxAction != action || player->GfxDir != dir)
1796 printf("Player frame reset! (%d => %d, %d => %d)\n",
1797 player->GfxAction, action, player->GfxDir, dir);
1800 player->GfxAction = action;
1801 player->GfxDir = dir;
1803 player->StepFrame = 0;
1807 static void ResetRandomAnimationValue(int x, int y)
1809 GfxRandom[x][y] = INIT_GFX_RANDOM();
1812 static void ResetGfxAnimation(int x, int y)
1815 GfxAction[x][y] = ACTION_DEFAULT;
1818 void InitMovingField(int x, int y, int direction)
1820 int element = Feld[x][y];
1821 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1822 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1826 if (!JustStopped[x][y] || direction != MovDir[x][y])
1827 ResetGfxAnimation(x, y);
1829 MovDir[newx][newy] = MovDir[x][y] = direction;
1831 if (Feld[newx][newy] == EL_EMPTY)
1832 Feld[newx][newy] = EL_BLOCKED;
1834 if (direction == MV_DOWN && CAN_FALL(element))
1835 GfxAction[x][y] = ACTION_FALLING;
1837 GfxAction[x][y] = ACTION_MOVING;
1839 GfxFrame[newx][newy] = GfxFrame[x][y];
1840 GfxAction[newx][newy] = GfxAction[x][y];
1841 GfxRandom[newx][newy] = GfxRandom[x][y];
1844 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1846 int direction = MovDir[x][y];
1847 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1848 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1854 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1856 int oldx = x, oldy = y;
1857 int direction = MovDir[x][y];
1859 if (direction == MV_LEFT)
1861 else if (direction == MV_RIGHT)
1863 else if (direction == MV_UP)
1865 else if (direction == MV_DOWN)
1868 *comes_from_x = oldx;
1869 *comes_from_y = oldy;
1872 int MovingOrBlocked2Element(int x, int y)
1874 int element = Feld[x][y];
1876 if (element == EL_BLOCKED)
1880 Blocked2Moving(x, y, &oldx, &oldy);
1881 return Feld[oldx][oldy];
1887 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1889 /* like MovingOrBlocked2Element(), but if element is moving
1890 and (x,y) is the field the moving element is just leaving,
1891 return EL_BLOCKED instead of the element value */
1892 int element = Feld[x][y];
1894 if (IS_MOVING(x, y))
1896 if (element == EL_BLOCKED)
1900 Blocked2Moving(x, y, &oldx, &oldy);
1901 return Feld[oldx][oldy];
1910 static void RemoveField(int x, int y)
1912 Feld[x][y] = EL_EMPTY;
1919 ChangeDelay[x][y] = 0;
1920 Pushed[x][y] = FALSE;
1922 GfxElement[x][y] = EL_UNDEFINED;
1923 GfxAction[x][y] = ACTION_DEFAULT;
1926 void RemoveMovingField(int x, int y)
1928 int oldx = x, oldy = y, newx = x, newy = y;
1929 int element = Feld[x][y];
1930 int next_element = EL_UNDEFINED;
1932 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1935 if (IS_MOVING(x, y))
1937 Moving2Blocked(x, y, &newx, &newy);
1938 if (Feld[newx][newy] != EL_BLOCKED)
1941 else if (element == EL_BLOCKED)
1943 Blocked2Moving(x, y, &oldx, &oldy);
1944 if (!IS_MOVING(oldx, oldy))
1948 if (element == EL_BLOCKED &&
1949 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1950 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1951 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1952 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1953 next_element = get_next_element(Feld[oldx][oldy]);
1955 RemoveField(oldx, oldy);
1956 RemoveField(newx, newy);
1958 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1960 if (next_element != EL_UNDEFINED)
1961 Feld[oldx][oldy] = next_element;
1963 DrawLevelField(oldx, oldy);
1964 DrawLevelField(newx, newy);
1967 void DrawDynamite(int x, int y)
1969 int sx = SCREENX(x), sy = SCREENY(y);
1970 int graphic = el2img(Feld[x][y]);
1973 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1976 if (IS_WALKABLE_INSIDE(Back[x][y]))
1980 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1981 else if (Store[x][y])
1982 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1984 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1987 if (Back[x][y] || Store[x][y])
1988 DrawGraphicThruMask(sx, sy, graphic, frame);
1990 DrawGraphic(sx, sy, graphic, frame);
1992 if (game.emulation == EMU_SUPAPLEX)
1993 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1994 else if (Store[x][y])
1995 DrawGraphicThruMask(sx, sy, graphic, frame);
1997 DrawGraphic(sx, sy, graphic, frame);
2001 void CheckDynamite(int x, int y)
2003 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2007 if (MovDelay[x][y] != 0)
2010 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2017 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2019 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2020 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2021 StopSound(SND_DYNAMITE_ACTIVE);
2023 StopSound(SND_DYNABOMB_ACTIVE);
2029 void RelocatePlayer(int x, int y, int element)
2031 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2033 if (player->present)
2035 while (player->MovPos)
2037 ScrollFigure(player, SCROLL_GO_ON);
2038 ScrollScreen(NULL, SCROLL_GO_ON);
2044 RemoveField(player->jx, player->jy);
2045 DrawLevelField(player->jx, player->jy);
2048 InitPlayerField(x, y, element, TRUE);
2050 if (player == local_player)
2052 int scroll_xx = -999, scroll_yy = -999;
2054 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2057 int fx = FX, fy = FY;
2059 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2060 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2061 local_player->jx - MIDPOSX);
2063 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2064 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2065 local_player->jy - MIDPOSY);
2067 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2068 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2073 fx += dx * TILEX / 2;
2074 fy += dy * TILEY / 2;
2076 ScrollLevel(dx, dy);
2079 /* scroll in to steps of half tile size to make things smoother */
2080 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2082 Delay(GAME_FRAME_DELAY);
2084 /* scroll second step to align at full tile size */
2086 Delay(GAME_FRAME_DELAY);
2091 void Explode(int ex, int ey, int phase, int mode)
2095 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2096 int last_phase = num_phase * delay;
2097 int half_phase = (num_phase / 2) * delay;
2098 int first_phase_after_start = EX_PHASE_START + 1;
2100 if (game.explosions_delayed)
2102 ExplodeField[ex][ey] = mode;
2106 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2108 int center_element = Feld[ex][ey];
2111 /* --- This is only really needed (and now handled) in "Impact()". --- */
2112 /* do not explode moving elements that left the explode field in time */
2113 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2114 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2118 if (mode == EX_NORMAL || mode == EX_CENTER)
2119 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2121 /* remove things displayed in background while burning dynamite */
2122 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2125 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2127 /* put moving element to center field (and let it explode there) */
2128 center_element = MovingOrBlocked2Element(ex, ey);
2129 RemoveMovingField(ex, ey);
2130 Feld[ex][ey] = center_element;
2133 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2135 int xx = x - ex + 1;
2136 int yy = y - ey + 1;
2139 if (!IN_LEV_FIELD(x, y) ||
2140 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2141 (x != ex || y != ey)))
2144 element = Feld[x][y];
2146 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2148 element = MovingOrBlocked2Element(x, y);
2150 if (!IS_EXPLOSION_PROOF(element))
2151 RemoveMovingField(x, y);
2157 if (IS_EXPLOSION_PROOF(element))
2160 /* indestructible elements can only explode in center (but not flames) */
2161 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2162 element == EL_FLAMES)
2167 if ((IS_INDESTRUCTIBLE(element) &&
2168 (game.engine_version < VERSION_IDENT(2,2,0) ||
2169 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2170 element == EL_FLAMES)
2174 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2176 if (IS_ACTIVE_BOMB(element))
2178 /* re-activate things under the bomb like gate or penguin */
2179 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2186 /* save walkable background elements while explosion on same tile */
2188 if (IS_INDESTRUCTIBLE(element))
2189 Back[x][y] = element;
2191 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2192 Back[x][y] = element;
2195 /* ignite explodable elements reached by other explosion */
2196 if (element == EL_EXPLOSION)
2197 element = Store2[x][y];
2200 if (AmoebaNr[x][y] &&
2201 (element == EL_AMOEBA_FULL ||
2202 element == EL_BD_AMOEBA ||
2203 element == EL_AMOEBA_GROWING))
2205 AmoebaCnt[AmoebaNr[x][y]]--;
2206 AmoebaCnt2[AmoebaNr[x][y]]--;
2212 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2214 switch(StorePlayer[ex][ey])
2217 Store[x][y] = EL_EMERALD_RED;
2220 Store[x][y] = EL_EMERALD;
2223 Store[x][y] = EL_EMERALD_PURPLE;
2227 Store[x][y] = EL_EMERALD_YELLOW;
2231 if (game.emulation == EMU_SUPAPLEX)
2232 Store[x][y] = EL_EMPTY;
2234 else if (center_element == EL_MOLE)
2235 Store[x][y] = EL_EMERALD_RED;
2236 else if (center_element == EL_PENGUIN)
2237 Store[x][y] = EL_EMERALD_PURPLE;
2238 else if (center_element == EL_BUG)
2239 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2240 else if (center_element == EL_BD_BUTTERFLY)
2241 Store[x][y] = EL_BD_DIAMOND;
2242 else if (center_element == EL_SP_ELECTRON)
2243 Store[x][y] = EL_SP_INFOTRON;
2244 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2245 Store[x][y] = level.amoeba_content;
2246 else if (center_element == EL_YAMYAM)
2247 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2248 else if (IS_CUSTOM_ELEMENT(center_element) &&
2249 element_info[center_element].content[xx][yy] != EL_EMPTY)
2250 Store[x][y] = element_info[center_element].content[xx][yy];
2251 else if (element == EL_WALL_EMERALD)
2252 Store[x][y] = EL_EMERALD;
2253 else if (element == EL_WALL_DIAMOND)
2254 Store[x][y] = EL_DIAMOND;
2255 else if (element == EL_WALL_BD_DIAMOND)
2256 Store[x][y] = EL_BD_DIAMOND;
2257 else if (element == EL_WALL_EMERALD_YELLOW)
2258 Store[x][y] = EL_EMERALD_YELLOW;
2259 else if (element == EL_WALL_EMERALD_RED)
2260 Store[x][y] = EL_EMERALD_RED;
2261 else if (element == EL_WALL_EMERALD_PURPLE)
2262 Store[x][y] = EL_EMERALD_PURPLE;
2263 else if (element == EL_WALL_PEARL)
2264 Store[x][y] = EL_PEARL;
2265 else if (element == EL_WALL_CRYSTAL)
2266 Store[x][y] = EL_CRYSTAL;
2267 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2268 Store[x][y] = element_info[element].content[1][1];
2270 Store[x][y] = EL_EMPTY;
2272 if (x != ex || y != ey ||
2273 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2274 Store2[x][y] = element;
2277 if (AmoebaNr[x][y] &&
2278 (element == EL_AMOEBA_FULL ||
2279 element == EL_BD_AMOEBA ||
2280 element == EL_AMOEBA_GROWING))
2282 AmoebaCnt[AmoebaNr[x][y]]--;
2283 AmoebaCnt2[AmoebaNr[x][y]]--;
2289 MovDir[x][y] = MovPos[x][y] = 0;
2294 Feld[x][y] = EL_EXPLOSION;
2296 GfxElement[x][y] = center_element;
2298 GfxElement[x][y] = EL_UNDEFINED;
2301 ExplodePhase[x][y] = 1;
2305 if (center_element == EL_YAMYAM)
2306 game.yamyam_content_nr =
2307 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2318 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2322 /* activate this even in non-DEBUG version until cause for crash in
2323 getGraphicAnimationFrame() (see below) is found and eliminated */
2327 if (GfxElement[x][y] == EL_UNDEFINED)
2330 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2331 printf("Explode(): This should never happen!\n");
2334 GfxElement[x][y] = EL_EMPTY;
2338 if (phase == first_phase_after_start)
2340 int element = Store2[x][y];
2342 if (element == EL_BLACK_ORB)
2344 Feld[x][y] = Store2[x][y];
2349 else if (phase == half_phase)
2351 int element = Store2[x][y];
2353 if (IS_PLAYER(x, y))
2354 KillHeroUnlessProtected(x, y);
2355 else if (CAN_EXPLODE_BY_FIRE(element))
2357 Feld[x][y] = Store2[x][y];
2361 else if (element == EL_AMOEBA_TO_DIAMOND)
2362 AmoebeUmwandeln(x, y);
2365 if (phase == last_phase)
2369 element = Feld[x][y] = Store[x][y];
2370 Store[x][y] = Store2[x][y] = 0;
2371 GfxElement[x][y] = EL_UNDEFINED;
2373 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2374 element = Feld[x][y] = Back[x][y];
2377 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2378 InitField(x, y, FALSE);
2379 if (CAN_MOVE(element))
2381 DrawLevelField(x, y);
2383 TestIfElementTouchesCustomElement(x, y);
2385 if (GFX_CRUMBLED(element))
2386 DrawLevelFieldCrumbledSandNeighbours(x, y);
2388 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2389 StorePlayer[x][y] = 0;
2391 if (ELEM_IS_PLAYER(element))
2392 RelocatePlayer(x, y, element);
2394 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2397 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2399 int stored = Store[x][y];
2400 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2401 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2404 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2407 DrawLevelFieldCrumbledSand(x, y);
2409 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2411 DrawLevelElement(x, y, Back[x][y]);
2412 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2414 else if (IS_WALKABLE_UNDER(Back[x][y]))
2416 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2417 DrawLevelElementThruMask(x, y, Back[x][y]);
2419 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2420 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2424 void DynaExplode(int ex, int ey)
2427 int dynabomb_size = 1;
2428 boolean dynabomb_xl = FALSE;
2429 struct PlayerInfo *player;
2430 static int xy[4][2] =
2438 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2440 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2441 dynabomb_size = player->dynabomb_size;
2442 dynabomb_xl = player->dynabomb_xl;
2443 player->dynabombs_left++;
2446 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2450 for (j=1; j<=dynabomb_size; j++)
2452 int x = ex + j * xy[i % 4][0];
2453 int y = ey + j * xy[i % 4][1];
2456 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2459 element = Feld[x][y];
2461 /* do not restart explosions of fields with active bombs */
2462 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2465 Explode(x, y, EX_PHASE_START, EX_BORDER);
2467 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2468 if (element != EL_EMPTY &&
2469 element != EL_SAND &&
2470 element != EL_EXPLOSION &&
2477 void Bang(int x, int y)
2480 int element = MovingOrBlocked2Element(x, y);
2482 int element = Feld[x][y];
2486 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2488 if (IS_PLAYER(x, y))
2491 struct PlayerInfo *player = PLAYERINFO(x, y);
2493 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2494 player->element_nr);
2499 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2501 if (game.emulation == EMU_SUPAPLEX)
2502 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2504 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2509 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2517 case EL_BD_BUTTERFLY:
2520 case EL_DARK_YAMYAM:
2524 RaiseScoreElement(element);
2525 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2527 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2528 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2529 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2530 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2531 case EL_DYNABOMB_INCREASE_NUMBER:
2532 case EL_DYNABOMB_INCREASE_SIZE:
2533 case EL_DYNABOMB_INCREASE_POWER:
2538 case EL_LAMP_ACTIVE:
2539 if (IS_PLAYER(x, y))
2540 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2542 Explode(x, y, EX_PHASE_START, EX_CENTER);
2545 if (CAN_EXPLODE_1X1(element))
2546 Explode(x, y, EX_PHASE_START, EX_CENTER);
2548 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2552 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2555 void SplashAcid(int x, int y)
2557 int element = Feld[x][y];
2559 if (element != EL_ACID_SPLASH_LEFT &&
2560 element != EL_ACID_SPLASH_RIGHT)
2562 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2564 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2565 (!IN_LEV_FIELD(x-1, y-1) ||
2566 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2567 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2569 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2570 (!IN_LEV_FIELD(x+1, y-1) ||
2571 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2572 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2576 static void InitBeltMovement()
2578 static int belt_base_element[4] =
2580 EL_CONVEYOR_BELT_1_LEFT,
2581 EL_CONVEYOR_BELT_2_LEFT,
2582 EL_CONVEYOR_BELT_3_LEFT,
2583 EL_CONVEYOR_BELT_4_LEFT
2585 static int belt_base_active_element[4] =
2587 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2588 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2589 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2590 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2595 /* set frame order for belt animation graphic according to belt direction */
2602 int element = belt_base_active_element[belt_nr] + j;
2603 int graphic = el2img(element);
2605 if (game.belt_dir[i] == MV_LEFT)
2606 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2608 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2612 for(y=0; y<lev_fieldy; y++)
2614 for(x=0; x<lev_fieldx; x++)
2616 int element = Feld[x][y];
2620 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2622 int e_belt_nr = getBeltNrFromBeltElement(element);
2625 if (e_belt_nr == belt_nr)
2627 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2629 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2637 static void ToggleBeltSwitch(int x, int y)
2639 static int belt_base_element[4] =
2641 EL_CONVEYOR_BELT_1_LEFT,
2642 EL_CONVEYOR_BELT_2_LEFT,
2643 EL_CONVEYOR_BELT_3_LEFT,
2644 EL_CONVEYOR_BELT_4_LEFT
2646 static int belt_base_active_element[4] =
2648 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2649 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2650 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2651 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2653 static int belt_base_switch_element[4] =
2655 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2656 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2657 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2658 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2660 static int belt_move_dir[4] =
2668 int element = Feld[x][y];
2669 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2670 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2671 int belt_dir = belt_move_dir[belt_dir_nr];
2674 if (!IS_BELT_SWITCH(element))
2677 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2678 game.belt_dir[belt_nr] = belt_dir;
2680 if (belt_dir_nr == 3)
2683 /* set frame order for belt animation graphic according to belt direction */
2686 int element = belt_base_active_element[belt_nr] + i;
2687 int graphic = el2img(element);
2689 if (belt_dir == MV_LEFT)
2690 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2692 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2695 for (yy=0; yy<lev_fieldy; yy++)
2697 for (xx=0; xx<lev_fieldx; xx++)
2699 int element = Feld[xx][yy];
2701 if (IS_BELT_SWITCH(element))
2703 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2705 if (e_belt_nr == belt_nr)
2707 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2708 DrawLevelField(xx, yy);
2711 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2713 int e_belt_nr = getBeltNrFromBeltElement(element);
2715 if (e_belt_nr == belt_nr)
2717 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2719 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2720 DrawLevelField(xx, yy);
2723 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2725 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2727 if (e_belt_nr == belt_nr)
2729 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2731 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2732 DrawLevelField(xx, yy);
2739 static void ToggleSwitchgateSwitch(int x, int y)
2743 game.switchgate_pos = !game.switchgate_pos;
2745 for (yy=0; yy<lev_fieldy; yy++)
2747 for (xx=0; xx<lev_fieldx; xx++)
2749 int element = Feld[xx][yy];
2751 if (element == EL_SWITCHGATE_SWITCH_UP ||
2752 element == EL_SWITCHGATE_SWITCH_DOWN)
2754 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2755 DrawLevelField(xx, yy);
2757 else if (element == EL_SWITCHGATE_OPEN ||
2758 element == EL_SWITCHGATE_OPENING)
2760 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2762 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2764 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2767 else if (element == EL_SWITCHGATE_CLOSED ||
2768 element == EL_SWITCHGATE_CLOSING)
2770 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2772 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2774 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2781 static int getInvisibleActiveFromInvisibleElement(int element)
2783 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2784 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2785 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2789 static int getInvisibleFromInvisibleActiveElement(int element)
2791 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2792 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2793 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2797 static void RedrawAllLightSwitchesAndInvisibleElements()
2801 for (y=0; y<lev_fieldy; y++)
2803 for (x=0; x<lev_fieldx; x++)
2805 int element = Feld[x][y];
2807 if (element == EL_LIGHT_SWITCH &&
2808 game.light_time_left > 0)
2810 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2811 DrawLevelField(x, y);
2813 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2814 game.light_time_left == 0)
2816 Feld[x][y] = EL_LIGHT_SWITCH;
2817 DrawLevelField(x, y);
2819 else if (element == EL_INVISIBLE_STEELWALL ||
2820 element == EL_INVISIBLE_WALL ||
2821 element == EL_INVISIBLE_SAND)
2823 if (game.light_time_left > 0)
2824 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2826 DrawLevelField(x, y);
2828 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2829 element == EL_INVISIBLE_WALL_ACTIVE ||
2830 element == EL_INVISIBLE_SAND_ACTIVE)
2832 if (game.light_time_left == 0)
2833 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2835 DrawLevelField(x, y);
2841 static void ToggleLightSwitch(int x, int y)
2843 int element = Feld[x][y];
2845 game.light_time_left =
2846 (element == EL_LIGHT_SWITCH ?
2847 level.time_light * FRAMES_PER_SECOND : 0);
2849 RedrawAllLightSwitchesAndInvisibleElements();
2852 static void ActivateTimegateSwitch(int x, int y)
2856 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2858 for (yy=0; yy<lev_fieldy; yy++)
2860 for (xx=0; xx<lev_fieldx; xx++)
2862 int element = Feld[xx][yy];
2864 if (element == EL_TIMEGATE_CLOSED ||
2865 element == EL_TIMEGATE_CLOSING)
2867 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2868 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2872 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2874 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2875 DrawLevelField(xx, yy);
2882 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2885 inline static int getElementMoveStepsize(int x, int y)
2887 int element = Feld[x][y];
2888 int direction = MovDir[x][y];
2889 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2890 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2891 int horiz_move = (dx != 0);
2892 int sign = (horiz_move ? dx : dy);
2893 int step = sign * element_info[element].move_stepsize;
2895 /* special values for move stepsize for spring and things on conveyor belt */
2898 if (CAN_FALL(element) &&
2899 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2900 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2901 else if (element == EL_SPRING)
2902 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2908 void Impact(int x, int y)
2910 boolean lastline = (y == lev_fieldy-1);
2911 boolean object_hit = FALSE;
2912 boolean impact = (lastline || object_hit);
2913 int element = Feld[x][y];
2914 int smashed = EL_UNDEFINED;
2916 if (!lastline) /* check if element below was hit */
2918 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2921 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2922 MovDir[x][y + 1] != MV_DOWN ||
2923 MovPos[x][y + 1] <= TILEY / 2));
2925 /* do not smash moving elements that left the smashed field in time */
2926 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2927 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2931 smashed = MovingOrBlocked2Element(x, y + 1);
2933 impact = (lastline || object_hit);
2936 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2942 /* only reset graphic animation if graphic really changes after impact */
2944 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2946 ResetGfxAnimation(x, y);
2947 DrawLevelField(x, y);
2950 if (impact && CAN_EXPLODE_IMPACT(element))
2955 else if (impact && element == EL_PEARL)
2957 Feld[x][y] = EL_PEARL_BREAKING;
2958 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2961 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2963 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2968 if (impact && element == EL_AMOEBA_DROP)
2970 if (object_hit && IS_PLAYER(x, y + 1))
2971 KillHeroUnlessProtected(x, y + 1);
2972 else if (object_hit && smashed == EL_PENGUIN)
2976 Feld[x][y] = EL_AMOEBA_GROWING;
2977 Store[x][y] = EL_AMOEBA_WET;
2979 ResetRandomAnimationValue(x, y);
2984 if (object_hit) /* check which object was hit */
2986 if (CAN_PASS_MAGIC_WALL(element) &&
2987 (smashed == EL_MAGIC_WALL ||
2988 smashed == EL_BD_MAGIC_WALL))
2991 int activated_magic_wall =
2992 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2993 EL_BD_MAGIC_WALL_ACTIVE);
2995 /* activate magic wall / mill */
2996 for (yy=0; yy<lev_fieldy; yy++)
2997 for (xx=0; xx<lev_fieldx; xx++)
2998 if (Feld[xx][yy] == smashed)
2999 Feld[xx][yy] = activated_magic_wall;
3001 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3002 game.magic_wall_active = TRUE;
3004 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3005 SND_MAGIC_WALL_ACTIVATING :
3006 SND_BD_MAGIC_WALL_ACTIVATING));
3009 if (IS_PLAYER(x, y + 1))
3011 if (CAN_SMASH_PLAYER(element))
3013 KillHeroUnlessProtected(x, y + 1);
3017 else if (smashed == EL_PENGUIN)
3019 if (CAN_SMASH_PLAYER(element))
3025 else if (element == EL_BD_DIAMOND)
3027 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3033 else if ((element == EL_SP_INFOTRON ||
3034 element == EL_SP_ZONK) &&
3035 (smashed == EL_SP_SNIKSNAK ||
3036 smashed == EL_SP_ELECTRON ||
3037 smashed == EL_SP_DISK_ORANGE))
3043 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3049 else if (CAN_SMASH_EVERYTHING(element))
3051 if (IS_CLASSIC_ENEMY(smashed) ||
3052 CAN_EXPLODE_SMASHED(smashed))
3057 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3059 if (smashed == EL_LAMP ||
3060 smashed == EL_LAMP_ACTIVE)
3065 else if (smashed == EL_NUT)
3067 Feld[x][y + 1] = EL_NUT_BREAKING;
3068 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3069 RaiseScoreElement(EL_NUT);
3072 else if (smashed == EL_PEARL)
3074 Feld[x][y + 1] = EL_PEARL_BREAKING;
3075 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3078 else if (smashed == EL_DIAMOND)
3080 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3081 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3084 else if (IS_BELT_SWITCH(smashed))
3086 ToggleBeltSwitch(x, y + 1);
3088 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3089 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3091 ToggleSwitchgateSwitch(x, y + 1);
3093 else if (smashed == EL_LIGHT_SWITCH ||
3094 smashed == EL_LIGHT_SWITCH_ACTIVE)
3096 ToggleLightSwitch(x, y + 1);
3100 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3102 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3103 CE_OTHER_IS_SWITCHING);
3104 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3110 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3115 /* play sound of magic wall / mill */
3117 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3118 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3120 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3121 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3122 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3123 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3128 /* play sound of object that hits the ground */
3129 if (lastline || object_hit)
3130 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3133 void TurnRound(int x, int y)
3145 { 0, 0 }, { 0, 0 }, { 0, 0 },
3150 int left, right, back;
3154 { MV_DOWN, MV_UP, MV_RIGHT },
3155 { MV_UP, MV_DOWN, MV_LEFT },
3157 { MV_LEFT, MV_RIGHT, MV_DOWN },
3161 { MV_RIGHT, MV_LEFT, MV_UP }
3164 int element = Feld[x][y];
3165 int old_move_dir = MovDir[x][y];
3166 int left_dir = turn[old_move_dir].left;
3167 int right_dir = turn[old_move_dir].right;
3168 int back_dir = turn[old_move_dir].back;
3170 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3171 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3172 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3173 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3175 int left_x = x + left_dx, left_y = y + left_dy;
3176 int right_x = x + right_dx, right_y = y + right_dy;
3177 int move_x = x + move_dx, move_y = y + move_dy;
3181 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3183 TestIfBadThingTouchesOtherBadThing(x, y);
3185 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3186 MovDir[x][y] = right_dir;
3187 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3188 MovDir[x][y] = left_dir;
3190 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3192 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3195 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3196 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3198 TestIfBadThingTouchesOtherBadThing(x, y);
3200 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3201 MovDir[x][y] = left_dir;
3202 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3203 MovDir[x][y] = right_dir;
3205 if ((element == EL_SPACESHIP ||
3206 element == EL_SP_SNIKSNAK ||
3207 element == EL_SP_ELECTRON)
3208 && MovDir[x][y] != old_move_dir)
3210 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3213 else if (element == EL_YAMYAM)
3215 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3216 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3218 if (can_turn_left && can_turn_right)
3219 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3220 else if (can_turn_left)
3221 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3222 else if (can_turn_right)
3223 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3225 MovDir[x][y] = back_dir;
3227 MovDelay[x][y] = 16 + 16 * RND(3);
3229 else if (element == EL_DARK_YAMYAM)
3231 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3232 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3234 if (can_turn_left && can_turn_right)
3235 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3236 else if (can_turn_left)
3237 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3238 else if (can_turn_right)
3239 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3241 MovDir[x][y] = back_dir;
3243 MovDelay[x][y] = 16 + 16 * RND(3);
3245 else if (element == EL_PACMAN)
3247 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3248 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3250 if (can_turn_left && can_turn_right)
3251 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3252 else if (can_turn_left)
3253 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3254 else if (can_turn_right)
3255 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3257 MovDir[x][y] = back_dir;
3259 MovDelay[x][y] = 6 + RND(40);
3261 else if (element == EL_PIG)
3263 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3264 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3265 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3266 boolean should_turn_left, should_turn_right, should_move_on;
3268 int rnd = RND(rnd_value);
3270 should_turn_left = (can_turn_left &&
3272 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3273 y + back_dy + left_dy)));
3274 should_turn_right = (can_turn_right &&
3276 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3277 y + back_dy + right_dy)));
3278 should_move_on = (can_move_on &&
3281 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3282 y + move_dy + left_dy) ||
3283 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3284 y + move_dy + right_dy)));
3286 if (should_turn_left || should_turn_right || should_move_on)
3288 if (should_turn_left && should_turn_right && should_move_on)
3289 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3290 rnd < 2 * rnd_value / 3 ? right_dir :
3292 else if (should_turn_left && should_turn_right)
3293 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3294 else if (should_turn_left && should_move_on)
3295 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3296 else if (should_turn_right && should_move_on)
3297 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3298 else if (should_turn_left)
3299 MovDir[x][y] = left_dir;
3300 else if (should_turn_right)
3301 MovDir[x][y] = right_dir;
3302 else if (should_move_on)
3303 MovDir[x][y] = old_move_dir;
3305 else if (can_move_on && rnd > rnd_value / 8)
3306 MovDir[x][y] = old_move_dir;
3307 else if (can_turn_left && can_turn_right)
3308 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3309 else if (can_turn_left && rnd > rnd_value / 8)
3310 MovDir[x][y] = left_dir;
3311 else if (can_turn_right && rnd > rnd_value/8)
3312 MovDir[x][y] = right_dir;
3314 MovDir[x][y] = back_dir;
3316 xx = x + move_xy[MovDir[x][y]].x;
3317 yy = y + move_xy[MovDir[x][y]].y;
3319 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3320 MovDir[x][y] = old_move_dir;
3324 else if (element == EL_DRAGON)
3326 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3327 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3328 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3330 int rnd = RND(rnd_value);
3332 if (can_move_on && rnd > rnd_value / 8)
3333 MovDir[x][y] = old_move_dir;
3334 else if (can_turn_left && can_turn_right)
3335 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3336 else if (can_turn_left && rnd > rnd_value / 8)
3337 MovDir[x][y] = left_dir;
3338 else if (can_turn_right && rnd > rnd_value / 8)
3339 MovDir[x][y] = right_dir;
3341 MovDir[x][y] = back_dir;
3343 xx = x + move_xy[MovDir[x][y]].x;
3344 yy = y + move_xy[MovDir[x][y]].y;
3346 if (!IS_FREE(xx, yy))
3347 MovDir[x][y] = old_move_dir;
3351 else if (element == EL_MOLE)
3353 boolean can_move_on =
3354 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3355 IS_AMOEBOID(Feld[move_x][move_y]) ||
3356 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3359 boolean can_turn_left =
3360 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3361 IS_AMOEBOID(Feld[left_x][left_y])));
3363 boolean can_turn_right =
3364 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3365 IS_AMOEBOID(Feld[right_x][right_y])));
3367 if (can_turn_left && can_turn_right)
3368 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3369 else if (can_turn_left)
3370 MovDir[x][y] = left_dir;
3372 MovDir[x][y] = right_dir;
3375 if (MovDir[x][y] != old_move_dir)
3378 else if (element == EL_BALLOON)
3380 MovDir[x][y] = game.balloon_dir;
3383 else if (element == EL_SPRING)
3385 if (MovDir[x][y] & MV_HORIZONTAL &&
3386 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3387 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3388 MovDir[x][y] = MV_NO_MOVING;
3392 else if (element == EL_ROBOT ||
3393 element == EL_SATELLITE ||
3394 element == EL_PENGUIN)
3396 int attr_x = -1, attr_y = -1;
3407 for (i=0; i<MAX_PLAYERS; i++)
3409 struct PlayerInfo *player = &stored_player[i];
3410 int jx = player->jx, jy = player->jy;
3412 if (!player->active)
3416 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3424 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3430 if (element == EL_PENGUIN)
3433 static int xy[4][2] =
3443 int ex = x + xy[i % 4][0];
3444 int ey = y + xy[i % 4][1];
3446 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3455 MovDir[x][y] = MV_NO_MOVING;
3457 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3458 else if (attr_x > x)
3459 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3461 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3462 else if (attr_y > y)
3463 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3465 if (element == EL_ROBOT)
3469 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3470 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3471 Moving2Blocked(x, y, &newx, &newy);
3473 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3474 MovDelay[x][y] = 8 + 8 * !RND(3);
3476 MovDelay[x][y] = 16;
3478 else if (element == EL_PENGUIN)
3484 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3486 boolean first_horiz = RND(2);
3487 int new_move_dir = MovDir[x][y];
3490 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3491 Moving2Blocked(x, y, &newx, &newy);
3493 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3497 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3498 Moving2Blocked(x, y, &newx, &newy);
3500 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3503 MovDir[x][y] = old_move_dir;
3507 else /* (element == EL_SATELLITE) */
3513 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3515 boolean first_horiz = RND(2);
3516 int new_move_dir = MovDir[x][y];
3519 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3520 Moving2Blocked(x, y, &newx, &newy);
3522 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
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))
3532 MovDir[x][y] = old_move_dir;
3537 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3538 element_info[element].move_pattern == MV_TURNING_LEFT ||
3539 element_info[element].move_pattern == MV_TURNING_RIGHT)
3541 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3542 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3544 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3545 MovDir[x][y] = left_dir;
3546 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3547 MovDir[x][y] = right_dir;
3548 else if (can_turn_left && can_turn_right)
3549 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3550 else if (can_turn_left)
3551 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3552 else if (can_turn_right)
3553 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3555 MovDir[x][y] = back_dir;
3557 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3559 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3560 element_info[element].move_pattern == MV_VERTICAL)
3562 if (element_info[element].move_pattern & old_move_dir)
3563 MovDir[x][y] = back_dir;
3564 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3565 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3566 else if (element_info[element].move_pattern == MV_VERTICAL)
3567 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3569 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3571 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3573 MovDir[x][y] = element_info[element].move_pattern;
3574 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3576 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3578 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3579 MovDir[x][y] = left_dir;
3580 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3581 MovDir[x][y] = right_dir;
3583 if (MovDir[x][y] != old_move_dir)
3584 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3586 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3588 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3589 MovDir[x][y] = right_dir;
3590 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3591 MovDir[x][y] = left_dir;
3593 if (MovDir[x][y] != old_move_dir)
3594 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3596 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3597 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3599 int attr_x = -1, attr_y = -1;
3602 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3613 for (i=0; i<MAX_PLAYERS; i++)
3615 struct PlayerInfo *player = &stored_player[i];
3616 int jx = player->jx, jy = player->jy;
3618 if (!player->active)
3622 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3630 MovDir[x][y] = MV_NO_MOVING;
3632 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3633 else if (attr_x > x)
3634 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3636 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3637 else if (attr_y > y)
3638 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3640 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3642 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3644 boolean first_horiz = RND(2);
3645 int new_move_dir = MovDir[x][y];
3648 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3649 Moving2Blocked(x, y, &newx, &newy);
3651 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
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))
3661 MovDir[x][y] = old_move_dir;
3664 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3666 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3667 MovDir[x][y] = MV_NO_MOVING;
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;
3854 /* TEST: bug where player gets not killed by falling rock ... */
3855 else if (CAN_SMASH(element) &&
3856 (Feld[x][y + 1] == EL_BLOCKED ||
3857 IS_PLAYER(x, y + 1)) &&
3858 JustStopped[x][y] && !Pushed[x][y + 1])
3862 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3863 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3864 JustStopped[x][y] && !Pushed[x][y + 1])
3866 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3872 /* calling "Impact()" here is not only completely unneccessary
3873 (because it already gets called from "ContinueMoving()" in
3874 all relevant situations), but also completely bullshit, because
3875 "JustStopped" also indicates a finished *horizontal* movement;
3876 we must keep this trash for backwards compatibility with older
3882 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3884 if (MovDir[x][y] == MV_NO_MOVING)
3886 InitMovingField(x, y, MV_DOWN);
3887 started_moving = TRUE;
3890 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3892 if (JustStopped[x][y]) /* prevent animation from being restarted */
3893 MovDir[x][y] = MV_DOWN;
3895 InitMovingField(x, y, MV_DOWN);
3896 started_moving = TRUE;
3898 else if (element == EL_AMOEBA_DROP)
3900 Feld[x][y] = EL_AMOEBA_GROWING;
3901 Store[x][y] = EL_AMOEBA_WET;
3903 /* Store[x][y + 1] must be zero, because:
3904 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3907 #if OLD_GAME_BEHAVIOUR
3908 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3910 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3911 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3912 element != EL_DX_SUPABOMB)
3915 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3916 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3917 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3918 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3921 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3922 (IS_FREE(x - 1, y + 1) ||
3923 Feld[x - 1][y + 1] == EL_ACID));
3924 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3925 (IS_FREE(x + 1, y + 1) ||
3926 Feld[x + 1][y + 1] == EL_ACID));
3927 boolean can_fall_any = (can_fall_left || can_fall_right);
3928 boolean can_fall_both = (can_fall_left && can_fall_right);
3930 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3932 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3934 if (slippery_type == SLIPPERY_ONLY_LEFT)
3935 can_fall_right = FALSE;
3936 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3937 can_fall_left = FALSE;
3938 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3939 can_fall_right = FALSE;
3940 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3941 can_fall_left = FALSE;
3943 can_fall_any = (can_fall_left || can_fall_right);
3944 can_fall_both = (can_fall_left && can_fall_right);
3949 if (can_fall_both &&
3950 (game.emulation != EMU_BOULDERDASH &&
3951 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3952 can_fall_left = !(can_fall_right = RND(2));
3954 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3955 started_moving = TRUE;
3958 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3960 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3961 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3962 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3963 int belt_dir = game.belt_dir[belt_nr];
3965 if ((belt_dir == MV_LEFT && left_is_free) ||
3966 (belt_dir == MV_RIGHT && right_is_free))
3968 InitMovingField(x, y, belt_dir);
3969 started_moving = TRUE;
3971 GfxAction[x][y] = ACTION_DEFAULT;
3976 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3977 if (CAN_MOVE(element) && !started_moving)
3982 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
3985 if ((element == EL_SATELLITE ||
3986 element == EL_BALLOON ||
3987 element == EL_SPRING)
3988 && JustBeingPushed(x, y))
3994 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3995 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3997 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3999 Moving2Blocked(x, y, &newx, &newy);
4000 if (Feld[newx][newy] == EL_BLOCKED)
4001 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4006 if (!MovDelay[x][y]) /* start new movement phase */
4008 /* all objects that can change their move direction after each step
4009 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4011 if (element != EL_YAMYAM &&
4012 element != EL_DARK_YAMYAM &&
4013 element != EL_PACMAN &&
4014 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4015 element_info[element].move_pattern != MV_TURNING_LEFT &&
4016 element_info[element].move_pattern != MV_TURNING_RIGHT)
4020 if (MovDelay[x][y] && (element == EL_BUG ||
4021 element == EL_SPACESHIP ||
4022 element == EL_SP_SNIKSNAK ||
4023 element == EL_SP_ELECTRON ||
4024 element == EL_MOLE))
4025 DrawLevelField(x, y);
4029 if (MovDelay[x][y]) /* wait some time before next movement */
4034 if (element == EL_YAMYAM)
4037 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4038 DrawLevelElementAnimation(x, y, element);
4042 if (MovDelay[x][y]) /* element still has to wait some time */
4045 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4046 ResetGfxAnimation(x, y);
4048 GfxAction[x][y] = ACTION_WAITING;
4051 if (element == EL_ROBOT ||
4053 element == EL_PACMAN ||
4055 element == EL_YAMYAM ||
4056 element == EL_DARK_YAMYAM)
4059 DrawLevelElementAnimation(x, y, element);
4061 DrawLevelElementAnimationIfNeeded(x, y, element);
4063 PlaySoundLevelAction(x, y, ACTION_WAITING);
4065 else if (element == EL_SP_ELECTRON)
4066 DrawLevelElementAnimationIfNeeded(x, y, element);
4067 else if (element == EL_DRAGON)
4070 int dir = MovDir[x][y];
4071 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4072 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4073 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4074 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4075 dir == MV_UP ? IMG_FLAMES_1_UP :
4076 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4077 int frame = getGraphicAnimationFrame(graphic, -1);
4079 for (i=1; i<=3; i++)
4081 int xx = x + i*dx, yy = y + i*dy;
4082 int sx = SCREENX(xx), sy = SCREENY(yy);
4083 int flame_graphic = graphic + (i - 1);
4085 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4090 int flamed = MovingOrBlocked2Element(xx, yy);
4092 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4095 RemoveMovingField(xx, yy);
4097 Feld[xx][yy] = EL_FLAMES;
4098 if (IN_SCR_FIELD(sx, sy))
4099 DrawGraphic(sx, sy, flame_graphic, frame);
4103 if (Feld[xx][yy] == EL_FLAMES)
4104 Feld[xx][yy] = EL_EMPTY;
4105 DrawLevelField(xx, yy);
4110 if (MovDelay[x][y]) /* element still has to wait some time */
4112 PlaySoundLevelAction(x, y, ACTION_WAITING);
4117 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4118 for all other elements GfxAction will be set by InitMovingField() */
4119 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4120 GfxAction[x][y] = ACTION_MOVING;
4123 /* now make next step */
4125 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4127 if (DONT_COLLIDE_WITH(element) &&
4128 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4129 !PLAYER_PROTECTED(newx, newy))
4132 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4135 /* player killed by element which is deadly when colliding with */
4137 KillHero(PLAYERINFO(newx, newy));
4142 else if ((element == EL_PENGUIN ||
4143 element == EL_ROBOT ||
4144 element == EL_SATELLITE ||
4145 element == EL_BALLOON ||
4146 IS_CUSTOM_ELEMENT(element)) &&
4147 IN_LEV_FIELD(newx, newy) &&
4148 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4151 Store[x][y] = EL_ACID;
4153 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4155 if (Feld[newx][newy] == EL_EXIT_OPEN)
4157 Feld[x][y] = EL_EMPTY;
4158 DrawLevelField(x, y);
4160 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4161 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4162 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4164 local_player->friends_still_needed--;
4165 if (!local_player->friends_still_needed &&
4166 !local_player->GameOver && AllPlayersGone)
4167 local_player->LevelSolved = local_player->GameOver = TRUE;
4171 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4173 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4174 DrawLevelField(newx, newy);
4176 MovDir[x][y] = MV_NO_MOVING;
4178 else if (!IS_FREE(newx, newy))
4180 GfxAction[x][y] = ACTION_WAITING;
4182 if (IS_PLAYER(x, y))
4183 DrawPlayerField(x, y);
4185 DrawLevelField(x, y);
4189 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4191 if (IS_FOOD_PIG(Feld[newx][newy]))
4193 if (IS_MOVING(newx, newy))
4194 RemoveMovingField(newx, newy);
4197 Feld[newx][newy] = EL_EMPTY;
4198 DrawLevelField(newx, newy);
4201 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4203 else if (!IS_FREE(newx, newy))
4205 if (IS_PLAYER(x, y))
4206 DrawPlayerField(x, y);
4208 DrawLevelField(x, y);
4212 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4214 if (!IS_FREE(newx, newy))
4216 if (IS_PLAYER(x, y))
4217 DrawPlayerField(x, y);
4219 DrawLevelField(x, y);
4224 boolean wanna_flame = !RND(10);
4225 int dx = newx - x, dy = newy - y;
4226 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4227 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4228 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4229 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4230 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4231 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4234 IS_CLASSIC_ENEMY(element1) ||
4235 IS_CLASSIC_ENEMY(element2)) &&
4236 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4237 element1 != EL_FLAMES && element2 != EL_FLAMES)
4239 if (IS_PLAYER(x, y))
4240 DrawPlayerField(x, y);
4242 DrawLevelField(x, y);
4244 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4246 MovDelay[x][y] = 50;
4247 Feld[newx][newy] = EL_FLAMES;
4248 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4249 Feld[newx1][newy1] = EL_FLAMES;
4250 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4251 Feld[newx2][newy2] = EL_FLAMES;
4256 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4257 Feld[newx][newy] == EL_DIAMOND)
4259 if (IS_MOVING(newx, newy))
4260 RemoveMovingField(newx, newy);
4263 Feld[newx][newy] = EL_EMPTY;
4264 DrawLevelField(newx, newy);
4267 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4269 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4270 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4272 if (AmoebaNr[newx][newy])
4274 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4275 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4276 Feld[newx][newy] == EL_BD_AMOEBA)
4277 AmoebaCnt[AmoebaNr[newx][newy]]--;
4280 if (IS_MOVING(newx, newy))
4281 RemoveMovingField(newx, newy);
4284 Feld[newx][newy] = EL_EMPTY;
4285 DrawLevelField(newx, newy);
4288 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4290 else if ((element == EL_PACMAN || element == EL_MOLE)
4291 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4293 if (AmoebaNr[newx][newy])
4295 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4296 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4297 Feld[newx][newy] == EL_BD_AMOEBA)
4298 AmoebaCnt[AmoebaNr[newx][newy]]--;
4301 if (element == EL_MOLE)
4303 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4304 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4306 ResetGfxAnimation(x, y);
4307 GfxAction[x][y] = ACTION_DIGGING;
4308 DrawLevelField(x, y);
4310 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4311 return; /* wait for shrinking amoeba */
4313 else /* element == EL_PACMAN */
4315 Feld[newx][newy] = EL_EMPTY;
4316 DrawLevelField(newx, newy);
4317 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4320 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4321 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4322 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4324 /* wait for shrinking amoeba to completely disappear */
4327 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4329 /* object was running against a wall */
4334 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4335 DrawLevelElementAnimation(x, y, element);
4337 if (element == EL_BUG ||
4338 element == EL_SPACESHIP ||
4339 element == EL_SP_SNIKSNAK)
4340 DrawLevelField(x, y);
4341 else if (element == EL_MOLE)
4342 DrawLevelField(x, y);
4343 else if (element == EL_BD_BUTTERFLY ||
4344 element == EL_BD_FIREFLY)
4345 DrawLevelElementAnimationIfNeeded(x, y, element);
4346 else if (element == EL_SATELLITE)
4347 DrawLevelElementAnimationIfNeeded(x, y, element);
4348 else if (element == EL_SP_ELECTRON)
4349 DrawLevelElementAnimationIfNeeded(x, y, element);
4352 if (DONT_TOUCH(element))
4353 TestIfBadThingTouchesHero(x, y);
4356 PlaySoundLevelAction(x, y, ACTION_WAITING);
4362 InitMovingField(x, y, MovDir[x][y]);
4364 PlaySoundLevelAction(x, y, ACTION_MOVING);
4368 ContinueMoving(x, y);
4371 void ContinueMoving(int x, int y)
4373 int element = Feld[x][y];
4374 int direction = MovDir[x][y];
4375 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4376 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4377 int newx = x + dx, newy = y + dy;
4378 int nextx = newx + dx, nexty = newy + dy;
4379 boolean pushed = Pushed[x][y];
4381 MovPos[x][y] += getElementMoveStepsize(x, y);
4383 if (pushed) /* special case: moving object pushed by player */
4384 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4386 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4388 Feld[x][y] = EL_EMPTY;
4389 Feld[newx][newy] = element;
4390 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4392 if (element == EL_MOLE)
4394 Feld[x][y] = EL_SAND;
4396 DrawLevelFieldCrumbledSandNeighbours(x, y);
4398 else if (element == EL_QUICKSAND_FILLING)
4400 element = Feld[newx][newy] = get_next_element(element);
4401 Store[newx][newy] = Store[x][y];
4403 else if (element == EL_QUICKSAND_EMPTYING)
4405 Feld[x][y] = get_next_element(element);
4406 element = Feld[newx][newy] = Store[x][y];
4408 else if (element == EL_MAGIC_WALL_FILLING)
4410 element = Feld[newx][newy] = get_next_element(element);
4411 if (!game.magic_wall_active)
4412 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4413 Store[newx][newy] = Store[x][y];
4415 else if (element == EL_MAGIC_WALL_EMPTYING)
4417 Feld[x][y] = get_next_element(element);
4418 if (!game.magic_wall_active)
4419 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4420 element = Feld[newx][newy] = Store[x][y];
4422 else if (element == EL_BD_MAGIC_WALL_FILLING)
4424 element = Feld[newx][newy] = get_next_element(element);
4425 if (!game.magic_wall_active)
4426 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4427 Store[newx][newy] = Store[x][y];
4429 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4431 Feld[x][y] = get_next_element(element);
4432 if (!game.magic_wall_active)
4433 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4434 element = Feld[newx][newy] = Store[x][y];
4436 else if (element == EL_AMOEBA_DROPPING)
4438 Feld[x][y] = get_next_element(element);
4439 element = Feld[newx][newy] = Store[x][y];
4441 else if (element == EL_SOKOBAN_OBJECT)
4444 Feld[x][y] = Back[x][y];
4446 if (Back[newx][newy])
4447 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4449 Back[x][y] = Back[newx][newy] = 0;
4451 else if (Store[x][y] == EL_ACID)
4453 element = Feld[newx][newy] = EL_ACID;
4457 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4458 MovDelay[newx][newy] = 0;
4460 /* copy element change control values to new field */
4461 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4462 Changed[newx][newy] = Changed[x][y];
4463 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4465 ChangeDelay[x][y] = 0;
4466 Changed[x][y] = CE_BITMASK_DEFAULT;
4467 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4469 /* copy animation control values to new field */
4470 GfxFrame[newx][newy] = GfxFrame[x][y];
4471 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4472 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4474 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4476 ResetGfxAnimation(x, y); /* reset animation values for old field */
4479 /* 2.1.1 (does not work correctly for spring) */
4480 if (!CAN_MOVE(element))
4481 MovDir[newx][newy] = 0;
4485 /* (does not work for falling objects that slide horizontally) */
4486 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4487 MovDir[newx][newy] = 0;
4490 if (!CAN_MOVE(element) ||
4491 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4492 MovDir[newx][newy] = 0;
4495 if (!CAN_MOVE(element) ||
4496 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4497 MovDir[newx][newy] = 0;
4501 DrawLevelField(x, y);
4502 DrawLevelField(newx, newy);
4504 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4506 /* prevent pushed element from moving on in pushed direction */
4507 if (pushed && CAN_MOVE(element) &&
4508 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4509 !(element_info[element].move_pattern & MovDir[newx][newy]))
4510 TurnRound(newx, newy);
4512 if (!pushed) /* special case: moving object pushed by player */
4513 JustStopped[newx][newy] = 3;
4515 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4517 TestIfBadThingTouchesHero(newx, newy);
4518 TestIfBadThingTouchesFriend(newx, newy);
4519 TestIfBadThingTouchesOtherBadThing(newx, newy);
4521 else if (element == EL_PENGUIN)
4522 TestIfFriendTouchesBadThing(newx, newy);
4524 if (CAN_FALL(element) && direction == MV_DOWN &&
4525 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4528 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4529 CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1);
4532 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4535 TestIfPlayerTouchesCustomElement(newx, newy);
4536 TestIfElementTouchesCustomElement(newx, newy);
4538 else /* still moving on */
4540 DrawLevelField(x, y);
4544 int AmoebeNachbarNr(int ax, int ay)
4547 int element = Feld[ax][ay];
4549 static int xy[4][2] =
4559 int x = ax + xy[i][0];
4560 int y = ay + xy[i][1];
4562 if (!IN_LEV_FIELD(x, y))
4565 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4566 group_nr = AmoebaNr[x][y];
4572 void AmoebenVereinigen(int ax, int ay)
4574 int i, x, y, xx, yy;
4575 int new_group_nr = AmoebaNr[ax][ay];
4576 static int xy[4][2] =
4584 if (new_group_nr == 0)
4592 if (!IN_LEV_FIELD(x, y))
4595 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4596 Feld[x][y] == EL_BD_AMOEBA ||
4597 Feld[x][y] == EL_AMOEBA_DEAD) &&
4598 AmoebaNr[x][y] != new_group_nr)
4600 int old_group_nr = AmoebaNr[x][y];
4602 if (old_group_nr == 0)
4605 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4606 AmoebaCnt[old_group_nr] = 0;
4607 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4608 AmoebaCnt2[old_group_nr] = 0;
4610 for (yy=0; yy<lev_fieldy; yy++)
4612 for (xx=0; xx<lev_fieldx; xx++)
4614 if (AmoebaNr[xx][yy] == old_group_nr)
4615 AmoebaNr[xx][yy] = new_group_nr;
4622 void AmoebeUmwandeln(int ax, int ay)
4626 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4628 int group_nr = AmoebaNr[ax][ay];
4633 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4634 printf("AmoebeUmwandeln(): This should never happen!\n");
4639 for (y=0; y<lev_fieldy; y++)
4641 for (x=0; x<lev_fieldx; x++)
4643 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4646 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4650 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4651 SND_AMOEBA_TURNING_TO_GEM :
4652 SND_AMOEBA_TURNING_TO_ROCK));
4657 static int xy[4][2] =
4670 if (!IN_LEV_FIELD(x, y))
4673 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4675 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4676 SND_AMOEBA_TURNING_TO_GEM :
4677 SND_AMOEBA_TURNING_TO_ROCK));
4684 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4687 int group_nr = AmoebaNr[ax][ay];
4688 boolean done = FALSE;
4693 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4694 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4699 for (y=0; y<lev_fieldy; y++)
4701 for (x=0; x<lev_fieldx; x++)
4703 if (AmoebaNr[x][y] == group_nr &&
4704 (Feld[x][y] == EL_AMOEBA_DEAD ||
4705 Feld[x][y] == EL_BD_AMOEBA ||
4706 Feld[x][y] == EL_AMOEBA_GROWING))
4709 Feld[x][y] = new_element;
4710 InitField(x, y, FALSE);
4711 DrawLevelField(x, y);
4718 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4719 SND_BD_AMOEBA_TURNING_TO_ROCK :
4720 SND_BD_AMOEBA_TURNING_TO_GEM));
4723 void AmoebeWaechst(int x, int y)
4725 static unsigned long sound_delay = 0;
4726 static unsigned long sound_delay_value = 0;
4728 if (!MovDelay[x][y]) /* start new growing cycle */
4732 if (DelayReached(&sound_delay, sound_delay_value))
4735 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4737 if (Store[x][y] == EL_BD_AMOEBA)
4738 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4740 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4742 sound_delay_value = 30;
4746 if (MovDelay[x][y]) /* wait some time before growing bigger */
4749 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4751 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4752 6 - MovDelay[x][y]);
4754 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4757 if (!MovDelay[x][y])
4759 Feld[x][y] = Store[x][y];
4761 DrawLevelField(x, y);
4766 void AmoebaDisappearing(int x, int y)
4768 static unsigned long sound_delay = 0;
4769 static unsigned long sound_delay_value = 0;
4771 if (!MovDelay[x][y]) /* start new shrinking cycle */
4775 if (DelayReached(&sound_delay, sound_delay_value))
4776 sound_delay_value = 30;
4779 if (MovDelay[x][y]) /* wait some time before shrinking */
4782 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4784 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4785 6 - MovDelay[x][y]);
4787 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4790 if (!MovDelay[x][y])
4792 Feld[x][y] = EL_EMPTY;
4793 DrawLevelField(x, y);
4795 /* don't let mole enter this field in this cycle;
4796 (give priority to objects falling to this field from above) */
4802 void AmoebeAbleger(int ax, int ay)
4805 int element = Feld[ax][ay];
4806 int graphic = el2img(element);
4807 int newax = ax, neway = ay;
4808 static int xy[4][2] =
4816 if (!level.amoeba_speed)
4818 Feld[ax][ay] = EL_AMOEBA_DEAD;
4819 DrawLevelField(ax, ay);
4823 if (IS_ANIMATED(graphic))
4824 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4826 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4827 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4829 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4832 if (MovDelay[ax][ay])
4836 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4839 int x = ax + xy[start][0];
4840 int y = ay + xy[start][1];
4842 if (!IN_LEV_FIELD(x, y))
4845 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4846 if (IS_FREE(x, y) ||
4847 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4853 if (newax == ax && neway == ay)
4856 else /* normal or "filled" (BD style) amoeba */
4859 boolean waiting_for_player = FALSE;
4863 int j = (start + i) % 4;
4864 int x = ax + xy[j][0];
4865 int y = ay + xy[j][1];
4867 if (!IN_LEV_FIELD(x, y))
4870 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4871 if (IS_FREE(x, y) ||
4872 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4878 else if (IS_PLAYER(x, y))
4879 waiting_for_player = TRUE;
4882 if (newax == ax && neway == ay) /* amoeba cannot grow */
4884 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4886 Feld[ax][ay] = EL_AMOEBA_DEAD;
4887 DrawLevelField(ax, ay);
4888 AmoebaCnt[AmoebaNr[ax][ay]]--;
4890 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4892 if (element == EL_AMOEBA_FULL)
4893 AmoebeUmwandeln(ax, ay);
4894 else if (element == EL_BD_AMOEBA)
4895 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4900 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4902 /* amoeba gets larger by growing in some direction */
4904 int new_group_nr = AmoebaNr[ax][ay];
4907 if (new_group_nr == 0)
4909 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4910 printf("AmoebeAbleger(): This should never happen!\n");
4915 AmoebaNr[newax][neway] = new_group_nr;
4916 AmoebaCnt[new_group_nr]++;
4917 AmoebaCnt2[new_group_nr]++;
4919 /* if amoeba touches other amoeba(s) after growing, unify them */
4920 AmoebenVereinigen(newax, neway);
4922 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4924 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4930 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4931 (neway == lev_fieldy - 1 && newax != ax))
4933 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4934 Store[newax][neway] = element;
4936 else if (neway == ay)
4938 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4940 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4942 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4947 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4948 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4949 Store[ax][ay] = EL_AMOEBA_DROP;
4950 ContinueMoving(ax, ay);
4954 DrawLevelField(newax, neway);
4957 void Life(int ax, int ay)
4960 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4962 int element = Feld[ax][ay];
4963 int graphic = el2img(element);
4964 boolean changed = FALSE;
4966 if (IS_ANIMATED(graphic))
4967 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4972 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4973 MovDelay[ax][ay] = life_time;
4975 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4978 if (MovDelay[ax][ay])
4982 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4984 int xx = ax+x1, yy = ay+y1;
4987 if (!IN_LEV_FIELD(xx, yy))
4990 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4992 int x = xx+x2, y = yy+y2;
4994 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4997 if (((Feld[x][y] == element ||
4998 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5000 (IS_FREE(x, y) && Stop[x][y]))
5004 if (xx == ax && yy == ay) /* field in the middle */
5006 if (nachbarn < life[0] || nachbarn > life[1])
5008 Feld[xx][yy] = EL_EMPTY;
5010 DrawLevelField(xx, yy);
5011 Stop[xx][yy] = TRUE;
5015 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5016 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5017 { /* free border field */
5018 if (nachbarn >= life[2] && nachbarn <= life[3])
5020 Feld[xx][yy] = element;
5021 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5023 DrawLevelField(xx, yy);
5024 Stop[xx][yy] = TRUE;
5031 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5032 SND_GAME_OF_LIFE_GROWING);
5035 static void InitRobotWheel(int x, int y)
5037 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5040 static void RunRobotWheel(int x, int y)
5042 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5045 static void StopRobotWheel(int x, int y)
5047 if (ZX == x && ZY == y)
5051 static void InitTimegateWheel(int x, int y)
5053 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5056 static void RunTimegateWheel(int x, int y)
5058 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5061 void CheckExit(int x, int y)
5063 if (local_player->gems_still_needed > 0 ||
5064 local_player->sokobanfields_still_needed > 0 ||
5065 local_player->lights_still_needed > 0)
5067 int element = Feld[x][y];
5068 int graphic = el2img(element);
5070 if (IS_ANIMATED(graphic))
5071 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5076 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5079 Feld[x][y] = EL_EXIT_OPENING;
5081 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5084 void CheckExitSP(int x, int y)
5086 if (local_player->gems_still_needed > 0)
5088 int element = Feld[x][y];
5089 int graphic = el2img(element);
5091 if (IS_ANIMATED(graphic))
5092 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5097 Feld[x][y] = EL_SP_EXIT_OPEN;
5099 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5102 static void CloseAllOpenTimegates()
5106 for (y=0; y<lev_fieldy; y++)
5108 for (x=0; x<lev_fieldx; x++)
5110 int element = Feld[x][y];
5112 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5114 Feld[x][y] = EL_TIMEGATE_CLOSING;
5116 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5118 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5125 void EdelsteinFunkeln(int x, int y)
5127 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5130 if (Feld[x][y] == EL_BD_DIAMOND)
5133 if (MovDelay[x][y] == 0) /* next animation frame */
5134 MovDelay[x][y] = 11 * !SimpleRND(500);
5136 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5140 if (setup.direct_draw && MovDelay[x][y])
5141 SetDrawtoField(DRAW_BUFFERED);
5143 DrawLevelElementAnimation(x, y, Feld[x][y]);
5145 if (MovDelay[x][y] != 0)
5147 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5148 10 - MovDelay[x][y]);
5150 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5152 if (setup.direct_draw)
5156 dest_x = FX + SCREENX(x) * TILEX;
5157 dest_y = FY + SCREENY(y) * TILEY;
5159 BlitBitmap(drawto_field, window,
5160 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5161 SetDrawtoField(DRAW_DIRECT);
5167 void MauerWaechst(int x, int y)
5171 if (!MovDelay[x][y]) /* next animation frame */
5172 MovDelay[x][y] = 3 * delay;
5174 if (MovDelay[x][y]) /* wait some time before next frame */
5178 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5180 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5181 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5183 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5186 if (!MovDelay[x][y])
5188 if (MovDir[x][y] == MV_LEFT)
5190 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5191 DrawLevelField(x - 1, y);
5193 else if (MovDir[x][y] == MV_RIGHT)
5195 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5196 DrawLevelField(x + 1, y);
5198 else if (MovDir[x][y] == MV_UP)
5200 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5201 DrawLevelField(x, y - 1);
5205 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5206 DrawLevelField(x, y + 1);
5209 Feld[x][y] = Store[x][y];
5211 MovDir[x][y] = MV_NO_MOVING;
5212 DrawLevelField(x, y);
5217 void MauerAbleger(int ax, int ay)
5219 int element = Feld[ax][ay];
5220 int graphic = el2img(element);
5221 boolean oben_frei = FALSE, unten_frei = FALSE;
5222 boolean links_frei = FALSE, rechts_frei = FALSE;
5223 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5224 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5225 boolean new_wall = FALSE;
5227 if (IS_ANIMATED(graphic))
5228 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5230 if (!MovDelay[ax][ay]) /* start building new wall */
5231 MovDelay[ax][ay] = 6;
5233 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5236 if (MovDelay[ax][ay])
5240 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5242 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5244 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5246 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5249 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5250 element == EL_EXPANDABLE_WALL_ANY)
5254 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5255 Store[ax][ay-1] = element;
5256 MovDir[ax][ay-1] = MV_UP;
5257 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5258 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5259 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5264 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5265 Store[ax][ay+1] = element;
5266 MovDir[ax][ay+1] = MV_DOWN;
5267 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5268 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5269 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5274 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5275 element == EL_EXPANDABLE_WALL_ANY ||
5276 element == EL_EXPANDABLE_WALL)
5280 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5281 Store[ax-1][ay] = element;
5282 MovDir[ax-1][ay] = MV_LEFT;
5283 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5284 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5285 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5291 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5292 Store[ax+1][ay] = element;
5293 MovDir[ax+1][ay] = MV_RIGHT;
5294 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5295 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5296 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5301 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5302 DrawLevelField(ax, ay);
5304 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5306 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5307 unten_massiv = TRUE;
5308 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5309 links_massiv = TRUE;
5310 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5311 rechts_massiv = TRUE;
5313 if (((oben_massiv && unten_massiv) ||
5314 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5315 element == EL_EXPANDABLE_WALL) &&
5316 ((links_massiv && rechts_massiv) ||
5317 element == EL_EXPANDABLE_WALL_VERTICAL))
5318 Feld[ax][ay] = EL_WALL;
5322 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5324 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5328 void CheckForDragon(int x, int y)
5331 boolean dragon_found = FALSE;
5332 static int xy[4][2] =
5344 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5346 if (IN_LEV_FIELD(xx, yy) &&
5347 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5349 if (Feld[xx][yy] == EL_DRAGON)
5350 dragon_found = TRUE;
5363 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5365 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5367 Feld[xx][yy] = EL_EMPTY;
5368 DrawLevelField(xx, yy);
5377 static void InitBuggyBase(int x, int y)
5379 int element = Feld[x][y];
5380 int activating_delay = FRAMES_PER_SECOND / 4;
5383 (element == EL_SP_BUGGY_BASE ?
5384 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5385 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5387 element == EL_SP_BUGGY_BASE_ACTIVE ?
5388 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5391 static void WarnBuggyBase(int x, int y)
5394 static int xy[4][2] =
5404 int xx = x + xy[i][0], yy = y + xy[i][1];
5406 if (IS_PLAYER(xx, yy))
5408 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5415 static void InitTrap(int x, int y)
5417 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5420 static void ActivateTrap(int x, int y)
5422 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5425 static void ChangeActiveTrap(int x, int y)
5427 int graphic = IMG_TRAP_ACTIVE;
5429 /* if new animation frame was drawn, correct crumbled sand border */
5430 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5431 DrawLevelFieldCrumbledSand(x, y);
5434 static void ChangeElementNowExt(int x, int y, int target_element)
5436 /* check if element under player changes from accessible to unaccessible
5437 (needed for special case of dropping element which then changes) */
5438 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5439 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5446 Feld[x][y] = target_element;
5448 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5450 ResetGfxAnimation(x, y);
5451 ResetRandomAnimationValue(x, y);
5453 InitField(x, y, FALSE);
5454 if (CAN_MOVE(Feld[x][y]))
5457 DrawLevelField(x, y);
5459 if (GFX_CRUMBLED(Feld[x][y]))
5460 DrawLevelFieldCrumbledSandNeighbours(x, y);
5462 TestIfBadThingTouchesHero(x, y);
5463 TestIfPlayerTouchesCustomElement(x, y);
5464 TestIfElementTouchesCustomElement(x, y);
5466 if (ELEM_IS_PLAYER(target_element))
5467 RelocatePlayer(x, y, target_element);
5470 static boolean ChangeElementNow(int x, int y, int element, int page)
5472 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5474 /* always use default change event to prevent running into a loop */
5475 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5476 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5478 /* do not change already changed elements with same change event */
5480 if (Changed[x][y] & ChangeEvent[x][y])
5487 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5489 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5491 if (change->explode)
5498 if (change->use_content)
5500 boolean complete_change = TRUE;
5501 boolean can_change[3][3];
5504 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5506 boolean half_destructible;
5507 int ex = x + xx - 1;
5508 int ey = y + yy - 1;
5511 can_change[xx][yy] = TRUE;
5513 if (ex == x && ey == y) /* do not check changing element itself */
5516 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5518 can_change[xx][yy] = FALSE; /* do not change empty borders */
5523 if (!IN_LEV_FIELD(ex, ey))
5525 can_change[xx][yy] = FALSE;
5526 complete_change = FALSE;
5533 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5534 e = MovingOrBlocked2Element(ex, ey);
5536 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5538 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5539 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5540 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5542 can_change[xx][yy] = FALSE;
5543 complete_change = FALSE;
5547 if (!change->only_complete || complete_change)
5549 boolean something_has_changed = FALSE;
5551 if (change->only_complete && change->use_random_change &&
5552 RND(100) < change->random)
5555 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5557 int ex = x + xx - 1;
5558 int ey = y + yy - 1;
5560 if (can_change[xx][yy] && (!change->use_random_change ||
5561 RND(100) < change->random))
5563 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5564 RemoveMovingField(ex, ey);
5566 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5568 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5570 something_has_changed = TRUE;
5572 /* for symmetry reasons, freeze newly created border elements */
5573 if (ex != x || ey != y)
5574 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5578 if (something_has_changed)
5579 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5584 ChangeElementNowExt(x, y, change->target_element);
5586 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5592 static void ChangeElement(int x, int y, int page)
5594 int element = MovingOrBlocked2Element(x, y);
5595 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5599 if (!CAN_CHANGE(element))
5602 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5603 x, y, element, element_info[element].token_name);
5604 printf("ChangeElement(): This should never happen!\n");
5610 if (ChangeDelay[x][y] == 0) /* initialize element change */
5612 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5613 RND(change->delay_random * change->delay_frames)) + 1;
5615 ResetGfxAnimation(x, y);
5616 ResetRandomAnimationValue(x, y);
5618 if (change->pre_change_function)
5619 change->pre_change_function(x, y);
5622 ChangeDelay[x][y]--;
5624 if (ChangeDelay[x][y] != 0) /* continue element change */
5626 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5628 if (IS_ANIMATED(graphic))
5629 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5631 if (change->change_function)
5632 change->change_function(x, y);
5634 else /* finish element change */
5636 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5638 ChangeDelay[x][y] = 1; /* try change after next move step */
5643 if (ChangeElementNow(x, y, element, page))
5645 if (change->post_change_function)
5646 change->post_change_function(x, y);
5651 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5652 int trigger_element,
5658 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5661 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5663 int element = EL_CUSTOM_START + i;
5665 boolean change_element = FALSE;
5668 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5671 for (j=0; j < element_info[element].num_change_pages; j++)
5673 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5675 if (change->sides & trigger_side &&
5676 change->trigger_element == trigger_element)
5678 change_element = TRUE;
5685 if (!change_element)
5688 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5691 if (x == lx && y == ly) /* do not change trigger element itself */
5695 if (Feld[x][y] == element)
5697 ChangeDelay[x][y] = 1;
5698 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5699 ChangeElement(x, y, page);
5707 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5710 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5714 static boolean CheckElementSideChange(int x, int y, int element, int side,
5715 int trigger_event, int page)
5717 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5720 if (Feld[x][y] == EL_BLOCKED)
5722 Blocked2Moving(x, y, &x, &y);
5723 element = Feld[x][y];
5727 page = element_info[element].event_page_nr[trigger_event];
5729 if (!(element_info[element].change_page[page].sides & side))
5732 ChangeDelay[x][y] = 1;
5733 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5734 ChangeElement(x, y, page);
5739 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5741 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5744 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5746 static byte stored_player_action[MAX_PLAYERS];
5747 static int num_stored_actions = 0;
5748 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5749 int left = player_action & JOY_LEFT;
5750 int right = player_action & JOY_RIGHT;
5751 int up = player_action & JOY_UP;
5752 int down = player_action & JOY_DOWN;
5753 int button1 = player_action & JOY_BUTTON_1;
5754 int button2 = player_action & JOY_BUTTON_2;
5755 int dx = (left ? -1 : right ? 1 : 0);
5756 int dy = (up ? -1 : down ? 1 : 0);
5758 stored_player_action[player->index_nr] = 0;
5759 num_stored_actions++;
5761 if (!player->active || tape.pausing)
5767 snapped = SnapField(player, dx, dy);
5771 dropped = DropElement(player);
5773 moved = MoveFigure(player, dx, dy);
5776 if (tape.single_step && tape.recording && !tape.pausing)
5778 if (button1 || (dropped && !moved))
5780 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5781 SnapField(player, 0, 0); /* stop snapping */
5785 stored_player_action[player->index_nr] = player_action;
5789 /* no actions for this player (no input at player's configured device) */
5791 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5792 SnapField(player, 0, 0);
5793 CheckGravityMovement(player);
5795 if (player->MovPos == 0)
5796 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5798 if (player->MovPos == 0) /* needed for tape.playing */
5799 player->is_moving = FALSE;
5802 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5804 TapeRecordAction(stored_player_action);
5805 num_stored_actions = 0;
5811 static unsigned long action_delay = 0;
5812 unsigned long action_delay_value;
5813 int magic_wall_x = 0, magic_wall_y = 0;
5814 int i, x, y, element, graphic;
5815 byte *recorded_player_action;
5816 byte summarized_player_action = 0;
5818 if (game_status != GAME_MODE_PLAYING)
5821 action_delay_value =
5822 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5824 if (tape.playing && tape.index_search && !tape.pausing)
5825 action_delay_value = 0;
5827 /* ---------- main game synchronization point ---------- */
5829 WaitUntilDelayReached(&action_delay, action_delay_value);
5831 if (network_playing && !network_player_action_received)
5835 printf("DEBUG: try to get network player actions in time\n");
5839 #if defined(PLATFORM_UNIX)
5840 /* last chance to get network player actions without main loop delay */
5844 if (game_status != GAME_MODE_PLAYING)
5847 if (!network_player_action_received)
5851 printf("DEBUG: failed to get network player actions in time\n");
5861 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5863 for (i=0; i<MAX_PLAYERS; i++)
5865 summarized_player_action |= stored_player[i].action;
5867 if (!network_playing)
5868 stored_player[i].effective_action = stored_player[i].action;
5871 #if defined(PLATFORM_UNIX)
5872 if (network_playing)
5873 SendToServer_MovePlayer(summarized_player_action);
5876 if (!options.network && !setup.team_mode)
5877 local_player->effective_action = summarized_player_action;
5879 for (i=0; i<MAX_PLAYERS; i++)
5881 int actual_player_action = stored_player[i].effective_action;
5883 if (stored_player[i].programmed_action)
5884 actual_player_action = stored_player[i].programmed_action;
5886 if (recorded_player_action)
5887 actual_player_action = recorded_player_action[i];
5889 PlayerActions(&stored_player[i], actual_player_action);
5890 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5893 network_player_action_received = FALSE;
5895 ScrollScreen(NULL, SCROLL_GO_ON);
5901 for (i=0; i<MAX_PLAYERS; i++)
5902 stored_player[i].Frame++;
5906 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5908 for (i=0; i<MAX_PLAYERS; i++)
5910 struct PlayerInfo *player = &stored_player[i];
5914 if (player->active && player->Pushing && player->is_moving &&
5917 ContinueMoving(x, y);
5919 /* continue moving after pushing (this is actually a bug) */
5920 if (!IS_MOVING(x, y))
5929 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5931 Changed[x][y] = CE_BITMASK_DEFAULT;
5932 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5935 if (JustStopped[x][y] > 0)
5936 JustStopped[x][y]--;
5941 /* reset finished pushing action (not done in ContinueMoving() to allow
5942 continous pushing animation for elements with zero push delay) */
5943 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5945 ResetGfxAnimation(x, y);
5946 DrawLevelField(x, y);
5951 if (IS_BLOCKED(x, y))
5955 Blocked2Moving(x, y, &oldx, &oldy);
5956 if (!IS_MOVING(oldx, oldy))
5958 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5959 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5960 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5961 printf("GameActions(): This should never happen!\n");
5967 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5969 element = Feld[x][y];
5971 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5973 graphic = el2img(element);
5979 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5981 element = graphic = 0;
5985 if (graphic_info[graphic].anim_global_sync)
5986 GfxFrame[x][y] = FrameCounter;
5988 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5989 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5990 ResetRandomAnimationValue(x, y);
5992 SetRandomAnimationValue(x, y);
5995 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5998 if (IS_INACTIVE(element))
6000 if (IS_ANIMATED(graphic))
6001 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6007 /* this may take place after moving, so 'element' may have changed */
6008 if (IS_CHANGING(x, y))
6010 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6011 element = Feld[x][y];
6012 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6016 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6021 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6023 if (element == EL_MOLE)
6024 printf("::: %d, %d, %d [%d]\n",
6025 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6029 if (element == EL_YAMYAM)
6030 printf("::: %d, %d, %d\n",
6031 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6035 if (IS_ANIMATED(graphic) &&
6039 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6042 if (element == EL_MOLE)
6043 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6047 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6048 EdelsteinFunkeln(x, y);
6050 else if ((element == EL_ACID ||
6051 element == EL_EXIT_OPEN ||
6052 element == EL_SP_EXIT_OPEN ||
6053 element == EL_SP_TERMINAL ||
6054 element == EL_SP_TERMINAL_ACTIVE ||
6055 element == EL_EXTRA_TIME ||
6056 element == EL_SHIELD_NORMAL ||
6057 element == EL_SHIELD_DEADLY) &&
6058 IS_ANIMATED(graphic))
6059 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6060 else if (IS_MOVING(x, y))
6061 ContinueMoving(x, y);
6062 else if (IS_ACTIVE_BOMB(element))
6063 CheckDynamite(x, y);
6065 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6066 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6068 else if (element == EL_AMOEBA_GROWING)
6069 AmoebeWaechst(x, y);
6070 else if (element == EL_AMOEBA_SHRINKING)
6071 AmoebaDisappearing(x, y);
6073 #if !USE_NEW_AMOEBA_CODE
6074 else if (IS_AMOEBALIVE(element))
6075 AmoebeAbleger(x, y);
6078 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6080 else if (element == EL_EXIT_CLOSED)
6082 else if (element == EL_SP_EXIT_CLOSED)
6084 else if (element == EL_EXPANDABLE_WALL_GROWING)
6086 else if (element == EL_EXPANDABLE_WALL ||
6087 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6088 element == EL_EXPANDABLE_WALL_VERTICAL ||
6089 element == EL_EXPANDABLE_WALL_ANY)
6091 else if (element == EL_FLAMES)
6092 CheckForDragon(x, y);
6094 else if (IS_AUTO_CHANGING(element))
6095 ChangeElement(x, y);
6097 else if (element == EL_EXPLOSION)
6098 ; /* drawing of correct explosion animation is handled separately */
6099 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6100 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6103 /* this may take place after moving, so 'element' may have changed */
6104 if (IS_AUTO_CHANGING(Feld[x][y]))
6105 ChangeElement(x, y);
6108 if (IS_BELT_ACTIVE(element))
6109 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6111 if (game.magic_wall_active)
6113 int jx = local_player->jx, jy = local_player->jy;
6115 /* play the element sound at the position nearest to the player */
6116 if ((element == EL_MAGIC_WALL_FULL ||
6117 element == EL_MAGIC_WALL_ACTIVE ||
6118 element == EL_MAGIC_WALL_EMPTYING ||
6119 element == EL_BD_MAGIC_WALL_FULL ||
6120 element == EL_BD_MAGIC_WALL_ACTIVE ||
6121 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6122 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6130 #if USE_NEW_AMOEBA_CODE
6131 /* new experimental amoeba growth stuff */
6133 if (!(FrameCounter % 8))
6136 static unsigned long random = 1684108901;
6138 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6141 x = (random >> 10) % lev_fieldx;
6142 y = (random >> 20) % lev_fieldy;
6144 x = RND(lev_fieldx);
6145 y = RND(lev_fieldy);
6147 element = Feld[x][y];
6149 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6150 if (!IS_PLAYER(x,y) &&
6151 (element == EL_EMPTY ||
6152 element == EL_SAND ||
6153 element == EL_QUICKSAND_EMPTY ||
6154 element == EL_ACID_SPLASH_LEFT ||
6155 element == EL_ACID_SPLASH_RIGHT))
6157 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6158 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6159 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6160 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6161 Feld[x][y] = EL_AMOEBA_DROP;
6164 random = random * 129 + 1;
6170 if (game.explosions_delayed)
6173 game.explosions_delayed = FALSE;
6175 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6177 element = Feld[x][y];
6179 if (ExplodeField[x][y])
6180 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6181 else if (element == EL_EXPLOSION)
6182 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6184 ExplodeField[x][y] = EX_NO_EXPLOSION;
6187 game.explosions_delayed = TRUE;
6190 if (game.magic_wall_active)
6192 if (!(game.magic_wall_time_left % 4))
6194 int element = Feld[magic_wall_x][magic_wall_y];
6196 if (element == EL_BD_MAGIC_WALL_FULL ||
6197 element == EL_BD_MAGIC_WALL_ACTIVE ||
6198 element == EL_BD_MAGIC_WALL_EMPTYING)
6199 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6201 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6204 if (game.magic_wall_time_left > 0)
6206 game.magic_wall_time_left--;
6207 if (!game.magic_wall_time_left)
6209 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6211 element = Feld[x][y];
6213 if (element == EL_MAGIC_WALL_ACTIVE ||
6214 element == EL_MAGIC_WALL_FULL)
6216 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6217 DrawLevelField(x, y);
6219 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6220 element == EL_BD_MAGIC_WALL_FULL)
6222 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6223 DrawLevelField(x, y);
6227 game.magic_wall_active = FALSE;
6232 if (game.light_time_left > 0)
6234 game.light_time_left--;
6236 if (game.light_time_left == 0)
6237 RedrawAllLightSwitchesAndInvisibleElements();
6240 if (game.timegate_time_left > 0)
6242 game.timegate_time_left--;
6244 if (game.timegate_time_left == 0)
6245 CloseAllOpenTimegates();
6248 for (i=0; i<MAX_PLAYERS; i++)
6250 struct PlayerInfo *player = &stored_player[i];
6252 if (SHIELD_ON(player))
6254 if (player->shield_deadly_time_left)
6255 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6256 else if (player->shield_normal_time_left)
6257 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6261 if (TimeFrames >= (1000 / GameFrameDelay))
6266 for (i=0; i<MAX_PLAYERS; i++)
6268 struct PlayerInfo *player = &stored_player[i];
6270 if (SHIELD_ON(player))
6272 player->shield_normal_time_left--;
6274 if (player->shield_deadly_time_left > 0)
6275 player->shield_deadly_time_left--;
6279 if (tape.recording || tape.playing)
6280 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6286 if (TimeLeft <= 10 && setup.time_limit)
6287 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6289 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6291 if (!TimeLeft && setup.time_limit)
6292 for (i=0; i<MAX_PLAYERS; i++)
6293 KillHero(&stored_player[i]);
6295 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6296 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6301 if (options.debug) /* calculate frames per second */
6303 static unsigned long fps_counter = 0;
6304 static int fps_frames = 0;
6305 unsigned long fps_delay_ms = Counter() - fps_counter;
6309 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6311 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6314 fps_counter = Counter();
6317 redraw_mask |= REDRAW_FPS;
6321 if (stored_player[0].jx != stored_player[0].last_jx ||
6322 stored_player[0].jy != stored_player[0].last_jy)
6323 printf("::: %d, %d, %d, %d, %d\n",
6324 stored_player[0].MovDir,
6325 stored_player[0].MovPos,
6326 stored_player[0].GfxPos,
6327 stored_player[0].Frame,
6328 stored_player[0].StepFrame);
6335 for (i=0; i<MAX_PLAYERS; i++)
6338 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6340 stored_player[i].Frame += move_frames;
6342 if (stored_player[i].MovPos != 0)
6343 stored_player[i].StepFrame += move_frames;
6348 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6350 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6352 local_player->show_envelope = 0;
6357 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6359 int min_x = x, min_y = y, max_x = x, max_y = y;
6362 for (i=0; i<MAX_PLAYERS; i++)
6364 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6366 if (!stored_player[i].active || &stored_player[i] == player)
6369 min_x = MIN(min_x, jx);
6370 min_y = MIN(min_y, jy);
6371 max_x = MAX(max_x, jx);
6372 max_y = MAX(max_y, jy);
6375 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6378 static boolean AllPlayersInVisibleScreen()
6382 for (i=0; i<MAX_PLAYERS; i++)
6384 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6386 if (!stored_player[i].active)
6389 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6396 void ScrollLevel(int dx, int dy)
6398 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6401 BlitBitmap(drawto_field, drawto_field,
6402 FX + TILEX * (dx == -1) - softscroll_offset,
6403 FY + TILEY * (dy == -1) - softscroll_offset,
6404 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6405 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6406 FX + TILEX * (dx == 1) - softscroll_offset,
6407 FY + TILEY * (dy == 1) - softscroll_offset);
6411 x = (dx == 1 ? BX1 : BX2);
6412 for (y=BY1; y <= BY2; y++)
6413 DrawScreenField(x, y);
6418 y = (dy == 1 ? BY1 : BY2);
6419 for (x=BX1; x <= BX2; x++)
6420 DrawScreenField(x, y);
6423 redraw_mask |= REDRAW_FIELD;
6426 static void CheckGravityMovement(struct PlayerInfo *player)
6428 if (level.gravity && !player->programmed_action)
6430 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6431 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6433 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6434 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6435 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6436 int jx = player->jx, jy = player->jy;
6437 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6438 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6439 int new_jx = jx + dx, new_jy = jy + dy;
6440 boolean field_under_player_is_free =
6441 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6442 boolean player_is_moving_to_valid_field =
6443 (IN_LEV_FIELD(new_jx, new_jy) &&
6444 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6445 Feld[new_jx][new_jy] == EL_SAND));
6446 /* !!! extend EL_SAND to anything diggable !!! */
6448 if (field_under_player_is_free &&
6449 !player_is_moving_to_valid_field &&
6450 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6451 player->programmed_action = MV_DOWN;
6457 -----------------------------------------------------------------------------
6458 dx, dy: direction (non-diagonal) to try to move the player to
6459 real_dx, real_dy: direction as read from input device (can be diagonal)
6462 boolean MoveFigureOneStep(struct PlayerInfo *player,
6463 int dx, int dy, int real_dx, int real_dy)
6465 static int change_sides[4][2] =
6467 /* enter side leave side */
6468 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6469 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6470 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6471 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6473 int move_direction = (dx == -1 ? MV_LEFT :
6474 dx == +1 ? MV_RIGHT :
6476 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6477 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6478 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6479 int jx = player->jx, jy = player->jy;
6480 int new_jx = jx + dx, new_jy = jy + dy;
6484 if (!player->active || (!dx && !dy))
6485 return MF_NO_ACTION;
6487 player->MovDir = (dx < 0 ? MV_LEFT :
6490 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6492 if (!IN_LEV_FIELD(new_jx, new_jy))
6493 return MF_NO_ACTION;
6495 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6496 return MF_NO_ACTION;
6499 element = MovingOrBlocked2Element(new_jx, new_jy);
6501 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6504 if (DONT_RUN_INTO(element))
6506 if (element == EL_ACID && dx == 0 && dy == 1)
6509 Feld[jx][jy] = EL_PLAYER_1;
6510 InitMovingField(jx, jy, MV_DOWN);
6511 Store[jx][jy] = EL_ACID;
6512 ContinueMoving(jx, jy);
6516 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6521 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6522 if (can_move != MF_MOVING)
6525 /* check if DigField() has caused relocation of the player */
6526 if (player->jx != jx || player->jy != jy)
6527 return MF_NO_ACTION;
6529 StorePlayer[jx][jy] = 0;
6530 player->last_jx = jx;
6531 player->last_jy = jy;
6532 player->jx = new_jx;
6533 player->jy = new_jy;
6534 StorePlayer[new_jx][new_jy] = player->element_nr;
6537 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6539 ScrollFigure(player, SCROLL_INIT);
6542 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6544 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6545 CE_OTHER_GETS_LEFT);
6546 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6547 CE_LEFT_BY_PLAYER, -1);
6550 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6552 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6553 enter_side, CE_OTHER_GETS_ENTERED);
6554 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6555 CE_ENTERED_BY_PLAYER, -1);
6562 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6564 int jx = player->jx, jy = player->jy;
6565 int old_jx = jx, old_jy = jy;
6566 int moved = MF_NO_ACTION;
6568 if (!player->active || (!dx && !dy))
6572 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6576 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6577 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6581 /* remove the last programmed player action */
6582 player->programmed_action = 0;
6586 /* should only happen if pre-1.2 tape recordings are played */
6587 /* this is only for backward compatibility */
6589 int original_move_delay_value = player->move_delay_value;
6592 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6596 /* scroll remaining steps with finest movement resolution */
6597 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6599 while (player->MovPos)
6601 ScrollFigure(player, SCROLL_GO_ON);
6602 ScrollScreen(NULL, SCROLL_GO_ON);
6608 player->move_delay_value = original_move_delay_value;
6611 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6613 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6614 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6618 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6619 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6625 if (moved & MF_MOVING && !ScreenMovPos &&
6626 (player == local_player || !options.network))
6628 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6629 int offset = (setup.scroll_delay ? 3 : 0);
6631 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6633 /* actual player has left the screen -- scroll in that direction */
6634 if (jx != old_jx) /* player has moved horizontally */
6635 scroll_x += (jx - old_jx);
6636 else /* player has moved vertically */
6637 scroll_y += (jy - old_jy);
6641 if (jx != old_jx) /* player has moved horizontally */
6643 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6644 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6645 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6647 /* don't scroll over playfield boundaries */
6648 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6649 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6651 /* don't scroll more than one field at a time */
6652 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6654 /* don't scroll against the player's moving direction */
6655 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6656 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6657 scroll_x = old_scroll_x;
6659 else /* player has moved vertically */
6661 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6662 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6663 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6665 /* don't scroll over playfield boundaries */
6666 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6667 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6669 /* don't scroll more than one field at a time */
6670 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6672 /* don't scroll against the player's moving direction */
6673 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6674 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6675 scroll_y = old_scroll_y;
6679 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6681 if (!options.network && !AllPlayersInVisibleScreen())
6683 scroll_x = old_scroll_x;
6684 scroll_y = old_scroll_y;
6688 ScrollScreen(player, SCROLL_INIT);
6689 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6696 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6698 if (!(moved & MF_MOVING) && !player->Pushing)
6703 player->StepFrame = 0;
6705 if (moved & MF_MOVING)
6707 if (old_jx != jx && old_jy == jy)
6708 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6709 else if (old_jx == jx && old_jy != jy)
6710 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6712 DrawLevelField(jx, jy); /* for "crumbled sand" */
6714 player->last_move_dir = player->MovDir;
6715 player->is_moving = TRUE;
6717 player->snapped = FALSE;
6721 player->Switching = FALSE;
6726 CheckGravityMovement(player);
6729 player->last_move_dir = MV_NO_MOVING;
6731 player->is_moving = FALSE;
6734 TestIfHeroTouchesBadThing(jx, jy);
6735 TestIfPlayerTouchesCustomElement(jx, jy);
6737 if (!player->active)
6743 void ScrollFigure(struct PlayerInfo *player, int mode)
6745 int jx = player->jx, jy = player->jy;
6746 int last_jx = player->last_jx, last_jy = player->last_jy;
6747 int move_stepsize = TILEX / player->move_delay_value;
6749 if (!player->active || !player->MovPos)
6752 if (mode == SCROLL_INIT)
6754 player->actual_frame_counter = FrameCounter;
6755 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6757 if (Feld[last_jx][last_jy] == EL_EMPTY)
6758 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6765 else if (!FrameReached(&player->actual_frame_counter, 1))
6768 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6769 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6771 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6772 Feld[last_jx][last_jy] = EL_EMPTY;
6774 /* before DrawPlayer() to draw correct player graphic for this case */
6775 if (player->MovPos == 0)
6776 CheckGravityMovement(player);
6779 DrawPlayer(player); /* needed here only to cleanup last field */
6782 if (player->MovPos == 0) /* player reached destination field */
6784 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6786 /* continue with normal speed after quickly moving through gate */
6787 HALVE_PLAYER_SPEED(player);
6789 /* be able to make the next move without delay */
6790 player->move_delay = 0;
6793 player->last_jx = jx;
6794 player->last_jy = jy;
6796 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6797 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6799 DrawPlayer(player); /* needed here only to cleanup last field */
6802 if (local_player->friends_still_needed == 0 ||
6803 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6804 player->LevelSolved = player->GameOver = TRUE;
6807 if (tape.single_step && tape.recording && !tape.pausing &&
6808 !player->programmed_action)
6809 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6813 void ScrollScreen(struct PlayerInfo *player, int mode)
6815 static unsigned long screen_frame_counter = 0;
6817 if (mode == SCROLL_INIT)
6819 /* set scrolling step size according to actual player's moving speed */
6820 ScrollStepSize = TILEX / player->move_delay_value;
6822 screen_frame_counter = FrameCounter;
6823 ScreenMovDir = player->MovDir;
6824 ScreenMovPos = player->MovPos;
6825 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6828 else if (!FrameReached(&screen_frame_counter, 1))
6833 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6834 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6835 redraw_mask |= REDRAW_FIELD;
6838 ScreenMovDir = MV_NO_MOVING;
6841 void TestIfPlayerTouchesCustomElement(int x, int y)
6844 static boolean check_changing = FALSE;
6846 static int xy[4][2] =
6853 static int change_sides[4][2] =
6855 /* center side border side */
6856 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6857 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6858 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6859 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6864 if (check_changing) /* prevent this function from running into a loop */
6867 check_changing = TRUE;
6872 int xx = x + xy[i][0];
6873 int yy = y + xy[i][1];
6874 int center_side = change_sides[i][0];
6875 int border_side = change_sides[i][1];
6877 if (!IN_LEV_FIELD(xx, yy))
6881 if (IS_PLAYER(x, y))
6883 CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
6884 CE_OTHER_GETS_TOUCHED);
6885 CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
6886 CE_TOUCHED_BY_PLAYER, -1);
6888 else if (IS_PLAYER(xx, yy))
6890 CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
6891 CE_OTHER_GETS_TOUCHED);
6892 CheckElementSideChange(x, y, Feld[x][y], center_side,
6893 CE_TOUCHED_BY_PLAYER, -1);
6898 if (IS_PLAYER(x, y))
6900 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6901 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6903 else if (IS_PLAYER(xx, yy))
6905 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6906 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6914 check_changing = FALSE;
6918 void TestIfElementTouchesCustomElement(int x, int y)
6921 static boolean check_changing = FALSE;
6923 static int xy[4][2] =
6930 static int change_sides[4][2] =
6932 /* center side border side */
6933 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6934 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6935 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6936 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6938 boolean change_center_element = FALSE;
6939 int center_element_change_page = 0;
6940 int center_element = Feld[x][y];
6944 if (check_changing) /* prevent this function from running into a loop */
6947 check_changing = TRUE;
6952 int xx = x + xy[i][0];
6953 int yy = y + xy[i][1];
6954 int center_side = change_sides[i][0];
6955 int border_side = change_sides[i][1];
6958 if (!IN_LEV_FIELD(xx, yy))
6961 border_element = Feld[xx][yy];
6963 /* check for change of center element (but change it only once) */
6964 if (IS_CUSTOM_ELEMENT(center_element) &&
6965 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6966 !change_center_element)
6968 for (j=0; j < element_info[center_element].num_change_pages; j++)
6970 struct ElementChangeInfo *change =
6971 &element_info[center_element].change_page[j];
6973 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6974 change->sides & border_side &&
6975 change->trigger_element == border_element)
6977 change_center_element = TRUE;
6978 center_element_change_page = j;
6985 /* check for change of border element */
6986 if (IS_CUSTOM_ELEMENT(border_element) &&
6987 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6989 for (j=0; j < element_info[border_element].num_change_pages; j++)
6991 struct ElementChangeInfo *change =
6992 &element_info[border_element].change_page[j];
6994 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6995 change->sides & center_side &&
6996 change->trigger_element == center_element)
6998 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
6999 CE_OTHER_IS_TOUCHING, j);
7006 if (change_center_element)
7007 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7008 CE_OTHER_IS_TOUCHING, center_element_change_page);
7011 check_changing = FALSE;
7015 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7017 int i, kill_x = -1, kill_y = -1;
7018 static int test_xy[4][2] =
7025 static int test_dir[4] =
7035 int test_x, test_y, test_move_dir, test_element;
7037 test_x = good_x + test_xy[i][0];
7038 test_y = good_y + test_xy[i][1];
7039 if (!IN_LEV_FIELD(test_x, test_y))
7043 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7046 test_element = Feld[test_x][test_y];
7048 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7051 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7052 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7054 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7055 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7063 if (kill_x != -1 || kill_y != -1)
7065 if (IS_PLAYER(good_x, good_y))
7067 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7069 if (player->shield_deadly_time_left > 0)
7070 Bang(kill_x, kill_y);
7071 else if (!PLAYER_PROTECTED(good_x, good_y))
7075 Bang(good_x, good_y);
7079 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7081 int i, kill_x = -1, kill_y = -1;
7082 int bad_element = Feld[bad_x][bad_y];
7083 static int test_xy[4][2] =
7090 static int test_dir[4] =
7098 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7103 int test_x, test_y, test_move_dir, test_element;
7105 test_x = bad_x + test_xy[i][0];
7106 test_y = bad_y + test_xy[i][1];
7107 if (!IN_LEV_FIELD(test_x, test_y))
7111 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7113 test_element = Feld[test_x][test_y];
7115 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7116 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7118 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7119 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7121 /* good thing is player or penguin that does not move away */
7122 if (IS_PLAYER(test_x, test_y))
7124 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7126 if (bad_element == EL_ROBOT && player->is_moving)
7127 continue; /* robot does not kill player if he is moving */
7133 else if (test_element == EL_PENGUIN)
7142 if (kill_x != -1 || kill_y != -1)
7144 if (IS_PLAYER(kill_x, kill_y))
7146 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7149 int dir = player->MovDir;
7150 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7151 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7153 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7154 newx != bad_x && newy != bad_y)
7155 ; /* robot does not kill player if he is moving */
7157 printf("-> %d\n", player->MovDir);
7159 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7160 newx != bad_x && newy != bad_y)
7161 ; /* robot does not kill player if he is moving */
7166 if (player->shield_deadly_time_left > 0)
7168 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7172 Bang(kill_x, kill_y);
7176 void TestIfHeroTouchesBadThing(int x, int y)
7178 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7181 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7183 TestIfGoodThingHitsBadThing(x, y, move_dir);
7186 void TestIfBadThingTouchesHero(int x, int y)
7188 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7191 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7193 TestIfBadThingHitsGoodThing(x, y, move_dir);
7196 void TestIfFriendTouchesBadThing(int x, int y)
7198 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7201 void TestIfBadThingTouchesFriend(int x, int y)
7203 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7206 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7208 int i, kill_x = bad_x, kill_y = bad_y;
7209 static int xy[4][2] =
7221 x = bad_x + xy[i][0];
7222 y = bad_y + xy[i][1];
7223 if (!IN_LEV_FIELD(x, y))
7226 element = Feld[x][y];
7227 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7228 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7236 if (kill_x != bad_x || kill_y != bad_y)
7240 void KillHero(struct PlayerInfo *player)
7242 int jx = player->jx, jy = player->jy;
7244 if (!player->active)
7247 /* remove accessible field at the player's position */
7248 Feld[jx][jy] = EL_EMPTY;
7250 /* deactivate shield (else Bang()/Explode() would not work right) */
7251 player->shield_normal_time_left = 0;
7252 player->shield_deadly_time_left = 0;
7258 static void KillHeroUnlessProtected(int x, int y)
7260 if (!PLAYER_PROTECTED(x, y))
7261 KillHero(PLAYERINFO(x, y));
7264 void BuryHero(struct PlayerInfo *player)
7266 int jx = player->jx, jy = player->jy;
7268 if (!player->active)
7272 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7274 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7276 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7278 player->GameOver = TRUE;
7282 void RemoveHero(struct PlayerInfo *player)
7284 int jx = player->jx, jy = player->jy;
7285 int i, found = FALSE;
7287 player->present = FALSE;
7288 player->active = FALSE;
7290 if (!ExplodeField[jx][jy])
7291 StorePlayer[jx][jy] = 0;
7293 for (i=0; i<MAX_PLAYERS; i++)
7294 if (stored_player[i].active)
7298 AllPlayersGone = TRUE;
7305 =============================================================================
7306 checkDiagonalPushing()
7307 -----------------------------------------------------------------------------
7308 check if diagonal input device direction results in pushing of object
7309 (by checking if the alternative direction is walkable, diggable, ...)
7310 =============================================================================
7313 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7314 int x, int y, int real_dx, int real_dy)
7316 int jx, jy, dx, dy, xx, yy;
7318 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7321 /* diagonal direction: check alternative direction */
7326 xx = jx + (dx == 0 ? real_dx : 0);
7327 yy = jy + (dy == 0 ? real_dy : 0);
7329 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7333 =============================================================================
7335 -----------------------------------------------------------------------------
7336 x, y: field next to player (non-diagonal) to try to dig to
7337 real_dx, real_dy: direction as read from input device (can be diagonal)
7338 =============================================================================
7341 int DigField(struct PlayerInfo *player,
7342 int x, int y, int real_dx, int real_dy, int mode)
7344 static int change_sides[4] =
7346 CH_SIDE_RIGHT, /* moving left */
7347 CH_SIDE_LEFT, /* moving right */
7348 CH_SIDE_BOTTOM, /* moving up */
7349 CH_SIDE_TOP, /* moving down */
7351 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7352 int jx = player->jx, jy = player->jy;
7353 int dx = x - jx, dy = y - jy;
7354 int nextx = x + dx, nexty = y + dy;
7355 int move_direction = (dx == -1 ? MV_LEFT :
7356 dx == +1 ? MV_RIGHT :
7358 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7359 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7362 if (player->MovPos == 0)
7364 player->is_digging = FALSE;
7365 player->is_collecting = FALSE;
7368 if (player->MovPos == 0) /* last pushing move finished */
7369 player->Pushing = FALSE;
7371 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7373 player->Switching = FALSE;
7374 player->push_delay = 0;
7376 return MF_NO_ACTION;
7379 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7380 return MF_NO_ACTION;
7383 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7385 if (IS_TUBE(Feld[jx][jy]) ||
7386 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7390 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7391 int tube_leave_directions[][2] =
7393 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7394 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7395 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7396 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7397 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7398 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7399 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7400 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7401 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7402 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7403 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7404 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7407 while (tube_leave_directions[i][0] != tube_element)
7410 if (tube_leave_directions[i][0] == -1) /* should not happen */
7414 if (!(tube_leave_directions[i][1] & move_direction))
7415 return MF_NO_ACTION; /* tube has no opening in this direction */
7418 element = Feld[x][y];
7420 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7421 game.engine_version >= VERSION_IDENT(2,2,0))
7422 return MF_NO_ACTION;
7427 case EL_ROBOT_WHEEL:
7428 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7431 DrawLevelField(x, y);
7432 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7438 case EL_SP_TERMINAL:
7442 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7444 for (yy=0; yy<lev_fieldy; yy++)
7446 for (xx=0; xx<lev_fieldx; xx++)
7448 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7450 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7451 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7461 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7462 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7463 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7464 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7465 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7466 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7467 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7468 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7469 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7470 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7471 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7472 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7474 if (!PLAYER_SWITCHING(player, x, y))
7476 if (!player->Switching)
7479 player->Switching = TRUE;
7480 player->switch_x = x;
7481 player->switch_y = y;
7483 ToggleBeltSwitch(x, y);
7484 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7491 case EL_SWITCHGATE_SWITCH_UP:
7492 case EL_SWITCHGATE_SWITCH_DOWN:
7494 if (!PLAYER_SWITCHING(player, x, y))
7496 if (!player->Switching)
7499 player->Switching = TRUE;
7500 player->switch_x = x;
7501 player->switch_y = y;
7503 ToggleSwitchgateSwitch(x, y);
7504 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7511 case EL_LIGHT_SWITCH:
7512 case EL_LIGHT_SWITCH_ACTIVE:
7514 if (!PLAYER_SWITCHING(player, x, y))
7516 if (!player->Switching)
7519 player->Switching = TRUE;
7520 player->switch_x = x;
7521 player->switch_y = y;
7523 ToggleLightSwitch(x, y);
7524 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7525 SND_LIGHT_SWITCH_ACTIVATING :
7526 SND_LIGHT_SWITCH_DEACTIVATING);
7533 case EL_TIMEGATE_SWITCH:
7534 ActivateTimegateSwitch(x, y);
7535 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7542 case EL_BALLOON_SWITCH_LEFT:
7543 case EL_BALLOON_SWITCH_RIGHT:
7544 case EL_BALLOON_SWITCH_UP:
7545 case EL_BALLOON_SWITCH_DOWN:
7546 case EL_BALLOON_SWITCH_ANY:
7547 if (element == EL_BALLOON_SWITCH_ANY)
7548 game.balloon_dir = move_direction;
7550 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7551 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7552 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7553 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7555 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7561 case EL_SP_PORT_LEFT:
7562 case EL_SP_PORT_RIGHT:
7564 case EL_SP_PORT_DOWN:
7565 case EL_SP_PORT_HORIZONTAL:
7566 case EL_SP_PORT_VERTICAL:
7567 case EL_SP_PORT_ANY:
7568 case EL_SP_GRAVITY_PORT_LEFT:
7569 case EL_SP_GRAVITY_PORT_RIGHT:
7570 case EL_SP_GRAVITY_PORT_UP:
7571 case EL_SP_GRAVITY_PORT_DOWN:
7573 element != EL_SP_PORT_LEFT &&
7574 element != EL_SP_GRAVITY_PORT_LEFT &&
7575 element != EL_SP_PORT_HORIZONTAL &&
7576 element != EL_SP_PORT_ANY) ||
7578 element != EL_SP_PORT_RIGHT &&
7579 element != EL_SP_GRAVITY_PORT_RIGHT &&
7580 element != EL_SP_PORT_HORIZONTAL &&
7581 element != EL_SP_PORT_ANY) ||
7583 element != EL_SP_PORT_UP &&
7584 element != EL_SP_GRAVITY_PORT_UP &&
7585 element != EL_SP_PORT_VERTICAL &&
7586 element != EL_SP_PORT_ANY) ||
7588 element != EL_SP_PORT_DOWN &&
7589 element != EL_SP_GRAVITY_PORT_DOWN &&
7590 element != EL_SP_PORT_VERTICAL &&
7591 element != EL_SP_PORT_ANY) ||
7592 !IN_LEV_FIELD(nextx, nexty) ||
7593 !IS_FREE(nextx, nexty))
7594 return MF_NO_ACTION;
7596 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7597 element == EL_SP_GRAVITY_PORT_RIGHT ||
7598 element == EL_SP_GRAVITY_PORT_UP ||
7599 element == EL_SP_GRAVITY_PORT_DOWN)
7600 level.gravity = !level.gravity;
7602 /* automatically move to the next field with double speed */
7603 player->programmed_action = move_direction;
7604 DOUBLE_PLAYER_SPEED(player);
7606 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7610 case EL_TUBE_VERTICAL:
7611 case EL_TUBE_HORIZONTAL:
7612 case EL_TUBE_VERTICAL_LEFT:
7613 case EL_TUBE_VERTICAL_RIGHT:
7614 case EL_TUBE_HORIZONTAL_UP:
7615 case EL_TUBE_HORIZONTAL_DOWN:
7616 case EL_TUBE_LEFT_UP:
7617 case EL_TUBE_LEFT_DOWN:
7618 case EL_TUBE_RIGHT_UP:
7619 case EL_TUBE_RIGHT_DOWN:
7622 int tube_enter_directions[][2] =
7624 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7625 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7626 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7627 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7628 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7629 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7630 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7631 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7632 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7633 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7634 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7635 { -1, MV_NO_MOVING }
7638 while (tube_enter_directions[i][0] != element)
7641 if (tube_enter_directions[i][0] == -1) /* should not happen */
7645 if (!(tube_enter_directions[i][1] & move_direction))
7646 return MF_NO_ACTION; /* tube has no opening in this direction */
7648 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7654 Feld[x][y] = EL_LAMP_ACTIVE;
7655 local_player->lights_still_needed--;
7656 DrawLevelField(x, y);
7657 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7663 case EL_TIME_ORB_FULL:
7664 Feld[x][y] = EL_TIME_ORB_EMPTY;
7666 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7667 DrawLevelField(x, y);
7668 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7675 if (IS_WALKABLE(element))
7677 int sound_action = ACTION_WALKING;
7679 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7681 if (!player->key[element - EL_GATE_1])
7682 return MF_NO_ACTION;
7684 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7686 if (!player->key[element - EL_GATE_1_GRAY])
7687 return MF_NO_ACTION;
7689 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7691 sound_action = ACTION_PASSING; /* player is passing exit */
7693 else if (element == EL_EMPTY)
7695 sound_action = ACTION_MOVING; /* nothing to walk on */
7698 /* play sound from background or player, whatever is available */
7699 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7700 PlaySoundLevelElementAction(x, y, element, sound_action);
7702 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7706 else if (IS_PASSABLE(element))
7708 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7709 return MF_NO_ACTION;
7712 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
7713 return MF_NO_ACTION;
7716 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7718 if (!player->key[element - EL_EM_GATE_1])
7719 return MF_NO_ACTION;
7721 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7723 if (!player->key[element - EL_EM_GATE_1_GRAY])
7724 return MF_NO_ACTION;
7727 /* automatically move to the next field with double speed */
7728 player->programmed_action = move_direction;
7729 DOUBLE_PLAYER_SPEED(player);
7731 PlaySoundLevelAction(x, y, ACTION_PASSING);
7735 else if (IS_DIGGABLE(element))
7739 if (mode != DF_SNAP)
7742 GfxElement[x][y] = GFX_ELEMENT(element);
7745 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7747 player->is_digging = TRUE;
7750 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7752 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7754 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7758 else if (IS_COLLECTIBLE(element))
7762 if (mode != DF_SNAP)
7764 GfxElement[x][y] = element;
7765 player->is_collecting = TRUE;
7768 if (element == EL_SPEED_PILL)
7769 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7770 else if (element == EL_EXTRA_TIME && level.time > 0)
7773 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7775 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7777 player->shield_normal_time_left += 10;
7778 if (element == EL_SHIELD_DEADLY)
7779 player->shield_deadly_time_left += 10;
7781 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7783 if (player->inventory_size < MAX_INVENTORY_SIZE)
7784 player->inventory_element[player->inventory_size++] = element;
7786 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7788 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7789 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7791 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7793 player->dynabomb_count++;
7794 player->dynabombs_left++;
7796 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7798 player->dynabomb_size++;
7800 else if (element == EL_DYNABOMB_INCREASE_POWER)
7802 player->dynabomb_xl = TRUE;
7804 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7805 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7807 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7808 element - EL_KEY_1 : element - EL_EM_KEY_1);
7810 player->key[key_nr] = TRUE;
7812 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7813 el2edimg(EL_KEY_1 + key_nr));
7814 redraw_mask |= REDRAW_DOOR_1;
7816 else if (IS_ENVELOPE(element))
7819 player->show_envelope = element;
7821 ShowEnvelope(element - EL_ENVELOPE_1);
7824 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7828 for (i=0; i < element_info[element].collect_count; i++)
7829 if (player->inventory_size < MAX_INVENTORY_SIZE)
7830 player->inventory_element[player->inventory_size++] = element;
7832 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7833 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7835 else if (element_info[element].collect_count > 0)
7837 local_player->gems_still_needed -=
7838 element_info[element].collect_count;
7839 if (local_player->gems_still_needed < 0)
7840 local_player->gems_still_needed = 0;
7842 DrawText(DX_EMERALDS, DY_EMERALDS,
7843 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7846 RaiseScoreElement(element);
7847 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7849 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7851 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7855 else if (IS_PUSHABLE(element))
7857 if (mode == DF_SNAP && element != EL_BD_ROCK)
7858 return MF_NO_ACTION;
7860 if (CAN_FALL(element) && dy)
7861 return MF_NO_ACTION;
7863 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7864 !(element == EL_SPRING && use_spring_bug))
7865 return MF_NO_ACTION;
7868 /* do not push elements already moving away faster than player */
7869 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
7870 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
7871 return MF_NO_ACTION;
7873 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7874 return MF_NO_ACTION;
7876 if (!player->Pushing &&
7877 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7878 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7880 player->Pushing = TRUE;
7882 if (!(IN_LEV_FIELD(nextx, nexty) &&
7883 (IS_FREE(nextx, nexty) ||
7884 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7885 IS_SB_ELEMENT(element)))))
7886 return MF_NO_ACTION;
7888 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7889 return MF_NO_ACTION;
7891 if (player->push_delay == 0) /* new pushing; restart delay */
7892 player->push_delay = FrameCounter;
7894 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7895 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7896 element != EL_SPRING && element != EL_BALLOON)
7897 return MF_NO_ACTION;
7899 if (IS_SB_ELEMENT(element))
7901 if (element == EL_SOKOBAN_FIELD_FULL)
7903 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7904 local_player->sokobanfields_still_needed++;
7907 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7909 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7910 local_player->sokobanfields_still_needed--;
7913 Feld[x][y] = EL_SOKOBAN_OBJECT;
7915 if (Back[x][y] == Back[nextx][nexty])
7916 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7917 else if (Back[x][y] != 0)
7918 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7921 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7924 if (local_player->sokobanfields_still_needed == 0 &&
7925 game.emulation == EMU_SOKOBAN)
7927 player->LevelSolved = player->GameOver = TRUE;
7928 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7932 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7934 InitMovingField(x, y, move_direction);
7935 GfxAction[x][y] = ACTION_PUSHING;
7937 if (mode == DF_SNAP)
7938 ContinueMoving(x, y);
7940 MovPos[x][y] = (dx != 0 ? dx : dy);
7942 Pushed[x][y] = TRUE;
7943 Pushed[nextx][nexty] = TRUE;
7945 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7946 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7949 CheckTriggeredElementSideChange(x, y, element, dig_side,
7950 CE_OTHER_GETS_PUSHED);
7951 CheckElementSideChange(x, y, element, dig_side,
7952 CE_PUSHED_BY_PLAYER, -1);
7954 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7955 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7960 else if (IS_SWITCHABLE(element))
7962 if (PLAYER_SWITCHING(player, x, y))
7966 PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
7969 if (element == EL_ROBOT_WHEEL)
7971 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7975 DrawLevelField(x, y);
7978 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7981 else if (element == EL_SP_TERMINAL)
7986 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7989 for (yy=0; yy<lev_fieldy; yy++)
7991 for (xx=0; xx<lev_fieldx; xx++)
7993 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7995 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7996 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
8000 else if (IS_BELT_SWITCH(element))
8003 if (!PLAYER_SWITCHING(player, x, y))
8006 player->Switching = TRUE;
8007 player->switch_x = x;
8008 player->switch_y = y;
8010 ToggleBeltSwitch(x, y);
8013 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
8017 else if (element == EL_SWITCHGATE_SWITCH_UP ||
8018 element == EL_SWITCHGATE_SWITCH_DOWN)
8021 if (!PLAYER_SWITCHING(player, x, y))
8024 player->Switching = TRUE;
8025 player->switch_x = x;
8026 player->switch_y = y;
8028 ToggleSwitchgateSwitch(x, y);
8031 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
8035 else if (element == EL_LIGHT_SWITCH ||
8036 element == EL_LIGHT_SWITCH_ACTIVE)
8039 if (!PLAYER_SWITCHING(player, x, y))
8042 player->Switching = TRUE;
8043 player->switch_x = x;
8044 player->switch_y = y;
8046 ToggleLightSwitch(x, y);
8049 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
8050 SND_LIGHT_SWITCH_ACTIVATING :
8051 SND_LIGHT_SWITCH_DEACTIVATING);
8055 else if (element == EL_TIMEGATE_SWITCH)
8057 ActivateTimegateSwitch(x, y);
8060 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
8063 else if (element == EL_BALLOON_SWITCH_LEFT ||
8064 element == EL_BALLOON_SWITCH_RIGHT ||
8065 element == EL_BALLOON_SWITCH_UP ||
8066 element == EL_BALLOON_SWITCH_DOWN ||
8067 element == EL_BALLOON_SWITCH_ANY)
8069 if (element == EL_BALLOON_SWITCH_ANY)
8070 game.balloon_dir = move_direction;
8072 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
8073 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
8074 element == EL_BALLOON_SWITCH_UP ? MV_UP :
8075 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
8079 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
8082 else if (element == EL_LAMP)
8084 Feld[x][y] = EL_LAMP_ACTIVE;
8085 local_player->lights_still_needed--;
8087 DrawLevelField(x, y);
8090 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
8093 else if (element == EL_TIME_ORB_FULL)
8095 Feld[x][y] = EL_TIME_ORB_EMPTY;
8097 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8099 DrawLevelField(x, y);
8102 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
8111 if (!PLAYER_SWITCHING(player, x, y))
8113 if (!player->Switching)
8116 player->Switching = TRUE;
8117 player->switch_x = x;
8118 player->switch_y = y;
8120 CheckTriggeredElementSideChange(x, y, element, dig_side,
8121 CE_OTHER_IS_SWITCHING);
8122 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
8125 CheckTriggeredElementSideChange(x, y, element, dig_side,
8126 CE_OTHER_GETS_PRESSED);
8127 CheckElementSideChange(x, y, element, dig_side,
8128 CE_PRESSED_BY_PLAYER, -1);
8131 return MF_NO_ACTION;
8134 player->push_delay = 0;
8136 if (Feld[x][y] != element) /* really digged/collected something */
8137 player->is_collecting = !player->is_digging;
8142 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
8144 int jx = player->jx, jy = player->jy;
8145 int x = jx + dx, y = jy + dy;
8146 int snap_direction = (dx == -1 ? MV_LEFT :
8147 dx == +1 ? MV_RIGHT :
8149 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8151 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
8154 if (!player->active || !IN_LEV_FIELD(x, y))
8162 if (player->MovPos == 0)
8163 player->Pushing = FALSE;
8165 player->snapped = FALSE;
8167 if (player->MovPos == 0)
8169 player->is_digging = FALSE;
8170 player->is_collecting = FALSE;
8172 player->is_moving = FALSE;
8177 printf("::: trying to snap...\n");
8183 if (player->snapped)
8186 player->MovDir = snap_direction;
8189 player->is_digging = FALSE;
8190 player->is_collecting = FALSE;
8192 player->is_moving = FALSE;
8196 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8199 player->snapped = TRUE;
8201 player->is_digging = FALSE;
8202 player->is_collecting = FALSE;
8204 player->is_moving = FALSE;
8208 DrawLevelField(x, y);
8214 boolean DropElement(struct PlayerInfo *player)
8216 int jx = player->jx, jy = player->jy;
8219 if (!player->active || player->MovPos)
8222 old_element = Feld[jx][jy];
8224 /* check if player has anything that can be dropped */
8225 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8228 /* check if anything can be dropped at the current position */
8229 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8232 /* collected custom elements can only be dropped on empty fields */
8233 if (player->inventory_size > 0 &&
8234 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8235 && old_element != EL_EMPTY)
8238 if (old_element != EL_EMPTY)
8239 Back[jx][jy] = old_element; /* store old element on this field */
8241 MovDelay[jx][jy] = 96;
8243 ResetGfxAnimation(jx, jy);
8244 ResetRandomAnimationValue(jx, jy);
8246 if (player->inventory_size > 0)
8248 int new_element = player->inventory_element[--player->inventory_size];
8251 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8252 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8255 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8256 EL_DYNAMITE_ACTIVE);
8259 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8260 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8262 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8263 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8265 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8267 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8268 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8270 TestIfElementTouchesCustomElement(jx, jy);
8272 else /* player is dropping a dyna bomb */
8274 player->dynabombs_left--;
8277 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8279 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8280 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8282 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8288 /* ------------------------------------------------------------------------- */
8289 /* game sound playing functions */
8290 /* ------------------------------------------------------------------------- */
8292 static int *loop_sound_frame = NULL;
8293 static int *loop_sound_volume = NULL;
8295 void InitPlaySoundLevel()
8297 int num_sounds = getSoundListSize();
8299 if (loop_sound_frame != NULL)
8300 free(loop_sound_frame);
8302 if (loop_sound_volume != NULL)
8303 free(loop_sound_volume);
8305 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8306 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8309 static void PlaySoundLevel(int x, int y, int nr)
8311 int sx = SCREENX(x), sy = SCREENY(y);
8312 int volume, stereo_position;
8313 int max_distance = 8;
8314 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8316 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8317 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8320 if (!IN_LEV_FIELD(x, y) ||
8321 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8322 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8325 volume = SOUND_MAX_VOLUME;
8327 if (!IN_SCR_FIELD(sx, sy))
8329 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8330 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8332 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8335 stereo_position = (SOUND_MAX_LEFT +
8336 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8337 (SCR_FIELDX + 2 * max_distance));
8339 if (IS_LOOP_SOUND(nr))
8341 /* This assures that quieter loop sounds do not overwrite louder ones,
8342 while restarting sound volume comparison with each new game frame. */
8344 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8347 loop_sound_volume[nr] = volume;
8348 loop_sound_frame[nr] = FrameCounter;
8351 PlaySoundExt(nr, volume, stereo_position, type);
8354 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8356 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8357 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8358 y < LEVELY(BY1) ? LEVELY(BY1) :
8359 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8363 static void PlaySoundLevelAction(int x, int y, int action)
8365 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8368 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8370 int sound_effect = element_info[element].sound[action];
8372 if (sound_effect != SND_UNDEFINED)
8373 PlaySoundLevel(x, y, sound_effect);
8376 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8378 int sound_effect = element_info[Feld[x][y]].sound[action];
8380 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8381 PlaySoundLevel(x, y, sound_effect);
8384 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8386 int sound_effect = element_info[Feld[x][y]].sound[action];
8388 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8389 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8392 void RaiseScore(int value)
8394 local_player->score += value;
8395 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8398 void RaiseScoreElement(int element)
8404 case EL_EMERALD_YELLOW:
8405 case EL_EMERALD_RED:
8406 case EL_EMERALD_PURPLE:
8407 case EL_SP_INFOTRON:
8408 RaiseScore(level.score[SC_EMERALD]);
8411 RaiseScore(level.score[SC_DIAMOND]);
8414 RaiseScore(level.score[SC_CRYSTAL]);
8417 RaiseScore(level.score[SC_PEARL]);
8420 case EL_BD_BUTTERFLY:
8421 case EL_SP_ELECTRON:
8422 RaiseScore(level.score[SC_BUG]);
8426 case EL_SP_SNIKSNAK:
8427 RaiseScore(level.score[SC_SPACESHIP]);
8430 case EL_DARK_YAMYAM:
8431 RaiseScore(level.score[SC_YAMYAM]);
8434 RaiseScore(level.score[SC_ROBOT]);
8437 RaiseScore(level.score[SC_PACMAN]);
8440 RaiseScore(level.score[SC_NUT]);
8443 case EL_SP_DISK_RED:
8444 case EL_DYNABOMB_INCREASE_NUMBER:
8445 case EL_DYNABOMB_INCREASE_SIZE:
8446 case EL_DYNABOMB_INCREASE_POWER:
8447 RaiseScore(level.score[SC_DYNAMITE]);
8449 case EL_SHIELD_NORMAL:
8450 case EL_SHIELD_DEADLY:
8451 RaiseScore(level.score[SC_SHIELD]);
8454 RaiseScore(level.score[SC_TIME_BONUS]);
8460 RaiseScore(level.score[SC_KEY]);
8463 RaiseScore(element_info[element].collect_score);
8468 void RequestQuitGame(boolean ask_if_really_quit)
8470 if (AllPlayersGone ||
8471 !ask_if_really_quit ||
8472 level_editor_test_game ||
8473 Request("Do you really want to quit the game ?",
8474 REQ_ASK | REQ_STAY_CLOSED))
8476 #if defined(PLATFORM_UNIX)
8477 if (options.network)
8478 SendToServer_StopPlaying();
8482 game_status = GAME_MODE_MAIN;
8488 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8493 /* ---------- new game button stuff ---------------------------------------- */
8495 /* graphic position values for game buttons */
8496 #define GAME_BUTTON_XSIZE 30
8497 #define GAME_BUTTON_YSIZE 30
8498 #define GAME_BUTTON_XPOS 5
8499 #define GAME_BUTTON_YPOS 215
8500 #define SOUND_BUTTON_XPOS 5
8501 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8503 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8504 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8505 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8506 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8507 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8508 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8515 } gamebutton_info[NUM_GAME_BUTTONS] =
8518 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8523 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8528 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8533 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8534 SOUND_CTRL_ID_MUSIC,
8535 "background music on/off"
8538 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8539 SOUND_CTRL_ID_LOOPS,
8540 "sound loops on/off"
8543 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8544 SOUND_CTRL_ID_SIMPLE,
8545 "normal sounds on/off"
8549 void CreateGameButtons()
8553 for (i=0; i<NUM_GAME_BUTTONS; i++)
8555 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8556 struct GadgetInfo *gi;
8559 unsigned long event_mask;
8560 int gd_xoffset, gd_yoffset;
8561 int gd_x1, gd_x2, gd_y1, gd_y2;
8564 gd_xoffset = gamebutton_info[i].x;
8565 gd_yoffset = gamebutton_info[i].y;
8566 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8567 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8569 if (id == GAME_CTRL_ID_STOP ||
8570 id == GAME_CTRL_ID_PAUSE ||
8571 id == GAME_CTRL_ID_PLAY)
8573 button_type = GD_TYPE_NORMAL_BUTTON;
8575 event_mask = GD_EVENT_RELEASED;
8576 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8577 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8581 button_type = GD_TYPE_CHECK_BUTTON;
8583 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8584 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8585 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8586 event_mask = GD_EVENT_PRESSED;
8587 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8588 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8591 gi = CreateGadget(GDI_CUSTOM_ID, id,
8592 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8593 GDI_X, DX + gd_xoffset,
8594 GDI_Y, DY + gd_yoffset,
8595 GDI_WIDTH, GAME_BUTTON_XSIZE,
8596 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8597 GDI_TYPE, button_type,
8598 GDI_STATE, GD_BUTTON_UNPRESSED,
8599 GDI_CHECKED, checked,
8600 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8601 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8602 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8603 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8604 GDI_EVENT_MASK, event_mask,
8605 GDI_CALLBACK_ACTION, HandleGameButtons,
8609 Error(ERR_EXIT, "cannot create gadget");
8611 game_gadget[id] = gi;
8615 void FreeGameButtons()
8619 for (i=0; i<NUM_GAME_BUTTONS; i++)
8620 FreeGadget(game_gadget[i]);
8623 static void MapGameButtons()
8627 for (i=0; i<NUM_GAME_BUTTONS; i++)
8628 MapGadget(game_gadget[i]);
8631 void UnmapGameButtons()
8635 for (i=0; i<NUM_GAME_BUTTONS; i++)
8636 UnmapGadget(game_gadget[i]);
8639 static void HandleGameButtons(struct GadgetInfo *gi)
8641 int id = gi->custom_id;
8643 if (game_status != GAME_MODE_PLAYING)
8648 case GAME_CTRL_ID_STOP:
8649 RequestQuitGame(TRUE);
8652 case GAME_CTRL_ID_PAUSE:
8653 if (options.network)
8655 #if defined(PLATFORM_UNIX)
8657 SendToServer_ContinuePlaying();
8659 SendToServer_PausePlaying();
8663 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8666 case GAME_CTRL_ID_PLAY:
8669 #if defined(PLATFORM_UNIX)
8670 if (options.network)
8671 SendToServer_ContinuePlaying();
8675 tape.pausing = FALSE;
8676 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8681 case SOUND_CTRL_ID_MUSIC:
8682 if (setup.sound_music)
8684 setup.sound_music = FALSE;
8687 else if (audio.music_available)
8689 setup.sound = setup.sound_music = TRUE;
8691 SetAudioMode(setup.sound);
8692 PlayMusic(level_nr);
8696 case SOUND_CTRL_ID_LOOPS:
8697 if (setup.sound_loops)
8698 setup.sound_loops = FALSE;
8699 else if (audio.loops_available)
8701 setup.sound = setup.sound_loops = TRUE;
8702 SetAudioMode(setup.sound);
8706 case SOUND_CTRL_ID_SIMPLE:
8707 if (setup.sound_simple)
8708 setup.sound_simple = FALSE;
8709 else if (audio.sound_available)
8711 setup.sound = setup.sound_simple = TRUE;
8712 SetAudioMode(setup.sound);