1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
173 static boolean CheckTriggeredElementChange(int, int, int, int);
174 static boolean CheckElementSideChange(int, int, int, int, int, int);
175 static boolean CheckElementChange(int, int, int, int);
177 static void PlaySoundLevel(int, int, int);
178 static void PlaySoundLevelNearest(int, int, int);
179 static void PlaySoundLevelAction(int, int, int);
180 static void PlaySoundLevelElementAction(int, int, int, int);
181 static void PlaySoundLevelActionIfLoop(int, int, int);
182 static void StopSoundLevelActionIfLoop(int, int, int);
184 static void MapGameButtons();
185 static void HandleGameButtons(struct GadgetInfo *);
187 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
190 /* ------------------------------------------------------------------------- */
191 /* definition of elements that automatically change to other elements after */
192 /* a specified time, eventually calling a function when changing */
193 /* ------------------------------------------------------------------------- */
195 /* forward declaration for changer functions */
196 static void InitBuggyBase(int x, int y);
197 static void WarnBuggyBase(int x, int y);
199 static void InitTrap(int x, int y);
200 static void ActivateTrap(int x, int y);
201 static void ChangeActiveTrap(int x, int y);
203 static void InitRobotWheel(int x, int y);
204 static void RunRobotWheel(int x, int y);
205 static void StopRobotWheel(int x, int y);
207 static void InitTimegateWheel(int x, int y);
208 static void RunTimegateWheel(int x, int y);
210 struct ChangingElementInfo
215 void (*pre_change_function)(int x, int y);
216 void (*change_function)(int x, int y);
217 void (*post_change_function)(int x, int y);
220 static struct ChangingElementInfo change_delay_list[] =
255 EL_SWITCHGATE_OPENING,
263 EL_SWITCHGATE_CLOSING,
264 EL_SWITCHGATE_CLOSED,
296 EL_ACID_SPLASH_RIGHT,
305 EL_SP_BUGGY_BASE_ACTIVATING,
312 EL_SP_BUGGY_BASE_ACTIVATING,
313 EL_SP_BUGGY_BASE_ACTIVE,
320 EL_SP_BUGGY_BASE_ACTIVE,
344 EL_ROBOT_WHEEL_ACTIVE,
352 EL_TIMEGATE_SWITCH_ACTIVE,
373 int push_delay_fixed, push_delay_random;
378 { EL_BALLOON, 0, 0 },
380 { EL_SOKOBAN_OBJECT, 2, 0 },
381 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
382 { EL_SATELLITE, 2, 0 },
383 { EL_SP_DISK_YELLOW, 2, 0 },
385 { EL_UNDEFINED, 0, 0 },
393 move_stepsize_list[] =
395 { EL_AMOEBA_DROP, 2 },
396 { EL_AMOEBA_DROPPING, 2 },
397 { EL_QUICKSAND_FILLING, 1 },
398 { EL_QUICKSAND_EMPTYING, 1 },
399 { EL_MAGIC_WALL_FILLING, 2 },
400 { EL_BD_MAGIC_WALL_FILLING, 2 },
401 { EL_MAGIC_WALL_EMPTYING, 2 },
402 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
412 collect_count_list[] =
415 { EL_BD_DIAMOND, 1 },
416 { EL_EMERALD_YELLOW, 1 },
417 { EL_EMERALD_RED, 1 },
418 { EL_EMERALD_PURPLE, 1 },
420 { EL_SP_INFOTRON, 1 },
427 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
429 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
430 CH_EVENT_BIT(CE_DELAY))
431 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
432 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
433 IS_JUST_CHANGING(x, y))
435 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
438 void GetPlayerConfig()
440 if (!audio.sound_available)
441 setup.sound_simple = FALSE;
443 if (!audio.loops_available)
444 setup.sound_loops = FALSE;
446 if (!audio.music_available)
447 setup.sound_music = FALSE;
449 if (!video.fullscreen_available)
450 setup.fullscreen = FALSE;
452 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
454 SetAudioMode(setup.sound);
458 static int getBeltNrFromBeltElement(int element)
460 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
461 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
462 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
465 static int getBeltNrFromBeltActiveElement(int element)
467 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
468 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
469 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
472 static int getBeltNrFromBeltSwitchElement(int element)
474 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
475 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
476 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
479 static int getBeltDirNrFromBeltSwitchElement(int element)
481 static int belt_base_element[4] =
483 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
484 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
485 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
486 EL_CONVEYOR_BELT_4_SWITCH_LEFT
489 int belt_nr = getBeltNrFromBeltSwitchElement(element);
490 int belt_dir_nr = element - belt_base_element[belt_nr];
492 return (belt_dir_nr % 3);
495 static int getBeltDirFromBeltSwitchElement(int element)
497 static int belt_move_dir[3] =
504 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
506 return belt_move_dir[belt_dir_nr];
509 static void InitPlayerField(int x, int y, int element, boolean init_game)
511 if (element == EL_SP_MURPHY)
515 if (stored_player[0].present)
517 Feld[x][y] = EL_SP_MURPHY_CLONE;
523 stored_player[0].use_murphy_graphic = TRUE;
526 Feld[x][y] = EL_PLAYER_1;
532 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
533 int jx = player->jx, jy = player->jy;
535 player->present = TRUE;
537 if (!options.network || player->connected)
539 player->active = TRUE;
541 /* remove potentially duplicate players */
542 if (StorePlayer[jx][jy] == Feld[x][y])
543 StorePlayer[jx][jy] = 0;
545 StorePlayer[x][y] = Feld[x][y];
549 printf("Player %d activated.\n", player->element_nr);
550 printf("[Local player is %d and currently %s.]\n",
551 local_player->element_nr,
552 local_player->active ? "active" : "not active");
556 Feld[x][y] = EL_EMPTY;
557 player->jx = player->last_jx = x;
558 player->jy = player->last_jy = y;
562 static void InitField(int x, int y, boolean init_game)
564 int element = Feld[x][y];
573 InitPlayerField(x, y, element, init_game);
577 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
578 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
579 else if (x > 0 && Feld[x-1][y] == EL_ACID)
580 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
581 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
582 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
583 else if (y > 0 && Feld[x][y-1] == EL_ACID)
584 Feld[x][y] = EL_ACID_POOL_BOTTOM;
585 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
586 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
594 case EL_SPACESHIP_RIGHT:
595 case EL_SPACESHIP_UP:
596 case EL_SPACESHIP_LEFT:
597 case EL_SPACESHIP_DOWN:
599 case EL_BD_BUTTERFLY_RIGHT:
600 case EL_BD_BUTTERFLY_UP:
601 case EL_BD_BUTTERFLY_LEFT:
602 case EL_BD_BUTTERFLY_DOWN:
603 case EL_BD_BUTTERFLY:
604 case EL_BD_FIREFLY_RIGHT:
605 case EL_BD_FIREFLY_UP:
606 case EL_BD_FIREFLY_LEFT:
607 case EL_BD_FIREFLY_DOWN:
609 case EL_PACMAN_RIGHT:
633 if (y == lev_fieldy - 1)
635 Feld[x][y] = EL_AMOEBA_GROWING;
636 Store[x][y] = EL_AMOEBA_WET;
640 case EL_DYNAMITE_ACTIVE:
645 local_player->lights_still_needed++;
648 case EL_SOKOBAN_FIELD_EMPTY:
649 local_player->sokobanfields_still_needed++;
653 local_player->friends_still_needed++;
658 MovDir[x][y] = 1 << RND(4);
663 Feld[x][y] = EL_EMPTY;
668 case EL_EM_KEY_1_FILE:
669 Feld[x][y] = EL_EM_KEY_1;
671 case EL_EM_KEY_2_FILE:
672 Feld[x][y] = EL_EM_KEY_2;
674 case EL_EM_KEY_3_FILE:
675 Feld[x][y] = EL_EM_KEY_3;
677 case EL_EM_KEY_4_FILE:
678 Feld[x][y] = EL_EM_KEY_4;
682 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
683 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
684 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
685 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
686 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
687 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
688 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
689 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
690 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
691 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
692 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
693 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
696 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
697 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
698 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
700 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
702 game.belt_dir[belt_nr] = belt_dir;
703 game.belt_dir_nr[belt_nr] = belt_dir_nr;
705 else /* more than one switch -- set it like the first switch */
707 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
712 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
714 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
717 case EL_LIGHT_SWITCH_ACTIVE:
719 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
723 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
729 void DrawGameDoorValues()
733 for (i=0; i<MAX_PLAYERS; i++)
735 if (stored_player[i].key[j])
736 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
737 el2edimg(EL_KEY_1 + j));
739 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
740 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
741 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
742 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
743 DrawText(DX + XX_SCORE, DY + YY_SCORE,
744 int2str(local_player->score, 5), FONT_TEXT_2);
745 DrawText(DX + XX_TIME, DY + YY_TIME,
746 int2str(TimeLeft, 3), FONT_TEXT_2);
751 =============================================================================
753 -----------------------------------------------------------------------------
754 initialize game engine due to level / tape version number
755 =============================================================================
758 static void InitGameEngine()
762 /* set game engine from tape file when re-playing, else from level file */
763 game.engine_version = (tape.playing ? tape.engine_version :
766 /* dynamically adjust element properties according to game engine version */
767 InitElementPropertiesEngine(game.engine_version);
770 printf("level %d: level version == %06d\n", level_nr, level.game_version);
771 printf(" tape version == %06d [%s] [file: %06d]\n",
772 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
774 printf(" => game.engine_version == %06d\n", game.engine_version);
777 /* ---------- initialize player's initial move delay --------------------- */
779 /* dynamically adjust player properties according to game engine version */
780 game.initial_move_delay =
781 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
782 INITIAL_MOVE_DELAY_OFF);
784 /* dynamically adjust player properties according to level information */
785 game.initial_move_delay_value =
786 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
788 /* ---------- initialize changing elements ------------------------------- */
790 /* initialize changing elements information */
791 for (i=0; i < MAX_NUM_ELEMENTS; i++)
793 struct ElementInfo *ei = &element_info[i];
795 /* this pointer might have been changed in the level editor */
796 ei->change = &ei->change_page[0];
798 if (!IS_CUSTOM_ELEMENT(i))
800 ei->change->target_element = EL_EMPTY_SPACE;
801 ei->change->delay_fixed = 0;
802 ei->change->delay_random = 0;
803 ei->change->delay_frames = 1;
806 ei->change_events = CE_BITMASK_DEFAULT;
807 for (j=0; j < NUM_CHANGE_EVENTS; j++)
809 ei->event_page_nr[j] = 0;
810 ei->event_page[j] = &ei->change_page[0];
814 /* add changing elements from pre-defined list */
815 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
817 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
818 struct ElementInfo *ei = &element_info[ch_delay->element];
820 ei->change->target_element = ch_delay->target_element;
821 ei->change->delay_fixed = ch_delay->change_delay;
823 ei->change->pre_change_function = ch_delay->pre_change_function;
824 ei->change->change_function = ch_delay->change_function;
825 ei->change->post_change_function = ch_delay->post_change_function;
827 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
831 /* add change events from custom element configuration */
832 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
834 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
836 for (j=0; j < ei->num_change_pages; j++)
838 if (!ei->change_page[j].can_change)
841 for (k=0; k < NUM_CHANGE_EVENTS; k++)
843 /* only add event page for the first page found with this event */
844 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
845 !(ei->change_events & CH_EVENT_BIT(k)))
847 ei->change_events |= CH_EVENT_BIT(k);
848 ei->event_page_nr[k] = j;
849 ei->event_page[k] = &ei->change_page[j];
857 /* add change events from custom element configuration */
858 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
860 int element = EL_CUSTOM_START + i;
862 /* only add custom elements that change after fixed/random frame delay */
863 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
864 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
868 /* ---------- initialize trigger events ---------------------------------- */
870 /* initialize trigger events information */
871 for (i=0; i<MAX_NUM_ELEMENTS; i++)
872 trigger_events[i] = EP_BITMASK_DEFAULT;
875 /* add trigger events from element change event properties */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
878 struct ElementInfo *ei = &element_info[i];
880 for (j=0; j < ei->num_change_pages; j++)
882 if (!ei->change_page->can_change)
885 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
887 int trigger_element = ei->change_page[j].trigger_element;
889 trigger_events[trigger_element] |= ei->change_page[j].events;
894 /* add trigger events from element change event properties */
895 for (i=0; i<MAX_NUM_ELEMENTS; i++)
896 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
897 trigger_events[element_info[i].change->trigger_element] |=
898 element_info[i].change->events;
901 /* ---------- initialize push delay -------------------------------------- */
903 /* initialize push delay values to default */
904 for (i=0; i<MAX_NUM_ELEMENTS; i++)
906 if (!IS_CUSTOM_ELEMENT(i))
908 element_info[i].push_delay_fixed = 2;
909 element_info[i].push_delay_random = 8;
913 /* set push delay value for certain elements from pre-defined list */
914 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
916 int e = push_delay_list[i].element;
918 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
919 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
922 /* ---------- initialize move stepsize ----------------------------------- */
924 /* initialize move stepsize values to default */
925 for (i=0; i<MAX_NUM_ELEMENTS; i++)
926 if (!IS_CUSTOM_ELEMENT(i))
927 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
929 /* set move stepsize value for certain elements from pre-defined list */
930 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
932 int e = move_stepsize_list[i].element;
934 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
937 /* ---------- initialize gem count --------------------------------------- */
939 /* initialize gem count values for each element */
940 for (i=0; i<MAX_NUM_ELEMENTS; i++)
941 if (!IS_CUSTOM_ELEMENT(i))
942 element_info[i].collect_count = 0;
944 /* add gem count values for all elements from pre-defined list */
945 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
946 element_info[collect_count_list[i].element].collect_count =
947 collect_count_list[i].count;
952 =============================================================================
954 -----------------------------------------------------------------------------
955 initialize and start new game
956 =============================================================================
961 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
962 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
963 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
970 #if USE_NEW_AMOEBA_CODE
971 printf("Using new amoeba code.\n");
973 printf("Using old amoeba code.\n");
978 /* don't play tapes over network */
979 network_playing = (options.network && !tape.playing);
981 for (i=0; i<MAX_PLAYERS; i++)
983 struct PlayerInfo *player = &stored_player[i];
985 player->index_nr = i;
986 player->element_nr = EL_PLAYER_1 + i;
988 player->present = FALSE;
989 player->active = FALSE;
992 player->effective_action = 0;
993 player->programmed_action = 0;
996 player->gems_still_needed = level.gems_needed;
997 player->sokobanfields_still_needed = 0;
998 player->lights_still_needed = 0;
999 player->friends_still_needed = 0;
1002 player->key[j] = FALSE;
1004 player->dynabomb_count = 0;
1005 player->dynabomb_size = 1;
1006 player->dynabombs_left = 0;
1007 player->dynabomb_xl = FALSE;
1009 player->MovDir = MV_NO_MOVING;
1011 player->Pushing = FALSE;
1012 player->Switching = FALSE;
1014 player->GfxDir = MV_NO_MOVING;
1015 player->GfxAction = ACTION_DEFAULT;
1017 player->StepFrame = 0;
1019 player->use_murphy_graphic = FALSE;
1020 player->use_disk_red_graphic = FALSE;
1022 player->actual_frame_counter = 0;
1024 player->last_move_dir = MV_NO_MOVING;
1026 player->is_moving = FALSE;
1027 player->is_waiting = FALSE;
1028 player->is_digging = FALSE;
1029 player->is_collecting = FALSE;
1031 player->show_envelope = 0;
1033 player->move_delay = game.initial_move_delay;
1034 player->move_delay_value = game.initial_move_delay_value;
1036 player->push_delay = 0;
1037 player->push_delay_value = 5;
1039 player->snapped = FALSE;
1041 player->last_jx = player->last_jy = 0;
1042 player->jx = player->jy = 0;
1044 player->shield_normal_time_left = 0;
1045 player->shield_deadly_time_left = 0;
1047 player->inventory_size = 0;
1049 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1050 SnapField(player, 0, 0);
1052 player->LevelSolved = FALSE;
1053 player->GameOver = FALSE;
1056 network_player_action_received = FALSE;
1058 #if defined(PLATFORM_UNIX)
1059 /* initial null action */
1060 if (network_playing)
1061 SendToServer_MovePlayer(MV_NO_MOVING);
1069 TimeLeft = level.time;
1071 ScreenMovDir = MV_NO_MOVING;
1075 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1077 AllPlayersGone = FALSE;
1079 game.yamyam_content_nr = 0;
1080 game.magic_wall_active = FALSE;
1081 game.magic_wall_time_left = 0;
1082 game.light_time_left = 0;
1083 game.timegate_time_left = 0;
1084 game.switchgate_pos = 0;
1085 game.balloon_dir = MV_NO_MOVING;
1086 game.explosions_delayed = TRUE;
1088 game.envelope_active = FALSE;
1092 game.belt_dir[i] = MV_NO_MOVING;
1093 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1096 for (i=0; i<MAX_NUM_AMOEBA; i++)
1097 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1099 for (x=0; x<lev_fieldx; x++)
1101 for (y=0; y<lev_fieldy; y++)
1103 Feld[x][y] = level.field[x][y];
1104 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1105 ChangeDelay[x][y] = 0;
1106 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1108 JustStopped[x][y] = 0;
1110 Pushed[x][y] = FALSE;
1112 Changed[x][y] = CE_BITMASK_DEFAULT;
1113 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1115 ExplodePhase[x][y] = 0;
1116 ExplodeField[x][y] = EX_NO_EXPLOSION;
1119 GfxAction[x][y] = ACTION_DEFAULT;
1120 GfxRandom[x][y] = INIT_GFX_RANDOM();
1121 GfxElement[x][y] = EL_UNDEFINED;
1125 for(y=0; y<lev_fieldy; y++)
1127 for(x=0; x<lev_fieldx; x++)
1129 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1131 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1133 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1136 InitField(x, y, TRUE);
1142 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1143 emulate_sb ? EMU_SOKOBAN :
1144 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1146 /* correct non-moving belts to start moving left */
1148 if (game.belt_dir[i] == MV_NO_MOVING)
1149 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1151 /* check if any connected player was not found in playfield */
1152 for (i=0; i<MAX_PLAYERS; i++)
1154 struct PlayerInfo *player = &stored_player[i];
1156 if (player->connected && !player->present)
1158 for (j=0; j<MAX_PLAYERS; j++)
1160 struct PlayerInfo *some_player = &stored_player[j];
1161 int jx = some_player->jx, jy = some_player->jy;
1163 /* assign first free player found that is present in the playfield */
1164 if (some_player->present && !some_player->connected)
1166 player->present = TRUE;
1167 player->active = TRUE;
1168 some_player->present = FALSE;
1170 StorePlayer[jx][jy] = player->element_nr;
1171 player->jx = player->last_jx = jx;
1172 player->jy = player->last_jy = jy;
1182 /* when playing a tape, eliminate all players who do not participate */
1184 for (i=0; i<MAX_PLAYERS; i++)
1186 if (stored_player[i].active && !tape.player_participates[i])
1188 struct PlayerInfo *player = &stored_player[i];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1197 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1199 /* when in single player mode, eliminate all but the first active player */
1201 for (i=0; i<MAX_PLAYERS; i++)
1203 if (stored_player[i].active)
1205 for (j=i+1; j<MAX_PLAYERS; j++)
1207 if (stored_player[j].active)
1209 struct PlayerInfo *player = &stored_player[j];
1210 int jx = player->jx, jy = player->jy;
1212 player->active = FALSE;
1213 StorePlayer[jx][jy] = 0;
1214 Feld[jx][jy] = EL_EMPTY;
1221 /* when recording the game, store which players take part in the game */
1224 for (i=0; i<MAX_PLAYERS; i++)
1225 if (stored_player[i].active)
1226 tape.player_participates[i] = TRUE;
1231 for (i=0; i<MAX_PLAYERS; i++)
1233 struct PlayerInfo *player = &stored_player[i];
1235 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1240 if (local_player == player)
1241 printf("Player %d is local player.\n", i+1);
1245 if (BorderElement == EL_EMPTY)
1248 SBX_Right = lev_fieldx - SCR_FIELDX;
1250 SBY_Lower = lev_fieldy - SCR_FIELDY;
1255 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1257 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1260 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1261 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1263 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1264 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1266 /* if local player not found, look for custom element that might create
1267 the player (make some assumptions about the right custom element) */
1268 if (!local_player->present)
1270 int start_x = 0, start_y = 0;
1271 int found_rating = 0;
1272 int found_element = EL_UNDEFINED;
1274 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1276 int element = Feld[x][y];
1281 if (!IS_CUSTOM_ELEMENT(element))
1284 if (CAN_CHANGE(element))
1286 for (i=0; i < element_info[element].num_change_pages; i++)
1288 content = element_info[element].change_page[i].target_element;
1289 is_player = ELEM_IS_PLAYER(content);
1291 if (is_player && (found_rating < 3 || element < found_element))
1297 found_element = element;
1302 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1304 content = element_info[element].content[xx][yy];
1305 is_player = ELEM_IS_PLAYER(content);
1307 if (is_player && (found_rating < 2 || element < found_element))
1309 start_x = x + xx - 1;
1310 start_y = y + yy - 1;
1313 found_element = element;
1316 if (!CAN_CHANGE(element))
1319 for (i=0; i < element_info[element].num_change_pages; i++)
1321 content = element_info[element].change_page[i].content[xx][yy];
1322 is_player = ELEM_IS_PLAYER(content);
1324 if (is_player && (found_rating < 1 || element < found_element))
1326 start_x = x + xx - 1;
1327 start_y = y + yy - 1;
1330 found_element = element;
1336 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1337 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1340 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1341 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1347 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1348 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1349 local_player->jx - MIDPOSX);
1351 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1352 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1353 local_player->jy - MIDPOSY);
1355 scroll_x = SBX_Left;
1356 scroll_y = SBY_Upper;
1357 if (local_player->jx >= SBX_Left + MIDPOSX)
1358 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1359 local_player->jx - MIDPOSX :
1361 if (local_player->jy >= SBY_Upper + MIDPOSY)
1362 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1363 local_player->jy - MIDPOSY :
1368 CloseDoor(DOOR_CLOSE_1);
1373 /* after drawing the level, correct some elements */
1374 if (game.timegate_time_left == 0)
1375 CloseAllOpenTimegates();
1377 if (setup.soft_scrolling)
1378 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1380 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1383 /* copy default game door content to main double buffer */
1384 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1385 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1388 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1391 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1392 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1393 BlitBitmap(drawto, drawto,
1394 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1395 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1396 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1397 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1400 DrawGameDoorValues();
1404 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1405 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1406 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1410 /* copy actual game door content to door double buffer for OpenDoor() */
1411 BlitBitmap(drawto, bitmap_db_door,
1412 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1414 OpenDoor(DOOR_OPEN_ALL);
1416 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1417 if (setup.sound_music)
1418 PlayMusic(level_nr);
1420 KeyboardAutoRepeatOffUnlessAutoplay();
1425 printf("Player %d %sactive.\n",
1426 i + 1, (stored_player[i].active ? "" : "not "));
1430 void InitMovDir(int x, int y)
1432 int i, element = Feld[x][y];
1433 static int xy[4][2] =
1440 static int direction[3][4] =
1442 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1443 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1444 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1453 Feld[x][y] = EL_BUG;
1454 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1457 case EL_SPACESHIP_RIGHT:
1458 case EL_SPACESHIP_UP:
1459 case EL_SPACESHIP_LEFT:
1460 case EL_SPACESHIP_DOWN:
1461 Feld[x][y] = EL_SPACESHIP;
1462 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1465 case EL_BD_BUTTERFLY_RIGHT:
1466 case EL_BD_BUTTERFLY_UP:
1467 case EL_BD_BUTTERFLY_LEFT:
1468 case EL_BD_BUTTERFLY_DOWN:
1469 Feld[x][y] = EL_BD_BUTTERFLY;
1470 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1473 case EL_BD_FIREFLY_RIGHT:
1474 case EL_BD_FIREFLY_UP:
1475 case EL_BD_FIREFLY_LEFT:
1476 case EL_BD_FIREFLY_DOWN:
1477 Feld[x][y] = EL_BD_FIREFLY;
1478 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1481 case EL_PACMAN_RIGHT:
1483 case EL_PACMAN_LEFT:
1484 case EL_PACMAN_DOWN:
1485 Feld[x][y] = EL_PACMAN;
1486 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1489 case EL_SP_SNIKSNAK:
1490 MovDir[x][y] = MV_UP;
1493 case EL_SP_ELECTRON:
1494 MovDir[x][y] = MV_LEFT;
1501 Feld[x][y] = EL_MOLE;
1502 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1506 if (IS_CUSTOM_ELEMENT(element))
1508 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1509 MovDir[x][y] = element_info[element].move_direction_initial;
1510 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1511 element_info[element].move_pattern == MV_TURNING_LEFT ||
1512 element_info[element].move_pattern == MV_TURNING_RIGHT)
1513 MovDir[x][y] = 1 << RND(4);
1514 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1515 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1516 else if (element_info[element].move_pattern == MV_VERTICAL)
1517 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1518 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1519 MovDir[x][y] = element_info[element].move_pattern;
1520 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1521 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1525 int x1 = x + xy[i][0];
1526 int y1 = y + xy[i][1];
1528 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1530 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1531 MovDir[x][y] = direction[0][i];
1533 MovDir[x][y] = direction[1][i];
1542 MovDir[x][y] = 1 << RND(4);
1544 if (element != EL_BUG &&
1545 element != EL_SPACESHIP &&
1546 element != EL_BD_BUTTERFLY &&
1547 element != EL_BD_FIREFLY)
1552 int x1 = x + xy[i][0];
1553 int y1 = y + xy[i][1];
1555 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1557 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1559 MovDir[x][y] = direction[0][i];
1562 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1563 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1565 MovDir[x][y] = direction[1][i];
1575 void InitAmoebaNr(int x, int y)
1578 int group_nr = AmoebeNachbarNr(x, y);
1582 for (i=1; i<MAX_NUM_AMOEBA; i++)
1584 if (AmoebaCnt[i] == 0)
1592 AmoebaNr[x][y] = group_nr;
1593 AmoebaCnt[group_nr]++;
1594 AmoebaCnt2[group_nr]++;
1600 boolean raise_level = FALSE;
1602 if (local_player->MovPos)
1606 if (tape.auto_play) /* tape might already be stopped here */
1607 tape.auto_play_level_solved = TRUE;
1609 if (tape.playing && tape.auto_play)
1610 tape.auto_play_level_solved = TRUE;
1613 local_player->LevelSolved = FALSE;
1615 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1619 if (!tape.playing && setup.sound_loops)
1620 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1621 SND_CTRL_PLAY_LOOP);
1623 while (TimeLeft > 0)
1625 if (!tape.playing && !setup.sound_loops)
1626 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1627 if (TimeLeft > 0 && !(TimeLeft % 10))
1628 RaiseScore(level.score[SC_TIME_BONUS]);
1629 if (TimeLeft > 100 && !(TimeLeft % 10))
1633 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1640 if (!tape.playing && setup.sound_loops)
1641 StopSound(SND_GAME_LEVELTIME_BONUS);
1643 else if (level.time == 0) /* level without time limit */
1645 if (!tape.playing && setup.sound_loops)
1646 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1647 SND_CTRL_PLAY_LOOP);
1649 while (TimePlayed < 999)
1651 if (!tape.playing && !setup.sound_loops)
1652 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1653 if (TimePlayed < 999 && !(TimePlayed % 10))
1654 RaiseScore(level.score[SC_TIME_BONUS]);
1655 if (TimePlayed < 900 && !(TimePlayed % 10))
1659 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1666 if (!tape.playing && setup.sound_loops)
1667 StopSound(SND_GAME_LEVELTIME_BONUS);
1670 /* close exit door after last player */
1671 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1673 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1675 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1678 /* Hero disappears */
1679 DrawLevelField(ExitX, ExitY);
1685 CloseDoor(DOOR_CLOSE_1);
1690 SaveTape(tape.level_nr); /* Ask to save tape */
1693 if (level_nr == leveldir_current->handicap_level)
1695 leveldir_current->handicap_level++;
1696 SaveLevelSetup_SeriesInfo();
1699 if (level_editor_test_game)
1700 local_player->score = -1; /* no highscore when playing from editor */
1701 else if (level_nr < leveldir_current->last_level)
1702 raise_level = TRUE; /* advance to next level */
1704 if ((hi_pos = NewHiScore()) >= 0)
1706 game_status = GAME_MODE_SCORES;
1707 DrawHallOfFame(hi_pos);
1716 game_status = GAME_MODE_MAIN;
1733 LoadScore(level_nr);
1735 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1736 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1739 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1741 if (local_player->score > highscore[k].Score)
1743 /* player has made it to the hall of fame */
1745 if (k < MAX_SCORE_ENTRIES - 1)
1747 int m = MAX_SCORE_ENTRIES - 1;
1750 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1751 if (!strcmp(setup.player_name, highscore[l].Name))
1753 if (m == k) /* player's new highscore overwrites his old one */
1759 strcpy(highscore[l].Name, highscore[l - 1].Name);
1760 highscore[l].Score = highscore[l - 1].Score;
1767 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1768 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1769 highscore[k].Score = local_player->score;
1775 else if (!strncmp(setup.player_name, highscore[k].Name,
1776 MAX_PLAYER_NAME_LEN))
1777 break; /* player already there with a higher score */
1783 SaveScore(level_nr);
1788 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1790 if (player->GfxAction != action || player->GfxDir != dir)
1793 printf("Player frame reset! (%d => %d, %d => %d)\n",
1794 player->GfxAction, action, player->GfxDir, dir);
1797 player->GfxAction = action;
1798 player->GfxDir = dir;
1800 player->StepFrame = 0;
1804 static void ResetRandomAnimationValue(int x, int y)
1806 GfxRandom[x][y] = INIT_GFX_RANDOM();
1809 static void ResetGfxAnimation(int x, int y)
1812 GfxAction[x][y] = ACTION_DEFAULT;
1815 void InitMovingField(int x, int y, int direction)
1817 int element = Feld[x][y];
1818 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1819 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1823 if (!JustStopped[x][y] || direction != MovDir[x][y])
1824 ResetGfxAnimation(x, y);
1826 MovDir[newx][newy] = MovDir[x][y] = direction;
1828 if (Feld[newx][newy] == EL_EMPTY)
1829 Feld[newx][newy] = EL_BLOCKED;
1831 if (direction == MV_DOWN && CAN_FALL(element))
1832 GfxAction[x][y] = ACTION_FALLING;
1834 GfxAction[x][y] = ACTION_MOVING;
1836 GfxFrame[newx][newy] = GfxFrame[x][y];
1837 GfxAction[newx][newy] = GfxAction[x][y];
1838 GfxRandom[newx][newy] = GfxRandom[x][y];
1841 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1843 int direction = MovDir[x][y];
1844 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1845 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1851 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1853 int oldx = x, oldy = y;
1854 int direction = MovDir[x][y];
1856 if (direction == MV_LEFT)
1858 else if (direction == MV_RIGHT)
1860 else if (direction == MV_UP)
1862 else if (direction == MV_DOWN)
1865 *comes_from_x = oldx;
1866 *comes_from_y = oldy;
1869 int MovingOrBlocked2Element(int x, int y)
1871 int element = Feld[x][y];
1873 if (element == EL_BLOCKED)
1877 Blocked2Moving(x, y, &oldx, &oldy);
1878 return Feld[oldx][oldy];
1884 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1886 /* like MovingOrBlocked2Element(), but if element is moving
1887 and (x,y) is the field the moving element is just leaving,
1888 return EL_BLOCKED instead of the element value */
1889 int element = Feld[x][y];
1891 if (IS_MOVING(x, y))
1893 if (element == EL_BLOCKED)
1897 Blocked2Moving(x, y, &oldx, &oldy);
1898 return Feld[oldx][oldy];
1907 static void RemoveField(int x, int y)
1909 Feld[x][y] = EL_EMPTY;
1916 ChangeDelay[x][y] = 0;
1917 Pushed[x][y] = FALSE;
1919 GfxElement[x][y] = EL_UNDEFINED;
1920 GfxAction[x][y] = ACTION_DEFAULT;
1923 void RemoveMovingField(int x, int y)
1925 int oldx = x, oldy = y, newx = x, newy = y;
1926 int element = Feld[x][y];
1927 int next_element = EL_UNDEFINED;
1929 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1932 if (IS_MOVING(x, y))
1934 Moving2Blocked(x, y, &newx, &newy);
1935 if (Feld[newx][newy] != EL_BLOCKED)
1938 else if (element == EL_BLOCKED)
1940 Blocked2Moving(x, y, &oldx, &oldy);
1941 if (!IS_MOVING(oldx, oldy))
1945 if (element == EL_BLOCKED &&
1946 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1947 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1948 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1949 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1950 next_element = get_next_element(Feld[oldx][oldy]);
1952 RemoveField(oldx, oldy);
1953 RemoveField(newx, newy);
1955 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1957 if (next_element != EL_UNDEFINED)
1958 Feld[oldx][oldy] = next_element;
1960 DrawLevelField(oldx, oldy);
1961 DrawLevelField(newx, newy);
1964 void DrawDynamite(int x, int y)
1966 int sx = SCREENX(x), sy = SCREENY(y);
1967 int graphic = el2img(Feld[x][y]);
1970 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1973 if (IS_WALKABLE_INSIDE(Back[x][y]))
1977 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1978 else if (Store[x][y])
1979 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1981 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1984 if (Back[x][y] || Store[x][y])
1985 DrawGraphicThruMask(sx, sy, graphic, frame);
1987 DrawGraphic(sx, sy, graphic, frame);
1989 if (game.emulation == EMU_SUPAPLEX)
1990 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1991 else if (Store[x][y])
1992 DrawGraphicThruMask(sx, sy, graphic, frame);
1994 DrawGraphic(sx, sy, graphic, frame);
1998 void CheckDynamite(int x, int y)
2000 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2004 if (MovDelay[x][y] != 0)
2007 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2014 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2016 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2017 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2018 StopSound(SND_DYNAMITE_ACTIVE);
2020 StopSound(SND_DYNABOMB_ACTIVE);
2026 void RelocatePlayer(int x, int y, int element)
2028 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2030 if (player->present)
2032 while (player->MovPos)
2034 ScrollFigure(player, SCROLL_GO_ON);
2035 ScrollScreen(NULL, SCROLL_GO_ON);
2041 RemoveField(player->jx, player->jy);
2042 DrawLevelField(player->jx, player->jy);
2045 InitPlayerField(x, y, element, TRUE);
2047 if (player == local_player)
2049 int scroll_xx = -999, scroll_yy = -999;
2051 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2054 int fx = FX, fy = FY;
2056 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2057 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2058 local_player->jx - MIDPOSX);
2060 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2061 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2062 local_player->jy - MIDPOSY);
2064 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2065 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2070 fx += dx * TILEX / 2;
2071 fy += dy * TILEY / 2;
2073 ScrollLevel(dx, dy);
2076 /* scroll in to steps of half tile size to make things smoother */
2077 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2079 Delay(GAME_FRAME_DELAY);
2081 /* scroll second step to align at full tile size */
2083 Delay(GAME_FRAME_DELAY);
2088 void Explode(int ex, int ey, int phase, int mode)
2092 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2093 int last_phase = num_phase * delay;
2094 int half_phase = (num_phase / 2) * delay;
2095 int first_phase_after_start = EX_PHASE_START + 1;
2097 if (game.explosions_delayed)
2099 ExplodeField[ex][ey] = mode;
2103 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2105 int center_element = Feld[ex][ey];
2108 /* --- This is only really needed (and now handled) in "Impact()". --- */
2109 /* do not explode moving elements that left the explode field in time */
2110 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2111 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2115 if (mode == EX_NORMAL || mode == EX_CENTER)
2116 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2118 /* remove things displayed in background while burning dynamite */
2119 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2122 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2124 /* put moving element to center field (and let it explode there) */
2125 center_element = MovingOrBlocked2Element(ex, ey);
2126 RemoveMovingField(ex, ey);
2127 Feld[ex][ey] = center_element;
2130 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2132 int xx = x - ex + 1;
2133 int yy = y - ey + 1;
2136 if (!IN_LEV_FIELD(x, y) ||
2137 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2138 (x != ex || y != ey)))
2141 element = Feld[x][y];
2143 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2145 element = MovingOrBlocked2Element(x, y);
2147 if (!IS_EXPLOSION_PROOF(element))
2148 RemoveMovingField(x, y);
2154 if (IS_EXPLOSION_PROOF(element))
2157 /* indestructible elements can only explode in center (but not flames) */
2158 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2159 element == EL_FLAMES)
2164 if ((IS_INDESTRUCTIBLE(element) &&
2165 (game.engine_version < VERSION_IDENT(2,2,0) ||
2166 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2167 element == EL_FLAMES)
2171 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2173 if (IS_ACTIVE_BOMB(element))
2175 /* re-activate things under the bomb like gate or penguin */
2176 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2183 /* save walkable background elements while explosion on same tile */
2185 if (IS_INDESTRUCTIBLE(element))
2186 Back[x][y] = element;
2188 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2189 Back[x][y] = element;
2192 /* ignite explodable elements reached by other explosion */
2193 if (element == EL_EXPLOSION)
2194 element = Store2[x][y];
2197 if (AmoebaNr[x][y] &&
2198 (element == EL_AMOEBA_FULL ||
2199 element == EL_BD_AMOEBA ||
2200 element == EL_AMOEBA_GROWING))
2202 AmoebaCnt[AmoebaNr[x][y]]--;
2203 AmoebaCnt2[AmoebaNr[x][y]]--;
2209 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2211 switch(StorePlayer[ex][ey])
2214 Store[x][y] = EL_EMERALD_RED;
2217 Store[x][y] = EL_EMERALD;
2220 Store[x][y] = EL_EMERALD_PURPLE;
2224 Store[x][y] = EL_EMERALD_YELLOW;
2228 if (game.emulation == EMU_SUPAPLEX)
2229 Store[x][y] = EL_EMPTY;
2231 else if (center_element == EL_MOLE)
2232 Store[x][y] = EL_EMERALD_RED;
2233 else if (center_element == EL_PENGUIN)
2234 Store[x][y] = EL_EMERALD_PURPLE;
2235 else if (center_element == EL_BUG)
2236 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2237 else if (center_element == EL_BD_BUTTERFLY)
2238 Store[x][y] = EL_BD_DIAMOND;
2239 else if (center_element == EL_SP_ELECTRON)
2240 Store[x][y] = EL_SP_INFOTRON;
2241 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2242 Store[x][y] = level.amoeba_content;
2243 else if (center_element == EL_YAMYAM)
2244 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2245 else if (IS_CUSTOM_ELEMENT(center_element) &&
2246 element_info[center_element].content[xx][yy] != EL_EMPTY)
2247 Store[x][y] = element_info[center_element].content[xx][yy];
2248 else if (element == EL_WALL_EMERALD)
2249 Store[x][y] = EL_EMERALD;
2250 else if (element == EL_WALL_DIAMOND)
2251 Store[x][y] = EL_DIAMOND;
2252 else if (element == EL_WALL_BD_DIAMOND)
2253 Store[x][y] = EL_BD_DIAMOND;
2254 else if (element == EL_WALL_EMERALD_YELLOW)
2255 Store[x][y] = EL_EMERALD_YELLOW;
2256 else if (element == EL_WALL_EMERALD_RED)
2257 Store[x][y] = EL_EMERALD_RED;
2258 else if (element == EL_WALL_EMERALD_PURPLE)
2259 Store[x][y] = EL_EMERALD_PURPLE;
2260 else if (element == EL_WALL_PEARL)
2261 Store[x][y] = EL_PEARL;
2262 else if (element == EL_WALL_CRYSTAL)
2263 Store[x][y] = EL_CRYSTAL;
2264 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2265 Store[x][y] = element_info[element].content[1][1];
2267 Store[x][y] = EL_EMPTY;
2269 if (x != ex || y != ey ||
2270 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2271 Store2[x][y] = element;
2274 if (AmoebaNr[x][y] &&
2275 (element == EL_AMOEBA_FULL ||
2276 element == EL_BD_AMOEBA ||
2277 element == EL_AMOEBA_GROWING))
2279 AmoebaCnt[AmoebaNr[x][y]]--;
2280 AmoebaCnt2[AmoebaNr[x][y]]--;
2286 MovDir[x][y] = MovPos[x][y] = 0;
2291 Feld[x][y] = EL_EXPLOSION;
2293 GfxElement[x][y] = center_element;
2295 GfxElement[x][y] = EL_UNDEFINED;
2298 ExplodePhase[x][y] = 1;
2302 if (center_element == EL_YAMYAM)
2303 game.yamyam_content_nr =
2304 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2315 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2319 /* activate this even in non-DEBUG version until cause for crash in
2320 getGraphicAnimationFrame() (see below) is found and eliminated */
2324 if (GfxElement[x][y] == EL_UNDEFINED)
2327 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2328 printf("Explode(): This should never happen!\n");
2331 GfxElement[x][y] = EL_EMPTY;
2335 if (phase == first_phase_after_start)
2337 int element = Store2[x][y];
2339 if (element == EL_BLACK_ORB)
2341 Feld[x][y] = Store2[x][y];
2346 else if (phase == half_phase)
2348 int element = Store2[x][y];
2350 if (IS_PLAYER(x, y))
2351 KillHeroUnlessProtected(x, y);
2352 else if (CAN_EXPLODE_BY_FIRE(element))
2354 Feld[x][y] = Store2[x][y];
2358 else if (element == EL_AMOEBA_TO_DIAMOND)
2359 AmoebeUmwandeln(x, y);
2362 if (phase == last_phase)
2366 element = Feld[x][y] = Store[x][y];
2367 Store[x][y] = Store2[x][y] = 0;
2368 GfxElement[x][y] = EL_UNDEFINED;
2370 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2371 element = Feld[x][y] = Back[x][y];
2374 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2375 InitField(x, y, FALSE);
2376 if (CAN_MOVE(element))
2378 DrawLevelField(x, y);
2380 TestIfElementTouchesCustomElement(x, y);
2382 if (GFX_CRUMBLED(element))
2383 DrawLevelFieldCrumbledSandNeighbours(x, y);
2385 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2386 StorePlayer[x][y] = 0;
2388 if (ELEM_IS_PLAYER(element))
2389 RelocatePlayer(x, y, element);
2391 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2394 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2396 int stored = Store[x][y];
2397 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2398 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2401 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2404 DrawLevelFieldCrumbledSand(x, y);
2406 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2408 DrawLevelElement(x, y, Back[x][y]);
2409 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2411 else if (IS_WALKABLE_UNDER(Back[x][y]))
2413 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2414 DrawLevelElementThruMask(x, y, Back[x][y]);
2416 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2417 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2421 void DynaExplode(int ex, int ey)
2424 int dynabomb_size = 1;
2425 boolean dynabomb_xl = FALSE;
2426 struct PlayerInfo *player;
2427 static int xy[4][2] =
2435 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2437 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2438 dynabomb_size = player->dynabomb_size;
2439 dynabomb_xl = player->dynabomb_xl;
2440 player->dynabombs_left++;
2443 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2447 for (j=1; j<=dynabomb_size; j++)
2449 int x = ex + j * xy[i % 4][0];
2450 int y = ey + j * xy[i % 4][1];
2453 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2456 element = Feld[x][y];
2458 /* do not restart explosions of fields with active bombs */
2459 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2462 Explode(x, y, EX_PHASE_START, EX_BORDER);
2464 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2465 if (element != EL_EMPTY &&
2466 element != EL_SAND &&
2467 element != EL_EXPLOSION &&
2474 void Bang(int x, int y)
2477 int element = MovingOrBlocked2Element(x, y);
2479 int element = Feld[x][y];
2482 if (IS_PLAYER(x, y))
2484 struct PlayerInfo *player = PLAYERINFO(x, y);
2486 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2487 player->element_nr);
2492 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2494 if (game.emulation == EMU_SUPAPLEX)
2495 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2497 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2502 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2510 case EL_BD_BUTTERFLY:
2513 case EL_DARK_YAMYAM:
2517 RaiseScoreElement(element);
2518 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2520 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2521 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2522 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2523 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2524 case EL_DYNABOMB_INCREASE_NUMBER:
2525 case EL_DYNABOMB_INCREASE_SIZE:
2526 case EL_DYNABOMB_INCREASE_POWER:
2531 case EL_LAMP_ACTIVE:
2532 if (IS_PLAYER(x, y))
2533 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2535 Explode(x, y, EX_PHASE_START, EX_CENTER);
2538 if (CAN_EXPLODE_1X1(element))
2539 Explode(x, y, EX_PHASE_START, EX_CENTER);
2541 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2545 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2548 void SplashAcid(int x, int y)
2550 int element = Feld[x][y];
2552 if (element != EL_ACID_SPLASH_LEFT &&
2553 element != EL_ACID_SPLASH_RIGHT)
2555 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2557 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2558 (!IN_LEV_FIELD(x-1, y-1) ||
2559 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2560 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2562 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2563 (!IN_LEV_FIELD(x+1, y-1) ||
2564 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2565 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2569 static void InitBeltMovement()
2571 static int belt_base_element[4] =
2573 EL_CONVEYOR_BELT_1_LEFT,
2574 EL_CONVEYOR_BELT_2_LEFT,
2575 EL_CONVEYOR_BELT_3_LEFT,
2576 EL_CONVEYOR_BELT_4_LEFT
2578 static int belt_base_active_element[4] =
2580 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2581 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2582 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2583 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2588 /* set frame order for belt animation graphic according to belt direction */
2595 int element = belt_base_active_element[belt_nr] + j;
2596 int graphic = el2img(element);
2598 if (game.belt_dir[i] == MV_LEFT)
2599 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2601 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2605 for(y=0; y<lev_fieldy; y++)
2607 for(x=0; x<lev_fieldx; x++)
2609 int element = Feld[x][y];
2613 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2615 int e_belt_nr = getBeltNrFromBeltElement(element);
2618 if (e_belt_nr == belt_nr)
2620 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2622 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2630 static void ToggleBeltSwitch(int x, int y)
2632 static int belt_base_element[4] =
2634 EL_CONVEYOR_BELT_1_LEFT,
2635 EL_CONVEYOR_BELT_2_LEFT,
2636 EL_CONVEYOR_BELT_3_LEFT,
2637 EL_CONVEYOR_BELT_4_LEFT
2639 static int belt_base_active_element[4] =
2641 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2642 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2643 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2644 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2646 static int belt_base_switch_element[4] =
2648 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2649 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2650 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2651 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2653 static int belt_move_dir[4] =
2661 int element = Feld[x][y];
2662 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2663 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2664 int belt_dir = belt_move_dir[belt_dir_nr];
2667 if (!IS_BELT_SWITCH(element))
2670 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2671 game.belt_dir[belt_nr] = belt_dir;
2673 if (belt_dir_nr == 3)
2676 /* set frame order for belt animation graphic according to belt direction */
2679 int element = belt_base_active_element[belt_nr] + i;
2680 int graphic = el2img(element);
2682 if (belt_dir == MV_LEFT)
2683 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2685 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2688 for (yy=0; yy<lev_fieldy; yy++)
2690 for (xx=0; xx<lev_fieldx; xx++)
2692 int element = Feld[xx][yy];
2694 if (IS_BELT_SWITCH(element))
2696 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2698 if (e_belt_nr == belt_nr)
2700 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2701 DrawLevelField(xx, yy);
2704 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2706 int e_belt_nr = getBeltNrFromBeltElement(element);
2708 if (e_belt_nr == belt_nr)
2710 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2712 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2713 DrawLevelField(xx, yy);
2716 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2718 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2720 if (e_belt_nr == belt_nr)
2722 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2724 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2725 DrawLevelField(xx, yy);
2732 static void ToggleSwitchgateSwitch(int x, int y)
2736 game.switchgate_pos = !game.switchgate_pos;
2738 for (yy=0; yy<lev_fieldy; yy++)
2740 for (xx=0; xx<lev_fieldx; xx++)
2742 int element = Feld[xx][yy];
2744 if (element == EL_SWITCHGATE_SWITCH_UP ||
2745 element == EL_SWITCHGATE_SWITCH_DOWN)
2747 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2748 DrawLevelField(xx, yy);
2750 else if (element == EL_SWITCHGATE_OPEN ||
2751 element == EL_SWITCHGATE_OPENING)
2753 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2755 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2757 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2760 else if (element == EL_SWITCHGATE_CLOSED ||
2761 element == EL_SWITCHGATE_CLOSING)
2763 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2765 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2767 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2774 static int getInvisibleActiveFromInvisibleElement(int element)
2776 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2777 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2778 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2782 static int getInvisibleFromInvisibleActiveElement(int element)
2784 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2785 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2786 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2790 static void RedrawAllLightSwitchesAndInvisibleElements()
2794 for (y=0; y<lev_fieldy; y++)
2796 for (x=0; x<lev_fieldx; x++)
2798 int element = Feld[x][y];
2800 if (element == EL_LIGHT_SWITCH &&
2801 game.light_time_left > 0)
2803 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2804 DrawLevelField(x, y);
2806 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2807 game.light_time_left == 0)
2809 Feld[x][y] = EL_LIGHT_SWITCH;
2810 DrawLevelField(x, y);
2812 else if (element == EL_INVISIBLE_STEELWALL ||
2813 element == EL_INVISIBLE_WALL ||
2814 element == EL_INVISIBLE_SAND)
2816 if (game.light_time_left > 0)
2817 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2819 DrawLevelField(x, y);
2821 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2822 element == EL_INVISIBLE_WALL_ACTIVE ||
2823 element == EL_INVISIBLE_SAND_ACTIVE)
2825 if (game.light_time_left == 0)
2826 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2828 DrawLevelField(x, y);
2834 static void ToggleLightSwitch(int x, int y)
2836 int element = Feld[x][y];
2838 game.light_time_left =
2839 (element == EL_LIGHT_SWITCH ?
2840 level.time_light * FRAMES_PER_SECOND : 0);
2842 RedrawAllLightSwitchesAndInvisibleElements();
2845 static void ActivateTimegateSwitch(int x, int y)
2849 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2851 for (yy=0; yy<lev_fieldy; yy++)
2853 for (xx=0; xx<lev_fieldx; xx++)
2855 int element = Feld[xx][yy];
2857 if (element == EL_TIMEGATE_CLOSED ||
2858 element == EL_TIMEGATE_CLOSING)
2860 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2861 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2865 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2867 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2868 DrawLevelField(xx, yy);
2875 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2878 inline static int getElementMoveStepsize(int x, int y)
2880 int element = Feld[x][y];
2881 int direction = MovDir[x][y];
2882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2884 int horiz_move = (dx != 0);
2885 int sign = (horiz_move ? dx : dy);
2886 int step = sign * element_info[element].move_stepsize;
2888 /* special values for move stepsize for spring and things on conveyor belt */
2891 if (CAN_FALL(element) &&
2892 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2893 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2894 else if (element == EL_SPRING)
2895 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2901 void Impact(int x, int y)
2903 boolean lastline = (y == lev_fieldy-1);
2904 boolean object_hit = FALSE;
2905 boolean impact = (lastline || object_hit);
2906 int element = Feld[x][y];
2907 int smashed = EL_UNDEFINED;
2909 if (!lastline) /* check if element below was hit */
2911 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2914 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2915 MovDir[x][y + 1] != MV_DOWN ||
2916 MovPos[x][y + 1] <= TILEY / 2));
2918 /* do not smash moving elements that left the smashed field in time */
2919 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2920 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2924 smashed = MovingOrBlocked2Element(x, y + 1);
2926 impact = (lastline || object_hit);
2929 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2935 /* only reset graphic animation if graphic really changes after impact */
2937 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2939 ResetGfxAnimation(x, y);
2940 DrawLevelField(x, y);
2943 if (impact && CAN_EXPLODE_IMPACT(element))
2948 else if (impact && element == EL_PEARL)
2950 Feld[x][y] = EL_PEARL_BREAKING;
2951 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2954 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2956 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2961 if (impact && element == EL_AMOEBA_DROP)
2963 if (object_hit && IS_PLAYER(x, y + 1))
2964 KillHeroUnlessProtected(x, y + 1);
2965 else if (object_hit && smashed == EL_PENGUIN)
2969 Feld[x][y] = EL_AMOEBA_GROWING;
2970 Store[x][y] = EL_AMOEBA_WET;
2972 ResetRandomAnimationValue(x, y);
2977 if (object_hit) /* check which object was hit */
2979 if (CAN_PASS_MAGIC_WALL(element) &&
2980 (smashed == EL_MAGIC_WALL ||
2981 smashed == EL_BD_MAGIC_WALL))
2984 int activated_magic_wall =
2985 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2986 EL_BD_MAGIC_WALL_ACTIVE);
2988 /* activate magic wall / mill */
2989 for (yy=0; yy<lev_fieldy; yy++)
2990 for (xx=0; xx<lev_fieldx; xx++)
2991 if (Feld[xx][yy] == smashed)
2992 Feld[xx][yy] = activated_magic_wall;
2994 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2995 game.magic_wall_active = TRUE;
2997 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2998 SND_MAGIC_WALL_ACTIVATING :
2999 SND_BD_MAGIC_WALL_ACTIVATING));
3002 if (IS_PLAYER(x, y + 1))
3004 if (CAN_SMASH_PLAYER(element))
3006 KillHeroUnlessProtected(x, y + 1);
3010 else if (smashed == EL_PENGUIN)
3012 if (CAN_SMASH_PLAYER(element))
3018 else if (element == EL_BD_DIAMOND)
3020 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3026 else if ((element == EL_SP_INFOTRON ||
3027 element == EL_SP_ZONK) &&
3028 (smashed == EL_SP_SNIKSNAK ||
3029 smashed == EL_SP_ELECTRON ||
3030 smashed == EL_SP_DISK_ORANGE))
3036 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3042 else if (CAN_SMASH_EVERYTHING(element))
3044 if (IS_CLASSIC_ENEMY(smashed) ||
3045 CAN_EXPLODE_SMASHED(smashed))
3050 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3052 if (smashed == EL_LAMP ||
3053 smashed == EL_LAMP_ACTIVE)
3058 else if (smashed == EL_NUT)
3060 Feld[x][y + 1] = EL_NUT_BREAKING;
3061 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3062 RaiseScoreElement(EL_NUT);
3065 else if (smashed == EL_PEARL)
3067 Feld[x][y + 1] = EL_PEARL_BREAKING;
3068 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3071 else if (smashed == EL_DIAMOND)
3073 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3074 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3077 else if (IS_BELT_SWITCH(smashed))
3079 ToggleBeltSwitch(x, y + 1);
3081 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3082 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3084 ToggleSwitchgateSwitch(x, y + 1);
3086 else if (smashed == EL_LIGHT_SWITCH ||
3087 smashed == EL_LIGHT_SWITCH_ACTIVE)
3089 ToggleLightSwitch(x, y + 1);
3093 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3098 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3103 /* play sound of magic wall / mill */
3105 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3106 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3108 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3109 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3110 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3111 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3116 /* play sound of object that hits the ground */
3117 if (lastline || object_hit)
3118 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3121 void TurnRound(int x, int y)
3133 { 0, 0 }, { 0, 0 }, { 0, 0 },
3138 int left, right, back;
3142 { MV_DOWN, MV_UP, MV_RIGHT },
3143 { MV_UP, MV_DOWN, MV_LEFT },
3145 { MV_LEFT, MV_RIGHT, MV_DOWN },
3149 { MV_RIGHT, MV_LEFT, MV_UP }
3152 int element = Feld[x][y];
3153 int old_move_dir = MovDir[x][y];
3154 int left_dir = turn[old_move_dir].left;
3155 int right_dir = turn[old_move_dir].right;
3156 int back_dir = turn[old_move_dir].back;
3158 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3159 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3160 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3161 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3163 int left_x = x + left_dx, left_y = y + left_dy;
3164 int right_x = x + right_dx, right_y = y + right_dy;
3165 int move_x = x + move_dx, move_y = y + move_dy;
3169 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3171 TestIfBadThingTouchesOtherBadThing(x, y);
3173 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3174 MovDir[x][y] = right_dir;
3175 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3176 MovDir[x][y] = left_dir;
3178 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3180 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3183 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3184 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3186 TestIfBadThingTouchesOtherBadThing(x, y);
3188 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3189 MovDir[x][y] = left_dir;
3190 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3191 MovDir[x][y] = right_dir;
3193 if ((element == EL_SPACESHIP ||
3194 element == EL_SP_SNIKSNAK ||
3195 element == EL_SP_ELECTRON)
3196 && MovDir[x][y] != old_move_dir)
3198 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3201 else if (element == EL_YAMYAM)
3203 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3204 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3206 if (can_turn_left && can_turn_right)
3207 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3208 else if (can_turn_left)
3209 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3210 else if (can_turn_right)
3211 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3213 MovDir[x][y] = back_dir;
3215 MovDelay[x][y] = 16 + 16 * RND(3);
3217 else if (element == EL_DARK_YAMYAM)
3219 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3220 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3222 if (can_turn_left && can_turn_right)
3223 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3224 else if (can_turn_left)
3225 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3226 else if (can_turn_right)
3227 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3229 MovDir[x][y] = back_dir;
3231 MovDelay[x][y] = 16 + 16 * RND(3);
3233 else if (element == EL_PACMAN)
3235 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3236 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3238 if (can_turn_left && can_turn_right)
3239 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3240 else if (can_turn_left)
3241 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3242 else if (can_turn_right)
3243 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3245 MovDir[x][y] = back_dir;
3247 MovDelay[x][y] = 6 + RND(40);
3249 else if (element == EL_PIG)
3251 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3252 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3253 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3254 boolean should_turn_left, should_turn_right, should_move_on;
3256 int rnd = RND(rnd_value);
3258 should_turn_left = (can_turn_left &&
3260 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3261 y + back_dy + left_dy)));
3262 should_turn_right = (can_turn_right &&
3264 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3265 y + back_dy + right_dy)));
3266 should_move_on = (can_move_on &&
3269 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3270 y + move_dy + left_dy) ||
3271 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3272 y + move_dy + right_dy)));
3274 if (should_turn_left || should_turn_right || should_move_on)
3276 if (should_turn_left && should_turn_right && should_move_on)
3277 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3278 rnd < 2 * rnd_value / 3 ? right_dir :
3280 else if (should_turn_left && should_turn_right)
3281 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3282 else if (should_turn_left && should_move_on)
3283 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3284 else if (should_turn_right && should_move_on)
3285 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3286 else if (should_turn_left)
3287 MovDir[x][y] = left_dir;
3288 else if (should_turn_right)
3289 MovDir[x][y] = right_dir;
3290 else if (should_move_on)
3291 MovDir[x][y] = old_move_dir;
3293 else if (can_move_on && rnd > rnd_value / 8)
3294 MovDir[x][y] = old_move_dir;
3295 else if (can_turn_left && can_turn_right)
3296 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3297 else if (can_turn_left && rnd > rnd_value / 8)
3298 MovDir[x][y] = left_dir;
3299 else if (can_turn_right && rnd > rnd_value/8)
3300 MovDir[x][y] = right_dir;
3302 MovDir[x][y] = back_dir;
3304 xx = x + move_xy[MovDir[x][y]].x;
3305 yy = y + move_xy[MovDir[x][y]].y;
3307 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3308 MovDir[x][y] = old_move_dir;
3312 else if (element == EL_DRAGON)
3314 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3315 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3316 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3318 int rnd = RND(rnd_value);
3320 if (can_move_on && rnd > rnd_value / 8)
3321 MovDir[x][y] = old_move_dir;
3322 else if (can_turn_left && can_turn_right)
3323 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3324 else if (can_turn_left && rnd > rnd_value / 8)
3325 MovDir[x][y] = left_dir;
3326 else if (can_turn_right && rnd > rnd_value / 8)
3327 MovDir[x][y] = right_dir;
3329 MovDir[x][y] = back_dir;
3331 xx = x + move_xy[MovDir[x][y]].x;
3332 yy = y + move_xy[MovDir[x][y]].y;
3334 if (!IS_FREE(xx, yy))
3335 MovDir[x][y] = old_move_dir;
3339 else if (element == EL_MOLE)
3341 boolean can_move_on =
3342 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3343 IS_AMOEBOID(Feld[move_x][move_y]) ||
3344 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3347 boolean can_turn_left =
3348 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3349 IS_AMOEBOID(Feld[left_x][left_y])));
3351 boolean can_turn_right =
3352 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3353 IS_AMOEBOID(Feld[right_x][right_y])));
3355 if (can_turn_left && can_turn_right)
3356 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3357 else if (can_turn_left)
3358 MovDir[x][y] = left_dir;
3360 MovDir[x][y] = right_dir;
3363 if (MovDir[x][y] != old_move_dir)
3366 else if (element == EL_BALLOON)
3368 MovDir[x][y] = game.balloon_dir;
3371 else if (element == EL_SPRING)
3373 if (MovDir[x][y] & MV_HORIZONTAL &&
3374 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3375 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3376 MovDir[x][y] = MV_NO_MOVING;
3380 else if (element == EL_ROBOT ||
3381 element == EL_SATELLITE ||
3382 element == EL_PENGUIN)
3384 int attr_x = -1, attr_y = -1;
3395 for (i=0; i<MAX_PLAYERS; i++)
3397 struct PlayerInfo *player = &stored_player[i];
3398 int jx = player->jx, jy = player->jy;
3400 if (!player->active)
3404 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3412 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3418 if (element == EL_PENGUIN)
3421 static int xy[4][2] =
3431 int ex = x + xy[i % 4][0];
3432 int ey = y + xy[i % 4][1];
3434 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3443 MovDir[x][y] = MV_NO_MOVING;
3445 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3446 else if (attr_x > x)
3447 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3449 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3450 else if (attr_y > y)
3451 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3453 if (element == EL_ROBOT)
3457 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3458 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3459 Moving2Blocked(x, y, &newx, &newy);
3461 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3462 MovDelay[x][y] = 8 + 8 * !RND(3);
3464 MovDelay[x][y] = 16;
3466 else if (element == EL_PENGUIN)
3472 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3474 boolean first_horiz = RND(2);
3475 int new_move_dir = MovDir[x][y];
3478 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3479 Moving2Blocked(x, y, &newx, &newy);
3481 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3485 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3486 Moving2Blocked(x, y, &newx, &newy);
3488 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3491 MovDir[x][y] = old_move_dir;
3495 else /* (element == EL_SATELLITE) */
3501 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3503 boolean first_horiz = RND(2);
3504 int new_move_dir = MovDir[x][y];
3507 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3508 Moving2Blocked(x, y, &newx, &newy);
3510 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3514 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3515 Moving2Blocked(x, y, &newx, &newy);
3517 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3520 MovDir[x][y] = old_move_dir;
3525 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3526 element_info[element].move_pattern == MV_TURNING_LEFT ||
3527 element_info[element].move_pattern == MV_TURNING_RIGHT)
3529 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3530 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3532 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3533 MovDir[x][y] = left_dir;
3534 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3535 MovDir[x][y] = right_dir;
3536 else if (can_turn_left && can_turn_right)
3537 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3538 else if (can_turn_left)
3539 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3540 else if (can_turn_right)
3541 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3543 MovDir[x][y] = back_dir;
3545 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3547 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3548 element_info[element].move_pattern == MV_VERTICAL)
3550 if (element_info[element].move_pattern & old_move_dir)
3551 MovDir[x][y] = back_dir;
3552 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3553 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3554 else if (element_info[element].move_pattern == MV_VERTICAL)
3555 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3557 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3559 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3561 MovDir[x][y] = element_info[element].move_pattern;
3562 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3564 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3566 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3567 MovDir[x][y] = left_dir;
3568 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3569 MovDir[x][y] = right_dir;
3571 if (MovDir[x][y] != old_move_dir)
3572 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3574 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3576 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3577 MovDir[x][y] = right_dir;
3578 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3579 MovDir[x][y] = left_dir;
3581 if (MovDir[x][y] != old_move_dir)
3582 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3584 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3585 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3587 int attr_x = -1, attr_y = -1;
3590 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3601 for (i=0; i<MAX_PLAYERS; i++)
3603 struct PlayerInfo *player = &stored_player[i];
3604 int jx = player->jx, jy = player->jy;
3606 if (!player->active)
3610 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3618 MovDir[x][y] = MV_NO_MOVING;
3620 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3621 else if (attr_x > x)
3622 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3624 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3625 else if (attr_y > y)
3626 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3628 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3630 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3632 boolean first_horiz = RND(2);
3633 int new_move_dir = MovDir[x][y];
3636 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3637 Moving2Blocked(x, y, &newx, &newy);
3639 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3643 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3644 Moving2Blocked(x, y, &newx, &newy);
3646 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3649 MovDir[x][y] = old_move_dir;
3652 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3654 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3655 MovDir[x][y] = MV_NO_MOVING;
3661 static boolean JustBeingPushed(int x, int y)
3665 for (i=0; i<MAX_PLAYERS; i++)
3667 struct PlayerInfo *player = &stored_player[i];
3669 if (player->active && player->Pushing && player->MovPos)
3671 int next_jx = player->jx + (player->jx - player->last_jx);
3672 int next_jy = player->jy + (player->jy - player->last_jy);
3674 if (x == next_jx && y == next_jy)
3682 void StartMoving(int x, int y)
3684 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3685 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3686 int element = Feld[x][y];
3691 /* !!! this should be handled more generic (not only for mole) !!! */
3692 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3693 GfxAction[x][y] = ACTION_DEFAULT;
3695 if (CAN_FALL(element) && y < lev_fieldy - 1)
3697 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3698 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3699 if (JustBeingPushed(x, y))
3702 if (element == EL_QUICKSAND_FULL)
3704 if (IS_FREE(x, y + 1))
3706 InitMovingField(x, y, MV_DOWN);
3707 started_moving = TRUE;
3709 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3710 Store[x][y] = EL_ROCK;
3712 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3714 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3717 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3719 if (!MovDelay[x][y])
3720 MovDelay[x][y] = TILEY + 1;
3729 Feld[x][y] = EL_QUICKSAND_EMPTY;
3730 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3731 Store[x][y + 1] = Store[x][y];
3734 PlaySoundLevelAction(x, y, ACTION_FILLING);
3736 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3740 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3741 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3743 InitMovingField(x, y, MV_DOWN);
3744 started_moving = TRUE;
3746 Feld[x][y] = EL_QUICKSAND_FILLING;
3747 Store[x][y] = element;
3749 PlaySoundLevelAction(x, y, ACTION_FILLING);
3751 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3754 else if (element == EL_MAGIC_WALL_FULL)
3756 if (IS_FREE(x, y + 1))
3758 InitMovingField(x, y, MV_DOWN);
3759 started_moving = TRUE;
3761 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3762 Store[x][y] = EL_CHANGED(Store[x][y]);
3764 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3766 if (!MovDelay[x][y])
3767 MovDelay[x][y] = TILEY/4 + 1;
3776 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3777 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3778 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3782 else if (element == EL_BD_MAGIC_WALL_FULL)
3784 if (IS_FREE(x, y + 1))
3786 InitMovingField(x, y, MV_DOWN);
3787 started_moving = TRUE;
3789 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3790 Store[x][y] = EL_CHANGED2(Store[x][y]);
3792 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3794 if (!MovDelay[x][y])
3795 MovDelay[x][y] = TILEY/4 + 1;
3804 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3805 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3806 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3810 else if (CAN_PASS_MAGIC_WALL(element) &&
3811 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3812 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3814 InitMovingField(x, y, MV_DOWN);
3815 started_moving = TRUE;
3818 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3819 EL_BD_MAGIC_WALL_FILLING);
3820 Store[x][y] = element;
3823 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3825 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3830 InitMovingField(x, y, MV_DOWN);
3831 started_moving = TRUE;
3833 Store[x][y] = EL_ACID;
3835 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3836 GfxAction[x][y + 1] = ACTION_ACTIVE;
3842 /* TEST: bug where player gets not killed by falling rock ... */
3843 else if (CAN_SMASH(element) &&
3844 (Feld[x][y + 1] == EL_BLOCKED ||
3845 IS_PLAYER(x, y + 1)) &&
3846 JustStopped[x][y] && !Pushed[x][y + 1])
3850 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3851 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3852 JustStopped[x][y] && !Pushed[x][y + 1])
3854 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3860 /* calling "Impact()" here is not only completely unneccessary
3861 (because it already gets called from "ContinueMoving()" in
3862 all relevant situations), but also completely bullshit, because
3863 "JustStopped" also indicates a finished *horizontal* movement;
3864 we must keep this trash for backwards compatibility with older
3870 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3872 if (MovDir[x][y] == MV_NO_MOVING)
3874 InitMovingField(x, y, MV_DOWN);
3875 started_moving = TRUE;
3878 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3880 if (JustStopped[x][y]) /* prevent animation from being restarted */
3881 MovDir[x][y] = MV_DOWN;
3883 InitMovingField(x, y, MV_DOWN);
3884 started_moving = TRUE;
3886 else if (element == EL_AMOEBA_DROP)
3888 Feld[x][y] = EL_AMOEBA_GROWING;
3889 Store[x][y] = EL_AMOEBA_WET;
3891 /* Store[x][y + 1] must be zero, because:
3892 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3895 #if OLD_GAME_BEHAVIOUR
3896 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3898 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3899 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3900 element != EL_DX_SUPABOMB)
3903 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3904 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3905 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3906 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3909 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3910 (IS_FREE(x - 1, y + 1) ||
3911 Feld[x - 1][y + 1] == EL_ACID));
3912 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3913 (IS_FREE(x + 1, y + 1) ||
3914 Feld[x + 1][y + 1] == EL_ACID));
3915 boolean can_fall_any = (can_fall_left || can_fall_right);
3916 boolean can_fall_both = (can_fall_left && can_fall_right);
3918 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3920 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3922 if (slippery_type == SLIPPERY_ONLY_LEFT)
3923 can_fall_right = FALSE;
3924 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3925 can_fall_left = FALSE;
3926 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3927 can_fall_right = FALSE;
3928 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3929 can_fall_left = FALSE;
3931 can_fall_any = (can_fall_left || can_fall_right);
3932 can_fall_both = (can_fall_left && can_fall_right);
3937 if (can_fall_both &&
3938 (game.emulation != EMU_BOULDERDASH &&
3939 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3940 can_fall_left = !(can_fall_right = RND(2));
3942 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3943 started_moving = TRUE;
3946 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3948 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3949 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3950 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3951 int belt_dir = game.belt_dir[belt_nr];
3953 if ((belt_dir == MV_LEFT && left_is_free) ||
3954 (belt_dir == MV_RIGHT && right_is_free))
3956 InitMovingField(x, y, belt_dir);
3957 started_moving = TRUE;
3959 GfxAction[x][y] = ACTION_DEFAULT;
3964 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3965 if (CAN_MOVE(element) && !started_moving)
3970 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
3973 if ((element == EL_SATELLITE ||
3974 element == EL_BALLOON ||
3975 element == EL_SPRING)
3976 && JustBeingPushed(x, y))
3982 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3983 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3985 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3987 Moving2Blocked(x, y, &newx, &newy);
3988 if (Feld[newx][newy] == EL_BLOCKED)
3989 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3994 if (!MovDelay[x][y]) /* start new movement phase */
3996 /* all objects that can change their move direction after each step
3997 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3999 if (element != EL_YAMYAM &&
4000 element != EL_DARK_YAMYAM &&
4001 element != EL_PACMAN &&
4002 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4003 element_info[element].move_pattern != MV_TURNING_LEFT &&
4004 element_info[element].move_pattern != MV_TURNING_RIGHT)
4008 if (MovDelay[x][y] && (element == EL_BUG ||
4009 element == EL_SPACESHIP ||
4010 element == EL_SP_SNIKSNAK ||
4011 element == EL_SP_ELECTRON ||
4012 element == EL_MOLE))
4013 DrawLevelField(x, y);
4017 if (MovDelay[x][y]) /* wait some time before next movement */
4022 if (element == EL_YAMYAM)
4025 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4026 DrawLevelElementAnimation(x, y, element);
4030 if (MovDelay[x][y]) /* element still has to wait some time */
4033 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4034 ResetGfxAnimation(x, y);
4036 GfxAction[x][y] = ACTION_WAITING;
4039 if (element == EL_ROBOT ||
4041 element == EL_PACMAN ||
4043 element == EL_YAMYAM ||
4044 element == EL_DARK_YAMYAM)
4047 DrawLevelElementAnimation(x, y, element);
4049 DrawLevelElementAnimationIfNeeded(x, y, element);
4051 PlaySoundLevelAction(x, y, ACTION_WAITING);
4053 else if (element == EL_SP_ELECTRON)
4054 DrawLevelElementAnimationIfNeeded(x, y, element);
4055 else if (element == EL_DRAGON)
4058 int dir = MovDir[x][y];
4059 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4060 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4061 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4062 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4063 dir == MV_UP ? IMG_FLAMES_1_UP :
4064 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4065 int frame = getGraphicAnimationFrame(graphic, -1);
4067 for (i=1; i<=3; i++)
4069 int xx = x + i*dx, yy = y + i*dy;
4070 int sx = SCREENX(xx), sy = SCREENY(yy);
4071 int flame_graphic = graphic + (i - 1);
4073 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4078 int flamed = MovingOrBlocked2Element(xx, yy);
4080 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4083 RemoveMovingField(xx, yy);
4085 Feld[xx][yy] = EL_FLAMES;
4086 if (IN_SCR_FIELD(sx, sy))
4087 DrawGraphic(sx, sy, flame_graphic, frame);
4091 if (Feld[xx][yy] == EL_FLAMES)
4092 Feld[xx][yy] = EL_EMPTY;
4093 DrawLevelField(xx, yy);
4098 if (MovDelay[x][y]) /* element still has to wait some time */
4100 PlaySoundLevelAction(x, y, ACTION_WAITING);
4105 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4106 for all other elements GfxAction will be set by InitMovingField() */
4107 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4108 GfxAction[x][y] = ACTION_MOVING;
4111 /* now make next step */
4113 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4115 if (DONT_COLLIDE_WITH(element) &&
4116 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4117 !PLAYER_PROTECTED(newx, newy))
4120 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4123 /* player killed by element which is deadly when colliding with */
4125 KillHero(PLAYERINFO(newx, newy));
4130 else if ((element == EL_PENGUIN ||
4131 element == EL_ROBOT ||
4132 element == EL_SATELLITE ||
4133 element == EL_BALLOON ||
4134 IS_CUSTOM_ELEMENT(element)) &&
4135 IN_LEV_FIELD(newx, newy) &&
4136 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4139 Store[x][y] = EL_ACID;
4141 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4143 if (Feld[newx][newy] == EL_EXIT_OPEN)
4145 Feld[x][y] = EL_EMPTY;
4146 DrawLevelField(x, y);
4148 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4149 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4150 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4152 local_player->friends_still_needed--;
4153 if (!local_player->friends_still_needed &&
4154 !local_player->GameOver && AllPlayersGone)
4155 local_player->LevelSolved = local_player->GameOver = TRUE;
4159 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4161 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4162 DrawLevelField(newx, newy);
4164 MovDir[x][y] = MV_NO_MOVING;
4166 else if (!IS_FREE(newx, newy))
4168 GfxAction[x][y] = ACTION_WAITING;
4170 if (IS_PLAYER(x, y))
4171 DrawPlayerField(x, y);
4173 DrawLevelField(x, y);
4177 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4179 if (IS_FOOD_PIG(Feld[newx][newy]))
4181 if (IS_MOVING(newx, newy))
4182 RemoveMovingField(newx, newy);
4185 Feld[newx][newy] = EL_EMPTY;
4186 DrawLevelField(newx, newy);
4189 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4191 else if (!IS_FREE(newx, newy))
4193 if (IS_PLAYER(x, y))
4194 DrawPlayerField(x, y);
4196 DrawLevelField(x, y);
4200 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4202 if (!IS_FREE(newx, newy))
4204 if (IS_PLAYER(x, y))
4205 DrawPlayerField(x, y);
4207 DrawLevelField(x, y);
4212 boolean wanna_flame = !RND(10);
4213 int dx = newx - x, dy = newy - y;
4214 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4215 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4216 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4217 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4218 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4219 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4222 IS_CLASSIC_ENEMY(element1) ||
4223 IS_CLASSIC_ENEMY(element2)) &&
4224 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4225 element1 != EL_FLAMES && element2 != EL_FLAMES)
4227 if (IS_PLAYER(x, y))
4228 DrawPlayerField(x, y);
4230 DrawLevelField(x, y);
4232 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4234 MovDelay[x][y] = 50;
4235 Feld[newx][newy] = EL_FLAMES;
4236 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4237 Feld[newx1][newy1] = EL_FLAMES;
4238 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4239 Feld[newx2][newy2] = EL_FLAMES;
4244 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4245 Feld[newx][newy] == EL_DIAMOND)
4247 if (IS_MOVING(newx, newy))
4248 RemoveMovingField(newx, newy);
4251 Feld[newx][newy] = EL_EMPTY;
4252 DrawLevelField(newx, newy);
4255 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4257 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4258 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4260 if (AmoebaNr[newx][newy])
4262 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4263 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4264 Feld[newx][newy] == EL_BD_AMOEBA)
4265 AmoebaCnt[AmoebaNr[newx][newy]]--;
4268 if (IS_MOVING(newx, newy))
4269 RemoveMovingField(newx, newy);
4272 Feld[newx][newy] = EL_EMPTY;
4273 DrawLevelField(newx, newy);
4276 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4278 else if ((element == EL_PACMAN || element == EL_MOLE)
4279 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4281 if (AmoebaNr[newx][newy])
4283 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4284 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4285 Feld[newx][newy] == EL_BD_AMOEBA)
4286 AmoebaCnt[AmoebaNr[newx][newy]]--;
4289 if (element == EL_MOLE)
4291 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4292 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4294 ResetGfxAnimation(x, y);
4295 GfxAction[x][y] = ACTION_DIGGING;
4296 DrawLevelField(x, y);
4298 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4299 return; /* wait for shrinking amoeba */
4301 else /* element == EL_PACMAN */
4303 Feld[newx][newy] = EL_EMPTY;
4304 DrawLevelField(newx, newy);
4305 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4308 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4309 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4310 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4312 /* wait for shrinking amoeba to completely disappear */
4315 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4317 /* object was running against a wall */
4322 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4323 DrawLevelElementAnimation(x, y, element);
4325 if (element == EL_BUG ||
4326 element == EL_SPACESHIP ||
4327 element == EL_SP_SNIKSNAK)
4328 DrawLevelField(x, y);
4329 else if (element == EL_MOLE)
4330 DrawLevelField(x, y);
4331 else if (element == EL_BD_BUTTERFLY ||
4332 element == EL_BD_FIREFLY)
4333 DrawLevelElementAnimationIfNeeded(x, y, element);
4334 else if (element == EL_SATELLITE)
4335 DrawLevelElementAnimationIfNeeded(x, y, element);
4336 else if (element == EL_SP_ELECTRON)
4337 DrawLevelElementAnimationIfNeeded(x, y, element);
4340 if (DONT_TOUCH(element))
4341 TestIfBadThingTouchesHero(x, y);
4344 PlaySoundLevelAction(x, y, ACTION_WAITING);
4350 InitMovingField(x, y, MovDir[x][y]);
4352 PlaySoundLevelAction(x, y, ACTION_MOVING);
4356 ContinueMoving(x, y);
4359 void ContinueMoving(int x, int y)
4361 int element = Feld[x][y];
4362 int direction = MovDir[x][y];
4363 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4364 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4365 int newx = x + dx, newy = y + dy;
4366 int nextx = newx + dx, nexty = newy + dy;
4367 boolean pushed = Pushed[x][y];
4369 MovPos[x][y] += getElementMoveStepsize(x, y);
4371 if (pushed) /* special case: moving object pushed by player */
4372 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4374 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4376 Feld[x][y] = EL_EMPTY;
4377 Feld[newx][newy] = element;
4378 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4380 if (element == EL_MOLE)
4382 Feld[x][y] = EL_SAND;
4384 DrawLevelFieldCrumbledSandNeighbours(x, y);
4386 else if (element == EL_QUICKSAND_FILLING)
4388 element = Feld[newx][newy] = get_next_element(element);
4389 Store[newx][newy] = Store[x][y];
4391 else if (element == EL_QUICKSAND_EMPTYING)
4393 Feld[x][y] = get_next_element(element);
4394 element = Feld[newx][newy] = Store[x][y];
4396 else if (element == EL_MAGIC_WALL_FILLING)
4398 element = Feld[newx][newy] = get_next_element(element);
4399 if (!game.magic_wall_active)
4400 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4401 Store[newx][newy] = Store[x][y];
4403 else if (element == EL_MAGIC_WALL_EMPTYING)
4405 Feld[x][y] = get_next_element(element);
4406 if (!game.magic_wall_active)
4407 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4408 element = Feld[newx][newy] = Store[x][y];
4410 else if (element == EL_BD_MAGIC_WALL_FILLING)
4412 element = Feld[newx][newy] = get_next_element(element);
4413 if (!game.magic_wall_active)
4414 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4415 Store[newx][newy] = Store[x][y];
4417 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4419 Feld[x][y] = get_next_element(element);
4420 if (!game.magic_wall_active)
4421 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4422 element = Feld[newx][newy] = Store[x][y];
4424 else if (element == EL_AMOEBA_DROPPING)
4426 Feld[x][y] = get_next_element(element);
4427 element = Feld[newx][newy] = Store[x][y];
4429 else if (element == EL_SOKOBAN_OBJECT)
4432 Feld[x][y] = Back[x][y];
4434 if (Back[newx][newy])
4435 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4437 Back[x][y] = Back[newx][newy] = 0;
4439 else if (Store[x][y] == EL_ACID)
4441 element = Feld[newx][newy] = EL_ACID;
4445 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4446 MovDelay[newx][newy] = 0;
4448 /* copy element change control values to new field */
4449 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4450 Changed[newx][newy] = Changed[x][y];
4451 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4453 ChangeDelay[x][y] = 0;
4454 Changed[x][y] = CE_BITMASK_DEFAULT;
4455 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4457 /* copy animation control values to new field */
4458 GfxFrame[newx][newy] = GfxFrame[x][y];
4459 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4460 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4462 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4464 ResetGfxAnimation(x, y); /* reset animation values for old field */
4467 /* 2.1.1 (does not work correctly for spring) */
4468 if (!CAN_MOVE(element))
4469 MovDir[newx][newy] = 0;
4473 /* (does not work for falling objects that slide horizontally) */
4474 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4475 MovDir[newx][newy] = 0;
4478 if (!CAN_MOVE(element) ||
4479 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4480 MovDir[newx][newy] = 0;
4483 if (!CAN_MOVE(element) ||
4484 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4485 MovDir[newx][newy] = 0;
4489 DrawLevelField(x, y);
4490 DrawLevelField(newx, newy);
4492 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4494 if (!pushed) /* special case: moving object pushed by player */
4495 JustStopped[newx][newy] = 3;
4497 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4499 TestIfBadThingTouchesHero(newx, newy);
4500 TestIfBadThingTouchesFriend(newx, newy);
4501 TestIfBadThingTouchesOtherBadThing(newx, newy);
4503 else if (element == EL_PENGUIN)
4504 TestIfFriendTouchesBadThing(newx, newy);
4506 if (CAN_FALL(element) && direction == MV_DOWN &&
4507 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4510 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4511 CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1);
4514 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4517 TestIfPlayerTouchesCustomElement(newx, newy);
4518 TestIfElementTouchesCustomElement(newx, newy);
4520 else /* still moving on */
4522 DrawLevelField(x, y);
4526 int AmoebeNachbarNr(int ax, int ay)
4529 int element = Feld[ax][ay];
4531 static int xy[4][2] =
4541 int x = ax + xy[i][0];
4542 int y = ay + xy[i][1];
4544 if (!IN_LEV_FIELD(x, y))
4547 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4548 group_nr = AmoebaNr[x][y];
4554 void AmoebenVereinigen(int ax, int ay)
4556 int i, x, y, xx, yy;
4557 int new_group_nr = AmoebaNr[ax][ay];
4558 static int xy[4][2] =
4566 if (new_group_nr == 0)
4574 if (!IN_LEV_FIELD(x, y))
4577 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4578 Feld[x][y] == EL_BD_AMOEBA ||
4579 Feld[x][y] == EL_AMOEBA_DEAD) &&
4580 AmoebaNr[x][y] != new_group_nr)
4582 int old_group_nr = AmoebaNr[x][y];
4584 if (old_group_nr == 0)
4587 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4588 AmoebaCnt[old_group_nr] = 0;
4589 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4590 AmoebaCnt2[old_group_nr] = 0;
4592 for (yy=0; yy<lev_fieldy; yy++)
4594 for (xx=0; xx<lev_fieldx; xx++)
4596 if (AmoebaNr[xx][yy] == old_group_nr)
4597 AmoebaNr[xx][yy] = new_group_nr;
4604 void AmoebeUmwandeln(int ax, int ay)
4608 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4610 int group_nr = AmoebaNr[ax][ay];
4615 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4616 printf("AmoebeUmwandeln(): This should never happen!\n");
4621 for (y=0; y<lev_fieldy; y++)
4623 for (x=0; x<lev_fieldx; x++)
4625 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4628 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4632 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4633 SND_AMOEBA_TURNING_TO_GEM :
4634 SND_AMOEBA_TURNING_TO_ROCK));
4639 static int xy[4][2] =
4652 if (!IN_LEV_FIELD(x, y))
4655 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4657 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4658 SND_AMOEBA_TURNING_TO_GEM :
4659 SND_AMOEBA_TURNING_TO_ROCK));
4666 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4669 int group_nr = AmoebaNr[ax][ay];
4670 boolean done = FALSE;
4675 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4676 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4681 for (y=0; y<lev_fieldy; y++)
4683 for (x=0; x<lev_fieldx; x++)
4685 if (AmoebaNr[x][y] == group_nr &&
4686 (Feld[x][y] == EL_AMOEBA_DEAD ||
4687 Feld[x][y] == EL_BD_AMOEBA ||
4688 Feld[x][y] == EL_AMOEBA_GROWING))
4691 Feld[x][y] = new_element;
4692 InitField(x, y, FALSE);
4693 DrawLevelField(x, y);
4700 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4701 SND_BD_AMOEBA_TURNING_TO_ROCK :
4702 SND_BD_AMOEBA_TURNING_TO_GEM));
4705 void AmoebeWaechst(int x, int y)
4707 static unsigned long sound_delay = 0;
4708 static unsigned long sound_delay_value = 0;
4710 if (!MovDelay[x][y]) /* start new growing cycle */
4714 if (DelayReached(&sound_delay, sound_delay_value))
4717 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4719 if (Store[x][y] == EL_BD_AMOEBA)
4720 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4722 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4724 sound_delay_value = 30;
4728 if (MovDelay[x][y]) /* wait some time before growing bigger */
4731 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4733 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4734 6 - MovDelay[x][y]);
4736 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4739 if (!MovDelay[x][y])
4741 Feld[x][y] = Store[x][y];
4743 DrawLevelField(x, y);
4748 void AmoebaDisappearing(int x, int y)
4750 static unsigned long sound_delay = 0;
4751 static unsigned long sound_delay_value = 0;
4753 if (!MovDelay[x][y]) /* start new shrinking cycle */
4757 if (DelayReached(&sound_delay, sound_delay_value))
4758 sound_delay_value = 30;
4761 if (MovDelay[x][y]) /* wait some time before shrinking */
4764 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4766 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4767 6 - MovDelay[x][y]);
4769 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4772 if (!MovDelay[x][y])
4774 Feld[x][y] = EL_EMPTY;
4775 DrawLevelField(x, y);
4777 /* don't let mole enter this field in this cycle;
4778 (give priority to objects falling to this field from above) */
4784 void AmoebeAbleger(int ax, int ay)
4787 int element = Feld[ax][ay];
4788 int graphic = el2img(element);
4789 int newax = ax, neway = ay;
4790 static int xy[4][2] =
4798 if (!level.amoeba_speed)
4800 Feld[ax][ay] = EL_AMOEBA_DEAD;
4801 DrawLevelField(ax, ay);
4805 if (IS_ANIMATED(graphic))
4806 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4808 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4809 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4811 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4814 if (MovDelay[ax][ay])
4818 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4821 int x = ax + xy[start][0];
4822 int y = ay + xy[start][1];
4824 if (!IN_LEV_FIELD(x, y))
4827 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4828 if (IS_FREE(x, y) ||
4829 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4835 if (newax == ax && neway == ay)
4838 else /* normal or "filled" (BD style) amoeba */
4841 boolean waiting_for_player = FALSE;
4845 int j = (start + i) % 4;
4846 int x = ax + xy[j][0];
4847 int y = ay + xy[j][1];
4849 if (!IN_LEV_FIELD(x, y))
4852 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4853 if (IS_FREE(x, y) ||
4854 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4860 else if (IS_PLAYER(x, y))
4861 waiting_for_player = TRUE;
4864 if (newax == ax && neway == ay) /* amoeba cannot grow */
4866 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4868 Feld[ax][ay] = EL_AMOEBA_DEAD;
4869 DrawLevelField(ax, ay);
4870 AmoebaCnt[AmoebaNr[ax][ay]]--;
4872 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4874 if (element == EL_AMOEBA_FULL)
4875 AmoebeUmwandeln(ax, ay);
4876 else if (element == EL_BD_AMOEBA)
4877 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4882 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4884 /* amoeba gets larger by growing in some direction */
4886 int new_group_nr = AmoebaNr[ax][ay];
4889 if (new_group_nr == 0)
4891 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4892 printf("AmoebeAbleger(): This should never happen!\n");
4897 AmoebaNr[newax][neway] = new_group_nr;
4898 AmoebaCnt[new_group_nr]++;
4899 AmoebaCnt2[new_group_nr]++;
4901 /* if amoeba touches other amoeba(s) after growing, unify them */
4902 AmoebenVereinigen(newax, neway);
4904 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4906 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4912 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4913 (neway == lev_fieldy - 1 && newax != ax))
4915 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4916 Store[newax][neway] = element;
4918 else if (neway == ay)
4920 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4922 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4924 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4929 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4930 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4931 Store[ax][ay] = EL_AMOEBA_DROP;
4932 ContinueMoving(ax, ay);
4936 DrawLevelField(newax, neway);
4939 void Life(int ax, int ay)
4942 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4944 int element = Feld[ax][ay];
4945 int graphic = el2img(element);
4946 boolean changed = FALSE;
4948 if (IS_ANIMATED(graphic))
4949 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4954 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4955 MovDelay[ax][ay] = life_time;
4957 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4960 if (MovDelay[ax][ay])
4964 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4966 int xx = ax+x1, yy = ay+y1;
4969 if (!IN_LEV_FIELD(xx, yy))
4972 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4974 int x = xx+x2, y = yy+y2;
4976 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4979 if (((Feld[x][y] == element ||
4980 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4982 (IS_FREE(x, y) && Stop[x][y]))
4986 if (xx == ax && yy == ay) /* field in the middle */
4988 if (nachbarn < life[0] || nachbarn > life[1])
4990 Feld[xx][yy] = EL_EMPTY;
4992 DrawLevelField(xx, yy);
4993 Stop[xx][yy] = TRUE;
4997 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4998 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4999 { /* free border field */
5000 if (nachbarn >= life[2] && nachbarn <= life[3])
5002 Feld[xx][yy] = element;
5003 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5005 DrawLevelField(xx, yy);
5006 Stop[xx][yy] = TRUE;
5013 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5014 SND_GAME_OF_LIFE_GROWING);
5017 static void InitRobotWheel(int x, int y)
5019 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5022 static void RunRobotWheel(int x, int y)
5024 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5027 static void StopRobotWheel(int x, int y)
5029 if (ZX == x && ZY == y)
5033 static void InitTimegateWheel(int x, int y)
5035 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5038 static void RunTimegateWheel(int x, int y)
5040 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5043 void CheckExit(int x, int y)
5045 if (local_player->gems_still_needed > 0 ||
5046 local_player->sokobanfields_still_needed > 0 ||
5047 local_player->lights_still_needed > 0)
5049 int element = Feld[x][y];
5050 int graphic = el2img(element);
5052 if (IS_ANIMATED(graphic))
5053 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5058 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5061 Feld[x][y] = EL_EXIT_OPENING;
5063 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5066 void CheckExitSP(int x, int y)
5068 if (local_player->gems_still_needed > 0)
5070 int element = Feld[x][y];
5071 int graphic = el2img(element);
5073 if (IS_ANIMATED(graphic))
5074 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5079 Feld[x][y] = EL_SP_EXIT_OPEN;
5081 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5084 static void CloseAllOpenTimegates()
5088 for (y=0; y<lev_fieldy; y++)
5090 for (x=0; x<lev_fieldx; x++)
5092 int element = Feld[x][y];
5094 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5096 Feld[x][y] = EL_TIMEGATE_CLOSING;
5098 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5100 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5107 void EdelsteinFunkeln(int x, int y)
5109 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5112 if (Feld[x][y] == EL_BD_DIAMOND)
5115 if (MovDelay[x][y] == 0) /* next animation frame */
5116 MovDelay[x][y] = 11 * !SimpleRND(500);
5118 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5122 if (setup.direct_draw && MovDelay[x][y])
5123 SetDrawtoField(DRAW_BUFFERED);
5125 DrawLevelElementAnimation(x, y, Feld[x][y]);
5127 if (MovDelay[x][y] != 0)
5129 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5130 10 - MovDelay[x][y]);
5132 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5134 if (setup.direct_draw)
5138 dest_x = FX + SCREENX(x) * TILEX;
5139 dest_y = FY + SCREENY(y) * TILEY;
5141 BlitBitmap(drawto_field, window,
5142 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5143 SetDrawtoField(DRAW_DIRECT);
5149 void MauerWaechst(int x, int y)
5153 if (!MovDelay[x][y]) /* next animation frame */
5154 MovDelay[x][y] = 3 * delay;
5156 if (MovDelay[x][y]) /* wait some time before next frame */
5160 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5162 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5163 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5165 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5168 if (!MovDelay[x][y])
5170 if (MovDir[x][y] == MV_LEFT)
5172 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5173 DrawLevelField(x - 1, y);
5175 else if (MovDir[x][y] == MV_RIGHT)
5177 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5178 DrawLevelField(x + 1, y);
5180 else if (MovDir[x][y] == MV_UP)
5182 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5183 DrawLevelField(x, y - 1);
5187 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5188 DrawLevelField(x, y + 1);
5191 Feld[x][y] = Store[x][y];
5193 MovDir[x][y] = MV_NO_MOVING;
5194 DrawLevelField(x, y);
5199 void MauerAbleger(int ax, int ay)
5201 int element = Feld[ax][ay];
5202 int graphic = el2img(element);
5203 boolean oben_frei = FALSE, unten_frei = FALSE;
5204 boolean links_frei = FALSE, rechts_frei = FALSE;
5205 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5206 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5207 boolean new_wall = FALSE;
5209 if (IS_ANIMATED(graphic))
5210 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5212 if (!MovDelay[ax][ay]) /* start building new wall */
5213 MovDelay[ax][ay] = 6;
5215 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5218 if (MovDelay[ax][ay])
5222 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5224 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5226 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5228 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5231 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5232 element == EL_EXPANDABLE_WALL_ANY)
5236 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5237 Store[ax][ay-1] = element;
5238 MovDir[ax][ay-1] = MV_UP;
5239 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5240 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5241 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5246 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5247 Store[ax][ay+1] = element;
5248 MovDir[ax][ay+1] = MV_DOWN;
5249 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5250 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5251 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5256 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5257 element == EL_EXPANDABLE_WALL_ANY ||
5258 element == EL_EXPANDABLE_WALL)
5262 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5263 Store[ax-1][ay] = element;
5264 MovDir[ax-1][ay] = MV_LEFT;
5265 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5266 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5267 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5273 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5274 Store[ax+1][ay] = element;
5275 MovDir[ax+1][ay] = MV_RIGHT;
5276 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5277 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5278 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5283 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5284 DrawLevelField(ax, ay);
5286 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5288 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5289 unten_massiv = TRUE;
5290 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5291 links_massiv = TRUE;
5292 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5293 rechts_massiv = TRUE;
5295 if (((oben_massiv && unten_massiv) ||
5296 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5297 element == EL_EXPANDABLE_WALL) &&
5298 ((links_massiv && rechts_massiv) ||
5299 element == EL_EXPANDABLE_WALL_VERTICAL))
5300 Feld[ax][ay] = EL_WALL;
5304 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5306 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5310 void CheckForDragon(int x, int y)
5313 boolean dragon_found = FALSE;
5314 static int xy[4][2] =
5326 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5328 if (IN_LEV_FIELD(xx, yy) &&
5329 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5331 if (Feld[xx][yy] == EL_DRAGON)
5332 dragon_found = TRUE;
5345 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5347 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5349 Feld[xx][yy] = EL_EMPTY;
5350 DrawLevelField(xx, yy);
5359 static void InitBuggyBase(int x, int y)
5361 int element = Feld[x][y];
5362 int activating_delay = FRAMES_PER_SECOND / 4;
5365 (element == EL_SP_BUGGY_BASE ?
5366 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5367 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5369 element == EL_SP_BUGGY_BASE_ACTIVE ?
5370 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5373 static void WarnBuggyBase(int x, int y)
5376 static int xy[4][2] =
5386 int xx = x + xy[i][0], yy = y + xy[i][1];
5388 if (IS_PLAYER(xx, yy))
5390 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5397 static void InitTrap(int x, int y)
5399 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5402 static void ActivateTrap(int x, int y)
5404 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5407 static void ChangeActiveTrap(int x, int y)
5409 int graphic = IMG_TRAP_ACTIVE;
5411 /* if new animation frame was drawn, correct crumbled sand border */
5412 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5413 DrawLevelFieldCrumbledSand(x, y);
5416 static void ChangeElementNowExt(int x, int y, int target_element)
5418 /* check if element under player changes from accessible to unaccessible
5419 (needed for special case of dropping element which then changes) */
5420 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5421 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5428 Feld[x][y] = target_element;
5430 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5432 ResetGfxAnimation(x, y);
5433 ResetRandomAnimationValue(x, y);
5435 InitField(x, y, FALSE);
5436 if (CAN_MOVE(Feld[x][y]))
5439 DrawLevelField(x, y);
5441 if (GFX_CRUMBLED(Feld[x][y]))
5442 DrawLevelFieldCrumbledSandNeighbours(x, y);
5444 TestIfBadThingTouchesHero(x, y);
5445 TestIfPlayerTouchesCustomElement(x, y);
5446 TestIfElementTouchesCustomElement(x, y);
5448 if (ELEM_IS_PLAYER(target_element))
5449 RelocatePlayer(x, y, target_element);
5452 static boolean ChangeElementNow(int x, int y, int element, int page)
5454 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5456 /* always use default change event to prevent running into a loop */
5457 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5458 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5460 /* do not change already changed elements with same change event */
5462 if (Changed[x][y] & ChangeEvent[x][y])
5469 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5471 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5473 if (change->explode)
5480 if (change->use_content)
5482 boolean complete_change = TRUE;
5483 boolean can_change[3][3];
5486 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5488 boolean half_destructible;
5489 int ex = x + xx - 1;
5490 int ey = y + yy - 1;
5493 can_change[xx][yy] = TRUE;
5495 if (ex == x && ey == y) /* do not check changing element itself */
5498 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5500 can_change[xx][yy] = FALSE; /* do not change empty borders */
5505 if (!IN_LEV_FIELD(ex, ey))
5507 can_change[xx][yy] = FALSE;
5508 complete_change = FALSE;
5515 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5516 e = MovingOrBlocked2Element(ex, ey);
5518 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5520 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5521 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5522 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5524 can_change[xx][yy] = FALSE;
5525 complete_change = FALSE;
5529 if (!change->only_complete || complete_change)
5531 boolean something_has_changed = FALSE;
5533 if (change->only_complete && change->use_random_change &&
5534 RND(100) < change->random)
5537 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5539 int ex = x + xx - 1;
5540 int ey = y + yy - 1;
5542 if (can_change[xx][yy] && (!change->use_random_change ||
5543 RND(100) < change->random))
5545 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5546 RemoveMovingField(ex, ey);
5548 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5550 something_has_changed = TRUE;
5552 /* for symmetry reasons, freeze newly created border elements */
5553 if (ex != x || ey != y)
5554 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5558 if (something_has_changed)
5559 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5564 ChangeElementNowExt(x, y, change->target_element);
5566 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5572 static void ChangeElement(int x, int y, int page)
5574 int element = MovingOrBlocked2Element(x, y);
5575 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5579 if (!CAN_CHANGE(element))
5582 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5583 x, y, element, element_info[element].token_name);
5584 printf("ChangeElement(): This should never happen!\n");
5590 if (ChangeDelay[x][y] == 0) /* initialize element change */
5592 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5593 RND(change->delay_random * change->delay_frames)) + 1;
5595 ResetGfxAnimation(x, y);
5596 ResetRandomAnimationValue(x, y);
5598 if (change->pre_change_function)
5599 change->pre_change_function(x, y);
5602 ChangeDelay[x][y]--;
5604 if (ChangeDelay[x][y] != 0) /* continue element change */
5606 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5608 if (IS_ANIMATED(graphic))
5609 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5611 if (change->change_function)
5612 change->change_function(x, y);
5614 else /* finish element change */
5616 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5618 ChangeDelay[x][y] = 1; /* try change after next move step */
5623 if (ChangeElementNow(x, y, element, page))
5625 if (change->post_change_function)
5626 change->post_change_function(x, y);
5631 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5632 int trigger_element,
5638 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5641 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5643 int element = EL_CUSTOM_START + i;
5645 boolean change_element = FALSE;
5648 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5651 for (j=0; j < element_info[element].num_change_pages; j++)
5653 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5655 if (change->sides & trigger_side &&
5656 change->trigger_element == trigger_element)
5658 change_element = TRUE;
5665 if (!change_element)
5668 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5671 if (x == lx && y == ly) /* do not change trigger element itself */
5675 if (Feld[x][y] == element)
5677 ChangeDelay[x][y] = 1;
5678 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5679 ChangeElement(x, y, page);
5687 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5690 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5694 static boolean CheckElementSideChange(int x, int y, int element, int side,
5695 int trigger_event, int page)
5697 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5700 if (Feld[x][y] == EL_BLOCKED)
5702 Blocked2Moving(x, y, &x, &y);
5703 element = Feld[x][y];
5707 page = element_info[element].event_page_nr[trigger_event];
5709 if (!(element_info[element].change_page[page].sides & side))
5712 ChangeDelay[x][y] = 1;
5713 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5714 ChangeElement(x, y, page);
5719 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5721 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5724 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5726 static byte stored_player_action[MAX_PLAYERS];
5727 static int num_stored_actions = 0;
5728 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5729 int left = player_action & JOY_LEFT;
5730 int right = player_action & JOY_RIGHT;
5731 int up = player_action & JOY_UP;
5732 int down = player_action & JOY_DOWN;
5733 int button1 = player_action & JOY_BUTTON_1;
5734 int button2 = player_action & JOY_BUTTON_2;
5735 int dx = (left ? -1 : right ? 1 : 0);
5736 int dy = (up ? -1 : down ? 1 : 0);
5738 stored_player_action[player->index_nr] = 0;
5739 num_stored_actions++;
5741 if (!player->active || tape.pausing)
5747 snapped = SnapField(player, dx, dy);
5751 dropped = DropElement(player);
5753 moved = MoveFigure(player, dx, dy);
5756 if (tape.single_step && tape.recording && !tape.pausing)
5758 if (button1 || (dropped && !moved))
5760 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5761 SnapField(player, 0, 0); /* stop snapping */
5765 stored_player_action[player->index_nr] = player_action;
5769 /* no actions for this player (no input at player's configured device) */
5771 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5772 SnapField(player, 0, 0);
5773 CheckGravityMovement(player);
5775 if (player->MovPos == 0)
5776 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5778 if (player->MovPos == 0) /* needed for tape.playing */
5779 player->is_moving = FALSE;
5782 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5784 TapeRecordAction(stored_player_action);
5785 num_stored_actions = 0;
5791 static unsigned long action_delay = 0;
5792 unsigned long action_delay_value;
5793 int magic_wall_x = 0, magic_wall_y = 0;
5794 int i, x, y, element, graphic;
5795 byte *recorded_player_action;
5796 byte summarized_player_action = 0;
5798 if (game_status != GAME_MODE_PLAYING)
5801 action_delay_value =
5802 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5804 if (tape.playing && tape.index_search && !tape.pausing)
5805 action_delay_value = 0;
5807 /* ---------- main game synchronization point ---------- */
5809 WaitUntilDelayReached(&action_delay, action_delay_value);
5811 if (network_playing && !network_player_action_received)
5815 printf("DEBUG: try to get network player actions in time\n");
5819 #if defined(PLATFORM_UNIX)
5820 /* last chance to get network player actions without main loop delay */
5824 if (game_status != GAME_MODE_PLAYING)
5827 if (!network_player_action_received)
5831 printf("DEBUG: failed to get network player actions in time\n");
5841 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5843 for (i=0; i<MAX_PLAYERS; i++)
5845 summarized_player_action |= stored_player[i].action;
5847 if (!network_playing)
5848 stored_player[i].effective_action = stored_player[i].action;
5851 #if defined(PLATFORM_UNIX)
5852 if (network_playing)
5853 SendToServer_MovePlayer(summarized_player_action);
5856 if (!options.network && !setup.team_mode)
5857 local_player->effective_action = summarized_player_action;
5859 for (i=0; i<MAX_PLAYERS; i++)
5861 int actual_player_action = stored_player[i].effective_action;
5863 if (stored_player[i].programmed_action)
5864 actual_player_action = stored_player[i].programmed_action;
5866 if (recorded_player_action)
5867 actual_player_action = recorded_player_action[i];
5869 PlayerActions(&stored_player[i], actual_player_action);
5870 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5873 network_player_action_received = FALSE;
5875 ScrollScreen(NULL, SCROLL_GO_ON);
5881 for (i=0; i<MAX_PLAYERS; i++)
5882 stored_player[i].Frame++;
5886 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5888 for (i=0; i<MAX_PLAYERS; i++)
5890 struct PlayerInfo *player = &stored_player[i];
5894 if (player->active && player->Pushing && player->is_moving &&
5897 ContinueMoving(x, y);
5899 /* continue moving after pushing (this is actually a bug) */
5900 if (!IS_MOVING(x, y))
5909 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5911 Changed[x][y] = CE_BITMASK_DEFAULT;
5912 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5915 if (JustStopped[x][y] > 0)
5916 JustStopped[x][y]--;
5921 /* reset finished pushing action (not done in ContinueMoving() to allow
5922 continous pushing animation for elements with zero push delay) */
5923 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5925 ResetGfxAnimation(x, y);
5926 DrawLevelField(x, y);
5931 if (IS_BLOCKED(x, y))
5935 Blocked2Moving(x, y, &oldx, &oldy);
5936 if (!IS_MOVING(oldx, oldy))
5938 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5939 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5940 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5941 printf("GameActions(): This should never happen!\n");
5947 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5949 element = Feld[x][y];
5951 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5953 graphic = el2img(element);
5959 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5961 element = graphic = 0;
5965 if (graphic_info[graphic].anim_global_sync)
5966 GfxFrame[x][y] = FrameCounter;
5968 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5969 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5970 ResetRandomAnimationValue(x, y);
5972 SetRandomAnimationValue(x, y);
5975 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5978 if (IS_INACTIVE(element))
5980 if (IS_ANIMATED(graphic))
5981 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5987 /* this may take place after moving, so 'element' may have changed */
5988 if (IS_CHANGING(x, y))
5990 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
5991 element = Feld[x][y];
5992 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5996 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6001 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6003 if (element == EL_MOLE)
6004 printf("::: %d, %d, %d [%d]\n",
6005 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6009 if (element == EL_YAMYAM)
6010 printf("::: %d, %d, %d\n",
6011 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6015 if (IS_ANIMATED(graphic) &&
6019 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6022 if (element == EL_MOLE)
6023 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6027 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6028 EdelsteinFunkeln(x, y);
6030 else if ((element == EL_ACID ||
6031 element == EL_EXIT_OPEN ||
6032 element == EL_SP_EXIT_OPEN ||
6033 element == EL_SP_TERMINAL ||
6034 element == EL_SP_TERMINAL_ACTIVE ||
6035 element == EL_EXTRA_TIME ||
6036 element == EL_SHIELD_NORMAL ||
6037 element == EL_SHIELD_DEADLY) &&
6038 IS_ANIMATED(graphic))
6039 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6040 else if (IS_MOVING(x, y))
6041 ContinueMoving(x, y);
6042 else if (IS_ACTIVE_BOMB(element))
6043 CheckDynamite(x, y);
6045 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6046 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6048 else if (element == EL_AMOEBA_GROWING)
6049 AmoebeWaechst(x, y);
6050 else if (element == EL_AMOEBA_SHRINKING)
6051 AmoebaDisappearing(x, y);
6053 #if !USE_NEW_AMOEBA_CODE
6054 else if (IS_AMOEBALIVE(element))
6055 AmoebeAbleger(x, y);
6058 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6060 else if (element == EL_EXIT_CLOSED)
6062 else if (element == EL_SP_EXIT_CLOSED)
6064 else if (element == EL_EXPANDABLE_WALL_GROWING)
6066 else if (element == EL_EXPANDABLE_WALL ||
6067 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6068 element == EL_EXPANDABLE_WALL_VERTICAL ||
6069 element == EL_EXPANDABLE_WALL_ANY)
6071 else if (element == EL_FLAMES)
6072 CheckForDragon(x, y);
6074 else if (IS_AUTO_CHANGING(element))
6075 ChangeElement(x, y);
6077 else if (element == EL_EXPLOSION)
6078 ; /* drawing of correct explosion animation is handled separately */
6079 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6080 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6083 /* this may take place after moving, so 'element' may have changed */
6084 if (IS_AUTO_CHANGING(Feld[x][y]))
6085 ChangeElement(x, y);
6088 if (IS_BELT_ACTIVE(element))
6089 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6091 if (game.magic_wall_active)
6093 int jx = local_player->jx, jy = local_player->jy;
6095 /* play the element sound at the position nearest to the player */
6096 if ((element == EL_MAGIC_WALL_FULL ||
6097 element == EL_MAGIC_WALL_ACTIVE ||
6098 element == EL_MAGIC_WALL_EMPTYING ||
6099 element == EL_BD_MAGIC_WALL_FULL ||
6100 element == EL_BD_MAGIC_WALL_ACTIVE ||
6101 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6102 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6110 #if USE_NEW_AMOEBA_CODE
6111 /* new experimental amoeba growth stuff */
6113 if (!(FrameCounter % 8))
6116 static unsigned long random = 1684108901;
6118 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6121 x = (random >> 10) % lev_fieldx;
6122 y = (random >> 20) % lev_fieldy;
6124 x = RND(lev_fieldx);
6125 y = RND(lev_fieldy);
6127 element = Feld[x][y];
6129 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6130 if (!IS_PLAYER(x,y) &&
6131 (element == EL_EMPTY ||
6132 element == EL_SAND ||
6133 element == EL_QUICKSAND_EMPTY ||
6134 element == EL_ACID_SPLASH_LEFT ||
6135 element == EL_ACID_SPLASH_RIGHT))
6137 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6138 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6139 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6140 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6141 Feld[x][y] = EL_AMOEBA_DROP;
6144 random = random * 129 + 1;
6150 if (game.explosions_delayed)
6153 game.explosions_delayed = FALSE;
6155 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6157 element = Feld[x][y];
6159 if (ExplodeField[x][y])
6160 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6161 else if (element == EL_EXPLOSION)
6162 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6164 ExplodeField[x][y] = EX_NO_EXPLOSION;
6167 game.explosions_delayed = TRUE;
6170 if (game.magic_wall_active)
6172 if (!(game.magic_wall_time_left % 4))
6174 int element = Feld[magic_wall_x][magic_wall_y];
6176 if (element == EL_BD_MAGIC_WALL_FULL ||
6177 element == EL_BD_MAGIC_WALL_ACTIVE ||
6178 element == EL_BD_MAGIC_WALL_EMPTYING)
6179 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6181 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6184 if (game.magic_wall_time_left > 0)
6186 game.magic_wall_time_left--;
6187 if (!game.magic_wall_time_left)
6189 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6191 element = Feld[x][y];
6193 if (element == EL_MAGIC_WALL_ACTIVE ||
6194 element == EL_MAGIC_WALL_FULL)
6196 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6197 DrawLevelField(x, y);
6199 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6200 element == EL_BD_MAGIC_WALL_FULL)
6202 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6203 DrawLevelField(x, y);
6207 game.magic_wall_active = FALSE;
6212 if (game.light_time_left > 0)
6214 game.light_time_left--;
6216 if (game.light_time_left == 0)
6217 RedrawAllLightSwitchesAndInvisibleElements();
6220 if (game.timegate_time_left > 0)
6222 game.timegate_time_left--;
6224 if (game.timegate_time_left == 0)
6225 CloseAllOpenTimegates();
6228 for (i=0; i<MAX_PLAYERS; i++)
6230 struct PlayerInfo *player = &stored_player[i];
6232 if (SHIELD_ON(player))
6234 if (player->shield_deadly_time_left)
6235 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6236 else if (player->shield_normal_time_left)
6237 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6241 if (TimeFrames >= (1000 / GameFrameDelay))
6246 for (i=0; i<MAX_PLAYERS; i++)
6248 struct PlayerInfo *player = &stored_player[i];
6250 if (SHIELD_ON(player))
6252 player->shield_normal_time_left--;
6254 if (player->shield_deadly_time_left > 0)
6255 player->shield_deadly_time_left--;
6259 if (tape.recording || tape.playing)
6260 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6266 if (TimeLeft <= 10 && setup.time_limit)
6267 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6269 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6271 if (!TimeLeft && setup.time_limit)
6272 for (i=0; i<MAX_PLAYERS; i++)
6273 KillHero(&stored_player[i]);
6275 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6276 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6281 if (options.debug) /* calculate frames per second */
6283 static unsigned long fps_counter = 0;
6284 static int fps_frames = 0;
6285 unsigned long fps_delay_ms = Counter() - fps_counter;
6289 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6291 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6294 fps_counter = Counter();
6297 redraw_mask |= REDRAW_FPS;
6301 if (stored_player[0].jx != stored_player[0].last_jx ||
6302 stored_player[0].jy != stored_player[0].last_jy)
6303 printf("::: %d, %d, %d, %d, %d\n",
6304 stored_player[0].MovDir,
6305 stored_player[0].MovPos,
6306 stored_player[0].GfxPos,
6307 stored_player[0].Frame,
6308 stored_player[0].StepFrame);
6315 for (i=0; i<MAX_PLAYERS; i++)
6318 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6320 stored_player[i].Frame += move_frames;
6322 if (stored_player[i].MovPos != 0)
6323 stored_player[i].StepFrame += move_frames;
6328 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6330 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6332 local_player->show_envelope = 0;
6337 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6339 int min_x = x, min_y = y, max_x = x, max_y = y;
6342 for (i=0; i<MAX_PLAYERS; i++)
6344 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6346 if (!stored_player[i].active || &stored_player[i] == player)
6349 min_x = MIN(min_x, jx);
6350 min_y = MIN(min_y, jy);
6351 max_x = MAX(max_x, jx);
6352 max_y = MAX(max_y, jy);
6355 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6358 static boolean AllPlayersInVisibleScreen()
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)
6369 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6376 void ScrollLevel(int dx, int dy)
6378 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6381 BlitBitmap(drawto_field, drawto_field,
6382 FX + TILEX * (dx == -1) - softscroll_offset,
6383 FY + TILEY * (dy == -1) - softscroll_offset,
6384 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6385 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6386 FX + TILEX * (dx == 1) - softscroll_offset,
6387 FY + TILEY * (dy == 1) - softscroll_offset);
6391 x = (dx == 1 ? BX1 : BX2);
6392 for (y=BY1; y <= BY2; y++)
6393 DrawScreenField(x, y);
6398 y = (dy == 1 ? BY1 : BY2);
6399 for (x=BX1; x <= BX2; x++)
6400 DrawScreenField(x, y);
6403 redraw_mask |= REDRAW_FIELD;
6406 static void CheckGravityMovement(struct PlayerInfo *player)
6408 if (level.gravity && !player->programmed_action)
6410 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6411 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6413 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6414 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6415 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6416 int jx = player->jx, jy = player->jy;
6417 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6418 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6419 int new_jx = jx + dx, new_jy = jy + dy;
6420 boolean field_under_player_is_free =
6421 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6422 boolean player_is_moving_to_valid_field =
6423 (IN_LEV_FIELD(new_jx, new_jy) &&
6424 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6425 Feld[new_jx][new_jy] == EL_SAND));
6426 /* !!! extend EL_SAND to anything diggable !!! */
6428 if (field_under_player_is_free &&
6429 !player_is_moving_to_valid_field &&
6430 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6431 player->programmed_action = MV_DOWN;
6437 -----------------------------------------------------------------------------
6438 dx, dy: direction (non-diagonal) to try to move the player to
6439 real_dx, real_dy: direction as read from input device (can be diagonal)
6442 boolean MoveFigureOneStep(struct PlayerInfo *player,
6443 int dx, int dy, int real_dx, int real_dy)
6445 static int change_sides[4][2] =
6447 /* enter side leave side */
6448 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6449 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6450 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6451 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6453 int move_direction = (dx == -1 ? MV_LEFT :
6454 dx == +1 ? MV_RIGHT :
6456 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6457 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6458 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6459 int jx = player->jx, jy = player->jy;
6460 int new_jx = jx + dx, new_jy = jy + dy;
6464 if (!player->active || (!dx && !dy))
6465 return MF_NO_ACTION;
6467 player->MovDir = (dx < 0 ? MV_LEFT :
6470 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6472 if (!IN_LEV_FIELD(new_jx, new_jy))
6473 return MF_NO_ACTION;
6475 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6476 return MF_NO_ACTION;
6479 element = MovingOrBlocked2Element(new_jx, new_jy);
6481 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6484 if (DONT_RUN_INTO(element))
6486 if (element == EL_ACID && dx == 0 && dy == 1)
6489 Feld[jx][jy] = EL_PLAYER_1;
6490 InitMovingField(jx, jy, MV_DOWN);
6491 Store[jx][jy] = EL_ACID;
6492 ContinueMoving(jx, jy);
6496 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6501 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6502 if (can_move != MF_MOVING)
6505 /* check if DigField() has caused relocation of the player */
6506 if (player->jx != jx || player->jy != jy)
6507 return MF_NO_ACTION;
6509 StorePlayer[jx][jy] = 0;
6510 player->last_jx = jx;
6511 player->last_jy = jy;
6512 player->jx = new_jx;
6513 player->jy = new_jy;
6514 StorePlayer[new_jx][new_jy] = player->element_nr;
6517 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6519 ScrollFigure(player, SCROLL_INIT);
6522 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6524 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6525 CE_OTHER_GETS_LEFT);
6526 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6527 CE_LEFT_BY_PLAYER, -1);
6530 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6532 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6533 enter_side, CE_OTHER_GETS_ENTERED);
6534 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6535 CE_ENTERED_BY_PLAYER, -1);
6542 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6544 int jx = player->jx, jy = player->jy;
6545 int old_jx = jx, old_jy = jy;
6546 int moved = MF_NO_ACTION;
6548 if (!player->active || (!dx && !dy))
6552 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6556 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6557 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6561 /* remove the last programmed player action */
6562 player->programmed_action = 0;
6566 /* should only happen if pre-1.2 tape recordings are played */
6567 /* this is only for backward compatibility */
6569 int original_move_delay_value = player->move_delay_value;
6572 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6576 /* scroll remaining steps with finest movement resolution */
6577 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6579 while (player->MovPos)
6581 ScrollFigure(player, SCROLL_GO_ON);
6582 ScrollScreen(NULL, SCROLL_GO_ON);
6588 player->move_delay_value = original_move_delay_value;
6591 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6593 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6594 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6598 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6599 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6605 if (moved & MF_MOVING && !ScreenMovPos &&
6606 (player == local_player || !options.network))
6608 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6609 int offset = (setup.scroll_delay ? 3 : 0);
6611 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6613 /* actual player has left the screen -- scroll in that direction */
6614 if (jx != old_jx) /* player has moved horizontally */
6615 scroll_x += (jx - old_jx);
6616 else /* player has moved vertically */
6617 scroll_y += (jy - old_jy);
6621 if (jx != old_jx) /* player has moved horizontally */
6623 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6624 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6625 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6627 /* don't scroll over playfield boundaries */
6628 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6629 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6631 /* don't scroll more than one field at a time */
6632 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6634 /* don't scroll against the player's moving direction */
6635 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6636 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6637 scroll_x = old_scroll_x;
6639 else /* player has moved vertically */
6641 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6642 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6643 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6645 /* don't scroll over playfield boundaries */
6646 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6647 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6649 /* don't scroll more than one field at a time */
6650 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6652 /* don't scroll against the player's moving direction */
6653 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6654 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6655 scroll_y = old_scroll_y;
6659 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6661 if (!options.network && !AllPlayersInVisibleScreen())
6663 scroll_x = old_scroll_x;
6664 scroll_y = old_scroll_y;
6668 ScrollScreen(player, SCROLL_INIT);
6669 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6676 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6678 if (!(moved & MF_MOVING) && !player->Pushing)
6683 player->StepFrame = 0;
6685 if (moved & MF_MOVING)
6687 if (old_jx != jx && old_jy == jy)
6688 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6689 else if (old_jx == jx && old_jy != jy)
6690 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6692 DrawLevelField(jx, jy); /* for "crumbled sand" */
6694 player->last_move_dir = player->MovDir;
6695 player->is_moving = TRUE;
6697 player->snapped = FALSE;
6702 CheckGravityMovement(player);
6705 player->last_move_dir = MV_NO_MOVING;
6707 player->is_moving = FALSE;
6710 TestIfHeroTouchesBadThing(jx, jy);
6711 TestIfPlayerTouchesCustomElement(jx, jy);
6713 if (!player->active)
6719 void ScrollFigure(struct PlayerInfo *player, int mode)
6721 int jx = player->jx, jy = player->jy;
6722 int last_jx = player->last_jx, last_jy = player->last_jy;
6723 int move_stepsize = TILEX / player->move_delay_value;
6725 if (!player->active || !player->MovPos)
6728 if (mode == SCROLL_INIT)
6730 player->actual_frame_counter = FrameCounter;
6731 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6733 if (Feld[last_jx][last_jy] == EL_EMPTY)
6734 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6741 else if (!FrameReached(&player->actual_frame_counter, 1))
6744 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6745 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6747 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6748 Feld[last_jx][last_jy] = EL_EMPTY;
6750 /* before DrawPlayer() to draw correct player graphic for this case */
6751 if (player->MovPos == 0)
6752 CheckGravityMovement(player);
6755 DrawPlayer(player); /* needed here only to cleanup last field */
6758 if (player->MovPos == 0) /* player reached destination field */
6760 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6762 /* continue with normal speed after quickly moving through gate */
6763 HALVE_PLAYER_SPEED(player);
6765 /* be able to make the next move without delay */
6766 player->move_delay = 0;
6769 player->last_jx = jx;
6770 player->last_jy = jy;
6772 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6773 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6775 DrawPlayer(player); /* needed here only to cleanup last field */
6778 if (local_player->friends_still_needed == 0 ||
6779 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6780 player->LevelSolved = player->GameOver = TRUE;
6783 if (tape.single_step && tape.recording && !tape.pausing &&
6784 !player->programmed_action)
6785 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6789 void ScrollScreen(struct PlayerInfo *player, int mode)
6791 static unsigned long screen_frame_counter = 0;
6793 if (mode == SCROLL_INIT)
6795 /* set scrolling step size according to actual player's moving speed */
6796 ScrollStepSize = TILEX / player->move_delay_value;
6798 screen_frame_counter = FrameCounter;
6799 ScreenMovDir = player->MovDir;
6800 ScreenMovPos = player->MovPos;
6801 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6804 else if (!FrameReached(&screen_frame_counter, 1))
6809 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6810 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6811 redraw_mask |= REDRAW_FIELD;
6814 ScreenMovDir = MV_NO_MOVING;
6817 void TestIfPlayerTouchesCustomElement(int x, int y)
6820 static boolean check_changing = FALSE;
6822 static int xy[4][2] =
6829 static int change_sides[4][2] =
6831 /* center side border side */
6832 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6833 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6834 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6835 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6840 if (check_changing) /* prevent this function from running into a loop */
6843 check_changing = TRUE;
6848 int xx = x + xy[i][0];
6849 int yy = y + xy[i][1];
6850 int center_side = change_sides[i][0];
6851 int border_side = change_sides[i][1];
6853 if (!IN_LEV_FIELD(xx, yy))
6857 if (IS_PLAYER(x, y))
6859 CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
6860 CE_OTHER_GETS_TOUCHED);
6861 CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
6862 CE_TOUCHED_BY_PLAYER, -1);
6864 else if (IS_PLAYER(xx, yy))
6866 CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
6867 CE_OTHER_GETS_TOUCHED);
6868 CheckElementSideChange(x, y, Feld[x][y], center_side,
6869 CE_TOUCHED_BY_PLAYER, -1);
6874 if (IS_PLAYER(x, y))
6876 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6877 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6879 else if (IS_PLAYER(xx, yy))
6881 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6882 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6890 check_changing = FALSE;
6894 void TestIfElementTouchesCustomElement(int x, int y)
6897 static boolean check_changing = FALSE;
6899 static int xy[4][2] =
6906 static int change_sides[4][2] =
6908 /* center side border side */
6909 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6910 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6911 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6912 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6914 boolean change_center_element = FALSE;
6915 int center_element_change_page = 0;
6916 int center_element = Feld[x][y];
6920 if (check_changing) /* prevent this function from running into a loop */
6923 check_changing = TRUE;
6928 int xx = x + xy[i][0];
6929 int yy = y + xy[i][1];
6930 int center_side = change_sides[i][0];
6931 int border_side = change_sides[i][1];
6934 if (!IN_LEV_FIELD(xx, yy))
6937 border_element = Feld[xx][yy];
6939 /* check for change of center element (but change it only once) */
6940 if (IS_CUSTOM_ELEMENT(center_element) &&
6941 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6942 !change_center_element)
6944 for (j=0; j < element_info[center_element].num_change_pages; j++)
6946 struct ElementChangeInfo *change =
6947 &element_info[center_element].change_page[j];
6949 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6950 change->sides & border_side &&
6951 change->trigger_element == border_element)
6953 change_center_element = TRUE;
6954 center_element_change_page = j;
6961 /* check for change of border element */
6962 if (IS_CUSTOM_ELEMENT(border_element) &&
6963 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6965 for (j=0; j < element_info[border_element].num_change_pages; j++)
6967 struct ElementChangeInfo *change =
6968 &element_info[border_element].change_page[j];
6970 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6971 change->sides & center_side &&
6972 change->trigger_element == center_element)
6974 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
6975 CE_OTHER_IS_TOUCHING, j);
6982 if (change_center_element)
6983 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
6984 CE_OTHER_IS_TOUCHING, center_element_change_page);
6987 check_changing = FALSE;
6991 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6993 int i, kill_x = -1, kill_y = -1;
6994 static int test_xy[4][2] =
7001 static int test_dir[4] =
7011 int test_x, test_y, test_move_dir, test_element;
7013 test_x = good_x + test_xy[i][0];
7014 test_y = good_y + test_xy[i][1];
7015 if (!IN_LEV_FIELD(test_x, test_y))
7019 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7022 test_element = Feld[test_x][test_y];
7024 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7027 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7028 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7030 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7031 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7039 if (kill_x != -1 || kill_y != -1)
7041 if (IS_PLAYER(good_x, good_y))
7043 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7045 if (player->shield_deadly_time_left > 0)
7046 Bang(kill_x, kill_y);
7047 else if (!PLAYER_PROTECTED(good_x, good_y))
7051 Bang(good_x, good_y);
7055 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7057 int i, kill_x = -1, kill_y = -1;
7058 int bad_element = Feld[bad_x][bad_y];
7059 static int test_xy[4][2] =
7066 static int test_dir[4] =
7074 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7079 int test_x, test_y, test_move_dir, test_element;
7081 test_x = bad_x + test_xy[i][0];
7082 test_y = bad_y + test_xy[i][1];
7083 if (!IN_LEV_FIELD(test_x, test_y))
7087 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7089 test_element = Feld[test_x][test_y];
7091 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7092 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7094 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7095 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7097 /* good thing is player or penguin that does not move away */
7098 if (IS_PLAYER(test_x, test_y))
7100 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7102 if (bad_element == EL_ROBOT && player->is_moving)
7103 continue; /* robot does not kill player if he is moving */
7109 else if (test_element == EL_PENGUIN)
7118 if (kill_x != -1 || kill_y != -1)
7120 if (IS_PLAYER(kill_x, kill_y))
7122 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7125 int dir = player->MovDir;
7126 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7127 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7129 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7130 newx != bad_x && newy != bad_y)
7131 ; /* robot does not kill player if he is moving */
7133 printf("-> %d\n", player->MovDir);
7135 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7136 newx != bad_x && newy != bad_y)
7137 ; /* robot does not kill player if he is moving */
7142 if (player->shield_deadly_time_left > 0)
7144 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7148 Bang(kill_x, kill_y);
7152 void TestIfHeroTouchesBadThing(int x, int y)
7154 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7157 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7159 TestIfGoodThingHitsBadThing(x, y, move_dir);
7162 void TestIfBadThingTouchesHero(int x, int y)
7164 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7167 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7169 TestIfBadThingHitsGoodThing(x, y, move_dir);
7172 void TestIfFriendTouchesBadThing(int x, int y)
7174 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7177 void TestIfBadThingTouchesFriend(int x, int y)
7179 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7182 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7184 int i, kill_x = bad_x, kill_y = bad_y;
7185 static int xy[4][2] =
7197 x = bad_x + xy[i][0];
7198 y = bad_y + xy[i][1];
7199 if (!IN_LEV_FIELD(x, y))
7202 element = Feld[x][y];
7203 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7204 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7212 if (kill_x != bad_x || kill_y != bad_y)
7216 void KillHero(struct PlayerInfo *player)
7218 int jx = player->jx, jy = player->jy;
7220 if (!player->active)
7223 /* remove accessible field at the player's position */
7224 Feld[jx][jy] = EL_EMPTY;
7226 /* deactivate shield (else Bang()/Explode() would not work right) */
7227 player->shield_normal_time_left = 0;
7228 player->shield_deadly_time_left = 0;
7234 static void KillHeroUnlessProtected(int x, int y)
7236 if (!PLAYER_PROTECTED(x, y))
7237 KillHero(PLAYERINFO(x, y));
7240 void BuryHero(struct PlayerInfo *player)
7242 int jx = player->jx, jy = player->jy;
7244 if (!player->active)
7248 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7250 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7252 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7254 player->GameOver = TRUE;
7258 void RemoveHero(struct PlayerInfo *player)
7260 int jx = player->jx, jy = player->jy;
7261 int i, found = FALSE;
7263 player->present = FALSE;
7264 player->active = FALSE;
7266 if (!ExplodeField[jx][jy])
7267 StorePlayer[jx][jy] = 0;
7269 for (i=0; i<MAX_PLAYERS; i++)
7270 if (stored_player[i].active)
7274 AllPlayersGone = TRUE;
7281 =============================================================================
7282 checkDiagonalPushing()
7283 -----------------------------------------------------------------------------
7284 check if diagonal input device direction results in pushing of object
7285 (by checking if the alternative direction is walkable, diggable, ...)
7286 =============================================================================
7289 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7290 int x, int y, int real_dx, int real_dy)
7292 int jx, jy, dx, dy, xx, yy;
7294 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7297 /* diagonal direction: check alternative direction */
7302 xx = jx + (dx == 0 ? real_dx : 0);
7303 yy = jy + (dy == 0 ? real_dy : 0);
7305 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7309 =============================================================================
7311 -----------------------------------------------------------------------------
7312 x, y: field next to player (non-diagonal) to try to dig to
7313 real_dx, real_dy: direction as read from input device (can be diagonal)
7314 =============================================================================
7317 int DigField(struct PlayerInfo *player,
7318 int x, int y, int real_dx, int real_dy, int mode)
7320 static int change_sides[4] =
7322 CH_SIDE_RIGHT, /* moving left */
7323 CH_SIDE_LEFT, /* moving right */
7324 CH_SIDE_BOTTOM, /* moving up */
7325 CH_SIDE_TOP, /* moving down */
7327 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7328 int jx = player->jx, jy = player->jy;
7329 int dx = x - jx, dy = y - jy;
7330 int nextx = x + dx, nexty = y + dy;
7331 int move_direction = (dx == -1 ? MV_LEFT :
7332 dx == +1 ? MV_RIGHT :
7334 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7335 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7338 if (player->MovPos == 0)
7340 player->is_digging = FALSE;
7341 player->is_collecting = FALSE;
7344 if (player->MovPos == 0) /* last pushing move finished */
7345 player->Pushing = FALSE;
7347 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7349 player->Switching = FALSE;
7350 player->push_delay = 0;
7352 return MF_NO_ACTION;
7355 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7356 return MF_NO_ACTION;
7359 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7361 if (IS_TUBE(Feld[jx][jy]) ||
7362 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7366 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7367 int tube_leave_directions[][2] =
7369 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7370 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7371 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7372 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7373 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7374 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7375 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7376 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7377 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7378 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7379 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7380 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7383 while (tube_leave_directions[i][0] != tube_element)
7386 if (tube_leave_directions[i][0] == -1) /* should not happen */
7390 if (!(tube_leave_directions[i][1] & move_direction))
7391 return MF_NO_ACTION; /* tube has no opening in this direction */
7394 element = Feld[x][y];
7396 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7397 game.engine_version >= VERSION_IDENT(2,2,0))
7398 return MF_NO_ACTION;
7402 case EL_ROBOT_WHEEL:
7403 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7406 DrawLevelField(x, y);
7407 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7411 case EL_SP_TERMINAL:
7415 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7417 for (yy=0; yy<lev_fieldy; yy++)
7419 for (xx=0; xx<lev_fieldx; xx++)
7421 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7423 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7424 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7432 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7433 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7434 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7435 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7436 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7437 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7438 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7439 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7440 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7441 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7442 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7443 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7444 if (!player->Switching)
7446 player->Switching = TRUE;
7447 ToggleBeltSwitch(x, y);
7448 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7453 case EL_SWITCHGATE_SWITCH_UP:
7454 case EL_SWITCHGATE_SWITCH_DOWN:
7455 if (!player->Switching)
7457 player->Switching = TRUE;
7458 ToggleSwitchgateSwitch(x, y);
7459 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7464 case EL_LIGHT_SWITCH:
7465 case EL_LIGHT_SWITCH_ACTIVE:
7466 if (!player->Switching)
7468 player->Switching = TRUE;
7469 ToggleLightSwitch(x, y);
7470 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7471 SND_LIGHT_SWITCH_ACTIVATING :
7472 SND_LIGHT_SWITCH_DEACTIVATING);
7477 case EL_TIMEGATE_SWITCH:
7478 ActivateTimegateSwitch(x, y);
7479 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7484 case EL_BALLOON_SWITCH_LEFT:
7485 case EL_BALLOON_SWITCH_RIGHT:
7486 case EL_BALLOON_SWITCH_UP:
7487 case EL_BALLOON_SWITCH_DOWN:
7488 case EL_BALLOON_SWITCH_ANY:
7489 if (element == EL_BALLOON_SWITCH_ANY)
7490 game.balloon_dir = move_direction;
7492 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7493 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7494 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7495 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7497 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7502 case EL_SP_PORT_LEFT:
7503 case EL_SP_PORT_RIGHT:
7505 case EL_SP_PORT_DOWN:
7506 case EL_SP_PORT_HORIZONTAL:
7507 case EL_SP_PORT_VERTICAL:
7508 case EL_SP_PORT_ANY:
7509 case EL_SP_GRAVITY_PORT_LEFT:
7510 case EL_SP_GRAVITY_PORT_RIGHT:
7511 case EL_SP_GRAVITY_PORT_UP:
7512 case EL_SP_GRAVITY_PORT_DOWN:
7514 element != EL_SP_PORT_LEFT &&
7515 element != EL_SP_GRAVITY_PORT_LEFT &&
7516 element != EL_SP_PORT_HORIZONTAL &&
7517 element != EL_SP_PORT_ANY) ||
7519 element != EL_SP_PORT_RIGHT &&
7520 element != EL_SP_GRAVITY_PORT_RIGHT &&
7521 element != EL_SP_PORT_HORIZONTAL &&
7522 element != EL_SP_PORT_ANY) ||
7524 element != EL_SP_PORT_UP &&
7525 element != EL_SP_GRAVITY_PORT_UP &&
7526 element != EL_SP_PORT_VERTICAL &&
7527 element != EL_SP_PORT_ANY) ||
7529 element != EL_SP_PORT_DOWN &&
7530 element != EL_SP_GRAVITY_PORT_DOWN &&
7531 element != EL_SP_PORT_VERTICAL &&
7532 element != EL_SP_PORT_ANY) ||
7533 !IN_LEV_FIELD(nextx, nexty) ||
7534 !IS_FREE(nextx, nexty))
7535 return MF_NO_ACTION;
7537 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7538 element == EL_SP_GRAVITY_PORT_RIGHT ||
7539 element == EL_SP_GRAVITY_PORT_UP ||
7540 element == EL_SP_GRAVITY_PORT_DOWN)
7541 level.gravity = !level.gravity;
7543 /* automatically move to the next field with double speed */
7544 player->programmed_action = move_direction;
7545 DOUBLE_PLAYER_SPEED(player);
7547 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7551 case EL_TUBE_VERTICAL:
7552 case EL_TUBE_HORIZONTAL:
7553 case EL_TUBE_VERTICAL_LEFT:
7554 case EL_TUBE_VERTICAL_RIGHT:
7555 case EL_TUBE_HORIZONTAL_UP:
7556 case EL_TUBE_HORIZONTAL_DOWN:
7557 case EL_TUBE_LEFT_UP:
7558 case EL_TUBE_LEFT_DOWN:
7559 case EL_TUBE_RIGHT_UP:
7560 case EL_TUBE_RIGHT_DOWN:
7563 int tube_enter_directions[][2] =
7565 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7566 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7567 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7568 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7569 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7570 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7571 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7572 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7573 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7574 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7575 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7576 { -1, MV_NO_MOVING }
7579 while (tube_enter_directions[i][0] != element)
7582 if (tube_enter_directions[i][0] == -1) /* should not happen */
7586 if (!(tube_enter_directions[i][1] & move_direction))
7587 return MF_NO_ACTION; /* tube has no opening in this direction */
7589 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7594 Feld[x][y] = EL_LAMP_ACTIVE;
7595 local_player->lights_still_needed--;
7596 DrawLevelField(x, y);
7597 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7601 case EL_TIME_ORB_FULL:
7602 Feld[x][y] = EL_TIME_ORB_EMPTY;
7604 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7605 DrawLevelField(x, y);
7606 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7612 if (IS_WALKABLE(element))
7614 int sound_action = ACTION_WALKING;
7616 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7618 if (!player->key[element - EL_GATE_1])
7619 return MF_NO_ACTION;
7621 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7623 if (!player->key[element - EL_GATE_1_GRAY])
7624 return MF_NO_ACTION;
7626 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7628 sound_action = ACTION_PASSING; /* player is passing exit */
7630 else if (element == EL_EMPTY)
7632 sound_action = ACTION_MOVING; /* nothing to walk on */
7635 /* play sound from background or player, whatever is available */
7636 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7637 PlaySoundLevelElementAction(x, y, element, sound_action);
7639 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7643 else if (IS_PASSABLE(element))
7645 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7646 return MF_NO_ACTION;
7648 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7650 if (!player->key[element - EL_EM_GATE_1])
7651 return MF_NO_ACTION;
7653 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7655 if (!player->key[element - EL_EM_GATE_1_GRAY])
7656 return MF_NO_ACTION;
7659 /* automatically move to the next field with double speed */
7660 player->programmed_action = move_direction;
7661 DOUBLE_PLAYER_SPEED(player);
7663 PlaySoundLevelAction(x, y, ACTION_PASSING);
7667 else if (IS_DIGGABLE(element))
7671 if (mode != DF_SNAP)
7674 GfxElement[x][y] = GFX_ELEMENT(element);
7677 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7679 player->is_digging = TRUE;
7682 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7684 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7686 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7690 else if (IS_COLLECTIBLE(element))
7694 if (mode != DF_SNAP)
7696 GfxElement[x][y] = element;
7697 player->is_collecting = TRUE;
7700 if (element == EL_SPEED_PILL)
7701 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7702 else if (element == EL_EXTRA_TIME && level.time > 0)
7705 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7707 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7709 player->shield_normal_time_left += 10;
7710 if (element == EL_SHIELD_DEADLY)
7711 player->shield_deadly_time_left += 10;
7713 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7715 if (player->inventory_size < MAX_INVENTORY_SIZE)
7716 player->inventory_element[player->inventory_size++] = element;
7718 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7720 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7721 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7723 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7725 player->dynabomb_count++;
7726 player->dynabombs_left++;
7728 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7730 player->dynabomb_size++;
7732 else if (element == EL_DYNABOMB_INCREASE_POWER)
7734 player->dynabomb_xl = TRUE;
7736 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7737 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7739 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7740 element - EL_KEY_1 : element - EL_EM_KEY_1);
7742 player->key[key_nr] = TRUE;
7744 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7745 el2edimg(EL_KEY_1 + key_nr));
7746 redraw_mask |= REDRAW_DOOR_1;
7748 else if (IS_ENVELOPE(element))
7751 player->show_envelope = element;
7753 ShowEnvelope(element - EL_ENVELOPE_1);
7756 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7760 for (i=0; i < element_info[element].collect_count; i++)
7761 if (player->inventory_size < MAX_INVENTORY_SIZE)
7762 player->inventory_element[player->inventory_size++] = element;
7764 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7765 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7767 else if (element_info[element].collect_count > 0)
7769 local_player->gems_still_needed -=
7770 element_info[element].collect_count;
7771 if (local_player->gems_still_needed < 0)
7772 local_player->gems_still_needed = 0;
7774 DrawText(DX_EMERALDS, DY_EMERALDS,
7775 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7778 RaiseScoreElement(element);
7779 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7781 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7783 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7787 else if (IS_PUSHABLE(element))
7789 if (mode == DF_SNAP && element != EL_BD_ROCK)
7790 return MF_NO_ACTION;
7792 if (CAN_FALL(element) && dy)
7793 return MF_NO_ACTION;
7795 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7796 !(element == EL_SPRING && use_spring_bug))
7797 return MF_NO_ACTION;
7801 printf("::: %d [%d,%d,%d => %d]\n", MovDir[x][y],
7802 CAN_MOVE(element), move_direction, getElementMoveStepsize(x, y),
7803 (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
7804 getElementMoveStepsize(x, y) > MOVE_STEPSIZE_NORMAL) );
7807 /* do not push elements already moving away faster than player */
7808 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
7809 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
7810 return MF_NO_ACTION;
7812 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7813 return MF_NO_ACTION;
7815 if (!player->Pushing &&
7816 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7817 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7819 player->Pushing = TRUE;
7821 if (!(IN_LEV_FIELD(nextx, nexty) &&
7822 (IS_FREE(nextx, nexty) ||
7823 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7824 IS_SB_ELEMENT(element)))))
7825 return MF_NO_ACTION;
7827 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7828 return MF_NO_ACTION;
7830 if (player->push_delay == 0) /* new pushing; restart delay */
7831 player->push_delay = FrameCounter;
7833 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7834 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7835 element != EL_SPRING && element != EL_BALLOON)
7836 return MF_NO_ACTION;
7838 if (IS_SB_ELEMENT(element))
7840 if (element == EL_SOKOBAN_FIELD_FULL)
7842 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7843 local_player->sokobanfields_still_needed++;
7846 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7848 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7849 local_player->sokobanfields_still_needed--;
7852 Feld[x][y] = EL_SOKOBAN_OBJECT;
7854 if (Back[x][y] == Back[nextx][nexty])
7855 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7856 else if (Back[x][y] != 0)
7857 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7860 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7863 if (local_player->sokobanfields_still_needed == 0 &&
7864 game.emulation == EMU_SOKOBAN)
7866 player->LevelSolved = player->GameOver = TRUE;
7867 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7871 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7873 InitMovingField(x, y, move_direction);
7874 GfxAction[x][y] = ACTION_PUSHING;
7876 if (mode == DF_SNAP)
7877 ContinueMoving(x, y);
7879 MovPos[x][y] = (dx != 0 ? dx : dy);
7881 Pushed[x][y] = TRUE;
7882 Pushed[nextx][nexty] = TRUE;
7884 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7885 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7888 CheckTriggeredElementSideChange(x, y, element, dig_side,
7889 CE_OTHER_GETS_PUSHED);
7890 CheckElementSideChange(x, y, element, dig_side,
7891 CE_PUSHED_BY_PLAYER, -1);
7893 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7894 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7902 CheckTriggeredElementSideChange(x, y, element, dig_side,
7903 CE_OTHER_GETS_PRESSED);
7904 CheckElementSideChange(x, y, element, dig_side,
7905 CE_PRESSED_BY_PLAYER, -1);
7907 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7908 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7912 return MF_NO_ACTION;
7915 player->push_delay = 0;
7917 if (Feld[x][y] != element) /* really digged/collected something */
7918 player->is_collecting = !player->is_digging;
7923 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7925 int jx = player->jx, jy = player->jy;
7926 int x = jx + dx, y = jy + dy;
7927 int snap_direction = (dx == -1 ? MV_LEFT :
7928 dx == +1 ? MV_RIGHT :
7930 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7932 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7935 if (!player->active || !IN_LEV_FIELD(x, y))
7943 if (player->MovPos == 0)
7944 player->Pushing = FALSE;
7946 player->snapped = FALSE;
7948 if (player->MovPos == 0)
7950 player->is_digging = FALSE;
7951 player->is_collecting = FALSE;
7953 player->is_moving = FALSE;
7958 printf("::: trying to snap...\n");
7964 if (player->snapped)
7967 player->MovDir = snap_direction;
7970 player->is_digging = FALSE;
7971 player->is_collecting = FALSE;
7973 player->is_moving = FALSE;
7977 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7980 player->snapped = TRUE;
7982 player->is_digging = FALSE;
7983 player->is_collecting = FALSE;
7985 player->is_moving = FALSE;
7989 DrawLevelField(x, y);
7995 boolean DropElement(struct PlayerInfo *player)
7997 int jx = player->jx, jy = player->jy;
8000 if (!player->active || player->MovPos)
8003 old_element = Feld[jx][jy];
8005 /* check if player has anything that can be dropped */
8006 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8009 /* check if anything can be dropped at the current position */
8010 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8013 /* collected custom elements can only be dropped on empty fields */
8014 if (player->inventory_size > 0 &&
8015 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8016 && old_element != EL_EMPTY)
8019 if (old_element != EL_EMPTY)
8020 Back[jx][jy] = old_element; /* store old element on this field */
8022 MovDelay[jx][jy] = 96;
8024 ResetGfxAnimation(jx, jy);
8025 ResetRandomAnimationValue(jx, jy);
8027 if (player->inventory_size > 0)
8029 int new_element = player->inventory_element[--player->inventory_size];
8032 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8033 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8036 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8037 EL_DYNAMITE_ACTIVE);
8040 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8041 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8043 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8044 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8046 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8048 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8049 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8051 TestIfElementTouchesCustomElement(jx, jy);
8053 else /* player is dropping a dyna bomb */
8055 player->dynabombs_left--;
8058 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8060 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8061 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8063 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8069 /* ------------------------------------------------------------------------- */
8070 /* game sound playing functions */
8071 /* ------------------------------------------------------------------------- */
8073 static int *loop_sound_frame = NULL;
8074 static int *loop_sound_volume = NULL;
8076 void InitPlaySoundLevel()
8078 int num_sounds = getSoundListSize();
8080 if (loop_sound_frame != NULL)
8081 free(loop_sound_frame);
8083 if (loop_sound_volume != NULL)
8084 free(loop_sound_volume);
8086 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8087 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8090 static void PlaySoundLevel(int x, int y, int nr)
8092 int sx = SCREENX(x), sy = SCREENY(y);
8093 int volume, stereo_position;
8094 int max_distance = 8;
8095 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8097 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8098 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8101 if (!IN_LEV_FIELD(x, y) ||
8102 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8103 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8106 volume = SOUND_MAX_VOLUME;
8108 if (!IN_SCR_FIELD(sx, sy))
8110 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8111 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8113 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8116 stereo_position = (SOUND_MAX_LEFT +
8117 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8118 (SCR_FIELDX + 2 * max_distance));
8120 if (IS_LOOP_SOUND(nr))
8122 /* This assures that quieter loop sounds do not overwrite louder ones,
8123 while restarting sound volume comparison with each new game frame. */
8125 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8128 loop_sound_volume[nr] = volume;
8129 loop_sound_frame[nr] = FrameCounter;
8132 PlaySoundExt(nr, volume, stereo_position, type);
8135 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8137 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8138 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8139 y < LEVELY(BY1) ? LEVELY(BY1) :
8140 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8144 static void PlaySoundLevelAction(int x, int y, int action)
8146 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8149 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8151 int sound_effect = element_info[element].sound[action];
8153 if (sound_effect != SND_UNDEFINED)
8154 PlaySoundLevel(x, y, sound_effect);
8157 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8159 int sound_effect = element_info[Feld[x][y]].sound[action];
8161 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8162 PlaySoundLevel(x, y, sound_effect);
8165 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8167 int sound_effect = element_info[Feld[x][y]].sound[action];
8169 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8170 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8173 void RaiseScore(int value)
8175 local_player->score += value;
8176 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8179 void RaiseScoreElement(int element)
8185 case EL_EMERALD_YELLOW:
8186 case EL_EMERALD_RED:
8187 case EL_EMERALD_PURPLE:
8188 case EL_SP_INFOTRON:
8189 RaiseScore(level.score[SC_EMERALD]);
8192 RaiseScore(level.score[SC_DIAMOND]);
8195 RaiseScore(level.score[SC_CRYSTAL]);
8198 RaiseScore(level.score[SC_PEARL]);
8201 case EL_BD_BUTTERFLY:
8202 case EL_SP_ELECTRON:
8203 RaiseScore(level.score[SC_BUG]);
8207 case EL_SP_SNIKSNAK:
8208 RaiseScore(level.score[SC_SPACESHIP]);
8211 case EL_DARK_YAMYAM:
8212 RaiseScore(level.score[SC_YAMYAM]);
8215 RaiseScore(level.score[SC_ROBOT]);
8218 RaiseScore(level.score[SC_PACMAN]);
8221 RaiseScore(level.score[SC_NUT]);
8224 case EL_SP_DISK_RED:
8225 case EL_DYNABOMB_INCREASE_NUMBER:
8226 case EL_DYNABOMB_INCREASE_SIZE:
8227 case EL_DYNABOMB_INCREASE_POWER:
8228 RaiseScore(level.score[SC_DYNAMITE]);
8230 case EL_SHIELD_NORMAL:
8231 case EL_SHIELD_DEADLY:
8232 RaiseScore(level.score[SC_SHIELD]);
8235 RaiseScore(level.score[SC_TIME_BONUS]);
8241 RaiseScore(level.score[SC_KEY]);
8244 RaiseScore(element_info[element].collect_score);
8249 void RequestQuitGame(boolean ask_if_really_quit)
8251 if (AllPlayersGone ||
8252 !ask_if_really_quit ||
8253 level_editor_test_game ||
8254 Request("Do you really want to quit the game ?",
8255 REQ_ASK | REQ_STAY_CLOSED))
8257 #if defined(PLATFORM_UNIX)
8258 if (options.network)
8259 SendToServer_StopPlaying();
8263 game_status = GAME_MODE_MAIN;
8269 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8274 /* ---------- new game button stuff ---------------------------------------- */
8276 /* graphic position values for game buttons */
8277 #define GAME_BUTTON_XSIZE 30
8278 #define GAME_BUTTON_YSIZE 30
8279 #define GAME_BUTTON_XPOS 5
8280 #define GAME_BUTTON_YPOS 215
8281 #define SOUND_BUTTON_XPOS 5
8282 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8284 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8285 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8286 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8287 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8288 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8289 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8296 } gamebutton_info[NUM_GAME_BUTTONS] =
8299 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8304 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8309 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8314 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8315 SOUND_CTRL_ID_MUSIC,
8316 "background music on/off"
8319 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8320 SOUND_CTRL_ID_LOOPS,
8321 "sound loops on/off"
8324 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8325 SOUND_CTRL_ID_SIMPLE,
8326 "normal sounds on/off"
8330 void CreateGameButtons()
8334 for (i=0; i<NUM_GAME_BUTTONS; i++)
8336 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8337 struct GadgetInfo *gi;
8340 unsigned long event_mask;
8341 int gd_xoffset, gd_yoffset;
8342 int gd_x1, gd_x2, gd_y1, gd_y2;
8345 gd_xoffset = gamebutton_info[i].x;
8346 gd_yoffset = gamebutton_info[i].y;
8347 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8348 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8350 if (id == GAME_CTRL_ID_STOP ||
8351 id == GAME_CTRL_ID_PAUSE ||
8352 id == GAME_CTRL_ID_PLAY)
8354 button_type = GD_TYPE_NORMAL_BUTTON;
8356 event_mask = GD_EVENT_RELEASED;
8357 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8358 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8362 button_type = GD_TYPE_CHECK_BUTTON;
8364 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8365 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8366 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8367 event_mask = GD_EVENT_PRESSED;
8368 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8369 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8372 gi = CreateGadget(GDI_CUSTOM_ID, id,
8373 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8374 GDI_X, DX + gd_xoffset,
8375 GDI_Y, DY + gd_yoffset,
8376 GDI_WIDTH, GAME_BUTTON_XSIZE,
8377 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8378 GDI_TYPE, button_type,
8379 GDI_STATE, GD_BUTTON_UNPRESSED,
8380 GDI_CHECKED, checked,
8381 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8382 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8383 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8384 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8385 GDI_EVENT_MASK, event_mask,
8386 GDI_CALLBACK_ACTION, HandleGameButtons,
8390 Error(ERR_EXIT, "cannot create gadget");
8392 game_gadget[id] = gi;
8396 void FreeGameButtons()
8400 for (i=0; i<NUM_GAME_BUTTONS; i++)
8401 FreeGadget(game_gadget[i]);
8404 static void MapGameButtons()
8408 for (i=0; i<NUM_GAME_BUTTONS; i++)
8409 MapGadget(game_gadget[i]);
8412 void UnmapGameButtons()
8416 for (i=0; i<NUM_GAME_BUTTONS; i++)
8417 UnmapGadget(game_gadget[i]);
8420 static void HandleGameButtons(struct GadgetInfo *gi)
8422 int id = gi->custom_id;
8424 if (game_status != GAME_MODE_PLAYING)
8429 case GAME_CTRL_ID_STOP:
8430 RequestQuitGame(TRUE);
8433 case GAME_CTRL_ID_PAUSE:
8434 if (options.network)
8436 #if defined(PLATFORM_UNIX)
8438 SendToServer_ContinuePlaying();
8440 SendToServer_PausePlaying();
8444 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8447 case GAME_CTRL_ID_PLAY:
8450 #if defined(PLATFORM_UNIX)
8451 if (options.network)
8452 SendToServer_ContinuePlaying();
8456 tape.pausing = FALSE;
8457 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8462 case SOUND_CTRL_ID_MUSIC:
8463 if (setup.sound_music)
8465 setup.sound_music = FALSE;
8468 else if (audio.music_available)
8470 setup.sound = setup.sound_music = TRUE;
8472 SetAudioMode(setup.sound);
8473 PlayMusic(level_nr);
8477 case SOUND_CTRL_ID_LOOPS:
8478 if (setup.sound_loops)
8479 setup.sound_loops = FALSE;
8480 else if (audio.loops_available)
8482 setup.sound = setup.sound_loops = TRUE;
8483 SetAudioMode(setup.sound);
8487 case SOUND_CTRL_ID_SIMPLE:
8488 if (setup.sound_simple)
8489 setup.sound_simple = FALSE;
8490 else if (audio.sound_available)
8492 setup.sound = setup.sound_simple = TRUE;
8493 SetAudioMode(setup.sound);