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;
1090 game.belt_dir[i] = MV_NO_MOVING;
1091 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1094 for (i=0; i<MAX_NUM_AMOEBA; i++)
1095 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1097 for (x=0; x<lev_fieldx; x++)
1099 for (y=0; y<lev_fieldy; y++)
1101 Feld[x][y] = level.field[x][y];
1102 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1103 ChangeDelay[x][y] = 0;
1104 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1106 JustStopped[x][y] = 0;
1108 Pushed[x][y] = FALSE;
1110 Changed[x][y] = CE_BITMASK_DEFAULT;
1111 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1113 ExplodePhase[x][y] = 0;
1114 ExplodeField[x][y] = EX_NO_EXPLOSION;
1117 GfxAction[x][y] = ACTION_DEFAULT;
1118 GfxRandom[x][y] = INIT_GFX_RANDOM();
1119 GfxElement[x][y] = EL_UNDEFINED;
1123 for(y=0; y<lev_fieldy; y++)
1125 for(x=0; x<lev_fieldx; x++)
1127 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1129 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1131 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1134 InitField(x, y, TRUE);
1140 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1141 emulate_sb ? EMU_SOKOBAN :
1142 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1144 /* correct non-moving belts to start moving left */
1146 if (game.belt_dir[i] == MV_NO_MOVING)
1147 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1149 /* check if any connected player was not found in playfield */
1150 for (i=0; i<MAX_PLAYERS; i++)
1152 struct PlayerInfo *player = &stored_player[i];
1154 if (player->connected && !player->present)
1156 for (j=0; j<MAX_PLAYERS; j++)
1158 struct PlayerInfo *some_player = &stored_player[j];
1159 int jx = some_player->jx, jy = some_player->jy;
1161 /* assign first free player found that is present in the playfield */
1162 if (some_player->present && !some_player->connected)
1164 player->present = TRUE;
1165 player->active = TRUE;
1166 some_player->present = FALSE;
1168 StorePlayer[jx][jy] = player->element_nr;
1169 player->jx = player->last_jx = jx;
1170 player->jy = player->last_jy = jy;
1180 /* when playing a tape, eliminate all players who do not participate */
1182 for (i=0; i<MAX_PLAYERS; i++)
1184 if (stored_player[i].active && !tape.player_participates[i])
1186 struct PlayerInfo *player = &stored_player[i];
1187 int jx = player->jx, jy = player->jy;
1189 player->active = FALSE;
1190 StorePlayer[jx][jy] = 0;
1191 Feld[jx][jy] = EL_EMPTY;
1195 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1197 /* when in single player mode, eliminate all but the first active player */
1199 for (i=0; i<MAX_PLAYERS; i++)
1201 if (stored_player[i].active)
1203 for (j=i+1; j<MAX_PLAYERS; j++)
1205 if (stored_player[j].active)
1207 struct PlayerInfo *player = &stored_player[j];
1208 int jx = player->jx, jy = player->jy;
1210 player->active = FALSE;
1211 StorePlayer[jx][jy] = 0;
1212 Feld[jx][jy] = EL_EMPTY;
1219 /* when recording the game, store which players take part in the game */
1222 for (i=0; i<MAX_PLAYERS; i++)
1223 if (stored_player[i].active)
1224 tape.player_participates[i] = TRUE;
1229 for (i=0; i<MAX_PLAYERS; i++)
1231 struct PlayerInfo *player = &stored_player[i];
1233 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1238 if (local_player == player)
1239 printf("Player %d is local player.\n", i+1);
1243 if (BorderElement == EL_EMPTY)
1246 SBX_Right = lev_fieldx - SCR_FIELDX;
1248 SBY_Lower = lev_fieldy - SCR_FIELDY;
1253 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1255 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1258 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1259 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1261 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1262 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1264 /* if local player not found, look for custom element that might create
1265 the player (make some assumptions about the right custom element) */
1266 if (!local_player->present)
1268 int start_x = 0, start_y = 0;
1269 int found_rating = 0;
1270 int found_element = EL_UNDEFINED;
1272 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1274 int element = Feld[x][y];
1279 if (!IS_CUSTOM_ELEMENT(element))
1282 if (CAN_CHANGE(element))
1284 for (i=0; i < element_info[element].num_change_pages; i++)
1286 content = element_info[element].change_page[i].target_element;
1287 is_player = ELEM_IS_PLAYER(content);
1289 if (is_player && (found_rating < 3 || element < found_element))
1295 found_element = element;
1300 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1302 content = element_info[element].content[xx][yy];
1303 is_player = ELEM_IS_PLAYER(content);
1305 if (is_player && (found_rating < 2 || element < found_element))
1307 start_x = x + xx - 1;
1308 start_y = y + yy - 1;
1311 found_element = element;
1314 if (!CAN_CHANGE(element))
1317 for (i=0; i < element_info[element].num_change_pages; i++)
1319 content = element_info[element].change_page[i].content[xx][yy];
1320 is_player = ELEM_IS_PLAYER(content);
1322 if (is_player && (found_rating < 1 || element < found_element))
1324 start_x = x + xx - 1;
1325 start_y = y + yy - 1;
1328 found_element = element;
1334 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1335 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1338 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1339 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1345 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1346 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1347 local_player->jx - MIDPOSX);
1349 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1350 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1351 local_player->jy - MIDPOSY);
1353 scroll_x = SBX_Left;
1354 scroll_y = SBY_Upper;
1355 if (local_player->jx >= SBX_Left + MIDPOSX)
1356 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1357 local_player->jx - MIDPOSX :
1359 if (local_player->jy >= SBY_Upper + MIDPOSY)
1360 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1361 local_player->jy - MIDPOSY :
1366 CloseDoor(DOOR_CLOSE_1);
1371 /* after drawing the level, correct some elements */
1372 if (game.timegate_time_left == 0)
1373 CloseAllOpenTimegates();
1375 if (setup.soft_scrolling)
1376 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1378 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1381 /* copy default game door content to main double buffer */
1382 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1383 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1386 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1389 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1390 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1391 BlitBitmap(drawto, drawto,
1392 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1393 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1394 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1395 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1398 DrawGameDoorValues();
1402 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1403 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1404 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1408 /* copy actual game door content to door double buffer for OpenDoor() */
1409 BlitBitmap(drawto, bitmap_db_door,
1410 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1412 OpenDoor(DOOR_OPEN_ALL);
1414 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1415 if (setup.sound_music)
1416 PlayMusic(level_nr);
1418 KeyboardAutoRepeatOffUnlessAutoplay();
1423 printf("Player %d %sactive.\n",
1424 i + 1, (stored_player[i].active ? "" : "not "));
1428 void InitMovDir(int x, int y)
1430 int i, element = Feld[x][y];
1431 static int xy[4][2] =
1438 static int direction[3][4] =
1440 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1441 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1442 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1451 Feld[x][y] = EL_BUG;
1452 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1455 case EL_SPACESHIP_RIGHT:
1456 case EL_SPACESHIP_UP:
1457 case EL_SPACESHIP_LEFT:
1458 case EL_SPACESHIP_DOWN:
1459 Feld[x][y] = EL_SPACESHIP;
1460 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1463 case EL_BD_BUTTERFLY_RIGHT:
1464 case EL_BD_BUTTERFLY_UP:
1465 case EL_BD_BUTTERFLY_LEFT:
1466 case EL_BD_BUTTERFLY_DOWN:
1467 Feld[x][y] = EL_BD_BUTTERFLY;
1468 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1471 case EL_BD_FIREFLY_RIGHT:
1472 case EL_BD_FIREFLY_UP:
1473 case EL_BD_FIREFLY_LEFT:
1474 case EL_BD_FIREFLY_DOWN:
1475 Feld[x][y] = EL_BD_FIREFLY;
1476 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1479 case EL_PACMAN_RIGHT:
1481 case EL_PACMAN_LEFT:
1482 case EL_PACMAN_DOWN:
1483 Feld[x][y] = EL_PACMAN;
1484 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1487 case EL_SP_SNIKSNAK:
1488 MovDir[x][y] = MV_UP;
1491 case EL_SP_ELECTRON:
1492 MovDir[x][y] = MV_LEFT;
1499 Feld[x][y] = EL_MOLE;
1500 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1504 if (IS_CUSTOM_ELEMENT(element))
1506 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1507 MovDir[x][y] = element_info[element].move_direction_initial;
1508 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1509 element_info[element].move_pattern == MV_TURNING_LEFT ||
1510 element_info[element].move_pattern == MV_TURNING_RIGHT)
1511 MovDir[x][y] = 1 << RND(4);
1512 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1513 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1514 else if (element_info[element].move_pattern == MV_VERTICAL)
1515 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1516 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1517 MovDir[x][y] = element_info[element].move_pattern;
1518 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1519 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1523 int x1 = x + xy[i][0];
1524 int y1 = y + xy[i][1];
1526 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1528 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1529 MovDir[x][y] = direction[0][i];
1531 MovDir[x][y] = direction[1][i];
1540 MovDir[x][y] = 1 << RND(4);
1542 if (element != EL_BUG &&
1543 element != EL_SPACESHIP &&
1544 element != EL_BD_BUTTERFLY &&
1545 element != EL_BD_FIREFLY)
1550 int x1 = x + xy[i][0];
1551 int y1 = y + xy[i][1];
1553 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1555 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1557 MovDir[x][y] = direction[0][i];
1560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1561 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1563 MovDir[x][y] = direction[1][i];
1573 void InitAmoebaNr(int x, int y)
1576 int group_nr = AmoebeNachbarNr(x, y);
1580 for (i=1; i<MAX_NUM_AMOEBA; i++)
1582 if (AmoebaCnt[i] == 0)
1590 AmoebaNr[x][y] = group_nr;
1591 AmoebaCnt[group_nr]++;
1592 AmoebaCnt2[group_nr]++;
1598 boolean raise_level = FALSE;
1600 if (local_player->MovPos)
1604 if (tape.auto_play) /* tape might already be stopped here */
1605 tape.auto_play_level_solved = TRUE;
1607 if (tape.playing && tape.auto_play)
1608 tape.auto_play_level_solved = TRUE;
1611 local_player->LevelSolved = FALSE;
1613 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1617 if (!tape.playing && setup.sound_loops)
1618 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1619 SND_CTRL_PLAY_LOOP);
1621 while (TimeLeft > 0)
1623 if (!tape.playing && !setup.sound_loops)
1624 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1625 if (TimeLeft > 0 && !(TimeLeft % 10))
1626 RaiseScore(level.score[SC_TIME_BONUS]);
1627 if (TimeLeft > 100 && !(TimeLeft % 10))
1631 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1638 if (!tape.playing && setup.sound_loops)
1639 StopSound(SND_GAME_LEVELTIME_BONUS);
1641 else if (level.time == 0) /* level without time limit */
1643 if (!tape.playing && setup.sound_loops)
1644 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1645 SND_CTRL_PLAY_LOOP);
1647 while (TimePlayed < 999)
1649 if (!tape.playing && !setup.sound_loops)
1650 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1651 if (TimePlayed < 999 && !(TimePlayed % 10))
1652 RaiseScore(level.score[SC_TIME_BONUS]);
1653 if (TimePlayed < 900 && !(TimePlayed % 10))
1657 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1664 if (!tape.playing && setup.sound_loops)
1665 StopSound(SND_GAME_LEVELTIME_BONUS);
1668 /* close exit door after last player */
1669 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1671 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1673 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1676 /* Hero disappears */
1677 DrawLevelField(ExitX, ExitY);
1683 CloseDoor(DOOR_CLOSE_1);
1688 SaveTape(tape.level_nr); /* Ask to save tape */
1691 if (level_nr == leveldir_current->handicap_level)
1693 leveldir_current->handicap_level++;
1694 SaveLevelSetup_SeriesInfo();
1697 if (level_editor_test_game)
1698 local_player->score = -1; /* no highscore when playing from editor */
1699 else if (level_nr < leveldir_current->last_level)
1700 raise_level = TRUE; /* advance to next level */
1702 if ((hi_pos = NewHiScore()) >= 0)
1704 game_status = GAME_MODE_SCORES;
1705 DrawHallOfFame(hi_pos);
1714 game_status = GAME_MODE_MAIN;
1731 LoadScore(level_nr);
1733 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1734 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1737 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1739 if (local_player->score > highscore[k].Score)
1741 /* player has made it to the hall of fame */
1743 if (k < MAX_SCORE_ENTRIES - 1)
1745 int m = MAX_SCORE_ENTRIES - 1;
1748 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1749 if (!strcmp(setup.player_name, highscore[l].Name))
1751 if (m == k) /* player's new highscore overwrites his old one */
1757 strcpy(highscore[l].Name, highscore[l - 1].Name);
1758 highscore[l].Score = highscore[l - 1].Score;
1765 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1766 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1767 highscore[k].Score = local_player->score;
1773 else if (!strncmp(setup.player_name, highscore[k].Name,
1774 MAX_PLAYER_NAME_LEN))
1775 break; /* player already there with a higher score */
1781 SaveScore(level_nr);
1786 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1788 if (player->GfxAction != action || player->GfxDir != dir)
1791 printf("Player frame reset! (%d => %d, %d => %d)\n",
1792 player->GfxAction, action, player->GfxDir, dir);
1795 player->GfxAction = action;
1796 player->GfxDir = dir;
1798 player->StepFrame = 0;
1802 static void ResetRandomAnimationValue(int x, int y)
1804 GfxRandom[x][y] = INIT_GFX_RANDOM();
1807 static void ResetGfxAnimation(int x, int y)
1810 GfxAction[x][y] = ACTION_DEFAULT;
1813 void InitMovingField(int x, int y, int direction)
1815 int element = Feld[x][y];
1816 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1817 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1821 if (!JustStopped[x][y] || direction != MovDir[x][y])
1822 ResetGfxAnimation(x, y);
1824 MovDir[newx][newy] = MovDir[x][y] = direction;
1826 if (Feld[newx][newy] == EL_EMPTY)
1827 Feld[newx][newy] = EL_BLOCKED;
1829 if (direction == MV_DOWN && CAN_FALL(element))
1830 GfxAction[x][y] = ACTION_FALLING;
1832 GfxAction[x][y] = ACTION_MOVING;
1834 GfxFrame[newx][newy] = GfxFrame[x][y];
1835 GfxAction[newx][newy] = GfxAction[x][y];
1836 GfxRandom[newx][newy] = GfxRandom[x][y];
1839 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1841 int direction = MovDir[x][y];
1842 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1843 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1849 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1851 int oldx = x, oldy = y;
1852 int direction = MovDir[x][y];
1854 if (direction == MV_LEFT)
1856 else if (direction == MV_RIGHT)
1858 else if (direction == MV_UP)
1860 else if (direction == MV_DOWN)
1863 *comes_from_x = oldx;
1864 *comes_from_y = oldy;
1867 int MovingOrBlocked2Element(int x, int y)
1869 int element = Feld[x][y];
1871 if (element == EL_BLOCKED)
1875 Blocked2Moving(x, y, &oldx, &oldy);
1876 return Feld[oldx][oldy];
1882 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1884 /* like MovingOrBlocked2Element(), but if element is moving
1885 and (x,y) is the field the moving element is just leaving,
1886 return EL_BLOCKED instead of the element value */
1887 int element = Feld[x][y];
1889 if (IS_MOVING(x, y))
1891 if (element == EL_BLOCKED)
1895 Blocked2Moving(x, y, &oldx, &oldy);
1896 return Feld[oldx][oldy];
1905 static void RemoveField(int x, int y)
1907 Feld[x][y] = EL_EMPTY;
1914 ChangeDelay[x][y] = 0;
1915 Pushed[x][y] = FALSE;
1917 GfxElement[x][y] = EL_UNDEFINED;
1918 GfxAction[x][y] = ACTION_DEFAULT;
1921 void RemoveMovingField(int x, int y)
1923 int oldx = x, oldy = y, newx = x, newy = y;
1924 int element = Feld[x][y];
1925 int next_element = EL_UNDEFINED;
1927 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1930 if (IS_MOVING(x, y))
1932 Moving2Blocked(x, y, &newx, &newy);
1933 if (Feld[newx][newy] != EL_BLOCKED)
1936 else if (element == EL_BLOCKED)
1938 Blocked2Moving(x, y, &oldx, &oldy);
1939 if (!IS_MOVING(oldx, oldy))
1943 if (element == EL_BLOCKED &&
1944 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1945 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1946 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1947 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1948 next_element = get_next_element(Feld[oldx][oldy]);
1950 RemoveField(oldx, oldy);
1951 RemoveField(newx, newy);
1953 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1955 if (next_element != EL_UNDEFINED)
1956 Feld[oldx][oldy] = next_element;
1958 DrawLevelField(oldx, oldy);
1959 DrawLevelField(newx, newy);
1962 void DrawDynamite(int x, int y)
1964 int sx = SCREENX(x), sy = SCREENY(y);
1965 int graphic = el2img(Feld[x][y]);
1968 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1971 if (IS_WALKABLE_INSIDE(Back[x][y]))
1975 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1976 else if (Store[x][y])
1977 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1979 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1982 if (Back[x][y] || Store[x][y])
1983 DrawGraphicThruMask(sx, sy, graphic, frame);
1985 DrawGraphic(sx, sy, graphic, frame);
1987 if (game.emulation == EMU_SUPAPLEX)
1988 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1989 else if (Store[x][y])
1990 DrawGraphicThruMask(sx, sy, graphic, frame);
1992 DrawGraphic(sx, sy, graphic, frame);
1996 void CheckDynamite(int x, int y)
1998 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2002 if (MovDelay[x][y] != 0)
2005 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2012 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2014 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2015 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2016 StopSound(SND_DYNAMITE_ACTIVE);
2018 StopSound(SND_DYNABOMB_ACTIVE);
2024 void RelocatePlayer(int x, int y, int element)
2026 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2028 if (player->present)
2030 while (player->MovPos)
2032 ScrollFigure(player, SCROLL_GO_ON);
2033 ScrollScreen(NULL, SCROLL_GO_ON);
2039 RemoveField(player->jx, player->jy);
2040 DrawLevelField(player->jx, player->jy);
2043 InitPlayerField(x, y, element, TRUE);
2045 if (player == local_player)
2047 int scroll_xx = -999, scroll_yy = -999;
2049 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2052 int fx = FX, fy = FY;
2054 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2055 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2056 local_player->jx - MIDPOSX);
2058 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2059 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2060 local_player->jy - MIDPOSY);
2062 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2063 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2068 fx += dx * TILEX / 2;
2069 fy += dy * TILEY / 2;
2071 ScrollLevel(dx, dy);
2074 /* scroll in to steps of half tile size to make things smoother */
2075 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2077 Delay(GAME_FRAME_DELAY);
2079 /* scroll second step to align at full tile size */
2081 Delay(GAME_FRAME_DELAY);
2086 void Explode(int ex, int ey, int phase, int mode)
2090 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2091 int last_phase = num_phase * delay;
2092 int half_phase = (num_phase / 2) * delay;
2093 int first_phase_after_start = EX_PHASE_START + 1;
2095 if (game.explosions_delayed)
2097 ExplodeField[ex][ey] = mode;
2101 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2103 int center_element = Feld[ex][ey];
2106 /* --- This is only really needed (and now handled) in "Impact()". --- */
2107 /* do not explode moving elements that left the explode field in time */
2108 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2109 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2113 if (mode == EX_NORMAL || mode == EX_CENTER)
2114 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2116 /* remove things displayed in background while burning dynamite */
2117 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2120 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2122 /* put moving element to center field (and let it explode there) */
2123 center_element = MovingOrBlocked2Element(ex, ey);
2124 RemoveMovingField(ex, ey);
2125 Feld[ex][ey] = center_element;
2128 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2130 int xx = x - ex + 1;
2131 int yy = y - ey + 1;
2134 if (!IN_LEV_FIELD(x, y) ||
2135 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2136 (x != ex || y != ey)))
2139 element = Feld[x][y];
2141 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2143 element = MovingOrBlocked2Element(x, y);
2145 if (!IS_EXPLOSION_PROOF(element))
2146 RemoveMovingField(x, y);
2152 if (IS_EXPLOSION_PROOF(element))
2155 /* indestructible elements can only explode in center (but not flames) */
2156 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2157 element == EL_FLAMES)
2162 if ((IS_INDESTRUCTIBLE(element) &&
2163 (game.engine_version < VERSION_IDENT(2,2,0) ||
2164 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2165 element == EL_FLAMES)
2169 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2171 if (IS_ACTIVE_BOMB(element))
2173 /* re-activate things under the bomb like gate or penguin */
2174 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2181 /* save walkable background elements while explosion on same tile */
2183 if (IS_INDESTRUCTIBLE(element))
2184 Back[x][y] = element;
2186 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2187 Back[x][y] = element;
2190 /* ignite explodable elements reached by other explosion */
2191 if (element == EL_EXPLOSION)
2192 element = Store2[x][y];
2195 if (AmoebaNr[x][y] &&
2196 (element == EL_AMOEBA_FULL ||
2197 element == EL_BD_AMOEBA ||
2198 element == EL_AMOEBA_GROWING))
2200 AmoebaCnt[AmoebaNr[x][y]]--;
2201 AmoebaCnt2[AmoebaNr[x][y]]--;
2207 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2209 switch(StorePlayer[ex][ey])
2212 Store[x][y] = EL_EMERALD_RED;
2215 Store[x][y] = EL_EMERALD;
2218 Store[x][y] = EL_EMERALD_PURPLE;
2222 Store[x][y] = EL_EMERALD_YELLOW;
2226 if (game.emulation == EMU_SUPAPLEX)
2227 Store[x][y] = EL_EMPTY;
2229 else if (center_element == EL_MOLE)
2230 Store[x][y] = EL_EMERALD_RED;
2231 else if (center_element == EL_PENGUIN)
2232 Store[x][y] = EL_EMERALD_PURPLE;
2233 else if (center_element == EL_BUG)
2234 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2235 else if (center_element == EL_BD_BUTTERFLY)
2236 Store[x][y] = EL_BD_DIAMOND;
2237 else if (center_element == EL_SP_ELECTRON)
2238 Store[x][y] = EL_SP_INFOTRON;
2239 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2240 Store[x][y] = level.amoeba_content;
2241 else if (center_element == EL_YAMYAM)
2242 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2243 else if (IS_CUSTOM_ELEMENT(center_element) &&
2244 element_info[center_element].content[xx][yy] != EL_EMPTY)
2245 Store[x][y] = element_info[center_element].content[xx][yy];
2246 else if (element == EL_WALL_EMERALD)
2247 Store[x][y] = EL_EMERALD;
2248 else if (element == EL_WALL_DIAMOND)
2249 Store[x][y] = EL_DIAMOND;
2250 else if (element == EL_WALL_BD_DIAMOND)
2251 Store[x][y] = EL_BD_DIAMOND;
2252 else if (element == EL_WALL_EMERALD_YELLOW)
2253 Store[x][y] = EL_EMERALD_YELLOW;
2254 else if (element == EL_WALL_EMERALD_RED)
2255 Store[x][y] = EL_EMERALD_RED;
2256 else if (element == EL_WALL_EMERALD_PURPLE)
2257 Store[x][y] = EL_EMERALD_PURPLE;
2258 else if (element == EL_WALL_PEARL)
2259 Store[x][y] = EL_PEARL;
2260 else if (element == EL_WALL_CRYSTAL)
2261 Store[x][y] = EL_CRYSTAL;
2262 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2263 Store[x][y] = element_info[element].content[1][1];
2265 Store[x][y] = EL_EMPTY;
2267 if (x != ex || y != ey ||
2268 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2269 Store2[x][y] = element;
2272 if (AmoebaNr[x][y] &&
2273 (element == EL_AMOEBA_FULL ||
2274 element == EL_BD_AMOEBA ||
2275 element == EL_AMOEBA_GROWING))
2277 AmoebaCnt[AmoebaNr[x][y]]--;
2278 AmoebaCnt2[AmoebaNr[x][y]]--;
2284 MovDir[x][y] = MovPos[x][y] = 0;
2289 Feld[x][y] = EL_EXPLOSION;
2291 GfxElement[x][y] = center_element;
2293 GfxElement[x][y] = EL_UNDEFINED;
2296 ExplodePhase[x][y] = 1;
2300 if (center_element == EL_YAMYAM)
2301 game.yamyam_content_nr =
2302 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2313 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2317 /* activate this even in non-DEBUG version until cause for crash in
2318 getGraphicAnimationFrame() (see below) is found and eliminated */
2322 if (GfxElement[x][y] == EL_UNDEFINED)
2325 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2326 printf("Explode(): This should never happen!\n");
2329 GfxElement[x][y] = EL_EMPTY;
2333 if (phase == first_phase_after_start)
2335 int element = Store2[x][y];
2337 if (element == EL_BLACK_ORB)
2339 Feld[x][y] = Store2[x][y];
2344 else if (phase == half_phase)
2346 int element = Store2[x][y];
2348 if (IS_PLAYER(x, y))
2349 KillHeroUnlessProtected(x, y);
2350 else if (CAN_EXPLODE_BY_FIRE(element))
2352 Feld[x][y] = Store2[x][y];
2356 else if (element == EL_AMOEBA_TO_DIAMOND)
2357 AmoebeUmwandeln(x, y);
2360 if (phase == last_phase)
2364 element = Feld[x][y] = Store[x][y];
2365 Store[x][y] = Store2[x][y] = 0;
2366 GfxElement[x][y] = EL_UNDEFINED;
2368 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2369 element = Feld[x][y] = Back[x][y];
2372 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2373 InitField(x, y, FALSE);
2374 if (CAN_MOVE(element))
2376 DrawLevelField(x, y);
2378 TestIfElementTouchesCustomElement(x, y);
2380 if (CAN_BE_CRUMBLED(element))
2381 DrawLevelFieldCrumbledSandNeighbours(x, y);
2383 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2384 StorePlayer[x][y] = 0;
2386 if (ELEM_IS_PLAYER(element))
2387 RelocatePlayer(x, y, element);
2389 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2392 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2394 int stored = Store[x][y];
2395 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2396 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2399 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2402 DrawLevelFieldCrumbledSand(x, y);
2404 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2406 DrawLevelElement(x, y, Back[x][y]);
2407 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2409 else if (IS_WALKABLE_UNDER(Back[x][y]))
2411 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2412 DrawLevelElementThruMask(x, y, Back[x][y]);
2414 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2415 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2419 void DynaExplode(int ex, int ey)
2422 int dynabomb_size = 1;
2423 boolean dynabomb_xl = FALSE;
2424 struct PlayerInfo *player;
2425 static int xy[4][2] =
2433 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2435 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2436 dynabomb_size = player->dynabomb_size;
2437 dynabomb_xl = player->dynabomb_xl;
2438 player->dynabombs_left++;
2441 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2445 for (j=1; j<=dynabomb_size; j++)
2447 int x = ex + j * xy[i % 4][0];
2448 int y = ey + j * xy[i % 4][1];
2451 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2454 element = Feld[x][y];
2456 /* do not restart explosions of fields with active bombs */
2457 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2460 Explode(x, y, EX_PHASE_START, EX_BORDER);
2462 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2463 if (element != EL_EMPTY &&
2464 element != EL_SAND &&
2465 element != EL_EXPLOSION &&
2472 void Bang(int x, int y)
2475 int element = MovingOrBlocked2Element(x, y);
2477 int element = Feld[x][y];
2480 if (IS_PLAYER(x, y))
2482 struct PlayerInfo *player = PLAYERINFO(x, y);
2484 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2485 player->element_nr);
2490 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2492 if (game.emulation == EMU_SUPAPLEX)
2493 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2495 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2500 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2508 case EL_BD_BUTTERFLY:
2511 case EL_DARK_YAMYAM:
2515 RaiseScoreElement(element);
2516 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2518 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2519 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2520 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2521 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2522 case EL_DYNABOMB_INCREASE_NUMBER:
2523 case EL_DYNABOMB_INCREASE_SIZE:
2524 case EL_DYNABOMB_INCREASE_POWER:
2529 case EL_LAMP_ACTIVE:
2530 if (IS_PLAYER(x, y))
2531 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2533 Explode(x, y, EX_PHASE_START, EX_CENTER);
2536 if (CAN_EXPLODE_1X1(element))
2537 Explode(x, y, EX_PHASE_START, EX_CENTER);
2539 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2543 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2546 void SplashAcid(int x, int y)
2548 int element = Feld[x][y];
2550 if (element != EL_ACID_SPLASH_LEFT &&
2551 element != EL_ACID_SPLASH_RIGHT)
2553 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2555 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2556 (!IN_LEV_FIELD(x-1, y-1) ||
2557 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2558 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2560 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2561 (!IN_LEV_FIELD(x+1, y-1) ||
2562 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2563 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2567 static void InitBeltMovement()
2569 static int belt_base_element[4] =
2571 EL_CONVEYOR_BELT_1_LEFT,
2572 EL_CONVEYOR_BELT_2_LEFT,
2573 EL_CONVEYOR_BELT_3_LEFT,
2574 EL_CONVEYOR_BELT_4_LEFT
2576 static int belt_base_active_element[4] =
2578 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2579 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2580 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2581 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2586 /* set frame order for belt animation graphic according to belt direction */
2593 int element = belt_base_active_element[belt_nr] + j;
2594 int graphic = el2img(element);
2596 if (game.belt_dir[i] == MV_LEFT)
2597 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2599 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2603 for(y=0; y<lev_fieldy; y++)
2605 for(x=0; x<lev_fieldx; x++)
2607 int element = Feld[x][y];
2611 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2613 int e_belt_nr = getBeltNrFromBeltElement(element);
2616 if (e_belt_nr == belt_nr)
2618 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2620 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2628 static void ToggleBeltSwitch(int x, int y)
2630 static int belt_base_element[4] =
2632 EL_CONVEYOR_BELT_1_LEFT,
2633 EL_CONVEYOR_BELT_2_LEFT,
2634 EL_CONVEYOR_BELT_3_LEFT,
2635 EL_CONVEYOR_BELT_4_LEFT
2637 static int belt_base_active_element[4] =
2639 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2640 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2641 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2642 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2644 static int belt_base_switch_element[4] =
2646 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2647 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2648 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2649 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2651 static int belt_move_dir[4] =
2659 int element = Feld[x][y];
2660 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2661 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2662 int belt_dir = belt_move_dir[belt_dir_nr];
2665 if (!IS_BELT_SWITCH(element))
2668 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2669 game.belt_dir[belt_nr] = belt_dir;
2671 if (belt_dir_nr == 3)
2674 /* set frame order for belt animation graphic according to belt direction */
2677 int element = belt_base_active_element[belt_nr] + i;
2678 int graphic = el2img(element);
2680 if (belt_dir == MV_LEFT)
2681 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2683 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2686 for (yy=0; yy<lev_fieldy; yy++)
2688 for (xx=0; xx<lev_fieldx; xx++)
2690 int element = Feld[xx][yy];
2692 if (IS_BELT_SWITCH(element))
2694 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2696 if (e_belt_nr == belt_nr)
2698 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2699 DrawLevelField(xx, yy);
2702 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2704 int e_belt_nr = getBeltNrFromBeltElement(element);
2706 if (e_belt_nr == belt_nr)
2708 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2710 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2711 DrawLevelField(xx, yy);
2714 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2716 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2718 if (e_belt_nr == belt_nr)
2720 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2722 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2723 DrawLevelField(xx, yy);
2730 static void ToggleSwitchgateSwitch(int x, int y)
2734 game.switchgate_pos = !game.switchgate_pos;
2736 for (yy=0; yy<lev_fieldy; yy++)
2738 for (xx=0; xx<lev_fieldx; xx++)
2740 int element = Feld[xx][yy];
2742 if (element == EL_SWITCHGATE_SWITCH_UP ||
2743 element == EL_SWITCHGATE_SWITCH_DOWN)
2745 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2746 DrawLevelField(xx, yy);
2748 else if (element == EL_SWITCHGATE_OPEN ||
2749 element == EL_SWITCHGATE_OPENING)
2751 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2753 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2755 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2758 else if (element == EL_SWITCHGATE_CLOSED ||
2759 element == EL_SWITCHGATE_CLOSING)
2761 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2763 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2765 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2772 static int getInvisibleActiveFromInvisibleElement(int element)
2774 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2775 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2776 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2780 static int getInvisibleFromInvisibleActiveElement(int element)
2782 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2783 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2784 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2788 static void RedrawAllLightSwitchesAndInvisibleElements()
2792 for (y=0; y<lev_fieldy; y++)
2794 for (x=0; x<lev_fieldx; x++)
2796 int element = Feld[x][y];
2798 if (element == EL_LIGHT_SWITCH &&
2799 game.light_time_left > 0)
2801 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2802 DrawLevelField(x, y);
2804 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2805 game.light_time_left == 0)
2807 Feld[x][y] = EL_LIGHT_SWITCH;
2808 DrawLevelField(x, y);
2810 else if (element == EL_INVISIBLE_STEELWALL ||
2811 element == EL_INVISIBLE_WALL ||
2812 element == EL_INVISIBLE_SAND)
2814 if (game.light_time_left > 0)
2815 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2817 DrawLevelField(x, y);
2819 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2820 element == EL_INVISIBLE_WALL_ACTIVE ||
2821 element == EL_INVISIBLE_SAND_ACTIVE)
2823 if (game.light_time_left == 0)
2824 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2826 DrawLevelField(x, y);
2832 static void ToggleLightSwitch(int x, int y)
2834 int element = Feld[x][y];
2836 game.light_time_left =
2837 (element == EL_LIGHT_SWITCH ?
2838 level.time_light * FRAMES_PER_SECOND : 0);
2840 RedrawAllLightSwitchesAndInvisibleElements();
2843 static void ActivateTimegateSwitch(int x, int y)
2847 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2849 for (yy=0; yy<lev_fieldy; yy++)
2851 for (xx=0; xx<lev_fieldx; xx++)
2853 int element = Feld[xx][yy];
2855 if (element == EL_TIMEGATE_CLOSED ||
2856 element == EL_TIMEGATE_CLOSING)
2858 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2859 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2863 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2865 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2866 DrawLevelField(xx, yy);
2873 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2876 inline static int getElementMoveStepsize(int x, int y)
2878 int element = Feld[x][y];
2879 int direction = MovDir[x][y];
2880 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2881 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2882 int horiz_move = (dx != 0);
2883 int sign = (horiz_move ? dx : dy);
2884 int step = sign * element_info[element].move_stepsize;
2886 /* special values for move stepsize for spring and things on conveyor belt */
2889 if (CAN_FALL(element) &&
2890 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2891 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2892 else if (element == EL_SPRING)
2893 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2899 void Impact(int x, int y)
2901 boolean lastline = (y == lev_fieldy-1);
2902 boolean object_hit = FALSE;
2903 boolean impact = (lastline || object_hit);
2904 int element = Feld[x][y];
2905 int smashed = EL_UNDEFINED;
2907 if (!lastline) /* check if element below was hit */
2909 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2912 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2913 MovDir[x][y + 1] != MV_DOWN ||
2914 MovPos[x][y + 1] <= TILEY / 2));
2916 /* do not smash moving elements that left the smashed field in time */
2917 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2918 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2922 smashed = MovingOrBlocked2Element(x, y + 1);
2924 impact = (lastline || object_hit);
2927 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2933 /* only reset graphic animation if graphic really changes after impact */
2935 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2937 ResetGfxAnimation(x, y);
2938 DrawLevelField(x, y);
2941 if (impact && CAN_EXPLODE_IMPACT(element))
2946 else if (impact && element == EL_PEARL)
2948 Feld[x][y] = EL_PEARL_BREAKING;
2949 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2952 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2954 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2959 if (impact && element == EL_AMOEBA_DROP)
2961 if (object_hit && IS_PLAYER(x, y + 1))
2962 KillHeroUnlessProtected(x, y + 1);
2963 else if (object_hit && smashed == EL_PENGUIN)
2967 Feld[x][y] = EL_AMOEBA_GROWING;
2968 Store[x][y] = EL_AMOEBA_WET;
2970 ResetRandomAnimationValue(x, y);
2975 if (object_hit) /* check which object was hit */
2977 if (CAN_PASS_MAGIC_WALL(element) &&
2978 (smashed == EL_MAGIC_WALL ||
2979 smashed == EL_BD_MAGIC_WALL))
2982 int activated_magic_wall =
2983 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2984 EL_BD_MAGIC_WALL_ACTIVE);
2986 /* activate magic wall / mill */
2987 for (yy=0; yy<lev_fieldy; yy++)
2988 for (xx=0; xx<lev_fieldx; xx++)
2989 if (Feld[xx][yy] == smashed)
2990 Feld[xx][yy] = activated_magic_wall;
2992 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2993 game.magic_wall_active = TRUE;
2995 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2996 SND_MAGIC_WALL_ACTIVATING :
2997 SND_BD_MAGIC_WALL_ACTIVATING));
3000 if (IS_PLAYER(x, y + 1))
3002 if (CAN_SMASH_PLAYER(element))
3004 KillHeroUnlessProtected(x, y + 1);
3008 else if (smashed == EL_PENGUIN)
3010 if (CAN_SMASH_PLAYER(element))
3016 else if (element == EL_BD_DIAMOND)
3018 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3024 else if ((element == EL_SP_INFOTRON ||
3025 element == EL_SP_ZONK) &&
3026 (smashed == EL_SP_SNIKSNAK ||
3027 smashed == EL_SP_ELECTRON ||
3028 smashed == EL_SP_DISK_ORANGE))
3034 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3040 else if (CAN_SMASH_EVERYTHING(element))
3042 if (IS_CLASSIC_ENEMY(smashed) ||
3043 CAN_EXPLODE_SMASHED(smashed))
3048 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3050 if (smashed == EL_LAMP ||
3051 smashed == EL_LAMP_ACTIVE)
3056 else if (smashed == EL_NUT)
3058 Feld[x][y + 1] = EL_NUT_BREAKING;
3059 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3060 RaiseScoreElement(EL_NUT);
3063 else if (smashed == EL_PEARL)
3065 Feld[x][y + 1] = EL_PEARL_BREAKING;
3066 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3069 else if (smashed == EL_DIAMOND)
3071 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3072 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3075 else if (IS_BELT_SWITCH(smashed))
3077 ToggleBeltSwitch(x, y + 1);
3079 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3080 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3082 ToggleSwitchgateSwitch(x, y + 1);
3084 else if (smashed == EL_LIGHT_SWITCH ||
3085 smashed == EL_LIGHT_SWITCH_ACTIVE)
3087 ToggleLightSwitch(x, y + 1);
3091 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3096 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3101 /* play sound of magic wall / mill */
3103 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3104 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3106 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3107 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3108 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3109 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3114 /* play sound of object that hits the ground */
3115 if (lastline || object_hit)
3116 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3119 void TurnRound(int x, int y)
3131 { 0, 0 }, { 0, 0 }, { 0, 0 },
3136 int left, right, back;
3140 { MV_DOWN, MV_UP, MV_RIGHT },
3141 { MV_UP, MV_DOWN, MV_LEFT },
3143 { MV_LEFT, MV_RIGHT, MV_DOWN },
3147 { MV_RIGHT, MV_LEFT, MV_UP }
3150 int element = Feld[x][y];
3151 int old_move_dir = MovDir[x][y];
3152 int left_dir = turn[old_move_dir].left;
3153 int right_dir = turn[old_move_dir].right;
3154 int back_dir = turn[old_move_dir].back;
3156 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3157 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3158 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3159 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3161 int left_x = x + left_dx, left_y = y + left_dy;
3162 int right_x = x + right_dx, right_y = y + right_dy;
3163 int move_x = x + move_dx, move_y = y + move_dy;
3167 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3169 TestIfBadThingTouchesOtherBadThing(x, y);
3171 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3172 MovDir[x][y] = right_dir;
3173 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3174 MovDir[x][y] = left_dir;
3176 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3178 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3181 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3182 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3184 TestIfBadThingTouchesOtherBadThing(x, y);
3186 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3187 MovDir[x][y] = left_dir;
3188 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3189 MovDir[x][y] = right_dir;
3191 if ((element == EL_SPACESHIP ||
3192 element == EL_SP_SNIKSNAK ||
3193 element == EL_SP_ELECTRON)
3194 && MovDir[x][y] != old_move_dir)
3196 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3199 else if (element == EL_YAMYAM)
3201 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3202 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3204 if (can_turn_left && can_turn_right)
3205 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3206 else if (can_turn_left)
3207 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3208 else if (can_turn_right)
3209 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3211 MovDir[x][y] = back_dir;
3213 MovDelay[x][y] = 16 + 16 * RND(3);
3215 else if (element == EL_DARK_YAMYAM)
3217 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3218 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3220 if (can_turn_left && can_turn_right)
3221 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3222 else if (can_turn_left)
3223 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3224 else if (can_turn_right)
3225 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3227 MovDir[x][y] = back_dir;
3229 MovDelay[x][y] = 16 + 16 * RND(3);
3231 else if (element == EL_PACMAN)
3233 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3234 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3236 if (can_turn_left && can_turn_right)
3237 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3238 else if (can_turn_left)
3239 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3240 else if (can_turn_right)
3241 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3243 MovDir[x][y] = back_dir;
3245 MovDelay[x][y] = 6 + RND(40);
3247 else if (element == EL_PIG)
3249 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3250 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3251 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3252 boolean should_turn_left, should_turn_right, should_move_on;
3254 int rnd = RND(rnd_value);
3256 should_turn_left = (can_turn_left &&
3258 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3259 y + back_dy + left_dy)));
3260 should_turn_right = (can_turn_right &&
3262 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3263 y + back_dy + right_dy)));
3264 should_move_on = (can_move_on &&
3267 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3268 y + move_dy + left_dy) ||
3269 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3270 y + move_dy + right_dy)));
3272 if (should_turn_left || should_turn_right || should_move_on)
3274 if (should_turn_left && should_turn_right && should_move_on)
3275 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3276 rnd < 2 * rnd_value / 3 ? right_dir :
3278 else if (should_turn_left && should_turn_right)
3279 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3280 else if (should_turn_left && should_move_on)
3281 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3282 else if (should_turn_right && should_move_on)
3283 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3284 else if (should_turn_left)
3285 MovDir[x][y] = left_dir;
3286 else if (should_turn_right)
3287 MovDir[x][y] = right_dir;
3288 else if (should_move_on)
3289 MovDir[x][y] = old_move_dir;
3291 else if (can_move_on && rnd > rnd_value / 8)
3292 MovDir[x][y] = old_move_dir;
3293 else if (can_turn_left && can_turn_right)
3294 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3295 else if (can_turn_left && rnd > rnd_value / 8)
3296 MovDir[x][y] = left_dir;
3297 else if (can_turn_right && rnd > rnd_value/8)
3298 MovDir[x][y] = right_dir;
3300 MovDir[x][y] = back_dir;
3302 xx = x + move_xy[MovDir[x][y]].x;
3303 yy = y + move_xy[MovDir[x][y]].y;
3305 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3306 MovDir[x][y] = old_move_dir;
3310 else if (element == EL_DRAGON)
3312 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3313 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3314 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3316 int rnd = RND(rnd_value);
3318 if (can_move_on && rnd > rnd_value / 8)
3319 MovDir[x][y] = old_move_dir;
3320 else if (can_turn_left && can_turn_right)
3321 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3322 else if (can_turn_left && rnd > rnd_value / 8)
3323 MovDir[x][y] = left_dir;
3324 else if (can_turn_right && rnd > rnd_value / 8)
3325 MovDir[x][y] = right_dir;
3327 MovDir[x][y] = back_dir;
3329 xx = x + move_xy[MovDir[x][y]].x;
3330 yy = y + move_xy[MovDir[x][y]].y;
3332 if (!IS_FREE(xx, yy))
3333 MovDir[x][y] = old_move_dir;
3337 else if (element == EL_MOLE)
3339 boolean can_move_on =
3340 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3341 IS_AMOEBOID(Feld[move_x][move_y]) ||
3342 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3345 boolean can_turn_left =
3346 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3347 IS_AMOEBOID(Feld[left_x][left_y])));
3349 boolean can_turn_right =
3350 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3351 IS_AMOEBOID(Feld[right_x][right_y])));
3353 if (can_turn_left && can_turn_right)
3354 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3355 else if (can_turn_left)
3356 MovDir[x][y] = left_dir;
3358 MovDir[x][y] = right_dir;
3361 if (MovDir[x][y] != old_move_dir)
3364 else if (element == EL_BALLOON)
3366 MovDir[x][y] = game.balloon_dir;
3369 else if (element == EL_SPRING)
3371 if (MovDir[x][y] & MV_HORIZONTAL &&
3372 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3373 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3374 MovDir[x][y] = MV_NO_MOVING;
3378 else if (element == EL_ROBOT ||
3379 element == EL_SATELLITE ||
3380 element == EL_PENGUIN)
3382 int attr_x = -1, attr_y = -1;
3393 for (i=0; i<MAX_PLAYERS; i++)
3395 struct PlayerInfo *player = &stored_player[i];
3396 int jx = player->jx, jy = player->jy;
3398 if (!player->active)
3402 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3410 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3416 if (element == EL_PENGUIN)
3419 static int xy[4][2] =
3429 int ex = x + xy[i % 4][0];
3430 int ey = y + xy[i % 4][1];
3432 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3441 MovDir[x][y] = MV_NO_MOVING;
3443 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3444 else if (attr_x > x)
3445 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3447 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3448 else if (attr_y > y)
3449 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3451 if (element == EL_ROBOT)
3455 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3456 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3457 Moving2Blocked(x, y, &newx, &newy);
3459 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3460 MovDelay[x][y] = 8 + 8 * !RND(3);
3462 MovDelay[x][y] = 16;
3464 else if (element == EL_PENGUIN)
3470 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3472 boolean first_horiz = RND(2);
3473 int new_move_dir = MovDir[x][y];
3476 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3477 Moving2Blocked(x, y, &newx, &newy);
3479 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3483 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3484 Moving2Blocked(x, y, &newx, &newy);
3486 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3489 MovDir[x][y] = old_move_dir;
3493 else /* (element == EL_SATELLITE) */
3499 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3501 boolean first_horiz = RND(2);
3502 int new_move_dir = MovDir[x][y];
3505 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3506 Moving2Blocked(x, y, &newx, &newy);
3508 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3512 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3513 Moving2Blocked(x, y, &newx, &newy);
3515 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3518 MovDir[x][y] = old_move_dir;
3523 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3524 element_info[element].move_pattern == MV_TURNING_LEFT ||
3525 element_info[element].move_pattern == MV_TURNING_RIGHT)
3527 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3528 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3530 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3531 MovDir[x][y] = left_dir;
3532 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3533 MovDir[x][y] = right_dir;
3534 else if (can_turn_left && can_turn_right)
3535 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3536 else if (can_turn_left)
3537 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3538 else if (can_turn_right)
3539 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3541 MovDir[x][y] = back_dir;
3543 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3545 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3546 element_info[element].move_pattern == MV_VERTICAL)
3548 if (element_info[element].move_pattern & old_move_dir)
3549 MovDir[x][y] = back_dir;
3550 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3551 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3552 else if (element_info[element].move_pattern == MV_VERTICAL)
3553 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3555 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3557 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3559 MovDir[x][y] = element_info[element].move_pattern;
3560 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3562 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3564 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3565 MovDir[x][y] = left_dir;
3566 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3567 MovDir[x][y] = right_dir;
3569 if (MovDir[x][y] != old_move_dir)
3570 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3572 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3574 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3575 MovDir[x][y] = right_dir;
3576 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3577 MovDir[x][y] = left_dir;
3579 if (MovDir[x][y] != old_move_dir)
3580 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3582 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3583 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3585 int attr_x = -1, attr_y = -1;
3588 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3599 for (i=0; i<MAX_PLAYERS; i++)
3601 struct PlayerInfo *player = &stored_player[i];
3602 int jx = player->jx, jy = player->jy;
3604 if (!player->active)
3608 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3616 MovDir[x][y] = MV_NO_MOVING;
3618 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3619 else if (attr_x > x)
3620 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3622 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3623 else if (attr_y > y)
3624 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3626 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3628 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3630 boolean first_horiz = RND(2);
3631 int new_move_dir = MovDir[x][y];
3634 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3635 Moving2Blocked(x, y, &newx, &newy);
3637 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3641 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3642 Moving2Blocked(x, y, &newx, &newy);
3644 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3647 MovDir[x][y] = old_move_dir;
3652 static boolean JustBeingPushed(int x, int y)
3656 for (i=0; i<MAX_PLAYERS; i++)
3658 struct PlayerInfo *player = &stored_player[i];
3660 if (player->active && player->Pushing && player->MovPos)
3662 int next_jx = player->jx + (player->jx - player->last_jx);
3663 int next_jy = player->jy + (player->jy - player->last_jy);
3665 if (x == next_jx && y == next_jy)
3673 void StartMoving(int x, int y)
3675 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3676 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3677 int element = Feld[x][y];
3682 /* !!! this should be handled more generic (not only for mole) !!! */
3683 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3684 GfxAction[x][y] = ACTION_DEFAULT;
3686 if (CAN_FALL(element) && y < lev_fieldy - 1)
3688 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3689 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3690 if (JustBeingPushed(x, y))
3693 if (element == EL_QUICKSAND_FULL)
3695 if (IS_FREE(x, y + 1))
3697 InitMovingField(x, y, MV_DOWN);
3698 started_moving = TRUE;
3700 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3701 Store[x][y] = EL_ROCK;
3703 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3705 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3708 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3710 if (!MovDelay[x][y])
3711 MovDelay[x][y] = TILEY + 1;
3720 Feld[x][y] = EL_QUICKSAND_EMPTY;
3721 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3722 Store[x][y + 1] = Store[x][y];
3725 PlaySoundLevelAction(x, y, ACTION_FILLING);
3727 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3731 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3732 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3734 InitMovingField(x, y, MV_DOWN);
3735 started_moving = TRUE;
3737 Feld[x][y] = EL_QUICKSAND_FILLING;
3738 Store[x][y] = element;
3740 PlaySoundLevelAction(x, y, ACTION_FILLING);
3742 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3745 else if (element == EL_MAGIC_WALL_FULL)
3747 if (IS_FREE(x, y + 1))
3749 InitMovingField(x, y, MV_DOWN);
3750 started_moving = TRUE;
3752 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3753 Store[x][y] = EL_CHANGED(Store[x][y]);
3755 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3757 if (!MovDelay[x][y])
3758 MovDelay[x][y] = TILEY/4 + 1;
3767 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3768 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3769 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3773 else if (element == EL_BD_MAGIC_WALL_FULL)
3775 if (IS_FREE(x, y + 1))
3777 InitMovingField(x, y, MV_DOWN);
3778 started_moving = TRUE;
3780 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3781 Store[x][y] = EL_CHANGED2(Store[x][y]);
3783 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3785 if (!MovDelay[x][y])
3786 MovDelay[x][y] = TILEY/4 + 1;
3795 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3796 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3797 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3801 else if (CAN_PASS_MAGIC_WALL(element) &&
3802 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3803 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3805 InitMovingField(x, y, MV_DOWN);
3806 started_moving = TRUE;
3809 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3810 EL_BD_MAGIC_WALL_FILLING);
3811 Store[x][y] = element;
3814 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3816 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3821 InitMovingField(x, y, MV_DOWN);
3822 started_moving = TRUE;
3824 Store[x][y] = EL_ACID;
3826 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3827 GfxAction[x][y + 1] = ACTION_ACTIVE;
3832 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3833 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3834 JustStopped[x][y] && !Pushed[x][y + 1])
3836 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3840 /* calling "Impact()" here is not only completely unneccessary
3841 (because it already gets called from "ContinueMoving()" in
3842 all relevant situations), but also completely bullshit, because
3843 "JustStopped" also indicates a finished *horizontal* movement;
3844 we must keep this trash for backwards compatibility with older
3850 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3852 if (MovDir[x][y] == MV_NO_MOVING)
3854 InitMovingField(x, y, MV_DOWN);
3855 started_moving = TRUE;
3858 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3860 if (JustStopped[x][y]) /* prevent animation from being restarted */
3861 MovDir[x][y] = MV_DOWN;
3863 InitMovingField(x, y, MV_DOWN);
3864 started_moving = TRUE;
3866 else if (element == EL_AMOEBA_DROP)
3868 Feld[x][y] = EL_AMOEBA_GROWING;
3869 Store[x][y] = EL_AMOEBA_WET;
3871 /* Store[x][y + 1] must be zero, because:
3872 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3875 #if OLD_GAME_BEHAVIOUR
3876 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3878 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3879 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3880 element != EL_DX_SUPABOMB)
3883 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3884 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3885 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3886 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3889 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3890 (IS_FREE(x - 1, y + 1) ||
3891 Feld[x - 1][y + 1] == EL_ACID));
3892 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3893 (IS_FREE(x + 1, y + 1) ||
3894 Feld[x + 1][y + 1] == EL_ACID));
3895 boolean can_fall_any = (can_fall_left || can_fall_right);
3896 boolean can_fall_both = (can_fall_left && can_fall_right);
3898 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3900 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3902 if (slippery_type == SLIPPERY_ONLY_LEFT)
3903 can_fall_right = FALSE;
3904 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3905 can_fall_left = FALSE;
3906 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3907 can_fall_right = FALSE;
3908 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3909 can_fall_left = FALSE;
3911 can_fall_any = (can_fall_left || can_fall_right);
3912 can_fall_both = (can_fall_left && can_fall_right);
3917 if (can_fall_both &&
3918 (game.emulation != EMU_BOULDERDASH &&
3919 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3920 can_fall_left = !(can_fall_right = RND(2));
3922 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3923 started_moving = TRUE;
3926 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3928 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3929 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3930 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3931 int belt_dir = game.belt_dir[belt_nr];
3933 if ((belt_dir == MV_LEFT && left_is_free) ||
3934 (belt_dir == MV_RIGHT && right_is_free))
3936 InitMovingField(x, y, belt_dir);
3937 started_moving = TRUE;
3939 GfxAction[x][y] = ACTION_DEFAULT;
3944 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3945 if (CAN_MOVE(element) && !started_moving)
3949 if ((element == EL_SATELLITE ||
3950 element == EL_BALLOON ||
3951 element == EL_SPRING)
3952 && JustBeingPushed(x, y))
3957 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3958 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3960 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3962 Moving2Blocked(x, y, &newx, &newy);
3963 if (Feld[newx][newy] == EL_BLOCKED)
3964 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3969 if (!MovDelay[x][y]) /* start new movement phase */
3971 /* all objects that can change their move direction after each step
3972 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3974 if (element != EL_YAMYAM &&
3975 element != EL_DARK_YAMYAM &&
3976 element != EL_PACMAN &&
3977 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3978 element_info[element].move_pattern != MV_TURNING_LEFT &&
3979 element_info[element].move_pattern != MV_TURNING_RIGHT)
3983 if (MovDelay[x][y] && (element == EL_BUG ||
3984 element == EL_SPACESHIP ||
3985 element == EL_SP_SNIKSNAK ||
3986 element == EL_SP_ELECTRON ||
3987 element == EL_MOLE))
3988 DrawLevelField(x, y);
3992 if (MovDelay[x][y]) /* wait some time before next movement */
3997 if (element == EL_YAMYAM)
4000 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4001 DrawLevelElementAnimation(x, y, element);
4005 if (MovDelay[x][y]) /* element still has to wait some time */
4008 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4009 ResetGfxAnimation(x, y);
4011 GfxAction[x][y] = ACTION_WAITING;
4014 if (element == EL_ROBOT ||
4016 element == EL_PACMAN ||
4018 element == EL_YAMYAM ||
4019 element == EL_DARK_YAMYAM)
4022 DrawLevelElementAnimation(x, y, element);
4024 DrawLevelElementAnimationIfNeeded(x, y, element);
4026 PlaySoundLevelAction(x, y, ACTION_WAITING);
4028 else if (element == EL_SP_ELECTRON)
4029 DrawLevelElementAnimationIfNeeded(x, y, element);
4030 else if (element == EL_DRAGON)
4033 int dir = MovDir[x][y];
4034 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4035 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4036 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4037 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4038 dir == MV_UP ? IMG_FLAMES_1_UP :
4039 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4040 int frame = getGraphicAnimationFrame(graphic, -1);
4042 for (i=1; i<=3; i++)
4044 int xx = x + i*dx, yy = y + i*dy;
4045 int sx = SCREENX(xx), sy = SCREENY(yy);
4046 int flame_graphic = graphic + (i - 1);
4048 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4053 int flamed = MovingOrBlocked2Element(xx, yy);
4055 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4058 RemoveMovingField(xx, yy);
4060 Feld[xx][yy] = EL_FLAMES;
4061 if (IN_SCR_FIELD(sx, sy))
4062 DrawGraphic(sx, sy, flame_graphic, frame);
4066 if (Feld[xx][yy] == EL_FLAMES)
4067 Feld[xx][yy] = EL_EMPTY;
4068 DrawLevelField(xx, yy);
4073 if (MovDelay[x][y]) /* element still has to wait some time */
4075 PlaySoundLevelAction(x, y, ACTION_WAITING);
4080 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4081 for all other elements GfxAction will be set by InitMovingField() */
4082 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4083 GfxAction[x][y] = ACTION_MOVING;
4086 /* now make next step */
4088 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4090 if (DONT_COLLIDE_WITH(element) &&
4091 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4092 !PLAYER_PROTECTED(newx, newy))
4095 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4098 /* player killed by element which is deadly when colliding with */
4100 KillHero(PLAYERINFO(newx, newy));
4105 else if ((element == EL_PENGUIN ||
4106 element == EL_ROBOT ||
4107 element == EL_SATELLITE ||
4108 element == EL_BALLOON ||
4109 IS_CUSTOM_ELEMENT(element)) &&
4110 IN_LEV_FIELD(newx, newy) &&
4111 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4114 Store[x][y] = EL_ACID;
4116 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4118 if (Feld[newx][newy] == EL_EXIT_OPEN)
4120 Feld[x][y] = EL_EMPTY;
4121 DrawLevelField(x, y);
4123 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4124 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4125 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4127 local_player->friends_still_needed--;
4128 if (!local_player->friends_still_needed &&
4129 !local_player->GameOver && AllPlayersGone)
4130 local_player->LevelSolved = local_player->GameOver = TRUE;
4134 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4136 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4137 DrawLevelField(newx, newy);
4139 MovDir[x][y] = MV_NO_MOVING;
4141 else if (!IS_FREE(newx, newy))
4143 GfxAction[x][y] = ACTION_WAITING;
4145 if (IS_PLAYER(x, y))
4146 DrawPlayerField(x, y);
4148 DrawLevelField(x, y);
4152 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4154 if (IS_FOOD_PIG(Feld[newx][newy]))
4156 if (IS_MOVING(newx, newy))
4157 RemoveMovingField(newx, newy);
4160 Feld[newx][newy] = EL_EMPTY;
4161 DrawLevelField(newx, newy);
4164 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4166 else if (!IS_FREE(newx, newy))
4168 if (IS_PLAYER(x, y))
4169 DrawPlayerField(x, y);
4171 DrawLevelField(x, y);
4175 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4177 if (!IS_FREE(newx, newy))
4179 if (IS_PLAYER(x, y))
4180 DrawPlayerField(x, y);
4182 DrawLevelField(x, y);
4187 boolean wanna_flame = !RND(10);
4188 int dx = newx - x, dy = newy - y;
4189 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4190 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4191 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4192 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4193 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4194 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4197 IS_CLASSIC_ENEMY(element1) ||
4198 IS_CLASSIC_ENEMY(element2)) &&
4199 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4200 element1 != EL_FLAMES && element2 != EL_FLAMES)
4202 if (IS_PLAYER(x, y))
4203 DrawPlayerField(x, y);
4205 DrawLevelField(x, y);
4207 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4209 MovDelay[x][y] = 50;
4210 Feld[newx][newy] = EL_FLAMES;
4211 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4212 Feld[newx1][newy1] = EL_FLAMES;
4213 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4214 Feld[newx2][newy2] = EL_FLAMES;
4219 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4220 Feld[newx][newy] == EL_DIAMOND)
4222 if (IS_MOVING(newx, newy))
4223 RemoveMovingField(newx, newy);
4226 Feld[newx][newy] = EL_EMPTY;
4227 DrawLevelField(newx, newy);
4230 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4232 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4233 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4235 if (AmoebaNr[newx][newy])
4237 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4238 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4239 Feld[newx][newy] == EL_BD_AMOEBA)
4240 AmoebaCnt[AmoebaNr[newx][newy]]--;
4243 if (IS_MOVING(newx, newy))
4244 RemoveMovingField(newx, newy);
4247 Feld[newx][newy] = EL_EMPTY;
4248 DrawLevelField(newx, newy);
4251 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4253 else if ((element == EL_PACMAN || element == EL_MOLE)
4254 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4256 if (AmoebaNr[newx][newy])
4258 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4259 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4260 Feld[newx][newy] == EL_BD_AMOEBA)
4261 AmoebaCnt[AmoebaNr[newx][newy]]--;
4264 if (element == EL_MOLE)
4266 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4267 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4269 ResetGfxAnimation(x, y);
4270 GfxAction[x][y] = ACTION_DIGGING;
4271 DrawLevelField(x, y);
4273 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4274 return; /* wait for shrinking amoeba */
4276 else /* element == EL_PACMAN */
4278 Feld[newx][newy] = EL_EMPTY;
4279 DrawLevelField(newx, newy);
4280 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4283 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4284 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4285 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4287 /* wait for shrinking amoeba to completely disappear */
4290 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4292 /* object was running against a wall */
4297 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4298 DrawLevelElementAnimation(x, y, element);
4300 if (element == EL_BUG ||
4301 element == EL_SPACESHIP ||
4302 element == EL_SP_SNIKSNAK)
4303 DrawLevelField(x, y);
4304 else if (element == EL_MOLE)
4305 DrawLevelField(x, y);
4306 else if (element == EL_BD_BUTTERFLY ||
4307 element == EL_BD_FIREFLY)
4308 DrawLevelElementAnimationIfNeeded(x, y, element);
4309 else if (element == EL_SATELLITE)
4310 DrawLevelElementAnimationIfNeeded(x, y, element);
4311 else if (element == EL_SP_ELECTRON)
4312 DrawLevelElementAnimationIfNeeded(x, y, element);
4315 if (DONT_TOUCH(element))
4316 TestIfBadThingTouchesHero(x, y);
4319 PlaySoundLevelAction(x, y, ACTION_WAITING);
4325 InitMovingField(x, y, MovDir[x][y]);
4327 PlaySoundLevelAction(x, y, ACTION_MOVING);
4331 ContinueMoving(x, y);
4334 void ContinueMoving(int x, int y)
4336 int element = Feld[x][y];
4337 int direction = MovDir[x][y];
4338 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4339 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4340 int newx = x + dx, newy = y + dy;
4341 int nextx = newx + dx, nexty = newy + dy;
4342 boolean pushed = Pushed[x][y];
4344 MovPos[x][y] += getElementMoveStepsize(x, y);
4346 if (pushed) /* special case: moving object pushed by player */
4347 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4349 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4351 Feld[x][y] = EL_EMPTY;
4352 Feld[newx][newy] = element;
4353 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4355 if (element == EL_MOLE)
4357 Feld[x][y] = EL_SAND;
4359 DrawLevelFieldCrumbledSandNeighbours(x, y);
4361 else if (element == EL_QUICKSAND_FILLING)
4363 element = Feld[newx][newy] = get_next_element(element);
4364 Store[newx][newy] = Store[x][y];
4366 else if (element == EL_QUICKSAND_EMPTYING)
4368 Feld[x][y] = get_next_element(element);
4369 element = Feld[newx][newy] = Store[x][y];
4371 else if (element == EL_MAGIC_WALL_FILLING)
4373 element = Feld[newx][newy] = get_next_element(element);
4374 if (!game.magic_wall_active)
4375 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4376 Store[newx][newy] = Store[x][y];
4378 else if (element == EL_MAGIC_WALL_EMPTYING)
4380 Feld[x][y] = get_next_element(element);
4381 if (!game.magic_wall_active)
4382 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4383 element = Feld[newx][newy] = Store[x][y];
4385 else if (element == EL_BD_MAGIC_WALL_FILLING)
4387 element = Feld[newx][newy] = get_next_element(element);
4388 if (!game.magic_wall_active)
4389 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4390 Store[newx][newy] = Store[x][y];
4392 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4394 Feld[x][y] = get_next_element(element);
4395 if (!game.magic_wall_active)
4396 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4397 element = Feld[newx][newy] = Store[x][y];
4399 else if (element == EL_AMOEBA_DROPPING)
4401 Feld[x][y] = get_next_element(element);
4402 element = Feld[newx][newy] = Store[x][y];
4404 else if (element == EL_SOKOBAN_OBJECT)
4407 Feld[x][y] = Back[x][y];
4409 if (Back[newx][newy])
4410 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4412 Back[x][y] = Back[newx][newy] = 0;
4414 else if (Store[x][y] == EL_ACID)
4416 element = Feld[newx][newy] = EL_ACID;
4420 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4421 MovDelay[newx][newy] = 0;
4423 /* copy element change control values to new field */
4424 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4426 Changed[newx][newy] = Changed[x][y];
4427 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4429 ChangeDelay[x][y] = 0;
4430 Changed[x][y] = CE_BITMASK_DEFAULT;
4431 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4434 /* copy animation control values to new field */
4435 GfxFrame[newx][newy] = GfxFrame[x][y];
4436 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4437 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4439 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4441 ResetGfxAnimation(x, y); /* reset animation values for old field */
4444 /* 2.1.1 (does not work correctly for spring) */
4445 if (!CAN_MOVE(element))
4446 MovDir[newx][newy] = 0;
4450 /* (does not work for falling objects that slide horizontally) */
4451 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4452 MovDir[newx][newy] = 0;
4455 if (!CAN_MOVE(element) ||
4456 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4457 MovDir[newx][newy] = 0;
4460 if (!CAN_MOVE(element) ||
4461 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4462 MovDir[newx][newy] = 0;
4466 DrawLevelField(x, y);
4467 DrawLevelField(newx, newy);
4469 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4471 if (!pushed) /* special case: moving object pushed by player */
4472 JustStopped[newx][newy] = 3;
4474 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4476 TestIfBadThingTouchesHero(newx, newy);
4477 TestIfBadThingTouchesFriend(newx, newy);
4478 TestIfBadThingTouchesOtherBadThing(newx, newy);
4480 else if (element == EL_PENGUIN)
4481 TestIfFriendTouchesBadThing(newx, newy);
4483 if (CAN_FALL(element) && direction == MV_DOWN &&
4484 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4487 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4488 CheckElementChange(newx, newy, element, CE_COLLISION);
4491 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4494 TestIfPlayerTouchesCustomElement(newx, newy);
4495 TestIfElementTouchesCustomElement(newx, newy);
4497 else /* still moving on */
4499 DrawLevelField(x, y);
4503 int AmoebeNachbarNr(int ax, int ay)
4506 int element = Feld[ax][ay];
4508 static int xy[4][2] =
4518 int x = ax + xy[i][0];
4519 int y = ay + xy[i][1];
4521 if (!IN_LEV_FIELD(x, y))
4524 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4525 group_nr = AmoebaNr[x][y];
4531 void AmoebenVereinigen(int ax, int ay)
4533 int i, x, y, xx, yy;
4534 int new_group_nr = AmoebaNr[ax][ay];
4535 static int xy[4][2] =
4543 if (new_group_nr == 0)
4551 if (!IN_LEV_FIELD(x, y))
4554 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4555 Feld[x][y] == EL_BD_AMOEBA ||
4556 Feld[x][y] == EL_AMOEBA_DEAD) &&
4557 AmoebaNr[x][y] != new_group_nr)
4559 int old_group_nr = AmoebaNr[x][y];
4561 if (old_group_nr == 0)
4564 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4565 AmoebaCnt[old_group_nr] = 0;
4566 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4567 AmoebaCnt2[old_group_nr] = 0;
4569 for (yy=0; yy<lev_fieldy; yy++)
4571 for (xx=0; xx<lev_fieldx; xx++)
4573 if (AmoebaNr[xx][yy] == old_group_nr)
4574 AmoebaNr[xx][yy] = new_group_nr;
4581 void AmoebeUmwandeln(int ax, int ay)
4585 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4587 int group_nr = AmoebaNr[ax][ay];
4592 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4593 printf("AmoebeUmwandeln(): This should never happen!\n");
4598 for (y=0; y<lev_fieldy; y++)
4600 for (x=0; x<lev_fieldx; x++)
4602 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4605 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4609 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4610 SND_AMOEBA_TURNING_TO_GEM :
4611 SND_AMOEBA_TURNING_TO_ROCK));
4616 static int xy[4][2] =
4629 if (!IN_LEV_FIELD(x, y))
4632 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4634 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4635 SND_AMOEBA_TURNING_TO_GEM :
4636 SND_AMOEBA_TURNING_TO_ROCK));
4643 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4646 int group_nr = AmoebaNr[ax][ay];
4647 boolean done = FALSE;
4652 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4653 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4658 for (y=0; y<lev_fieldy; y++)
4660 for (x=0; x<lev_fieldx; x++)
4662 if (AmoebaNr[x][y] == group_nr &&
4663 (Feld[x][y] == EL_AMOEBA_DEAD ||
4664 Feld[x][y] == EL_BD_AMOEBA ||
4665 Feld[x][y] == EL_AMOEBA_GROWING))
4668 Feld[x][y] = new_element;
4669 InitField(x, y, FALSE);
4670 DrawLevelField(x, y);
4677 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4678 SND_BD_AMOEBA_TURNING_TO_ROCK :
4679 SND_BD_AMOEBA_TURNING_TO_GEM));
4682 void AmoebeWaechst(int x, int y)
4684 static unsigned long sound_delay = 0;
4685 static unsigned long sound_delay_value = 0;
4687 if (!MovDelay[x][y]) /* start new growing cycle */
4691 if (DelayReached(&sound_delay, sound_delay_value))
4694 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4696 if (Store[x][y] == EL_BD_AMOEBA)
4697 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4699 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4701 sound_delay_value = 30;
4705 if (MovDelay[x][y]) /* wait some time before growing bigger */
4708 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4710 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4711 6 - MovDelay[x][y]);
4713 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4716 if (!MovDelay[x][y])
4718 Feld[x][y] = Store[x][y];
4720 DrawLevelField(x, y);
4725 void AmoebaDisappearing(int x, int y)
4727 static unsigned long sound_delay = 0;
4728 static unsigned long sound_delay_value = 0;
4730 if (!MovDelay[x][y]) /* start new shrinking cycle */
4734 if (DelayReached(&sound_delay, sound_delay_value))
4735 sound_delay_value = 30;
4738 if (MovDelay[x][y]) /* wait some time before shrinking */
4741 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4743 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4744 6 - MovDelay[x][y]);
4746 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4749 if (!MovDelay[x][y])
4751 Feld[x][y] = EL_EMPTY;
4752 DrawLevelField(x, y);
4754 /* don't let mole enter this field in this cycle;
4755 (give priority to objects falling to this field from above) */
4761 void AmoebeAbleger(int ax, int ay)
4764 int element = Feld[ax][ay];
4765 int graphic = el2img(element);
4766 int newax = ax, neway = ay;
4767 static int xy[4][2] =
4775 if (!level.amoeba_speed)
4777 Feld[ax][ay] = EL_AMOEBA_DEAD;
4778 DrawLevelField(ax, ay);
4782 if (IS_ANIMATED(graphic))
4783 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4785 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4786 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4788 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4791 if (MovDelay[ax][ay])
4795 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4798 int x = ax + xy[start][0];
4799 int y = ay + xy[start][1];
4801 if (!IN_LEV_FIELD(x, y))
4804 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4805 if (IS_FREE(x, y) ||
4806 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4812 if (newax == ax && neway == ay)
4815 else /* normal or "filled" (BD style) amoeba */
4818 boolean waiting_for_player = FALSE;
4822 int j = (start + i) % 4;
4823 int x = ax + xy[j][0];
4824 int y = ay + xy[j][1];
4826 if (!IN_LEV_FIELD(x, y))
4829 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4830 if (IS_FREE(x, y) ||
4831 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4837 else if (IS_PLAYER(x, y))
4838 waiting_for_player = TRUE;
4841 if (newax == ax && neway == ay) /* amoeba cannot grow */
4843 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4845 Feld[ax][ay] = EL_AMOEBA_DEAD;
4846 DrawLevelField(ax, ay);
4847 AmoebaCnt[AmoebaNr[ax][ay]]--;
4849 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4851 if (element == EL_AMOEBA_FULL)
4852 AmoebeUmwandeln(ax, ay);
4853 else if (element == EL_BD_AMOEBA)
4854 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4859 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4861 /* amoeba gets larger by growing in some direction */
4863 int new_group_nr = AmoebaNr[ax][ay];
4866 if (new_group_nr == 0)
4868 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4869 printf("AmoebeAbleger(): This should never happen!\n");
4874 AmoebaNr[newax][neway] = new_group_nr;
4875 AmoebaCnt[new_group_nr]++;
4876 AmoebaCnt2[new_group_nr]++;
4878 /* if amoeba touches other amoeba(s) after growing, unify them */
4879 AmoebenVereinigen(newax, neway);
4881 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4883 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4889 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4890 (neway == lev_fieldy - 1 && newax != ax))
4892 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4893 Store[newax][neway] = element;
4895 else if (neway == ay)
4897 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4899 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4901 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4906 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4907 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4908 Store[ax][ay] = EL_AMOEBA_DROP;
4909 ContinueMoving(ax, ay);
4913 DrawLevelField(newax, neway);
4916 void Life(int ax, int ay)
4919 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4921 int element = Feld[ax][ay];
4922 int graphic = el2img(element);
4923 boolean changed = FALSE;
4925 if (IS_ANIMATED(graphic))
4926 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4931 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4932 MovDelay[ax][ay] = life_time;
4934 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4937 if (MovDelay[ax][ay])
4941 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4943 int xx = ax+x1, yy = ay+y1;
4946 if (!IN_LEV_FIELD(xx, yy))
4949 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4951 int x = xx+x2, y = yy+y2;
4953 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4956 if (((Feld[x][y] == element ||
4957 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4959 (IS_FREE(x, y) && Stop[x][y]))
4963 if (xx == ax && yy == ay) /* field in the middle */
4965 if (nachbarn < life[0] || nachbarn > life[1])
4967 Feld[xx][yy] = EL_EMPTY;
4969 DrawLevelField(xx, yy);
4970 Stop[xx][yy] = TRUE;
4974 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4975 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4976 { /* free border field */
4977 if (nachbarn >= life[2] && nachbarn <= life[3])
4979 Feld[xx][yy] = element;
4980 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4982 DrawLevelField(xx, yy);
4983 Stop[xx][yy] = TRUE;
4990 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4991 SND_GAME_OF_LIFE_GROWING);
4994 static void InitRobotWheel(int x, int y)
4996 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4999 static void RunRobotWheel(int x, int y)
5001 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5004 static void StopRobotWheel(int x, int y)
5006 if (ZX == x && ZY == y)
5010 static void InitTimegateWheel(int x, int y)
5012 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5015 static void RunTimegateWheel(int x, int y)
5017 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5020 void CheckExit(int x, int y)
5022 if (local_player->gems_still_needed > 0 ||
5023 local_player->sokobanfields_still_needed > 0 ||
5024 local_player->lights_still_needed > 0)
5026 int element = Feld[x][y];
5027 int graphic = el2img(element);
5029 if (IS_ANIMATED(graphic))
5030 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5035 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5038 Feld[x][y] = EL_EXIT_OPENING;
5040 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5043 void CheckExitSP(int x, int y)
5045 if (local_player->gems_still_needed > 0)
5047 int element = Feld[x][y];
5048 int graphic = el2img(element);
5050 if (IS_ANIMATED(graphic))
5051 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5056 Feld[x][y] = EL_SP_EXIT_OPEN;
5058 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5061 static void CloseAllOpenTimegates()
5065 for (y=0; y<lev_fieldy; y++)
5067 for (x=0; x<lev_fieldx; x++)
5069 int element = Feld[x][y];
5071 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5073 Feld[x][y] = EL_TIMEGATE_CLOSING;
5075 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5077 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5084 void EdelsteinFunkeln(int x, int y)
5086 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5089 if (Feld[x][y] == EL_BD_DIAMOND)
5092 if (MovDelay[x][y] == 0) /* next animation frame */
5093 MovDelay[x][y] = 11 * !SimpleRND(500);
5095 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5099 if (setup.direct_draw && MovDelay[x][y])
5100 SetDrawtoField(DRAW_BUFFERED);
5102 DrawLevelElementAnimation(x, y, Feld[x][y]);
5104 if (MovDelay[x][y] != 0)
5106 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5107 10 - MovDelay[x][y]);
5109 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5111 if (setup.direct_draw)
5115 dest_x = FX + SCREENX(x) * TILEX;
5116 dest_y = FY + SCREENY(y) * TILEY;
5118 BlitBitmap(drawto_field, window,
5119 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5120 SetDrawtoField(DRAW_DIRECT);
5126 void MauerWaechst(int x, int y)
5130 if (!MovDelay[x][y]) /* next animation frame */
5131 MovDelay[x][y] = 3 * delay;
5133 if (MovDelay[x][y]) /* wait some time before next frame */
5137 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5139 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5140 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5142 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5145 if (!MovDelay[x][y])
5147 if (MovDir[x][y] == MV_LEFT)
5149 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5150 DrawLevelField(x - 1, y);
5152 else if (MovDir[x][y] == MV_RIGHT)
5154 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5155 DrawLevelField(x + 1, y);
5157 else if (MovDir[x][y] == MV_UP)
5159 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5160 DrawLevelField(x, y - 1);
5164 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5165 DrawLevelField(x, y + 1);
5168 Feld[x][y] = Store[x][y];
5170 MovDir[x][y] = MV_NO_MOVING;
5171 DrawLevelField(x, y);
5176 void MauerAbleger(int ax, int ay)
5178 int element = Feld[ax][ay];
5179 int graphic = el2img(element);
5180 boolean oben_frei = FALSE, unten_frei = FALSE;
5181 boolean links_frei = FALSE, rechts_frei = FALSE;
5182 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5183 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5184 boolean new_wall = FALSE;
5186 if (IS_ANIMATED(graphic))
5187 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5189 if (!MovDelay[ax][ay]) /* start building new wall */
5190 MovDelay[ax][ay] = 6;
5192 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5195 if (MovDelay[ax][ay])
5199 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5201 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5203 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5205 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5208 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5209 element == EL_EXPANDABLE_WALL_ANY)
5213 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5214 Store[ax][ay-1] = element;
5215 MovDir[ax][ay-1] = MV_UP;
5216 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5217 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5218 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5223 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5224 Store[ax][ay+1] = element;
5225 MovDir[ax][ay+1] = MV_DOWN;
5226 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5227 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5228 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5233 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5234 element == EL_EXPANDABLE_WALL_ANY ||
5235 element == EL_EXPANDABLE_WALL)
5239 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5240 Store[ax-1][ay] = element;
5241 MovDir[ax-1][ay] = MV_LEFT;
5242 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5243 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5244 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5250 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5251 Store[ax+1][ay] = element;
5252 MovDir[ax+1][ay] = MV_RIGHT;
5253 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5254 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5255 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5260 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5261 DrawLevelField(ax, ay);
5263 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5265 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5266 unten_massiv = TRUE;
5267 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5268 links_massiv = TRUE;
5269 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5270 rechts_massiv = TRUE;
5272 if (((oben_massiv && unten_massiv) ||
5273 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5274 element == EL_EXPANDABLE_WALL) &&
5275 ((links_massiv && rechts_massiv) ||
5276 element == EL_EXPANDABLE_WALL_VERTICAL))
5277 Feld[ax][ay] = EL_WALL;
5281 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5283 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5287 void CheckForDragon(int x, int y)
5290 boolean dragon_found = FALSE;
5291 static int xy[4][2] =
5303 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5305 if (IN_LEV_FIELD(xx, yy) &&
5306 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5308 if (Feld[xx][yy] == EL_DRAGON)
5309 dragon_found = TRUE;
5322 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5324 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5326 Feld[xx][yy] = EL_EMPTY;
5327 DrawLevelField(xx, yy);
5336 static void InitBuggyBase(int x, int y)
5338 int element = Feld[x][y];
5339 int activating_delay = FRAMES_PER_SECOND / 4;
5342 (element == EL_SP_BUGGY_BASE ?
5343 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5344 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5346 element == EL_SP_BUGGY_BASE_ACTIVE ?
5347 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5350 static void WarnBuggyBase(int x, int y)
5353 static int xy[4][2] =
5363 int xx = x + xy[i][0], yy = y + xy[i][1];
5365 if (IS_PLAYER(xx, yy))
5367 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5374 static void InitTrap(int x, int y)
5376 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5379 static void ActivateTrap(int x, int y)
5381 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5384 static void ChangeActiveTrap(int x, int y)
5386 int graphic = IMG_TRAP_ACTIVE;
5388 /* if new animation frame was drawn, correct crumbled sand border */
5389 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5390 DrawLevelFieldCrumbledSand(x, y);
5393 static void ChangeElementNowExt(int x, int y, int target_element)
5395 /* check if element under player changes from accessible to unaccessible
5396 (needed for special case of dropping element which then changes) */
5397 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5398 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5405 Feld[x][y] = target_element;
5407 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5409 ResetGfxAnimation(x, y);
5410 ResetRandomAnimationValue(x, y);
5412 InitField(x, y, FALSE);
5413 if (CAN_MOVE(Feld[x][y]))
5416 DrawLevelField(x, y);
5418 if (CAN_BE_CRUMBLED(Feld[x][y]))
5419 DrawLevelFieldCrumbledSandNeighbours(x, y);
5421 TestIfBadThingTouchesHero(x, y);
5422 TestIfPlayerTouchesCustomElement(x, y);
5423 TestIfElementTouchesCustomElement(x, y);
5425 if (ELEM_IS_PLAYER(target_element))
5426 RelocatePlayer(x, y, target_element);
5429 static boolean ChangeElementNow(int x, int y, int element, int page)
5431 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5433 /* always use default change event to prevent running into a loop */
5434 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5435 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5437 /* do not change already changed elements with same change event */
5439 if (Changed[x][y] & ChangeEvent[x][y])
5446 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5448 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5450 if (change->explode)
5457 if (change->use_content)
5459 boolean complete_change = TRUE;
5460 boolean can_change[3][3];
5463 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5465 boolean half_destructible;
5466 int ex = x + xx - 1;
5467 int ey = y + yy - 1;
5470 can_change[xx][yy] = TRUE;
5472 if (ex == x && ey == y) /* do not check changing element itself */
5475 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5477 can_change[xx][yy] = FALSE; /* do not change empty borders */
5482 if (!IN_LEV_FIELD(ex, ey))
5484 can_change[xx][yy] = FALSE;
5485 complete_change = FALSE;
5492 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5493 e = MovingOrBlocked2Element(ex, ey);
5495 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5497 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5498 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5499 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5501 can_change[xx][yy] = FALSE;
5502 complete_change = FALSE;
5506 if (!change->only_complete || complete_change)
5508 boolean something_has_changed = FALSE;
5510 if (change->only_complete && change->use_random_change &&
5511 RND(100) < change->random)
5514 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5516 int ex = x + xx - 1;
5517 int ey = y + yy - 1;
5519 if (can_change[xx][yy] && (!change->use_random_change ||
5520 RND(100) < change->random))
5522 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5523 RemoveMovingField(ex, ey);
5525 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5527 something_has_changed = TRUE;
5529 /* for symmetry reasons, freeze newly created border elements */
5530 if (ex != x || ey != y)
5531 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5535 if (something_has_changed)
5536 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5541 ChangeElementNowExt(x, y, change->target_element);
5543 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5549 static void ChangeElement(int x, int y, int page)
5551 int element = MovingOrBlocked2Element(x, y);
5552 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5555 if (!CAN_CHANGE(element))
5558 printf("ChangeElement(): element = %d\n", element);
5559 printf("Explode(): This should never happen!\n");
5564 if (ChangeDelay[x][y] == 0) /* initialize element change */
5566 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5567 RND(change->delay_random * change->delay_frames)) + 1;
5569 ResetGfxAnimation(x, y);
5570 ResetRandomAnimationValue(x, y);
5572 if (change->pre_change_function)
5573 change->pre_change_function(x, y);
5576 ChangeDelay[x][y]--;
5578 if (ChangeDelay[x][y] != 0) /* continue element change */
5580 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5582 if (IS_ANIMATED(graphic))
5583 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5585 if (change->change_function)
5586 change->change_function(x, y);
5588 else /* finish element change */
5590 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5592 ChangeDelay[x][y] = 1; /* try change after next move step */
5597 if (ChangeElementNow(x, y, element, page))
5599 if (change->post_change_function)
5600 change->post_change_function(x, y);
5605 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5606 int trigger_element,
5612 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5615 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5617 int element = EL_CUSTOM_START + i;
5619 boolean change_element = FALSE;
5622 if (!CAN_CHANGE(element) ||
5623 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5626 for (j=0; j < element_info[element].num_change_pages; j++)
5628 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5630 if (change->sides & trigger_side &&
5631 change->trigger_element == trigger_element)
5633 change_element = TRUE;
5640 if (!change_element)
5643 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5646 if (x == lx && y == ly) /* do not change trigger element itself */
5650 if (Feld[x][y] == element)
5652 ChangeDelay[x][y] = 1;
5653 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5654 ChangeElement(x, y, page);
5662 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5665 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5669 static boolean CheckElementSideChange(int x, int y, int element, int side,
5670 int trigger_event, int page)
5672 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5675 if (Feld[x][y] == EL_BLOCKED)
5677 Blocked2Moving(x, y, &x, &y);
5678 element = Feld[x][y];
5682 page = element_info[element].event_page_nr[trigger_event];
5684 if (!(element_info[element].change_page[page].sides & side))
5687 ChangeDelay[x][y] = 1;
5688 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5689 ChangeElement(x, y, page);
5694 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5696 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5699 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5701 static byte stored_player_action[MAX_PLAYERS];
5702 static int num_stored_actions = 0;
5703 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5704 int left = player_action & JOY_LEFT;
5705 int right = player_action & JOY_RIGHT;
5706 int up = player_action & JOY_UP;
5707 int down = player_action & JOY_DOWN;
5708 int button1 = player_action & JOY_BUTTON_1;
5709 int button2 = player_action & JOY_BUTTON_2;
5710 int dx = (left ? -1 : right ? 1 : 0);
5711 int dy = (up ? -1 : down ? 1 : 0);
5713 stored_player_action[player->index_nr] = 0;
5714 num_stored_actions++;
5716 if (!player->active || tape.pausing)
5722 snapped = SnapField(player, dx, dy);
5726 dropped = DropElement(player);
5728 moved = MoveFigure(player, dx, dy);
5731 if (tape.single_step && tape.recording && !tape.pausing)
5733 if (button1 || (dropped && !moved))
5735 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5736 SnapField(player, 0, 0); /* stop snapping */
5740 stored_player_action[player->index_nr] = player_action;
5744 /* no actions for this player (no input at player's configured device) */
5746 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5747 SnapField(player, 0, 0);
5748 CheckGravityMovement(player);
5750 if (player->MovPos == 0)
5751 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5753 if (player->MovPos == 0) /* needed for tape.playing */
5754 player->is_moving = FALSE;
5757 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5759 TapeRecordAction(stored_player_action);
5760 num_stored_actions = 0;
5766 static unsigned long action_delay = 0;
5767 unsigned long action_delay_value;
5768 int magic_wall_x = 0, magic_wall_y = 0;
5769 int i, x, y, element, graphic;
5770 byte *recorded_player_action;
5771 byte summarized_player_action = 0;
5773 if (game_status != GAME_MODE_PLAYING)
5776 action_delay_value =
5777 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5779 if (tape.playing && tape.index_search && !tape.pausing)
5780 action_delay_value = 0;
5782 /* ---------- main game synchronization point ---------- */
5784 WaitUntilDelayReached(&action_delay, action_delay_value);
5786 if (network_playing && !network_player_action_received)
5790 printf("DEBUG: try to get network player actions in time\n");
5794 #if defined(PLATFORM_UNIX)
5795 /* last chance to get network player actions without main loop delay */
5799 if (game_status != GAME_MODE_PLAYING)
5802 if (!network_player_action_received)
5806 printf("DEBUG: failed to get network player actions in time\n");
5816 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5818 for (i=0; i<MAX_PLAYERS; i++)
5820 summarized_player_action |= stored_player[i].action;
5822 if (!network_playing)
5823 stored_player[i].effective_action = stored_player[i].action;
5826 #if defined(PLATFORM_UNIX)
5827 if (network_playing)
5828 SendToServer_MovePlayer(summarized_player_action);
5831 if (!options.network && !setup.team_mode)
5832 local_player->effective_action = summarized_player_action;
5834 for (i=0; i<MAX_PLAYERS; i++)
5836 int actual_player_action = stored_player[i].effective_action;
5838 if (stored_player[i].programmed_action)
5839 actual_player_action = stored_player[i].programmed_action;
5841 if (recorded_player_action)
5842 actual_player_action = recorded_player_action[i];
5844 PlayerActions(&stored_player[i], actual_player_action);
5845 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5848 network_player_action_received = FALSE;
5850 ScrollScreen(NULL, SCROLL_GO_ON);
5856 for (i=0; i<MAX_PLAYERS; i++)
5857 stored_player[i].Frame++;
5861 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5863 for (i=0; i<MAX_PLAYERS; i++)
5865 struct PlayerInfo *player = &stored_player[i];
5869 if (player->active && player->Pushing && player->is_moving &&
5872 ContinueMoving(x, y);
5874 /* continue moving after pushing (this is actually a bug) */
5875 if (!IS_MOVING(x, y))
5884 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5886 Changed[x][y] = CE_BITMASK_DEFAULT;
5887 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5890 if (JustStopped[x][y] > 0)
5891 JustStopped[x][y]--;
5896 /* reset finished pushing action (not done in ContinueMoving() to allow
5897 continous pushing animation for elements with zero push delay) */
5898 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5900 ResetGfxAnimation(x, y);
5901 DrawLevelField(x, y);
5906 if (IS_BLOCKED(x, y))
5910 Blocked2Moving(x, y, &oldx, &oldy);
5911 if (!IS_MOVING(oldx, oldy))
5913 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5914 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5915 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5916 printf("GameActions(): This should never happen!\n");
5922 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5924 element = Feld[x][y];
5926 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5928 graphic = el2img(element);
5934 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5936 element = graphic = 0;
5940 if (graphic_info[graphic].anim_global_sync)
5941 GfxFrame[x][y] = FrameCounter;
5943 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5944 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5945 ResetRandomAnimationValue(x, y);
5947 SetRandomAnimationValue(x, y);
5950 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5953 if (IS_INACTIVE(element))
5955 if (IS_ANIMATED(graphic))
5956 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5962 /* this may take place after moving, so 'element' may have changed */
5963 if (IS_CHANGING(x, y))
5965 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
5966 element = Feld[x][y];
5967 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5971 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5976 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5978 if (element == EL_MOLE)
5979 printf("::: %d, %d, %d [%d]\n",
5980 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5984 if (element == EL_YAMYAM)
5985 printf("::: %d, %d, %d\n",
5986 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5990 if (IS_ANIMATED(graphic) &&
5994 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5997 if (element == EL_MOLE)
5998 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6002 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6003 EdelsteinFunkeln(x, y);
6005 else if ((element == EL_ACID ||
6006 element == EL_EXIT_OPEN ||
6007 element == EL_SP_EXIT_OPEN ||
6008 element == EL_SP_TERMINAL ||
6009 element == EL_SP_TERMINAL_ACTIVE ||
6010 element == EL_EXTRA_TIME ||
6011 element == EL_SHIELD_NORMAL ||
6012 element == EL_SHIELD_DEADLY) &&
6013 IS_ANIMATED(graphic))
6014 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6015 else if (IS_MOVING(x, y))
6016 ContinueMoving(x, y);
6017 else if (IS_ACTIVE_BOMB(element))
6018 CheckDynamite(x, y);
6020 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6021 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6023 else if (element == EL_AMOEBA_GROWING)
6024 AmoebeWaechst(x, y);
6025 else if (element == EL_AMOEBA_SHRINKING)
6026 AmoebaDisappearing(x, y);
6028 #if !USE_NEW_AMOEBA_CODE
6029 else if (IS_AMOEBALIVE(element))
6030 AmoebeAbleger(x, y);
6033 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6035 else if (element == EL_EXIT_CLOSED)
6037 else if (element == EL_SP_EXIT_CLOSED)
6039 else if (element == EL_EXPANDABLE_WALL_GROWING)
6041 else if (element == EL_EXPANDABLE_WALL ||
6042 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6043 element == EL_EXPANDABLE_WALL_VERTICAL ||
6044 element == EL_EXPANDABLE_WALL_ANY)
6046 else if (element == EL_FLAMES)
6047 CheckForDragon(x, y);
6049 else if (IS_AUTO_CHANGING(element))
6050 ChangeElement(x, y);
6052 else if (element == EL_EXPLOSION)
6053 ; /* drawing of correct explosion animation is handled separately */
6054 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6055 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6058 /* this may take place after moving, so 'element' may have changed */
6059 if (IS_AUTO_CHANGING(Feld[x][y]))
6060 ChangeElement(x, y);
6063 if (IS_BELT_ACTIVE(element))
6064 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6066 if (game.magic_wall_active)
6068 int jx = local_player->jx, jy = local_player->jy;
6070 /* play the element sound at the position nearest to the player */
6071 if ((element == EL_MAGIC_WALL_FULL ||
6072 element == EL_MAGIC_WALL_ACTIVE ||
6073 element == EL_MAGIC_WALL_EMPTYING ||
6074 element == EL_BD_MAGIC_WALL_FULL ||
6075 element == EL_BD_MAGIC_WALL_ACTIVE ||
6076 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6077 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6085 #if USE_NEW_AMOEBA_CODE
6086 /* new experimental amoeba growth stuff */
6088 if (!(FrameCounter % 8))
6091 static unsigned long random = 1684108901;
6093 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6096 x = (random >> 10) % lev_fieldx;
6097 y = (random >> 20) % lev_fieldy;
6099 x = RND(lev_fieldx);
6100 y = RND(lev_fieldy);
6102 element = Feld[x][y];
6104 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6105 if (!IS_PLAYER(x,y) &&
6106 (element == EL_EMPTY ||
6107 element == EL_SAND ||
6108 element == EL_QUICKSAND_EMPTY ||
6109 element == EL_ACID_SPLASH_LEFT ||
6110 element == EL_ACID_SPLASH_RIGHT))
6112 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6113 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6114 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6115 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6116 Feld[x][y] = EL_AMOEBA_DROP;
6119 random = random * 129 + 1;
6125 if (game.explosions_delayed)
6128 game.explosions_delayed = FALSE;
6130 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6132 element = Feld[x][y];
6134 if (ExplodeField[x][y])
6135 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6136 else if (element == EL_EXPLOSION)
6137 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6139 ExplodeField[x][y] = EX_NO_EXPLOSION;
6142 game.explosions_delayed = TRUE;
6145 if (game.magic_wall_active)
6147 if (!(game.magic_wall_time_left % 4))
6149 int element = Feld[magic_wall_x][magic_wall_y];
6151 if (element == EL_BD_MAGIC_WALL_FULL ||
6152 element == EL_BD_MAGIC_WALL_ACTIVE ||
6153 element == EL_BD_MAGIC_WALL_EMPTYING)
6154 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6156 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6159 if (game.magic_wall_time_left > 0)
6161 game.magic_wall_time_left--;
6162 if (!game.magic_wall_time_left)
6164 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6166 element = Feld[x][y];
6168 if (element == EL_MAGIC_WALL_ACTIVE ||
6169 element == EL_MAGIC_WALL_FULL)
6171 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6172 DrawLevelField(x, y);
6174 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6175 element == EL_BD_MAGIC_WALL_FULL)
6177 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6178 DrawLevelField(x, y);
6182 game.magic_wall_active = FALSE;
6187 if (game.light_time_left > 0)
6189 game.light_time_left--;
6191 if (game.light_time_left == 0)
6192 RedrawAllLightSwitchesAndInvisibleElements();
6195 if (game.timegate_time_left > 0)
6197 game.timegate_time_left--;
6199 if (game.timegate_time_left == 0)
6200 CloseAllOpenTimegates();
6203 for (i=0; i<MAX_PLAYERS; i++)
6205 struct PlayerInfo *player = &stored_player[i];
6207 if (SHIELD_ON(player))
6209 if (player->shield_deadly_time_left)
6210 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6211 else if (player->shield_normal_time_left)
6212 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6216 if (TimeFrames >= (1000 / GameFrameDelay))
6221 for (i=0; i<MAX_PLAYERS; i++)
6223 struct PlayerInfo *player = &stored_player[i];
6225 if (SHIELD_ON(player))
6227 player->shield_normal_time_left--;
6229 if (player->shield_deadly_time_left > 0)
6230 player->shield_deadly_time_left--;
6234 if (tape.recording || tape.playing)
6235 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6241 if (TimeLeft <= 10 && setup.time_limit)
6242 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6244 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6246 if (!TimeLeft && setup.time_limit)
6247 for (i=0; i<MAX_PLAYERS; i++)
6248 KillHero(&stored_player[i]);
6250 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6251 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6256 if (options.debug) /* calculate frames per second */
6258 static unsigned long fps_counter = 0;
6259 static int fps_frames = 0;
6260 unsigned long fps_delay_ms = Counter() - fps_counter;
6264 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6266 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6269 fps_counter = Counter();
6272 redraw_mask |= REDRAW_FPS;
6276 if (stored_player[0].jx != stored_player[0].last_jx ||
6277 stored_player[0].jy != stored_player[0].last_jy)
6278 printf("::: %d, %d, %d, %d, %d\n",
6279 stored_player[0].MovDir,
6280 stored_player[0].MovPos,
6281 stored_player[0].GfxPos,
6282 stored_player[0].Frame,
6283 stored_player[0].StepFrame);
6290 for (i=0; i<MAX_PLAYERS; i++)
6293 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6295 stored_player[i].Frame += move_frames;
6297 if (stored_player[i].MovPos != 0)
6298 stored_player[i].StepFrame += move_frames;
6303 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6305 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6307 local_player->show_envelope = 0;
6312 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6314 int min_x = x, min_y = y, max_x = x, max_y = y;
6317 for (i=0; i<MAX_PLAYERS; i++)
6319 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6321 if (!stored_player[i].active || &stored_player[i] == player)
6324 min_x = MIN(min_x, jx);
6325 min_y = MIN(min_y, jy);
6326 max_x = MAX(max_x, jx);
6327 max_y = MAX(max_y, jy);
6330 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6333 static boolean AllPlayersInVisibleScreen()
6337 for (i=0; i<MAX_PLAYERS; i++)
6339 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6341 if (!stored_player[i].active)
6344 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6351 void ScrollLevel(int dx, int dy)
6353 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6356 BlitBitmap(drawto_field, drawto_field,
6357 FX + TILEX * (dx == -1) - softscroll_offset,
6358 FY + TILEY * (dy == -1) - softscroll_offset,
6359 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6360 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6361 FX + TILEX * (dx == 1) - softscroll_offset,
6362 FY + TILEY * (dy == 1) - softscroll_offset);
6366 x = (dx == 1 ? BX1 : BX2);
6367 for (y=BY1; y <= BY2; y++)
6368 DrawScreenField(x, y);
6373 y = (dy == 1 ? BY1 : BY2);
6374 for (x=BX1; x <= BX2; x++)
6375 DrawScreenField(x, y);
6378 redraw_mask |= REDRAW_FIELD;
6381 static void CheckGravityMovement(struct PlayerInfo *player)
6383 if (level.gravity && !player->programmed_action)
6385 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6386 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6388 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6389 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6390 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6391 int jx = player->jx, jy = player->jy;
6392 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6393 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6394 int new_jx = jx + dx, new_jy = jy + dy;
6395 boolean field_under_player_is_free =
6396 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6397 boolean player_is_moving_to_valid_field =
6398 (IN_LEV_FIELD(new_jx, new_jy) &&
6399 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6400 Feld[new_jx][new_jy] == EL_SAND));
6401 /* !!! extend EL_SAND to anything diggable !!! */
6403 if (field_under_player_is_free &&
6404 !player_is_moving_to_valid_field &&
6405 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6406 player->programmed_action = MV_DOWN;
6412 -----------------------------------------------------------------------------
6413 dx, dy: direction (non-diagonal) to try to move the player to
6414 real_dx, real_dy: direction as read from input device (can be diagonal)
6417 boolean MoveFigureOneStep(struct PlayerInfo *player,
6418 int dx, int dy, int real_dx, int real_dy)
6420 static int change_sides[4][2] =
6422 /* enter side leave side */
6423 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6424 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6425 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6426 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6428 int move_direction = (dx == -1 ? MV_LEFT :
6429 dx == +1 ? MV_RIGHT :
6431 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6432 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6433 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6434 int jx = player->jx, jy = player->jy;
6435 int new_jx = jx + dx, new_jy = jy + dy;
6439 if (!player->active || (!dx && !dy))
6440 return MF_NO_ACTION;
6442 player->MovDir = (dx < 0 ? MV_LEFT :
6445 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6447 if (!IN_LEV_FIELD(new_jx, new_jy))
6448 return MF_NO_ACTION;
6450 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6451 return MF_NO_ACTION;
6454 element = MovingOrBlocked2Element(new_jx, new_jy);
6456 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6459 if (DONT_RUN_INTO(element))
6461 if (element == EL_ACID && dx == 0 && dy == 1)
6464 Feld[jx][jy] = EL_PLAYER_1;
6465 InitMovingField(jx, jy, MV_DOWN);
6466 Store[jx][jy] = EL_ACID;
6467 ContinueMoving(jx, jy);
6471 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6476 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6477 if (can_move != MF_MOVING)
6480 /* check if DigField() has caused relocation of the player */
6481 if (player->jx != jx || player->jy != jy)
6482 return MF_NO_ACTION;
6484 StorePlayer[jx][jy] = 0;
6485 player->last_jx = jx;
6486 player->last_jy = jy;
6487 player->jx = new_jx;
6488 player->jy = new_jy;
6489 StorePlayer[new_jx][new_jy] = player->element_nr;
6492 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6494 ScrollFigure(player, SCROLL_INIT);
6497 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6499 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6500 CE_OTHER_GETS_LEFT);
6501 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6502 CE_LEFT_BY_PLAYER, -1);
6505 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6507 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6508 enter_side, CE_OTHER_GETS_ENTERED);
6509 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6510 CE_ENTERED_BY_PLAYER, -1);
6517 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6519 int jx = player->jx, jy = player->jy;
6520 int old_jx = jx, old_jy = jy;
6521 int moved = MF_NO_ACTION;
6523 if (!player->active || (!dx && !dy))
6527 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6531 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6532 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6536 /* remove the last programmed player action */
6537 player->programmed_action = 0;
6541 /* should only happen if pre-1.2 tape recordings are played */
6542 /* this is only for backward compatibility */
6544 int original_move_delay_value = player->move_delay_value;
6547 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6551 /* scroll remaining steps with finest movement resolution */
6552 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6554 while (player->MovPos)
6556 ScrollFigure(player, SCROLL_GO_ON);
6557 ScrollScreen(NULL, SCROLL_GO_ON);
6563 player->move_delay_value = original_move_delay_value;
6566 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6568 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6569 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6573 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6574 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6580 if (moved & MF_MOVING && !ScreenMovPos &&
6581 (player == local_player || !options.network))
6583 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6584 int offset = (setup.scroll_delay ? 3 : 0);
6586 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6588 /* actual player has left the screen -- scroll in that direction */
6589 if (jx != old_jx) /* player has moved horizontally */
6590 scroll_x += (jx - old_jx);
6591 else /* player has moved vertically */
6592 scroll_y += (jy - old_jy);
6596 if (jx != old_jx) /* player has moved horizontally */
6598 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6599 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6600 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6602 /* don't scroll over playfield boundaries */
6603 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6604 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6606 /* don't scroll more than one field at a time */
6607 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6609 /* don't scroll against the player's moving direction */
6610 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6611 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6612 scroll_x = old_scroll_x;
6614 else /* player has moved vertically */
6616 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6617 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6618 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6620 /* don't scroll over playfield boundaries */
6621 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6622 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6624 /* don't scroll more than one field at a time */
6625 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6627 /* don't scroll against the player's moving direction */
6628 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6629 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6630 scroll_y = old_scroll_y;
6634 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6636 if (!options.network && !AllPlayersInVisibleScreen())
6638 scroll_x = old_scroll_x;
6639 scroll_y = old_scroll_y;
6643 ScrollScreen(player, SCROLL_INIT);
6644 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6651 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6653 if (!(moved & MF_MOVING) && !player->Pushing)
6658 player->StepFrame = 0;
6660 if (moved & MF_MOVING)
6662 if (old_jx != jx && old_jy == jy)
6663 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6664 else if (old_jx == jx && old_jy != jy)
6665 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6667 DrawLevelField(jx, jy); /* for "crumbled sand" */
6669 player->last_move_dir = player->MovDir;
6670 player->is_moving = TRUE;
6672 player->snapped = FALSE;
6677 CheckGravityMovement(player);
6680 player->last_move_dir = MV_NO_MOVING;
6682 player->is_moving = FALSE;
6685 TestIfHeroTouchesBadThing(jx, jy);
6686 TestIfPlayerTouchesCustomElement(jx, jy);
6688 if (!player->active)
6694 void ScrollFigure(struct PlayerInfo *player, int mode)
6696 int jx = player->jx, jy = player->jy;
6697 int last_jx = player->last_jx, last_jy = player->last_jy;
6698 int move_stepsize = TILEX / player->move_delay_value;
6700 if (!player->active || !player->MovPos)
6703 if (mode == SCROLL_INIT)
6705 player->actual_frame_counter = FrameCounter;
6706 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6708 if (Feld[last_jx][last_jy] == EL_EMPTY)
6709 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6716 else if (!FrameReached(&player->actual_frame_counter, 1))
6719 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6720 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6722 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6723 Feld[last_jx][last_jy] = EL_EMPTY;
6725 /* before DrawPlayer() to draw correct player graphic for this case */
6726 if (player->MovPos == 0)
6727 CheckGravityMovement(player);
6730 DrawPlayer(player); /* needed here only to cleanup last field */
6733 if (player->MovPos == 0) /* player reached destination field */
6735 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6737 /* continue with normal speed after quickly moving through gate */
6738 HALVE_PLAYER_SPEED(player);
6740 /* be able to make the next move without delay */
6741 player->move_delay = 0;
6744 player->last_jx = jx;
6745 player->last_jy = jy;
6747 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6748 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6750 DrawPlayer(player); /* needed here only to cleanup last field */
6753 if (local_player->friends_still_needed == 0 ||
6754 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6755 player->LevelSolved = player->GameOver = TRUE;
6758 if (tape.single_step && tape.recording && !tape.pausing &&
6759 !player->programmed_action)
6760 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6764 void ScrollScreen(struct PlayerInfo *player, int mode)
6766 static unsigned long screen_frame_counter = 0;
6768 if (mode == SCROLL_INIT)
6770 /* set scrolling step size according to actual player's moving speed */
6771 ScrollStepSize = TILEX / player->move_delay_value;
6773 screen_frame_counter = FrameCounter;
6774 ScreenMovDir = player->MovDir;
6775 ScreenMovPos = player->MovPos;
6776 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6779 else if (!FrameReached(&screen_frame_counter, 1))
6784 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6785 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6786 redraw_mask |= REDRAW_FIELD;
6789 ScreenMovDir = MV_NO_MOVING;
6792 void TestIfPlayerTouchesCustomElement(int x, int y)
6795 static boolean check_changing = FALSE;
6797 static int xy[4][2] =
6807 if (check_changing) /* prevent this function from running into a loop */
6810 check_changing = TRUE;
6815 int xx = x + xy[i][0];
6816 int yy = y + xy[i][1];
6818 if (!IN_LEV_FIELD(xx, yy))
6821 if (IS_PLAYER(x, y))
6823 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6824 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6826 else if (IS_PLAYER(xx, yy))
6828 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6829 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6836 check_changing = FALSE;
6840 void TestIfElementTouchesCustomElement(int x, int y)
6843 static boolean check_changing = FALSE;
6845 static int xy[4][2] =
6852 static int change_sides[4][2] =
6854 /* center side border side */
6855 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6856 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6857 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6858 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6860 boolean change_center_element = FALSE;
6861 int center_element_change_page = 0;
6862 int center_element = Feld[x][y];
6866 if (check_changing) /* prevent this function from running into a loop */
6869 check_changing = TRUE;
6874 int xx = x + xy[i][0];
6875 int yy = y + xy[i][1];
6876 int center_side = change_sides[i][0];
6877 int border_side = change_sides[i][1];
6880 if (!IN_LEV_FIELD(xx, yy))
6883 border_element = Feld[xx][yy];
6885 /* check for change of center element (but change it only once) */
6886 if (IS_CUSTOM_ELEMENT(center_element) &&
6887 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6888 !change_center_element)
6890 for (j=0; j < element_info[center_element].num_change_pages; j++)
6892 struct ElementChangeInfo *change =
6893 &element_info[center_element].change_page[j];
6895 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6896 change->sides & border_side &&
6897 change->trigger_element == border_element)
6899 change_center_element = TRUE;
6900 center_element_change_page = j;
6907 /* check for change of border element */
6908 if (IS_CUSTOM_ELEMENT(border_element) &&
6909 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6911 for (j=0; j < element_info[border_element].num_change_pages; j++)
6913 struct ElementChangeInfo *change =
6914 &element_info[border_element].change_page[j];
6916 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6917 change->sides & center_side &&
6918 change->trigger_element == center_element)
6920 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
6921 CE_OTHER_IS_TOUCHING, j);
6928 if (change_center_element)
6929 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
6930 CE_OTHER_IS_TOUCHING, center_element_change_page);
6933 check_changing = FALSE;
6937 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6939 int i, kill_x = -1, kill_y = -1;
6940 static int test_xy[4][2] =
6947 static int test_dir[4] =
6957 int test_x, test_y, test_move_dir, test_element;
6959 test_x = good_x + test_xy[i][0];
6960 test_y = good_y + test_xy[i][1];
6961 if (!IN_LEV_FIELD(test_x, test_y))
6965 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6968 test_element = Feld[test_x][test_y];
6970 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6973 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6974 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6976 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6977 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6985 if (kill_x != -1 || kill_y != -1)
6987 if (IS_PLAYER(good_x, good_y))
6989 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6991 if (player->shield_deadly_time_left > 0)
6992 Bang(kill_x, kill_y);
6993 else if (!PLAYER_PROTECTED(good_x, good_y))
6997 Bang(good_x, good_y);
7001 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7003 int i, kill_x = -1, kill_y = -1;
7004 int bad_element = Feld[bad_x][bad_y];
7005 static int test_xy[4][2] =
7012 static int test_dir[4] =
7020 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7025 int test_x, test_y, test_move_dir, test_element;
7027 test_x = bad_x + test_xy[i][0];
7028 test_y = bad_y + test_xy[i][1];
7029 if (!IN_LEV_FIELD(test_x, test_y))
7033 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7035 test_element = Feld[test_x][test_y];
7037 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7038 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7040 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7041 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7043 /* good thing is player or penguin that does not move away */
7044 if (IS_PLAYER(test_x, test_y))
7046 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7048 if (bad_element == EL_ROBOT && player->is_moving)
7049 continue; /* robot does not kill player if he is moving */
7055 else if (test_element == EL_PENGUIN)
7064 if (kill_x != -1 || kill_y != -1)
7066 if (IS_PLAYER(kill_x, kill_y))
7068 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7071 int dir = player->MovDir;
7072 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7073 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7075 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7076 newx != bad_x && newy != bad_y)
7077 ; /* robot does not kill player if he is moving */
7079 printf("-> %d\n", player->MovDir);
7081 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7082 newx != bad_x && newy != bad_y)
7083 ; /* robot does not kill player if he is moving */
7088 if (player->shield_deadly_time_left > 0)
7090 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7094 Bang(kill_x, kill_y);
7098 void TestIfHeroTouchesBadThing(int x, int y)
7100 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7103 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7105 TestIfGoodThingHitsBadThing(x, y, move_dir);
7108 void TestIfBadThingTouchesHero(int x, int y)
7110 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7113 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7115 TestIfBadThingHitsGoodThing(x, y, move_dir);
7118 void TestIfFriendTouchesBadThing(int x, int y)
7120 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7123 void TestIfBadThingTouchesFriend(int x, int y)
7125 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7128 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7130 int i, kill_x = bad_x, kill_y = bad_y;
7131 static int xy[4][2] =
7143 x = bad_x + xy[i][0];
7144 y = bad_y + xy[i][1];
7145 if (!IN_LEV_FIELD(x, y))
7148 element = Feld[x][y];
7149 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7150 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7158 if (kill_x != bad_x || kill_y != bad_y)
7162 void KillHero(struct PlayerInfo *player)
7164 int jx = player->jx, jy = player->jy;
7166 if (!player->active)
7169 /* remove accessible field at the player's position */
7170 Feld[jx][jy] = EL_EMPTY;
7172 /* deactivate shield (else Bang()/Explode() would not work right) */
7173 player->shield_normal_time_left = 0;
7174 player->shield_deadly_time_left = 0;
7180 static void KillHeroUnlessProtected(int x, int y)
7182 if (!PLAYER_PROTECTED(x, y))
7183 KillHero(PLAYERINFO(x, y));
7186 void BuryHero(struct PlayerInfo *player)
7188 int jx = player->jx, jy = player->jy;
7190 if (!player->active)
7194 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7196 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7198 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7200 player->GameOver = TRUE;
7204 void RemoveHero(struct PlayerInfo *player)
7206 int jx = player->jx, jy = player->jy;
7207 int i, found = FALSE;
7209 player->present = FALSE;
7210 player->active = FALSE;
7212 if (!ExplodeField[jx][jy])
7213 StorePlayer[jx][jy] = 0;
7215 for (i=0; i<MAX_PLAYERS; i++)
7216 if (stored_player[i].active)
7220 AllPlayersGone = TRUE;
7227 =============================================================================
7228 checkDiagonalPushing()
7229 -----------------------------------------------------------------------------
7230 check if diagonal input device direction results in pushing of object
7231 (by checking if the alternative direction is walkable, diggable, ...)
7232 =============================================================================
7235 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7236 int x, int y, int real_dx, int real_dy)
7238 int jx, jy, dx, dy, xx, yy;
7240 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7243 /* diagonal direction: check alternative direction */
7248 xx = jx + (dx == 0 ? real_dx : 0);
7249 yy = jy + (dy == 0 ? real_dy : 0);
7251 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7255 =============================================================================
7257 -----------------------------------------------------------------------------
7258 x, y: field next to player (non-diagonal) to try to dig to
7259 real_dx, real_dy: direction as read from input device (can be diagonal)
7260 =============================================================================
7263 int DigField(struct PlayerInfo *player,
7264 int x, int y, int real_dx, int real_dy, int mode)
7267 static int change_sides[4][2] =
7269 /* enter side leave side */
7270 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
7271 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
7272 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
7273 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
7276 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7277 int jx = player->jx, jy = player->jy;
7278 int dx = x - jx, dy = y - jy;
7279 int nextx = x + dx, nexty = y + dy;
7280 int move_direction = (dx == -1 ? MV_LEFT :
7281 dx == +1 ? MV_RIGHT :
7283 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7285 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
7286 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
7290 if (player->MovPos == 0)
7292 player->is_digging = FALSE;
7293 player->is_collecting = FALSE;
7296 if (player->MovPos == 0) /* last pushing move finished */
7297 player->Pushing = FALSE;
7299 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7301 player->Switching = FALSE;
7302 player->push_delay = 0;
7304 return MF_NO_ACTION;
7307 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7308 return MF_NO_ACTION;
7311 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7313 if (IS_TUBE(Feld[jx][jy]) ||
7314 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7318 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7319 int tube_leave_directions[][2] =
7321 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7322 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7323 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7324 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7325 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7326 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7327 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7328 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7329 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7330 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7331 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7332 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7335 while (tube_leave_directions[i][0] != tube_element)
7338 if (tube_leave_directions[i][0] == -1) /* should not happen */
7342 if (!(tube_leave_directions[i][1] & move_direction))
7343 return MF_NO_ACTION; /* tube has no opening in this direction */
7346 element = Feld[x][y];
7348 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7349 game.engine_version >= VERSION_IDENT(2,2,0))
7350 return MF_NO_ACTION;
7354 case EL_ROBOT_WHEEL:
7355 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7358 DrawLevelField(x, y);
7359 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7363 case EL_SP_TERMINAL:
7367 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7369 for (yy=0; yy<lev_fieldy; yy++)
7371 for (xx=0; xx<lev_fieldx; xx++)
7373 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7375 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7376 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7384 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7385 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7386 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7387 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7388 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7389 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7390 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7391 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7392 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7393 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7394 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7395 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7396 if (!player->Switching)
7398 player->Switching = TRUE;
7399 ToggleBeltSwitch(x, y);
7400 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7405 case EL_SWITCHGATE_SWITCH_UP:
7406 case EL_SWITCHGATE_SWITCH_DOWN:
7407 if (!player->Switching)
7409 player->Switching = TRUE;
7410 ToggleSwitchgateSwitch(x, y);
7411 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7416 case EL_LIGHT_SWITCH:
7417 case EL_LIGHT_SWITCH_ACTIVE:
7418 if (!player->Switching)
7420 player->Switching = TRUE;
7421 ToggleLightSwitch(x, y);
7422 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7423 SND_LIGHT_SWITCH_ACTIVATING :
7424 SND_LIGHT_SWITCH_DEACTIVATING);
7429 case EL_TIMEGATE_SWITCH:
7430 ActivateTimegateSwitch(x, y);
7431 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7436 case EL_BALLOON_SWITCH_LEFT:
7437 case EL_BALLOON_SWITCH_RIGHT:
7438 case EL_BALLOON_SWITCH_UP:
7439 case EL_BALLOON_SWITCH_DOWN:
7440 case EL_BALLOON_SWITCH_ANY:
7441 if (element == EL_BALLOON_SWITCH_ANY)
7442 game.balloon_dir = move_direction;
7444 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7445 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7446 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7447 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7449 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7454 case EL_SP_PORT_LEFT:
7455 case EL_SP_PORT_RIGHT:
7457 case EL_SP_PORT_DOWN:
7458 case EL_SP_PORT_HORIZONTAL:
7459 case EL_SP_PORT_VERTICAL:
7460 case EL_SP_PORT_ANY:
7461 case EL_SP_GRAVITY_PORT_LEFT:
7462 case EL_SP_GRAVITY_PORT_RIGHT:
7463 case EL_SP_GRAVITY_PORT_UP:
7464 case EL_SP_GRAVITY_PORT_DOWN:
7466 element != EL_SP_PORT_LEFT &&
7467 element != EL_SP_GRAVITY_PORT_LEFT &&
7468 element != EL_SP_PORT_HORIZONTAL &&
7469 element != EL_SP_PORT_ANY) ||
7471 element != EL_SP_PORT_RIGHT &&
7472 element != EL_SP_GRAVITY_PORT_RIGHT &&
7473 element != EL_SP_PORT_HORIZONTAL &&
7474 element != EL_SP_PORT_ANY) ||
7476 element != EL_SP_PORT_UP &&
7477 element != EL_SP_GRAVITY_PORT_UP &&
7478 element != EL_SP_PORT_VERTICAL &&
7479 element != EL_SP_PORT_ANY) ||
7481 element != EL_SP_PORT_DOWN &&
7482 element != EL_SP_GRAVITY_PORT_DOWN &&
7483 element != EL_SP_PORT_VERTICAL &&
7484 element != EL_SP_PORT_ANY) ||
7485 !IN_LEV_FIELD(nextx, nexty) ||
7486 !IS_FREE(nextx, nexty))
7487 return MF_NO_ACTION;
7489 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7490 element == EL_SP_GRAVITY_PORT_RIGHT ||
7491 element == EL_SP_GRAVITY_PORT_UP ||
7492 element == EL_SP_GRAVITY_PORT_DOWN)
7493 level.gravity = !level.gravity;
7495 /* automatically move to the next field with double speed */
7496 player->programmed_action = move_direction;
7497 DOUBLE_PLAYER_SPEED(player);
7499 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7503 case EL_TUBE_VERTICAL:
7504 case EL_TUBE_HORIZONTAL:
7505 case EL_TUBE_VERTICAL_LEFT:
7506 case EL_TUBE_VERTICAL_RIGHT:
7507 case EL_TUBE_HORIZONTAL_UP:
7508 case EL_TUBE_HORIZONTAL_DOWN:
7509 case EL_TUBE_LEFT_UP:
7510 case EL_TUBE_LEFT_DOWN:
7511 case EL_TUBE_RIGHT_UP:
7512 case EL_TUBE_RIGHT_DOWN:
7515 int tube_enter_directions[][2] =
7517 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7518 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7519 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7520 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7521 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7522 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7523 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7524 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7525 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7526 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7527 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7528 { -1, MV_NO_MOVING }
7531 while (tube_enter_directions[i][0] != element)
7534 if (tube_enter_directions[i][0] == -1) /* should not happen */
7538 if (!(tube_enter_directions[i][1] & move_direction))
7539 return MF_NO_ACTION; /* tube has no opening in this direction */
7541 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7546 Feld[x][y] = EL_LAMP_ACTIVE;
7547 local_player->lights_still_needed--;
7548 DrawLevelField(x, y);
7549 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7553 case EL_TIME_ORB_FULL:
7554 Feld[x][y] = EL_TIME_ORB_EMPTY;
7556 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7557 DrawLevelField(x, y);
7558 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7564 if (IS_WALKABLE(element))
7566 int sound_action = ACTION_WALKING;
7568 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7570 if (!player->key[element - EL_GATE_1])
7571 return MF_NO_ACTION;
7573 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7575 if (!player->key[element - EL_GATE_1_GRAY])
7576 return MF_NO_ACTION;
7578 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7580 sound_action = ACTION_PASSING; /* player is passing exit */
7582 else if (element == EL_EMPTY)
7584 sound_action = ACTION_MOVING; /* nothing to walk on */
7587 /* play sound from background or player, whatever is available */
7588 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7589 PlaySoundLevelElementAction(x, y, element, sound_action);
7591 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7595 else if (IS_PASSABLE(element))
7597 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7598 return MF_NO_ACTION;
7600 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7602 if (!player->key[element - EL_EM_GATE_1])
7603 return MF_NO_ACTION;
7605 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7607 if (!player->key[element - EL_EM_GATE_1_GRAY])
7608 return MF_NO_ACTION;
7611 /* automatically move to the next field with double speed */
7612 player->programmed_action = move_direction;
7613 DOUBLE_PLAYER_SPEED(player);
7615 PlaySoundLevelAction(x, y, ACTION_PASSING);
7619 else if (IS_DIGGABLE(element))
7623 if (mode != DF_SNAP)
7626 GfxElement[x][y] = GFX_ELEMENT(element);
7629 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7631 player->is_digging = TRUE;
7634 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7636 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7638 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7642 else if (IS_COLLECTIBLE(element))
7646 if (mode != DF_SNAP)
7648 GfxElement[x][y] = element;
7649 player->is_collecting = TRUE;
7652 if (element == EL_SPEED_PILL)
7653 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7654 else if (element == EL_EXTRA_TIME && level.time > 0)
7657 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7659 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7661 player->shield_normal_time_left += 10;
7662 if (element == EL_SHIELD_DEADLY)
7663 player->shield_deadly_time_left += 10;
7665 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7667 if (player->inventory_size < MAX_INVENTORY_SIZE)
7668 player->inventory_element[player->inventory_size++] = element;
7670 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7672 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7673 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7675 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7677 player->dynabomb_count++;
7678 player->dynabombs_left++;
7680 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7682 player->dynabomb_size++;
7684 else if (element == EL_DYNABOMB_INCREASE_POWER)
7686 player->dynabomb_xl = TRUE;
7688 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7689 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7691 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7692 element - EL_KEY_1 : element - EL_EM_KEY_1);
7694 player->key[key_nr] = TRUE;
7696 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7697 el2edimg(EL_KEY_1 + key_nr));
7698 redraw_mask |= REDRAW_DOOR_1;
7700 else if (IS_ENVELOPE(element))
7703 player->show_envelope = element;
7705 ShowEnvelope(element - EL_ENVELOPE_1);
7708 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7712 for (i=0; i < element_info[element].collect_count; i++)
7713 if (player->inventory_size < MAX_INVENTORY_SIZE)
7714 player->inventory_element[player->inventory_size++] = element;
7716 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7717 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7719 else if (element_info[element].collect_count > 0)
7721 local_player->gems_still_needed -=
7722 element_info[element].collect_count;
7723 if (local_player->gems_still_needed < 0)
7724 local_player->gems_still_needed = 0;
7726 DrawText(DX_EMERALDS, DY_EMERALDS,
7727 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7730 RaiseScoreElement(element);
7731 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7733 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7735 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7739 else if (IS_PUSHABLE(element))
7741 if (mode == DF_SNAP && element != EL_BD_ROCK)
7742 return MF_NO_ACTION;
7744 if (CAN_FALL(element) && dy)
7745 return MF_NO_ACTION;
7747 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7748 !(element == EL_SPRING && use_spring_bug))
7749 return MF_NO_ACTION;
7751 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7752 return MF_NO_ACTION;
7754 if (!player->Pushing &&
7755 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7756 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7758 player->Pushing = TRUE;
7760 if (!(IN_LEV_FIELD(nextx, nexty) &&
7761 (IS_FREE(nextx, nexty) ||
7762 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7763 IS_SB_ELEMENT(element)))))
7764 return MF_NO_ACTION;
7766 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7767 return MF_NO_ACTION;
7769 if (player->push_delay == 0) /* new pushing; restart delay */
7770 player->push_delay = FrameCounter;
7772 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7773 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7774 element != EL_SPRING && element != EL_BALLOON)
7775 return MF_NO_ACTION;
7777 if (IS_SB_ELEMENT(element))
7779 if (element == EL_SOKOBAN_FIELD_FULL)
7781 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7782 local_player->sokobanfields_still_needed++;
7785 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7787 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7788 local_player->sokobanfields_still_needed--;
7791 Feld[x][y] = EL_SOKOBAN_OBJECT;
7793 if (Back[x][y] == Back[nextx][nexty])
7794 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7795 else if (Back[x][y] != 0)
7796 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7799 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7802 if (local_player->sokobanfields_still_needed == 0 &&
7803 game.emulation == EMU_SOKOBAN)
7805 player->LevelSolved = player->GameOver = TRUE;
7806 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7810 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7812 InitMovingField(x, y, move_direction);
7813 GfxAction[x][y] = ACTION_PUSHING;
7815 if (mode == DF_SNAP)
7816 ContinueMoving(x, y);
7818 MovPos[x][y] = (dx != 0 ? dx : dy);
7820 Pushed[x][y] = TRUE;
7821 Pushed[nextx][nexty] = TRUE;
7823 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7824 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7826 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7827 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7833 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7834 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7837 return MF_NO_ACTION;
7840 player->push_delay = 0;
7842 if (Feld[x][y] != element) /* really digged/collected something */
7843 player->is_collecting = !player->is_digging;
7846 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
7848 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7849 CE_OTHER_GETS_LEFT);
7850 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7851 CE_LEFT_BY_PLAYER, -1);
7854 if (IS_CUSTOM_ELEMENT(Feld[x][y]))
7856 CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side,
7857 CE_OTHER_GETS_ENTERED);
7858 CheckElementSideChange(x, y, Feld[x][y], enter_side,
7859 CE_ENTERED_BY_PLAYER, -1);
7866 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7868 int jx = player->jx, jy = player->jy;
7869 int x = jx + dx, y = jy + dy;
7870 int snap_direction = (dx == -1 ? MV_LEFT :
7871 dx == +1 ? MV_RIGHT :
7873 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7875 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7878 if (!player->active || !IN_LEV_FIELD(x, y))
7886 if (player->MovPos == 0)
7887 player->Pushing = FALSE;
7889 player->snapped = FALSE;
7891 if (player->MovPos == 0)
7893 player->is_digging = FALSE;
7894 player->is_collecting = FALSE;
7896 player->is_moving = FALSE;
7901 printf("::: trying to snap...\n");
7907 if (player->snapped)
7910 player->MovDir = snap_direction;
7913 player->is_digging = FALSE;
7914 player->is_collecting = FALSE;
7916 player->is_moving = FALSE;
7920 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7923 player->snapped = TRUE;
7925 player->is_digging = FALSE;
7926 player->is_collecting = FALSE;
7928 player->is_moving = FALSE;
7932 DrawLevelField(x, y);
7938 boolean DropElement(struct PlayerInfo *player)
7940 int jx = player->jx, jy = player->jy;
7943 if (!player->active || player->MovPos)
7946 old_element = Feld[jx][jy];
7948 /* check if player has anything that can be dropped */
7949 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7952 /* check if anything can be dropped at the current position */
7953 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7956 /* collected custom elements can only be dropped on empty fields */
7957 if (player->inventory_size > 0 &&
7958 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7959 && old_element != EL_EMPTY)
7962 if (old_element != EL_EMPTY)
7963 Back[jx][jy] = old_element; /* store old element on this field */
7965 MovDelay[jx][jy] = 96;
7967 ResetGfxAnimation(jx, jy);
7968 ResetRandomAnimationValue(jx, jy);
7970 if (player->inventory_size > 0)
7972 int new_element = player->inventory_element[--player->inventory_size];
7975 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7976 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7979 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7980 EL_DYNAMITE_ACTIVE);
7983 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7984 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7986 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7987 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7989 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7991 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7992 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7994 TestIfElementTouchesCustomElement(jx, jy);
7996 else /* player is dropping a dyna bomb */
7998 player->dynabombs_left--;
8001 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8003 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8004 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8006 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8012 /* ------------------------------------------------------------------------- */
8013 /* game sound playing functions */
8014 /* ------------------------------------------------------------------------- */
8016 static int *loop_sound_frame = NULL;
8017 static int *loop_sound_volume = NULL;
8019 void InitPlaySoundLevel()
8021 int num_sounds = getSoundListSize();
8023 if (loop_sound_frame != NULL)
8024 free(loop_sound_frame);
8026 if (loop_sound_volume != NULL)
8027 free(loop_sound_volume);
8029 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8030 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8033 static void PlaySoundLevel(int x, int y, int nr)
8035 int sx = SCREENX(x), sy = SCREENY(y);
8036 int volume, stereo_position;
8037 int max_distance = 8;
8038 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8040 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8041 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8044 if (!IN_LEV_FIELD(x, y) ||
8045 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8046 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8049 volume = SOUND_MAX_VOLUME;
8051 if (!IN_SCR_FIELD(sx, sy))
8053 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8054 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8056 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8059 stereo_position = (SOUND_MAX_LEFT +
8060 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8061 (SCR_FIELDX + 2 * max_distance));
8063 if (IS_LOOP_SOUND(nr))
8065 /* This assures that quieter loop sounds do not overwrite louder ones,
8066 while restarting sound volume comparison with each new game frame. */
8068 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8071 loop_sound_volume[nr] = volume;
8072 loop_sound_frame[nr] = FrameCounter;
8075 PlaySoundExt(nr, volume, stereo_position, type);
8078 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8080 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8081 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8082 y < LEVELY(BY1) ? LEVELY(BY1) :
8083 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8087 static void PlaySoundLevelAction(int x, int y, int action)
8089 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8092 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8094 int sound_effect = element_info[element].sound[action];
8096 if (sound_effect != SND_UNDEFINED)
8097 PlaySoundLevel(x, y, sound_effect);
8100 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8102 int sound_effect = element_info[Feld[x][y]].sound[action];
8104 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8105 PlaySoundLevel(x, y, sound_effect);
8108 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8110 int sound_effect = element_info[Feld[x][y]].sound[action];
8112 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8113 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8116 void RaiseScore(int value)
8118 local_player->score += value;
8119 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8122 void RaiseScoreElement(int element)
8128 case EL_EMERALD_YELLOW:
8129 case EL_EMERALD_RED:
8130 case EL_EMERALD_PURPLE:
8131 case EL_SP_INFOTRON:
8132 RaiseScore(level.score[SC_EMERALD]);
8135 RaiseScore(level.score[SC_DIAMOND]);
8138 RaiseScore(level.score[SC_CRYSTAL]);
8141 RaiseScore(level.score[SC_PEARL]);
8144 case EL_BD_BUTTERFLY:
8145 case EL_SP_ELECTRON:
8146 RaiseScore(level.score[SC_BUG]);
8150 case EL_SP_SNIKSNAK:
8151 RaiseScore(level.score[SC_SPACESHIP]);
8154 case EL_DARK_YAMYAM:
8155 RaiseScore(level.score[SC_YAMYAM]);
8158 RaiseScore(level.score[SC_ROBOT]);
8161 RaiseScore(level.score[SC_PACMAN]);
8164 RaiseScore(level.score[SC_NUT]);
8167 case EL_SP_DISK_RED:
8168 case EL_DYNABOMB_INCREASE_NUMBER:
8169 case EL_DYNABOMB_INCREASE_SIZE:
8170 case EL_DYNABOMB_INCREASE_POWER:
8171 RaiseScore(level.score[SC_DYNAMITE]);
8173 case EL_SHIELD_NORMAL:
8174 case EL_SHIELD_DEADLY:
8175 RaiseScore(level.score[SC_SHIELD]);
8178 RaiseScore(level.score[SC_TIME_BONUS]);
8184 RaiseScore(level.score[SC_KEY]);
8187 RaiseScore(element_info[element].collect_score);
8192 void RequestQuitGame(boolean ask_if_really_quit)
8194 if (AllPlayersGone ||
8195 !ask_if_really_quit ||
8196 level_editor_test_game ||
8197 Request("Do you really want to quit the game ?",
8198 REQ_ASK | REQ_STAY_CLOSED))
8200 #if defined(PLATFORM_UNIX)
8201 if (options.network)
8202 SendToServer_StopPlaying();
8206 game_status = GAME_MODE_MAIN;
8212 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8217 /* ---------- new game button stuff ---------------------------------------- */
8219 /* graphic position values for game buttons */
8220 #define GAME_BUTTON_XSIZE 30
8221 #define GAME_BUTTON_YSIZE 30
8222 #define GAME_BUTTON_XPOS 5
8223 #define GAME_BUTTON_YPOS 215
8224 #define SOUND_BUTTON_XPOS 5
8225 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8227 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8228 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8229 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8230 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8231 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8232 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8239 } gamebutton_info[NUM_GAME_BUTTONS] =
8242 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8247 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8252 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8257 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8258 SOUND_CTRL_ID_MUSIC,
8259 "background music on/off"
8262 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8263 SOUND_CTRL_ID_LOOPS,
8264 "sound loops on/off"
8267 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8268 SOUND_CTRL_ID_SIMPLE,
8269 "normal sounds on/off"
8273 void CreateGameButtons()
8277 for (i=0; i<NUM_GAME_BUTTONS; i++)
8279 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8280 struct GadgetInfo *gi;
8283 unsigned long event_mask;
8284 int gd_xoffset, gd_yoffset;
8285 int gd_x1, gd_x2, gd_y1, gd_y2;
8288 gd_xoffset = gamebutton_info[i].x;
8289 gd_yoffset = gamebutton_info[i].y;
8290 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8291 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8293 if (id == GAME_CTRL_ID_STOP ||
8294 id == GAME_CTRL_ID_PAUSE ||
8295 id == GAME_CTRL_ID_PLAY)
8297 button_type = GD_TYPE_NORMAL_BUTTON;
8299 event_mask = GD_EVENT_RELEASED;
8300 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8301 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8305 button_type = GD_TYPE_CHECK_BUTTON;
8307 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8308 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8309 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8310 event_mask = GD_EVENT_PRESSED;
8311 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8312 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8315 gi = CreateGadget(GDI_CUSTOM_ID, id,
8316 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8317 GDI_X, DX + gd_xoffset,
8318 GDI_Y, DY + gd_yoffset,
8319 GDI_WIDTH, GAME_BUTTON_XSIZE,
8320 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8321 GDI_TYPE, button_type,
8322 GDI_STATE, GD_BUTTON_UNPRESSED,
8323 GDI_CHECKED, checked,
8324 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8325 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8326 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8327 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8328 GDI_EVENT_MASK, event_mask,
8329 GDI_CALLBACK_ACTION, HandleGameButtons,
8333 Error(ERR_EXIT, "cannot create gadget");
8335 game_gadget[id] = gi;
8339 void FreeGameButtons()
8343 for (i=0; i<NUM_GAME_BUTTONS; i++)
8344 FreeGadget(game_gadget[i]);
8347 static void MapGameButtons()
8351 for (i=0; i<NUM_GAME_BUTTONS; i++)
8352 MapGadget(game_gadget[i]);
8355 void UnmapGameButtons()
8359 for (i=0; i<NUM_GAME_BUTTONS; i++)
8360 UnmapGadget(game_gadget[i]);
8363 static void HandleGameButtons(struct GadgetInfo *gi)
8365 int id = gi->custom_id;
8367 if (game_status != GAME_MODE_PLAYING)
8372 case GAME_CTRL_ID_STOP:
8373 RequestQuitGame(TRUE);
8376 case GAME_CTRL_ID_PAUSE:
8377 if (options.network)
8379 #if defined(PLATFORM_UNIX)
8381 SendToServer_ContinuePlaying();
8383 SendToServer_PausePlaying();
8387 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8390 case GAME_CTRL_ID_PLAY:
8393 #if defined(PLATFORM_UNIX)
8394 if (options.network)
8395 SendToServer_ContinuePlaying();
8399 tape.pausing = FALSE;
8400 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8405 case SOUND_CTRL_ID_MUSIC:
8406 if (setup.sound_music)
8408 setup.sound_music = FALSE;
8411 else if (audio.music_available)
8413 setup.sound = setup.sound_music = TRUE;
8415 SetAudioMode(setup.sound);
8416 PlayMusic(level_nr);
8420 case SOUND_CTRL_ID_LOOPS:
8421 if (setup.sound_loops)
8422 setup.sound_loops = FALSE;
8423 else if (audio.loops_available)
8425 setup.sound = setup.sound_loops = TRUE;
8426 SetAudioMode(setup.sound);
8430 case SOUND_CTRL_ID_SIMPLE:
8431 if (setup.sound_simple)
8432 setup.sound_simple = FALSE;
8433 else if (audio.sound_available)
8435 setup.sound = setup.sound_simple = TRUE;
8436 SetAudioMode(setup.sound);