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);
662 Feld[x][y] = EL_EMPTY;
665 case EL_EM_KEY_1_FILE:
666 Feld[x][y] = EL_EM_KEY_1;
668 case EL_EM_KEY_2_FILE:
669 Feld[x][y] = EL_EM_KEY_2;
671 case EL_EM_KEY_3_FILE:
672 Feld[x][y] = EL_EM_KEY_3;
674 case EL_EM_KEY_4_FILE:
675 Feld[x][y] = EL_EM_KEY_4;
678 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
679 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
680 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
681 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
682 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
683 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
684 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
685 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
686 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
687 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
688 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
689 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
692 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
693 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
694 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
696 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
698 game.belt_dir[belt_nr] = belt_dir;
699 game.belt_dir_nr[belt_nr] = belt_dir_nr;
701 else /* more than one switch -- set it like the first switch */
703 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
708 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
710 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
713 case EL_LIGHT_SWITCH_ACTIVE:
715 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
719 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
725 void DrawGameDoorValues()
729 for (i=0; i<MAX_PLAYERS; i++)
731 if (stored_player[i].key[j])
732 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
733 el2edimg(EL_KEY_1 + j));
735 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
736 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
737 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
738 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
739 DrawText(DX + XX_SCORE, DY + YY_SCORE,
740 int2str(local_player->score, 5), FONT_TEXT_2);
741 DrawText(DX + XX_TIME, DY + YY_TIME,
742 int2str(TimeLeft, 3), FONT_TEXT_2);
747 =============================================================================
749 -----------------------------------------------------------------------------
750 initialize game engine due to level / tape version number
751 =============================================================================
754 static void InitGameEngine()
758 /* set game engine from tape file when re-playing, else from level file */
759 game.engine_version = (tape.playing ? tape.engine_version :
762 /* dynamically adjust element properties according to game engine version */
763 InitElementPropertiesEngine(game.engine_version);
766 printf("level %d: level version == %06d\n", level_nr, level.game_version);
767 printf(" tape version == %06d [%s] [file: %06d]\n",
768 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
770 printf(" => game.engine_version == %06d\n", game.engine_version);
773 /* ---------- initialize player's initial move delay --------------------- */
775 /* dynamically adjust player properties according to game engine version */
776 game.initial_move_delay =
777 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
778 INITIAL_MOVE_DELAY_OFF);
780 /* dynamically adjust player properties according to level information */
781 game.initial_move_delay_value =
782 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
784 /* ---------- initialize changing elements ------------------------------- */
786 /* initialize changing elements information */
787 for (i=0; i < MAX_NUM_ELEMENTS; i++)
789 struct ElementInfo *ei = &element_info[i];
791 /* this pointer might have been changed in the level editor */
792 ei->change = &ei->change_page[0];
794 if (!IS_CUSTOM_ELEMENT(i))
796 ei->change->target_element = EL_EMPTY_SPACE;
797 ei->change->delay_fixed = 0;
798 ei->change->delay_random = 0;
799 ei->change->delay_frames = 1;
802 ei->change_events = CE_BITMASK_DEFAULT;
803 for (j=0; j < NUM_CHANGE_EVENTS; j++)
805 ei->event_page_num[j] = 0;
806 ei->event_page[j] = &ei->change_page[0];
810 /* add changing elements from pre-defined list */
811 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
813 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
814 struct ElementInfo *ei = &element_info[ch_delay->element];
816 ei->change->target_element = ch_delay->target_element;
817 ei->change->delay_fixed = ch_delay->change_delay;
819 ei->change->pre_change_function = ch_delay->pre_change_function;
820 ei->change->change_function = ch_delay->change_function;
821 ei->change->post_change_function = ch_delay->post_change_function;
823 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
827 /* add change events from custom element configuration */
828 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
830 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
832 for (j=0; j < ei->num_change_pages; j++)
834 if (!ei->change_page[j].can_change)
837 for (k=0; k < NUM_CHANGE_EVENTS; k++)
839 /* only add event page for the first page found with this event */
840 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
841 !(ei->change_events & CH_EVENT_BIT(k)))
843 ei->change_events |= CH_EVENT_BIT(k);
844 ei->event_page_num[k] = j;
845 ei->event_page[k] = &ei->change_page[j];
853 /* add change events from custom element configuration */
854 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
856 int element = EL_CUSTOM_START + i;
858 /* only add custom elements that change after fixed/random frame delay */
859 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
860 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
864 /* ---------- initialize trigger events ---------------------------------- */
866 /* initialize trigger events information */
867 for (i=0; i<MAX_NUM_ELEMENTS; i++)
868 trigger_events[i] = EP_BITMASK_DEFAULT;
871 /* add trigger events from element change event properties */
872 for (i=0; i<MAX_NUM_ELEMENTS; i++)
874 struct ElementInfo *ei = &element_info[i];
876 for (j=0; j < ei->num_change_pages; j++)
878 if (!ei->change_page->can_change)
881 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
883 int trigger_element = ei->change_page[j].trigger_element;
885 trigger_events[trigger_element] |= ei->change_page[j].events;
890 /* add trigger events from element change event properties */
891 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
893 trigger_events[element_info[i].change->trigger_element] |=
894 element_info[i].change->events;
897 /* ---------- initialize push delay -------------------------------------- */
899 /* initialize push delay values to default */
900 for (i=0; i<MAX_NUM_ELEMENTS; i++)
902 if (!IS_CUSTOM_ELEMENT(i))
904 element_info[i].push_delay_fixed = 2;
905 element_info[i].push_delay_random = 8;
909 /* set push delay value for certain elements from pre-defined list */
910 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
912 int e = push_delay_list[i].element;
914 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
915 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
918 /* ---------- initialize move stepsize ----------------------------------- */
920 /* initialize move stepsize values to default */
921 for (i=0; i<MAX_NUM_ELEMENTS; i++)
922 if (!IS_CUSTOM_ELEMENT(i))
923 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
925 /* set move stepsize value for certain elements from pre-defined list */
926 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
928 int e = move_stepsize_list[i].element;
930 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
933 /* ---------- initialize gem count --------------------------------------- */
935 /* initialize gem count values for each element */
936 for (i=0; i<MAX_NUM_ELEMENTS; i++)
937 if (!IS_CUSTOM_ELEMENT(i))
938 element_info[i].collect_count = 0;
940 /* add gem count values for all elements from pre-defined list */
941 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
942 element_info[collect_count_list[i].element].collect_count =
943 collect_count_list[i].count;
948 =============================================================================
950 -----------------------------------------------------------------------------
951 initialize and start new game
952 =============================================================================
957 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
958 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
959 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
966 #if USE_NEW_AMOEBA_CODE
967 printf("Using new amoeba code.\n");
969 printf("Using old amoeba code.\n");
974 /* don't play tapes over network */
975 network_playing = (options.network && !tape.playing);
977 for (i=0; i<MAX_PLAYERS; i++)
979 struct PlayerInfo *player = &stored_player[i];
981 player->index_nr = i;
982 player->element_nr = EL_PLAYER_1 + i;
984 player->present = FALSE;
985 player->active = FALSE;
988 player->effective_action = 0;
989 player->programmed_action = 0;
992 player->gems_still_needed = level.gems_needed;
993 player->sokobanfields_still_needed = 0;
994 player->lights_still_needed = 0;
995 player->friends_still_needed = 0;
998 player->key[j] = FALSE;
1000 player->dynabomb_count = 0;
1001 player->dynabomb_size = 1;
1002 player->dynabombs_left = 0;
1003 player->dynabomb_xl = FALSE;
1005 player->MovDir = MV_NO_MOVING;
1007 player->Pushing = FALSE;
1008 player->Switching = FALSE;
1010 player->GfxDir = MV_NO_MOVING;
1011 player->GfxAction = ACTION_DEFAULT;
1013 player->StepFrame = 0;
1015 player->use_murphy_graphic = FALSE;
1016 player->use_disk_red_graphic = FALSE;
1018 player->actual_frame_counter = 0;
1020 player->last_move_dir = MV_NO_MOVING;
1022 player->is_moving = FALSE;
1023 player->is_waiting = FALSE;
1024 player->is_digging = FALSE;
1025 player->is_collecting = FALSE;
1027 player->show_envelope = FALSE;
1029 player->move_delay = game.initial_move_delay;
1030 player->move_delay_value = game.initial_move_delay_value;
1032 player->push_delay = 0;
1033 player->push_delay_value = 5;
1035 player->snapped = FALSE;
1037 player->last_jx = player->last_jy = 0;
1038 player->jx = player->jy = 0;
1040 player->shield_normal_time_left = 0;
1041 player->shield_deadly_time_left = 0;
1043 player->inventory_size = 0;
1045 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1046 SnapField(player, 0, 0);
1048 player->LevelSolved = FALSE;
1049 player->GameOver = FALSE;
1052 network_player_action_received = FALSE;
1054 #if defined(PLATFORM_UNIX)
1055 /* initial null action */
1056 if (network_playing)
1057 SendToServer_MovePlayer(MV_NO_MOVING);
1065 TimeLeft = level.time;
1067 ScreenMovDir = MV_NO_MOVING;
1071 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1073 AllPlayersGone = FALSE;
1075 game.yamyam_content_nr = 0;
1076 game.magic_wall_active = FALSE;
1077 game.magic_wall_time_left = 0;
1078 game.light_time_left = 0;
1079 game.timegate_time_left = 0;
1080 game.switchgate_pos = 0;
1081 game.balloon_dir = MV_NO_MOVING;
1082 game.explosions_delayed = TRUE;
1086 game.belt_dir[i] = MV_NO_MOVING;
1087 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1090 for (i=0; i<MAX_NUM_AMOEBA; i++)
1091 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1093 for (x=0; x<lev_fieldx; x++)
1095 for (y=0; y<lev_fieldy; y++)
1097 Feld[x][y] = level.field[x][y];
1098 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1099 ChangeDelay[x][y] = 0;
1100 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1102 JustStopped[x][y] = 0;
1104 Pushed[x][y] = FALSE;
1106 Changed[x][y] = CE_BITMASK_DEFAULT;
1107 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1109 ExplodePhase[x][y] = 0;
1110 ExplodeField[x][y] = EX_NO_EXPLOSION;
1113 GfxAction[x][y] = ACTION_DEFAULT;
1114 GfxRandom[x][y] = INIT_GFX_RANDOM();
1115 GfxElement[x][y] = EL_UNDEFINED;
1119 for(y=0; y<lev_fieldy; y++)
1121 for(x=0; x<lev_fieldx; x++)
1123 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1125 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1127 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1130 InitField(x, y, TRUE);
1136 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1137 emulate_sb ? EMU_SOKOBAN :
1138 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1140 /* correct non-moving belts to start moving left */
1142 if (game.belt_dir[i] == MV_NO_MOVING)
1143 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1145 /* check if any connected player was not found in playfield */
1146 for (i=0; i<MAX_PLAYERS; i++)
1148 struct PlayerInfo *player = &stored_player[i];
1150 if (player->connected && !player->present)
1152 for (j=0; j<MAX_PLAYERS; j++)
1154 struct PlayerInfo *some_player = &stored_player[j];
1155 int jx = some_player->jx, jy = some_player->jy;
1157 /* assign first free player found that is present in the playfield */
1158 if (some_player->present && !some_player->connected)
1160 player->present = TRUE;
1161 player->active = TRUE;
1162 some_player->present = FALSE;
1164 StorePlayer[jx][jy] = player->element_nr;
1165 player->jx = player->last_jx = jx;
1166 player->jy = player->last_jy = jy;
1176 /* when playing a tape, eliminate all players who do not participate */
1178 for (i=0; i<MAX_PLAYERS; i++)
1180 if (stored_player[i].active && !tape.player_participates[i])
1182 struct PlayerInfo *player = &stored_player[i];
1183 int jx = player->jx, jy = player->jy;
1185 player->active = FALSE;
1186 StorePlayer[jx][jy] = 0;
1187 Feld[jx][jy] = EL_EMPTY;
1191 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1193 /* when in single player mode, eliminate all but the first active player */
1195 for (i=0; i<MAX_PLAYERS; i++)
1197 if (stored_player[i].active)
1199 for (j=i+1; j<MAX_PLAYERS; j++)
1201 if (stored_player[j].active)
1203 struct PlayerInfo *player = &stored_player[j];
1204 int jx = player->jx, jy = player->jy;
1206 player->active = FALSE;
1207 StorePlayer[jx][jy] = 0;
1208 Feld[jx][jy] = EL_EMPTY;
1215 /* when recording the game, store which players take part in the game */
1218 for (i=0; i<MAX_PLAYERS; i++)
1219 if (stored_player[i].active)
1220 tape.player_participates[i] = TRUE;
1225 for (i=0; i<MAX_PLAYERS; i++)
1227 struct PlayerInfo *player = &stored_player[i];
1229 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1234 if (local_player == player)
1235 printf("Player %d is local player.\n", i+1);
1239 if (BorderElement == EL_EMPTY)
1242 SBX_Right = lev_fieldx - SCR_FIELDX;
1244 SBY_Lower = lev_fieldy - SCR_FIELDY;
1249 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1251 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1254 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1255 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1257 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1258 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1260 /* if local player not found, look for custom element that might create
1261 the player (make some assumptions about the right custom element) */
1262 if (!local_player->present)
1264 int start_x = 0, start_y = 0;
1265 int found_rating = 0;
1266 int found_element = EL_UNDEFINED;
1268 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1270 int element = Feld[x][y];
1275 if (!IS_CUSTOM_ELEMENT(element))
1278 if (CAN_CHANGE(element))
1280 for (i=0; i < element_info[element].num_change_pages; i++)
1282 content = element_info[element].change_page[i].target_element;
1283 is_player = ELEM_IS_PLAYER(content);
1285 if (is_player && (found_rating < 3 || element < found_element))
1291 found_element = element;
1296 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1298 content = element_info[element].content[xx][yy];
1299 is_player = ELEM_IS_PLAYER(content);
1301 if (is_player && (found_rating < 2 || element < found_element))
1303 start_x = x + xx - 1;
1304 start_y = y + yy - 1;
1307 found_element = element;
1310 if (!CAN_CHANGE(element))
1313 for (i=0; i < element_info[element].num_change_pages; i++)
1315 content = element_info[element].change_page[i].content[xx][yy];
1316 is_player = ELEM_IS_PLAYER(content);
1318 if (is_player && (found_rating < 1 || element < found_element))
1320 start_x = x + xx - 1;
1321 start_y = y + yy - 1;
1324 found_element = element;
1330 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1331 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1334 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1335 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1341 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1342 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1343 local_player->jx - MIDPOSX);
1345 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1346 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1347 local_player->jy - MIDPOSY);
1349 scroll_x = SBX_Left;
1350 scroll_y = SBY_Upper;
1351 if (local_player->jx >= SBX_Left + MIDPOSX)
1352 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1353 local_player->jx - MIDPOSX :
1355 if (local_player->jy >= SBY_Upper + MIDPOSY)
1356 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1357 local_player->jy - MIDPOSY :
1362 CloseDoor(DOOR_CLOSE_1);
1367 /* after drawing the level, correct some elements */
1368 if (game.timegate_time_left == 0)
1369 CloseAllOpenTimegates();
1371 if (setup.soft_scrolling)
1372 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1374 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1377 /* copy default game door content to main double buffer */
1378 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1379 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1382 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1385 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1386 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1387 BlitBitmap(drawto, drawto,
1388 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1389 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1390 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1391 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1394 DrawGameDoorValues();
1398 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1399 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1400 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1404 /* copy actual game door content to door double buffer for OpenDoor() */
1405 BlitBitmap(drawto, bitmap_db_door,
1406 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1408 OpenDoor(DOOR_OPEN_ALL);
1410 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1411 if (setup.sound_music)
1412 PlayMusic(level_nr);
1414 KeyboardAutoRepeatOffUnlessAutoplay();
1419 printf("Player %d %sactive.\n",
1420 i + 1, (stored_player[i].active ? "" : "not "));
1424 void InitMovDir(int x, int y)
1426 int i, element = Feld[x][y];
1427 static int xy[4][2] =
1434 static int direction[3][4] =
1436 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1437 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1438 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1447 Feld[x][y] = EL_BUG;
1448 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1451 case EL_SPACESHIP_RIGHT:
1452 case EL_SPACESHIP_UP:
1453 case EL_SPACESHIP_LEFT:
1454 case EL_SPACESHIP_DOWN:
1455 Feld[x][y] = EL_SPACESHIP;
1456 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1459 case EL_BD_BUTTERFLY_RIGHT:
1460 case EL_BD_BUTTERFLY_UP:
1461 case EL_BD_BUTTERFLY_LEFT:
1462 case EL_BD_BUTTERFLY_DOWN:
1463 Feld[x][y] = EL_BD_BUTTERFLY;
1464 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1467 case EL_BD_FIREFLY_RIGHT:
1468 case EL_BD_FIREFLY_UP:
1469 case EL_BD_FIREFLY_LEFT:
1470 case EL_BD_FIREFLY_DOWN:
1471 Feld[x][y] = EL_BD_FIREFLY;
1472 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1475 case EL_PACMAN_RIGHT:
1477 case EL_PACMAN_LEFT:
1478 case EL_PACMAN_DOWN:
1479 Feld[x][y] = EL_PACMAN;
1480 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1483 case EL_SP_SNIKSNAK:
1484 MovDir[x][y] = MV_UP;
1487 case EL_SP_ELECTRON:
1488 MovDir[x][y] = MV_LEFT;
1495 Feld[x][y] = EL_MOLE;
1496 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1500 if (IS_CUSTOM_ELEMENT(element))
1502 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1503 MovDir[x][y] = element_info[element].move_direction_initial;
1504 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1505 element_info[element].move_pattern == MV_TURNING_LEFT ||
1506 element_info[element].move_pattern == MV_TURNING_RIGHT)
1507 MovDir[x][y] = 1 << RND(4);
1508 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1509 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1510 else if (element_info[element].move_pattern == MV_VERTICAL)
1511 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1512 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1513 MovDir[x][y] = element_info[element].move_pattern;
1514 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1515 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1519 int x1 = x + xy[i][0];
1520 int y1 = y + xy[i][1];
1522 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1524 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1525 MovDir[x][y] = direction[0][i];
1527 MovDir[x][y] = direction[1][i];
1536 MovDir[x][y] = 1 << RND(4);
1538 if (element != EL_BUG &&
1539 element != EL_SPACESHIP &&
1540 element != EL_BD_BUTTERFLY &&
1541 element != EL_BD_FIREFLY)
1546 int x1 = x + xy[i][0];
1547 int y1 = y + xy[i][1];
1549 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1551 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1553 MovDir[x][y] = direction[0][i];
1556 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1557 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1559 MovDir[x][y] = direction[1][i];
1569 void InitAmoebaNr(int x, int y)
1572 int group_nr = AmoebeNachbarNr(x, y);
1576 for (i=1; i<MAX_NUM_AMOEBA; i++)
1578 if (AmoebaCnt[i] == 0)
1586 AmoebaNr[x][y] = group_nr;
1587 AmoebaCnt[group_nr]++;
1588 AmoebaCnt2[group_nr]++;
1594 boolean raise_level = FALSE;
1596 if (local_player->MovPos)
1600 if (tape.auto_play) /* tape might already be stopped here */
1601 tape.auto_play_level_solved = TRUE;
1603 if (tape.playing && tape.auto_play)
1604 tape.auto_play_level_solved = TRUE;
1607 local_player->LevelSolved = FALSE;
1609 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1613 if (!tape.playing && setup.sound_loops)
1614 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1615 SND_CTRL_PLAY_LOOP);
1617 while (TimeLeft > 0)
1619 if (!tape.playing && !setup.sound_loops)
1620 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1621 if (TimeLeft > 0 && !(TimeLeft % 10))
1622 RaiseScore(level.score[SC_TIME_BONUS]);
1623 if (TimeLeft > 100 && !(TimeLeft % 10))
1627 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1634 if (!tape.playing && setup.sound_loops)
1635 StopSound(SND_GAME_LEVELTIME_BONUS);
1637 else if (level.time == 0) /* level without time limit */
1639 if (!tape.playing && setup.sound_loops)
1640 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1641 SND_CTRL_PLAY_LOOP);
1643 while (TimePlayed < 999)
1645 if (!tape.playing && !setup.sound_loops)
1646 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1647 if (TimePlayed < 999 && !(TimePlayed % 10))
1648 RaiseScore(level.score[SC_TIME_BONUS]);
1649 if (TimePlayed < 900 && !(TimePlayed % 10))
1653 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1660 if (!tape.playing && setup.sound_loops)
1661 StopSound(SND_GAME_LEVELTIME_BONUS);
1664 /* close exit door after last player */
1665 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1667 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1669 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1672 /* Hero disappears */
1673 DrawLevelField(ExitX, ExitY);
1679 CloseDoor(DOOR_CLOSE_1);
1684 SaveTape(tape.level_nr); /* Ask to save tape */
1687 if (level_nr == leveldir_current->handicap_level)
1689 leveldir_current->handicap_level++;
1690 SaveLevelSetup_SeriesInfo();
1693 if (level_editor_test_game)
1694 local_player->score = -1; /* no highscore when playing from editor */
1695 else if (level_nr < leveldir_current->last_level)
1696 raise_level = TRUE; /* advance to next level */
1698 if ((hi_pos = NewHiScore()) >= 0)
1700 game_status = GAME_MODE_SCORES;
1701 DrawHallOfFame(hi_pos);
1710 game_status = GAME_MODE_MAIN;
1727 LoadScore(level_nr);
1729 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1730 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1733 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1735 if (local_player->score > highscore[k].Score)
1737 /* player has made it to the hall of fame */
1739 if (k < MAX_SCORE_ENTRIES - 1)
1741 int m = MAX_SCORE_ENTRIES - 1;
1744 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1745 if (!strcmp(setup.player_name, highscore[l].Name))
1747 if (m == k) /* player's new highscore overwrites his old one */
1753 strcpy(highscore[l].Name, highscore[l - 1].Name);
1754 highscore[l].Score = highscore[l - 1].Score;
1761 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1762 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1763 highscore[k].Score = local_player->score;
1769 else if (!strncmp(setup.player_name, highscore[k].Name,
1770 MAX_PLAYER_NAME_LEN))
1771 break; /* player already there with a higher score */
1777 SaveScore(level_nr);
1782 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1784 if (player->GfxAction != action || player->GfxDir != dir)
1787 printf("Player frame reset! (%d => %d, %d => %d)\n",
1788 player->GfxAction, action, player->GfxDir, dir);
1791 player->GfxAction = action;
1792 player->GfxDir = dir;
1794 player->StepFrame = 0;
1798 static void ResetRandomAnimationValue(int x, int y)
1800 GfxRandom[x][y] = INIT_GFX_RANDOM();
1803 static void ResetGfxAnimation(int x, int y)
1806 GfxAction[x][y] = ACTION_DEFAULT;
1809 void InitMovingField(int x, int y, int direction)
1811 int element = Feld[x][y];
1812 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1813 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1817 if (!JustStopped[x][y] || direction != MovDir[x][y])
1818 ResetGfxAnimation(x, y);
1820 MovDir[newx][newy] = MovDir[x][y] = direction;
1822 if (Feld[newx][newy] == EL_EMPTY)
1823 Feld[newx][newy] = EL_BLOCKED;
1825 if (direction == MV_DOWN && CAN_FALL(element))
1826 GfxAction[x][y] = ACTION_FALLING;
1828 GfxAction[x][y] = ACTION_MOVING;
1830 GfxFrame[newx][newy] = GfxFrame[x][y];
1831 GfxAction[newx][newy] = GfxAction[x][y];
1832 GfxRandom[newx][newy] = GfxRandom[x][y];
1835 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1837 int direction = MovDir[x][y];
1838 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1839 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1845 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1847 int oldx = x, oldy = y;
1848 int direction = MovDir[x][y];
1850 if (direction == MV_LEFT)
1852 else if (direction == MV_RIGHT)
1854 else if (direction == MV_UP)
1856 else if (direction == MV_DOWN)
1859 *comes_from_x = oldx;
1860 *comes_from_y = oldy;
1863 int MovingOrBlocked2Element(int x, int y)
1865 int element = Feld[x][y];
1867 if (element == EL_BLOCKED)
1871 Blocked2Moving(x, y, &oldx, &oldy);
1872 return Feld[oldx][oldy];
1878 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1880 /* like MovingOrBlocked2Element(), but if element is moving
1881 and (x,y) is the field the moving element is just leaving,
1882 return EL_BLOCKED instead of the element value */
1883 int element = Feld[x][y];
1885 if (IS_MOVING(x, y))
1887 if (element == EL_BLOCKED)
1891 Blocked2Moving(x, y, &oldx, &oldy);
1892 return Feld[oldx][oldy];
1901 static void RemoveField(int x, int y)
1903 Feld[x][y] = EL_EMPTY;
1910 ChangeDelay[x][y] = 0;
1911 Pushed[x][y] = FALSE;
1913 GfxElement[x][y] = EL_UNDEFINED;
1914 GfxAction[x][y] = ACTION_DEFAULT;
1917 void RemoveMovingField(int x, int y)
1919 int oldx = x, oldy = y, newx = x, newy = y;
1920 int element = Feld[x][y];
1921 int next_element = EL_UNDEFINED;
1923 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1926 if (IS_MOVING(x, y))
1928 Moving2Blocked(x, y, &newx, &newy);
1929 if (Feld[newx][newy] != EL_BLOCKED)
1932 else if (element == EL_BLOCKED)
1934 Blocked2Moving(x, y, &oldx, &oldy);
1935 if (!IS_MOVING(oldx, oldy))
1939 if (element == EL_BLOCKED &&
1940 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1941 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1942 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1943 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1944 next_element = get_next_element(Feld[oldx][oldy]);
1946 RemoveField(oldx, oldy);
1947 RemoveField(newx, newy);
1949 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1951 if (next_element != EL_UNDEFINED)
1952 Feld[oldx][oldy] = next_element;
1954 DrawLevelField(oldx, oldy);
1955 DrawLevelField(newx, newy);
1958 void DrawDynamite(int x, int y)
1960 int sx = SCREENX(x), sy = SCREENY(y);
1961 int graphic = el2img(Feld[x][y]);
1964 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1967 if (IS_WALKABLE_INSIDE(Back[x][y]))
1971 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1972 else if (Store[x][y])
1973 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1975 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1978 if (Back[x][y] || Store[x][y])
1979 DrawGraphicThruMask(sx, sy, graphic, frame);
1981 DrawGraphic(sx, sy, graphic, frame);
1983 if (game.emulation == EMU_SUPAPLEX)
1984 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1985 else if (Store[x][y])
1986 DrawGraphicThruMask(sx, sy, graphic, frame);
1988 DrawGraphic(sx, sy, graphic, frame);
1992 void CheckDynamite(int x, int y)
1994 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1998 if (MovDelay[x][y] != 0)
2001 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2008 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2010 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2011 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2012 StopSound(SND_DYNAMITE_ACTIVE);
2014 StopSound(SND_DYNABOMB_ACTIVE);
2020 void RelocatePlayer(int x, int y, int element)
2022 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2024 if (player->present)
2026 while (player->MovPos)
2028 ScrollFigure(player, SCROLL_GO_ON);
2029 ScrollScreen(NULL, SCROLL_GO_ON);
2035 RemoveField(player->jx, player->jy);
2036 DrawLevelField(player->jx, player->jy);
2039 InitPlayerField(x, y, element, TRUE);
2041 if (player == local_player)
2043 int scroll_xx = -999, scroll_yy = -999;
2045 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2048 int fx = FX, fy = FY;
2050 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2051 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2052 local_player->jx - MIDPOSX);
2054 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2055 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2056 local_player->jy - MIDPOSY);
2058 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2059 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2064 fx += dx * TILEX / 2;
2065 fy += dy * TILEY / 2;
2067 ScrollLevel(dx, dy);
2070 /* scroll in to steps of half tile size to make things smoother */
2071 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2073 Delay(GAME_FRAME_DELAY);
2075 /* scroll second step to align at full tile size */
2077 Delay(GAME_FRAME_DELAY);
2082 void Explode(int ex, int ey, int phase, int mode)
2086 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2087 int last_phase = num_phase * delay;
2088 int half_phase = (num_phase / 2) * delay;
2089 int first_phase_after_start = EX_PHASE_START + 1;
2091 if (game.explosions_delayed)
2093 ExplodeField[ex][ey] = mode;
2097 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2099 int center_element = Feld[ex][ey];
2102 /* --- This is only really needed (and now handled) in "Impact()". --- */
2103 /* do not explode moving elements that left the explode field in time */
2104 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2105 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2109 if (mode == EX_NORMAL || mode == EX_CENTER)
2110 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2112 /* remove things displayed in background while burning dynamite */
2113 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2116 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2118 /* put moving element to center field (and let it explode there) */
2119 center_element = MovingOrBlocked2Element(ex, ey);
2120 RemoveMovingField(ex, ey);
2121 Feld[ex][ey] = center_element;
2124 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2126 int xx = x - ex + 1;
2127 int yy = y - ey + 1;
2130 if (!IN_LEV_FIELD(x, y) ||
2131 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2132 (x != ex || y != ey)))
2135 element = Feld[x][y];
2137 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2139 element = MovingOrBlocked2Element(x, y);
2141 if (!IS_EXPLOSION_PROOF(element))
2142 RemoveMovingField(x, y);
2148 if (IS_EXPLOSION_PROOF(element))
2151 /* indestructible elements can only explode in center (but not flames) */
2152 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2153 element == EL_FLAMES)
2158 if ((IS_INDESTRUCTIBLE(element) &&
2159 (game.engine_version < VERSION_IDENT(2,2,0) ||
2160 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2161 element == EL_FLAMES)
2165 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2167 if (IS_ACTIVE_BOMB(element))
2169 /* re-activate things under the bomb like gate or penguin */
2170 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2177 /* save walkable background elements while explosion on same tile */
2179 if (IS_INDESTRUCTIBLE(element))
2180 Back[x][y] = element;
2182 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2183 Back[x][y] = element;
2186 /* ignite explodable elements reached by other explosion */
2187 if (element == EL_EXPLOSION)
2188 element = Store2[x][y];
2191 if (AmoebaNr[x][y] &&
2192 (element == EL_AMOEBA_FULL ||
2193 element == EL_BD_AMOEBA ||
2194 element == EL_AMOEBA_GROWING))
2196 AmoebaCnt[AmoebaNr[x][y]]--;
2197 AmoebaCnt2[AmoebaNr[x][y]]--;
2203 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2205 switch(StorePlayer[ex][ey])
2208 Store[x][y] = EL_EMERALD_RED;
2211 Store[x][y] = EL_EMERALD;
2214 Store[x][y] = EL_EMERALD_PURPLE;
2218 Store[x][y] = EL_EMERALD_YELLOW;
2222 if (game.emulation == EMU_SUPAPLEX)
2223 Store[x][y] = EL_EMPTY;
2225 else if (center_element == EL_MOLE)
2226 Store[x][y] = EL_EMERALD_RED;
2227 else if (center_element == EL_PENGUIN)
2228 Store[x][y] = EL_EMERALD_PURPLE;
2229 else if (center_element == EL_BUG)
2230 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2231 else if (center_element == EL_BD_BUTTERFLY)
2232 Store[x][y] = EL_BD_DIAMOND;
2233 else if (center_element == EL_SP_ELECTRON)
2234 Store[x][y] = EL_SP_INFOTRON;
2235 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2236 Store[x][y] = level.amoeba_content;
2237 else if (center_element == EL_YAMYAM)
2238 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2239 else if (IS_CUSTOM_ELEMENT(center_element) &&
2240 element_info[center_element].content[xx][yy] != EL_EMPTY)
2241 Store[x][y] = element_info[center_element].content[xx][yy];
2242 else if (element == EL_WALL_EMERALD)
2243 Store[x][y] = EL_EMERALD;
2244 else if (element == EL_WALL_DIAMOND)
2245 Store[x][y] = EL_DIAMOND;
2246 else if (element == EL_WALL_BD_DIAMOND)
2247 Store[x][y] = EL_BD_DIAMOND;
2248 else if (element == EL_WALL_EMERALD_YELLOW)
2249 Store[x][y] = EL_EMERALD_YELLOW;
2250 else if (element == EL_WALL_EMERALD_RED)
2251 Store[x][y] = EL_EMERALD_RED;
2252 else if (element == EL_WALL_EMERALD_PURPLE)
2253 Store[x][y] = EL_EMERALD_PURPLE;
2254 else if (element == EL_WALL_PEARL)
2255 Store[x][y] = EL_PEARL;
2256 else if (element == EL_WALL_CRYSTAL)
2257 Store[x][y] = EL_CRYSTAL;
2258 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2259 Store[x][y] = element_info[element].content[1][1];
2261 Store[x][y] = EL_EMPTY;
2263 if (x != ex || y != ey ||
2264 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2265 Store2[x][y] = element;
2268 if (AmoebaNr[x][y] &&
2269 (element == EL_AMOEBA_FULL ||
2270 element == EL_BD_AMOEBA ||
2271 element == EL_AMOEBA_GROWING))
2273 AmoebaCnt[AmoebaNr[x][y]]--;
2274 AmoebaCnt2[AmoebaNr[x][y]]--;
2280 MovDir[x][y] = MovPos[x][y] = 0;
2285 Feld[x][y] = EL_EXPLOSION;
2287 GfxElement[x][y] = center_element;
2289 GfxElement[x][y] = EL_UNDEFINED;
2292 ExplodePhase[x][y] = 1;
2296 if (center_element == EL_YAMYAM)
2297 game.yamyam_content_nr =
2298 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2309 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2313 /* activate this even in non-DEBUG version until cause for crash in
2314 getGraphicAnimationFrame() (see below) is found and eliminated */
2318 if (GfxElement[x][y] == EL_UNDEFINED)
2321 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2322 printf("Explode(): This should never happen!\n");
2325 GfxElement[x][y] = EL_EMPTY;
2329 if (phase == first_phase_after_start)
2331 int element = Store2[x][y];
2333 if (element == EL_BLACK_ORB)
2335 Feld[x][y] = Store2[x][y];
2340 else if (phase == half_phase)
2342 int element = Store2[x][y];
2344 if (IS_PLAYER(x, y))
2345 KillHeroUnlessProtected(x, y);
2346 else if (CAN_EXPLODE_BY_FIRE(element))
2348 Feld[x][y] = Store2[x][y];
2352 else if (element == EL_AMOEBA_TO_DIAMOND)
2353 AmoebeUmwandeln(x, y);
2356 if (phase == last_phase)
2360 element = Feld[x][y] = Store[x][y];
2361 Store[x][y] = Store2[x][y] = 0;
2362 GfxElement[x][y] = EL_UNDEFINED;
2364 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2365 element = Feld[x][y] = Back[x][y];
2368 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2369 InitField(x, y, FALSE);
2370 if (CAN_MOVE(element))
2372 DrawLevelField(x, y);
2374 TestIfElementTouchesCustomElement(x, y);
2376 if (CAN_BE_CRUMBLED(element))
2377 DrawLevelFieldCrumbledSandNeighbours(x, y);
2379 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2380 StorePlayer[x][y] = 0;
2382 if (ELEM_IS_PLAYER(element))
2383 RelocatePlayer(x, y, element);
2385 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2388 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2390 int stored = Store[x][y];
2391 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2392 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2395 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2398 DrawLevelFieldCrumbledSand(x, y);
2400 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2402 DrawLevelElement(x, y, Back[x][y]);
2403 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2405 else if (IS_WALKABLE_UNDER(Back[x][y]))
2407 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2408 DrawLevelElementThruMask(x, y, Back[x][y]);
2410 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2411 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2415 void DynaExplode(int ex, int ey)
2418 int dynabomb_size = 1;
2419 boolean dynabomb_xl = FALSE;
2420 struct PlayerInfo *player;
2421 static int xy[4][2] =
2429 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2431 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2432 dynabomb_size = player->dynabomb_size;
2433 dynabomb_xl = player->dynabomb_xl;
2434 player->dynabombs_left++;
2437 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2441 for (j=1; j<=dynabomb_size; j++)
2443 int x = ex + j * xy[i % 4][0];
2444 int y = ey + j * xy[i % 4][1];
2447 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2450 element = Feld[x][y];
2452 /* do not restart explosions of fields with active bombs */
2453 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2456 Explode(x, y, EX_PHASE_START, EX_BORDER);
2458 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2459 if (element != EL_EMPTY &&
2460 element != EL_SAND &&
2461 element != EL_EXPLOSION &&
2468 void Bang(int x, int y)
2471 int element = MovingOrBlocked2Element(x, y);
2473 int element = Feld[x][y];
2476 if (IS_PLAYER(x, y))
2478 struct PlayerInfo *player = PLAYERINFO(x, y);
2480 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2481 player->element_nr);
2486 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2488 if (game.emulation == EMU_SUPAPLEX)
2489 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2491 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2496 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2504 case EL_BD_BUTTERFLY:
2507 case EL_DARK_YAMYAM:
2511 RaiseScoreElement(element);
2512 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2514 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2515 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2516 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2517 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2518 case EL_DYNABOMB_INCREASE_NUMBER:
2519 case EL_DYNABOMB_INCREASE_SIZE:
2520 case EL_DYNABOMB_INCREASE_POWER:
2525 case EL_LAMP_ACTIVE:
2526 if (IS_PLAYER(x, y))
2527 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2529 Explode(x, y, EX_PHASE_START, EX_CENTER);
2532 if (CAN_EXPLODE_1X1(element))
2533 Explode(x, y, EX_PHASE_START, EX_CENTER);
2535 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2539 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2542 void SplashAcid(int x, int y)
2544 int element = Feld[x][y];
2546 if (element != EL_ACID_SPLASH_LEFT &&
2547 element != EL_ACID_SPLASH_RIGHT)
2549 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2551 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2552 (!IN_LEV_FIELD(x-1, y-1) ||
2553 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2554 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2556 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2557 (!IN_LEV_FIELD(x+1, y-1) ||
2558 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2559 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2563 static void InitBeltMovement()
2565 static int belt_base_element[4] =
2567 EL_CONVEYOR_BELT_1_LEFT,
2568 EL_CONVEYOR_BELT_2_LEFT,
2569 EL_CONVEYOR_BELT_3_LEFT,
2570 EL_CONVEYOR_BELT_4_LEFT
2572 static int belt_base_active_element[4] =
2574 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2575 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2576 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2577 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2582 /* set frame order for belt animation graphic according to belt direction */
2589 int element = belt_base_active_element[belt_nr] + j;
2590 int graphic = el2img(element);
2592 if (game.belt_dir[i] == MV_LEFT)
2593 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2595 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2599 for(y=0; y<lev_fieldy; y++)
2601 for(x=0; x<lev_fieldx; x++)
2603 int element = Feld[x][y];
2607 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2609 int e_belt_nr = getBeltNrFromBeltElement(element);
2612 if (e_belt_nr == belt_nr)
2614 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2616 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2624 static void ToggleBeltSwitch(int x, int y)
2626 static int belt_base_element[4] =
2628 EL_CONVEYOR_BELT_1_LEFT,
2629 EL_CONVEYOR_BELT_2_LEFT,
2630 EL_CONVEYOR_BELT_3_LEFT,
2631 EL_CONVEYOR_BELT_4_LEFT
2633 static int belt_base_active_element[4] =
2635 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2636 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2637 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2638 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2640 static int belt_base_switch_element[4] =
2642 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2643 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2644 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2645 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2647 static int belt_move_dir[4] =
2655 int element = Feld[x][y];
2656 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2657 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2658 int belt_dir = belt_move_dir[belt_dir_nr];
2661 if (!IS_BELT_SWITCH(element))
2664 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2665 game.belt_dir[belt_nr] = belt_dir;
2667 if (belt_dir_nr == 3)
2670 /* set frame order for belt animation graphic according to belt direction */
2673 int element = belt_base_active_element[belt_nr] + i;
2674 int graphic = el2img(element);
2676 if (belt_dir == MV_LEFT)
2677 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2679 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2682 for (yy=0; yy<lev_fieldy; yy++)
2684 for (xx=0; xx<lev_fieldx; xx++)
2686 int element = Feld[xx][yy];
2688 if (IS_BELT_SWITCH(element))
2690 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2692 if (e_belt_nr == belt_nr)
2694 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2695 DrawLevelField(xx, yy);
2698 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2700 int e_belt_nr = getBeltNrFromBeltElement(element);
2702 if (e_belt_nr == belt_nr)
2704 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2706 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2707 DrawLevelField(xx, yy);
2710 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2712 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2714 if (e_belt_nr == belt_nr)
2716 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2718 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2719 DrawLevelField(xx, yy);
2726 static void ToggleSwitchgateSwitch(int x, int y)
2730 game.switchgate_pos = !game.switchgate_pos;
2732 for (yy=0; yy<lev_fieldy; yy++)
2734 for (xx=0; xx<lev_fieldx; xx++)
2736 int element = Feld[xx][yy];
2738 if (element == EL_SWITCHGATE_SWITCH_UP ||
2739 element == EL_SWITCHGATE_SWITCH_DOWN)
2741 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2742 DrawLevelField(xx, yy);
2744 else if (element == EL_SWITCHGATE_OPEN ||
2745 element == EL_SWITCHGATE_OPENING)
2747 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2749 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2751 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2754 else if (element == EL_SWITCHGATE_CLOSED ||
2755 element == EL_SWITCHGATE_CLOSING)
2757 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2759 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2761 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2768 static int getInvisibleActiveFromInvisibleElement(int element)
2770 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2771 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2772 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2776 static int getInvisibleFromInvisibleActiveElement(int element)
2778 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2779 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2780 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2784 static void RedrawAllLightSwitchesAndInvisibleElements()
2788 for (y=0; y<lev_fieldy; y++)
2790 for (x=0; x<lev_fieldx; x++)
2792 int element = Feld[x][y];
2794 if (element == EL_LIGHT_SWITCH &&
2795 game.light_time_left > 0)
2797 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2798 DrawLevelField(x, y);
2800 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2801 game.light_time_left == 0)
2803 Feld[x][y] = EL_LIGHT_SWITCH;
2804 DrawLevelField(x, y);
2806 else if (element == EL_INVISIBLE_STEELWALL ||
2807 element == EL_INVISIBLE_WALL ||
2808 element == EL_INVISIBLE_SAND)
2810 if (game.light_time_left > 0)
2811 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2813 DrawLevelField(x, y);
2815 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2816 element == EL_INVISIBLE_WALL_ACTIVE ||
2817 element == EL_INVISIBLE_SAND_ACTIVE)
2819 if (game.light_time_left == 0)
2820 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2822 DrawLevelField(x, y);
2828 static void ToggleLightSwitch(int x, int y)
2830 int element = Feld[x][y];
2832 game.light_time_left =
2833 (element == EL_LIGHT_SWITCH ?
2834 level.time_light * FRAMES_PER_SECOND : 0);
2836 RedrawAllLightSwitchesAndInvisibleElements();
2839 static void ActivateTimegateSwitch(int x, int y)
2843 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2845 for (yy=0; yy<lev_fieldy; yy++)
2847 for (xx=0; xx<lev_fieldx; xx++)
2849 int element = Feld[xx][yy];
2851 if (element == EL_TIMEGATE_CLOSED ||
2852 element == EL_TIMEGATE_CLOSING)
2854 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2855 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2859 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2861 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2862 DrawLevelField(xx, yy);
2869 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2872 inline static int getElementMoveStepsize(int x, int y)
2874 int element = Feld[x][y];
2875 int direction = MovDir[x][y];
2876 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2877 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2878 int horiz_move = (dx != 0);
2879 int sign = (horiz_move ? dx : dy);
2880 int step = sign * element_info[element].move_stepsize;
2882 /* special values for move stepsize for spring and things on conveyor belt */
2885 if (CAN_FALL(element) &&
2886 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2887 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2888 else if (element == EL_SPRING)
2889 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2895 void Impact(int x, int y)
2897 boolean lastline = (y == lev_fieldy-1);
2898 boolean object_hit = FALSE;
2899 boolean impact = (lastline || object_hit);
2900 int element = Feld[x][y];
2901 int smashed = EL_UNDEFINED;
2903 if (!lastline) /* check if element below was hit */
2905 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2908 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2909 MovDir[x][y + 1] != MV_DOWN ||
2910 MovPos[x][y + 1] <= TILEY / 2));
2912 /* do not smash moving elements that left the smashed field in time */
2913 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2914 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2918 smashed = MovingOrBlocked2Element(x, y + 1);
2920 impact = (lastline || object_hit);
2923 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2929 /* only reset graphic animation if graphic really changes after impact */
2931 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2933 ResetGfxAnimation(x, y);
2934 DrawLevelField(x, y);
2937 if (impact && CAN_EXPLODE_IMPACT(element))
2942 else if (impact && element == EL_PEARL)
2944 Feld[x][y] = EL_PEARL_BREAKING;
2945 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2948 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2950 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2955 if (impact && element == EL_AMOEBA_DROP)
2957 if (object_hit && IS_PLAYER(x, y + 1))
2958 KillHeroUnlessProtected(x, y + 1);
2959 else if (object_hit && smashed == EL_PENGUIN)
2963 Feld[x][y] = EL_AMOEBA_GROWING;
2964 Store[x][y] = EL_AMOEBA_WET;
2966 ResetRandomAnimationValue(x, y);
2971 if (object_hit) /* check which object was hit */
2973 if (CAN_PASS_MAGIC_WALL(element) &&
2974 (smashed == EL_MAGIC_WALL ||
2975 smashed == EL_BD_MAGIC_WALL))
2978 int activated_magic_wall =
2979 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2980 EL_BD_MAGIC_WALL_ACTIVE);
2982 /* activate magic wall / mill */
2983 for (yy=0; yy<lev_fieldy; yy++)
2984 for (xx=0; xx<lev_fieldx; xx++)
2985 if (Feld[xx][yy] == smashed)
2986 Feld[xx][yy] = activated_magic_wall;
2988 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2989 game.magic_wall_active = TRUE;
2991 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2992 SND_MAGIC_WALL_ACTIVATING :
2993 SND_BD_MAGIC_WALL_ACTIVATING));
2996 if (IS_PLAYER(x, y + 1))
2998 if (CAN_SMASH_PLAYER(element))
3000 KillHeroUnlessProtected(x, y + 1);
3004 else if (smashed == EL_PENGUIN)
3006 if (CAN_SMASH_PLAYER(element))
3012 else if (element == EL_BD_DIAMOND)
3014 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3020 else if ((element == EL_SP_INFOTRON ||
3021 element == EL_SP_ZONK) &&
3022 (smashed == EL_SP_SNIKSNAK ||
3023 smashed == EL_SP_ELECTRON ||
3024 smashed == EL_SP_DISK_ORANGE))
3030 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3036 else if (CAN_SMASH_EVERYTHING(element))
3038 if (IS_CLASSIC_ENEMY(smashed) ||
3039 CAN_EXPLODE_SMASHED(smashed))
3044 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3046 if (smashed == EL_LAMP ||
3047 smashed == EL_LAMP_ACTIVE)
3052 else if (smashed == EL_NUT)
3054 Feld[x][y + 1] = EL_NUT_BREAKING;
3055 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3056 RaiseScoreElement(EL_NUT);
3059 else if (smashed == EL_PEARL)
3061 Feld[x][y + 1] = EL_PEARL_BREAKING;
3062 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3065 else if (smashed == EL_DIAMOND)
3067 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3068 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3071 else if (IS_BELT_SWITCH(smashed))
3073 ToggleBeltSwitch(x, y + 1);
3075 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3076 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3078 ToggleSwitchgateSwitch(x, y + 1);
3080 else if (smashed == EL_LIGHT_SWITCH ||
3081 smashed == EL_LIGHT_SWITCH_ACTIVE)
3083 ToggleLightSwitch(x, y + 1);
3087 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3092 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3097 /* play sound of magic wall / mill */
3099 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3100 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3102 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3103 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3104 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3105 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3110 /* play sound of object that hits the ground */
3111 if (lastline || object_hit)
3112 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3115 void TurnRound(int x, int y)
3127 { 0, 0 }, { 0, 0 }, { 0, 0 },
3132 int left, right, back;
3136 { MV_DOWN, MV_UP, MV_RIGHT },
3137 { MV_UP, MV_DOWN, MV_LEFT },
3139 { MV_LEFT, MV_RIGHT, MV_DOWN },
3143 { MV_RIGHT, MV_LEFT, MV_UP }
3146 int element = Feld[x][y];
3147 int old_move_dir = MovDir[x][y];
3148 int left_dir = turn[old_move_dir].left;
3149 int right_dir = turn[old_move_dir].right;
3150 int back_dir = turn[old_move_dir].back;
3152 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3153 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3154 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3155 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3157 int left_x = x + left_dx, left_y = y + left_dy;
3158 int right_x = x + right_dx, right_y = y + right_dy;
3159 int move_x = x + move_dx, move_y = y + move_dy;
3163 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3165 TestIfBadThingTouchesOtherBadThing(x, y);
3167 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3168 MovDir[x][y] = right_dir;
3169 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3170 MovDir[x][y] = left_dir;
3172 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3174 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3177 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3178 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3180 TestIfBadThingTouchesOtherBadThing(x, y);
3182 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3183 MovDir[x][y] = left_dir;
3184 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3185 MovDir[x][y] = right_dir;
3187 if ((element == EL_SPACESHIP ||
3188 element == EL_SP_SNIKSNAK ||
3189 element == EL_SP_ELECTRON)
3190 && MovDir[x][y] != old_move_dir)
3192 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3195 else if (element == EL_YAMYAM)
3197 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3198 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3200 if (can_turn_left && can_turn_right)
3201 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3202 else if (can_turn_left)
3203 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3204 else if (can_turn_right)
3205 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3207 MovDir[x][y] = back_dir;
3209 MovDelay[x][y] = 16 + 16 * RND(3);
3211 else if (element == EL_DARK_YAMYAM)
3213 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3214 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3216 if (can_turn_left && can_turn_right)
3217 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3218 else if (can_turn_left)
3219 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3220 else if (can_turn_right)
3221 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3223 MovDir[x][y] = back_dir;
3225 MovDelay[x][y] = 16 + 16 * RND(3);
3227 else if (element == EL_PACMAN)
3229 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3230 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3232 if (can_turn_left && can_turn_right)
3233 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3234 else if (can_turn_left)
3235 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3236 else if (can_turn_right)
3237 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3239 MovDir[x][y] = back_dir;
3241 MovDelay[x][y] = 6 + RND(40);
3243 else if (element == EL_PIG)
3245 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3246 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3247 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3248 boolean should_turn_left, should_turn_right, should_move_on;
3250 int rnd = RND(rnd_value);
3252 should_turn_left = (can_turn_left &&
3254 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3255 y + back_dy + left_dy)));
3256 should_turn_right = (can_turn_right &&
3258 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3259 y + back_dy + right_dy)));
3260 should_move_on = (can_move_on &&
3263 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3264 y + move_dy + left_dy) ||
3265 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3266 y + move_dy + right_dy)));
3268 if (should_turn_left || should_turn_right || should_move_on)
3270 if (should_turn_left && should_turn_right && should_move_on)
3271 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3272 rnd < 2 * rnd_value / 3 ? right_dir :
3274 else if (should_turn_left && should_turn_right)
3275 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3276 else if (should_turn_left && should_move_on)
3277 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3278 else if (should_turn_right && should_move_on)
3279 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3280 else if (should_turn_left)
3281 MovDir[x][y] = left_dir;
3282 else if (should_turn_right)
3283 MovDir[x][y] = right_dir;
3284 else if (should_move_on)
3285 MovDir[x][y] = old_move_dir;
3287 else if (can_move_on && rnd > rnd_value / 8)
3288 MovDir[x][y] = old_move_dir;
3289 else if (can_turn_left && can_turn_right)
3290 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3291 else if (can_turn_left && rnd > rnd_value / 8)
3292 MovDir[x][y] = left_dir;
3293 else if (can_turn_right && rnd > rnd_value/8)
3294 MovDir[x][y] = right_dir;
3296 MovDir[x][y] = back_dir;
3298 xx = x + move_xy[MovDir[x][y]].x;
3299 yy = y + move_xy[MovDir[x][y]].y;
3301 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3302 MovDir[x][y] = old_move_dir;
3306 else if (element == EL_DRAGON)
3308 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3309 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3310 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3312 int rnd = RND(rnd_value);
3314 if (can_move_on && rnd > rnd_value / 8)
3315 MovDir[x][y] = old_move_dir;
3316 else if (can_turn_left && can_turn_right)
3317 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3318 else if (can_turn_left && rnd > rnd_value / 8)
3319 MovDir[x][y] = left_dir;
3320 else if (can_turn_right && rnd > rnd_value / 8)
3321 MovDir[x][y] = right_dir;
3323 MovDir[x][y] = back_dir;
3325 xx = x + move_xy[MovDir[x][y]].x;
3326 yy = y + move_xy[MovDir[x][y]].y;
3328 if (!IS_FREE(xx, yy))
3329 MovDir[x][y] = old_move_dir;
3333 else if (element == EL_MOLE)
3335 boolean can_move_on =
3336 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3337 IS_AMOEBOID(Feld[move_x][move_y]) ||
3338 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3341 boolean can_turn_left =
3342 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3343 IS_AMOEBOID(Feld[left_x][left_y])));
3345 boolean can_turn_right =
3346 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3347 IS_AMOEBOID(Feld[right_x][right_y])));
3349 if (can_turn_left && can_turn_right)
3350 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3351 else if (can_turn_left)
3352 MovDir[x][y] = left_dir;
3354 MovDir[x][y] = right_dir;
3357 if (MovDir[x][y] != old_move_dir)
3360 else if (element == EL_BALLOON)
3362 MovDir[x][y] = game.balloon_dir;
3365 else if (element == EL_SPRING)
3367 if (MovDir[x][y] & MV_HORIZONTAL &&
3368 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3369 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3370 MovDir[x][y] = MV_NO_MOVING;
3374 else if (element == EL_ROBOT ||
3375 element == EL_SATELLITE ||
3376 element == EL_PENGUIN)
3378 int attr_x = -1, attr_y = -1;
3389 for (i=0; i<MAX_PLAYERS; i++)
3391 struct PlayerInfo *player = &stored_player[i];
3392 int jx = player->jx, jy = player->jy;
3394 if (!player->active)
3398 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3406 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3412 if (element == EL_PENGUIN)
3415 static int xy[4][2] =
3425 int ex = x + xy[i % 4][0];
3426 int ey = y + xy[i % 4][1];
3428 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3437 MovDir[x][y] = MV_NO_MOVING;
3439 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3440 else if (attr_x > x)
3441 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3443 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3444 else if (attr_y > y)
3445 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3447 if (element == EL_ROBOT)
3451 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3452 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3453 Moving2Blocked(x, y, &newx, &newy);
3455 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3456 MovDelay[x][y] = 8 + 8 * !RND(3);
3458 MovDelay[x][y] = 16;
3460 else if (element == EL_PENGUIN)
3466 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3468 boolean first_horiz = RND(2);
3469 int new_move_dir = MovDir[x][y];
3472 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3473 Moving2Blocked(x, y, &newx, &newy);
3475 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3479 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3480 Moving2Blocked(x, y, &newx, &newy);
3482 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3485 MovDir[x][y] = old_move_dir;
3489 else /* (element == EL_SATELLITE) */
3495 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3497 boolean first_horiz = RND(2);
3498 int new_move_dir = MovDir[x][y];
3501 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3502 Moving2Blocked(x, y, &newx, &newy);
3504 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3508 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3509 Moving2Blocked(x, y, &newx, &newy);
3511 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3514 MovDir[x][y] = old_move_dir;
3519 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3520 element_info[element].move_pattern == MV_TURNING_LEFT ||
3521 element_info[element].move_pattern == MV_TURNING_RIGHT)
3523 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3524 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3526 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3527 MovDir[x][y] = left_dir;
3528 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3529 MovDir[x][y] = right_dir;
3530 else if (can_turn_left && can_turn_right)
3531 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3532 else if (can_turn_left)
3533 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3534 else if (can_turn_right)
3535 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3537 MovDir[x][y] = back_dir;
3539 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3541 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3542 element_info[element].move_pattern == MV_VERTICAL)
3544 if (element_info[element].move_pattern & old_move_dir)
3545 MovDir[x][y] = back_dir;
3546 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3547 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3548 else if (element_info[element].move_pattern == MV_VERTICAL)
3549 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3551 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3553 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3555 MovDir[x][y] = element_info[element].move_pattern;
3556 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3558 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3560 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3561 MovDir[x][y] = left_dir;
3562 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3563 MovDir[x][y] = right_dir;
3565 if (MovDir[x][y] != old_move_dir)
3566 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3568 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3570 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3571 MovDir[x][y] = right_dir;
3572 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3573 MovDir[x][y] = left_dir;
3575 if (MovDir[x][y] != old_move_dir)
3576 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3578 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3579 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3581 int attr_x = -1, attr_y = -1;
3584 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3595 for (i=0; i<MAX_PLAYERS; i++)
3597 struct PlayerInfo *player = &stored_player[i];
3598 int jx = player->jx, jy = player->jy;
3600 if (!player->active)
3604 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3612 MovDir[x][y] = MV_NO_MOVING;
3614 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3615 else if (attr_x > x)
3616 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3618 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3619 else if (attr_y > y)
3620 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3622 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3624 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3626 boolean first_horiz = RND(2);
3627 int new_move_dir = MovDir[x][y];
3630 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3631 Moving2Blocked(x, y, &newx, &newy);
3633 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3637 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3638 Moving2Blocked(x, y, &newx, &newy);
3640 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3643 MovDir[x][y] = old_move_dir;
3648 static boolean JustBeingPushed(int x, int y)
3652 for (i=0; i<MAX_PLAYERS; i++)
3654 struct PlayerInfo *player = &stored_player[i];
3656 if (player->active && player->Pushing && player->MovPos)
3658 int next_jx = player->jx + (player->jx - player->last_jx);
3659 int next_jy = player->jy + (player->jy - player->last_jy);
3661 if (x == next_jx && y == next_jy)
3669 void StartMoving(int x, int y)
3671 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3672 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3673 int element = Feld[x][y];
3678 /* !!! this should be handled more generic (not only for mole) !!! */
3679 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3680 GfxAction[x][y] = ACTION_DEFAULT;
3682 if (CAN_FALL(element) && y < lev_fieldy - 1)
3684 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3685 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3686 if (JustBeingPushed(x, y))
3689 if (element == EL_QUICKSAND_FULL)
3691 if (IS_FREE(x, y + 1))
3693 InitMovingField(x, y, MV_DOWN);
3694 started_moving = TRUE;
3696 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3697 Store[x][y] = EL_ROCK;
3699 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3701 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3704 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3706 if (!MovDelay[x][y])
3707 MovDelay[x][y] = TILEY + 1;
3716 Feld[x][y] = EL_QUICKSAND_EMPTY;
3717 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3718 Store[x][y + 1] = Store[x][y];
3721 PlaySoundLevelAction(x, y, ACTION_FILLING);
3723 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3727 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3728 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3730 InitMovingField(x, y, MV_DOWN);
3731 started_moving = TRUE;
3733 Feld[x][y] = EL_QUICKSAND_FILLING;
3734 Store[x][y] = element;
3736 PlaySoundLevelAction(x, y, ACTION_FILLING);
3738 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3741 else if (element == EL_MAGIC_WALL_FULL)
3743 if (IS_FREE(x, y + 1))
3745 InitMovingField(x, y, MV_DOWN);
3746 started_moving = TRUE;
3748 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3749 Store[x][y] = EL_CHANGED(Store[x][y]);
3751 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3753 if (!MovDelay[x][y])
3754 MovDelay[x][y] = TILEY/4 + 1;
3763 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3764 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3765 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3769 else if (element == EL_BD_MAGIC_WALL_FULL)
3771 if (IS_FREE(x, y + 1))
3773 InitMovingField(x, y, MV_DOWN);
3774 started_moving = TRUE;
3776 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3777 Store[x][y] = EL_CHANGED2(Store[x][y]);
3779 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3781 if (!MovDelay[x][y])
3782 MovDelay[x][y] = TILEY/4 + 1;
3791 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3792 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3793 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3797 else if (CAN_PASS_MAGIC_WALL(element) &&
3798 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3799 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3801 InitMovingField(x, y, MV_DOWN);
3802 started_moving = TRUE;
3805 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3806 EL_BD_MAGIC_WALL_FILLING);
3807 Store[x][y] = element;
3810 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3812 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3817 InitMovingField(x, y, MV_DOWN);
3818 started_moving = TRUE;
3820 Store[x][y] = EL_ACID;
3822 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3823 GfxAction[x][y + 1] = ACTION_ACTIVE;
3828 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3829 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3830 JustStopped[x][y] && !Pushed[x][y + 1])
3832 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3836 /* calling "Impact()" here is not only completely unneccessary
3837 (because it already gets called from "ContinueMoving()" in
3838 all relevant situations), but also completely bullshit, because
3839 "JustStopped" also indicates a finished *horizontal* movement;
3840 we must keep this trash for backwards compatibility with older
3846 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3848 if (MovDir[x][y] == MV_NO_MOVING)
3850 InitMovingField(x, y, MV_DOWN);
3851 started_moving = TRUE;
3854 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3856 if (JustStopped[x][y]) /* prevent animation from being restarted */
3857 MovDir[x][y] = MV_DOWN;
3859 InitMovingField(x, y, MV_DOWN);
3860 started_moving = TRUE;
3862 else if (element == EL_AMOEBA_DROP)
3864 Feld[x][y] = EL_AMOEBA_GROWING;
3865 Store[x][y] = EL_AMOEBA_WET;
3867 /* Store[x][y + 1] must be zero, because:
3868 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3871 #if OLD_GAME_BEHAVIOUR
3872 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3874 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3875 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3876 element != EL_DX_SUPABOMB)
3879 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3880 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3881 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3882 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3885 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3886 (IS_FREE(x - 1, y + 1) ||
3887 Feld[x - 1][y + 1] == EL_ACID));
3888 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3889 (IS_FREE(x + 1, y + 1) ||
3890 Feld[x + 1][y + 1] == EL_ACID));
3891 boolean can_fall_any = (can_fall_left || can_fall_right);
3892 boolean can_fall_both = (can_fall_left && can_fall_right);
3894 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3896 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3898 if (slippery_type == SLIPPERY_ONLY_LEFT)
3899 can_fall_right = FALSE;
3900 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3901 can_fall_left = FALSE;
3902 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3903 can_fall_right = FALSE;
3904 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3905 can_fall_left = FALSE;
3907 can_fall_any = (can_fall_left || can_fall_right);
3908 can_fall_both = (can_fall_left && can_fall_right);
3913 if (can_fall_both &&
3914 (game.emulation != EMU_BOULDERDASH &&
3915 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3916 can_fall_left = !(can_fall_right = RND(2));
3918 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3919 started_moving = TRUE;
3922 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3924 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3925 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3926 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3927 int belt_dir = game.belt_dir[belt_nr];
3929 if ((belt_dir == MV_LEFT && left_is_free) ||
3930 (belt_dir == MV_RIGHT && right_is_free))
3932 InitMovingField(x, y, belt_dir);
3933 started_moving = TRUE;
3935 GfxAction[x][y] = ACTION_DEFAULT;
3940 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3941 if (CAN_MOVE(element) && !started_moving)
3945 if ((element == EL_SATELLITE ||
3946 element == EL_BALLOON ||
3947 element == EL_SPRING)
3948 && JustBeingPushed(x, y))
3953 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3954 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3956 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3958 Moving2Blocked(x, y, &newx, &newy);
3959 if (Feld[newx][newy] == EL_BLOCKED)
3960 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3965 if (!MovDelay[x][y]) /* start new movement phase */
3967 /* all objects that can change their move direction after each step
3968 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3970 if (element != EL_YAMYAM &&
3971 element != EL_DARK_YAMYAM &&
3972 element != EL_PACMAN &&
3973 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3974 element_info[element].move_pattern != MV_TURNING_LEFT &&
3975 element_info[element].move_pattern != MV_TURNING_RIGHT)
3979 if (MovDelay[x][y] && (element == EL_BUG ||
3980 element == EL_SPACESHIP ||
3981 element == EL_SP_SNIKSNAK ||
3982 element == EL_SP_ELECTRON ||
3983 element == EL_MOLE))
3984 DrawLevelField(x, y);
3988 if (MovDelay[x][y]) /* wait some time before next movement */
3993 if (element == EL_YAMYAM)
3996 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3997 DrawLevelElementAnimation(x, y, element);
4001 if (MovDelay[x][y]) /* element still has to wait some time */
4004 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4005 ResetGfxAnimation(x, y);
4007 GfxAction[x][y] = ACTION_WAITING;
4010 if (element == EL_ROBOT ||
4012 element == EL_PACMAN ||
4014 element == EL_YAMYAM ||
4015 element == EL_DARK_YAMYAM)
4018 DrawLevelElementAnimation(x, y, element);
4020 DrawLevelElementAnimationIfNeeded(x, y, element);
4022 PlaySoundLevelAction(x, y, ACTION_WAITING);
4024 else if (element == EL_SP_ELECTRON)
4025 DrawLevelElementAnimationIfNeeded(x, y, element);
4026 else if (element == EL_DRAGON)
4029 int dir = MovDir[x][y];
4030 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4031 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4032 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4033 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4034 dir == MV_UP ? IMG_FLAMES_1_UP :
4035 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4036 int frame = getGraphicAnimationFrame(graphic, -1);
4038 for (i=1; i<=3; i++)
4040 int xx = x + i*dx, yy = y + i*dy;
4041 int sx = SCREENX(xx), sy = SCREENY(yy);
4042 int flame_graphic = graphic + (i - 1);
4044 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4049 int flamed = MovingOrBlocked2Element(xx, yy);
4051 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4054 RemoveMovingField(xx, yy);
4056 Feld[xx][yy] = EL_FLAMES;
4057 if (IN_SCR_FIELD(sx, sy))
4058 DrawGraphic(sx, sy, flame_graphic, frame);
4062 if (Feld[xx][yy] == EL_FLAMES)
4063 Feld[xx][yy] = EL_EMPTY;
4064 DrawLevelField(xx, yy);
4069 if (MovDelay[x][y]) /* element still has to wait some time */
4071 PlaySoundLevelAction(x, y, ACTION_WAITING);
4076 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4077 for all other elements GfxAction will be set by InitMovingField() */
4078 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4079 GfxAction[x][y] = ACTION_MOVING;
4082 /* now make next step */
4084 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4086 if (DONT_COLLIDE_WITH(element) &&
4087 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4088 !PLAYER_PROTECTED(newx, newy))
4091 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4094 /* player killed by element which is deadly when colliding with */
4096 KillHero(PLAYERINFO(newx, newy));
4101 else if ((element == EL_PENGUIN ||
4102 element == EL_ROBOT ||
4103 element == EL_SATELLITE ||
4104 element == EL_BALLOON ||
4105 IS_CUSTOM_ELEMENT(element)) &&
4106 IN_LEV_FIELD(newx, newy) &&
4107 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4110 Store[x][y] = EL_ACID;
4112 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4114 if (Feld[newx][newy] == EL_EXIT_OPEN)
4116 Feld[x][y] = EL_EMPTY;
4117 DrawLevelField(x, y);
4119 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4120 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4121 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4123 local_player->friends_still_needed--;
4124 if (!local_player->friends_still_needed &&
4125 !local_player->GameOver && AllPlayersGone)
4126 local_player->LevelSolved = local_player->GameOver = TRUE;
4130 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4132 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4133 DrawLevelField(newx, newy);
4135 MovDir[x][y] = MV_NO_MOVING;
4137 else if (!IS_FREE(newx, newy))
4139 GfxAction[x][y] = ACTION_WAITING;
4141 if (IS_PLAYER(x, y))
4142 DrawPlayerField(x, y);
4144 DrawLevelField(x, y);
4148 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4150 if (IS_FOOD_PIG(Feld[newx][newy]))
4152 if (IS_MOVING(newx, newy))
4153 RemoveMovingField(newx, newy);
4156 Feld[newx][newy] = EL_EMPTY;
4157 DrawLevelField(newx, newy);
4160 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4162 else if (!IS_FREE(newx, newy))
4164 if (IS_PLAYER(x, y))
4165 DrawPlayerField(x, y);
4167 DrawLevelField(x, y);
4171 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4173 if (!IS_FREE(newx, newy))
4175 if (IS_PLAYER(x, y))
4176 DrawPlayerField(x, y);
4178 DrawLevelField(x, y);
4183 boolean wanna_flame = !RND(10);
4184 int dx = newx - x, dy = newy - y;
4185 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4186 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4187 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4188 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4189 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4190 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4193 IS_CLASSIC_ENEMY(element1) ||
4194 IS_CLASSIC_ENEMY(element2)) &&
4195 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4196 element1 != EL_FLAMES && element2 != EL_FLAMES)
4198 if (IS_PLAYER(x, y))
4199 DrawPlayerField(x, y);
4201 DrawLevelField(x, y);
4203 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4205 MovDelay[x][y] = 50;
4206 Feld[newx][newy] = EL_FLAMES;
4207 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4208 Feld[newx1][newy1] = EL_FLAMES;
4209 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4210 Feld[newx2][newy2] = EL_FLAMES;
4215 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4216 Feld[newx][newy] == EL_DIAMOND)
4218 if (IS_MOVING(newx, newy))
4219 RemoveMovingField(newx, newy);
4222 Feld[newx][newy] = EL_EMPTY;
4223 DrawLevelField(newx, newy);
4226 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4228 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4229 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4231 if (AmoebaNr[newx][newy])
4233 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4234 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4235 Feld[newx][newy] == EL_BD_AMOEBA)
4236 AmoebaCnt[AmoebaNr[newx][newy]]--;
4239 if (IS_MOVING(newx, newy))
4240 RemoveMovingField(newx, newy);
4243 Feld[newx][newy] = EL_EMPTY;
4244 DrawLevelField(newx, newy);
4247 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4249 else if ((element == EL_PACMAN || element == EL_MOLE)
4250 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4252 if (AmoebaNr[newx][newy])
4254 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4255 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4256 Feld[newx][newy] == EL_BD_AMOEBA)
4257 AmoebaCnt[AmoebaNr[newx][newy]]--;
4260 if (element == EL_MOLE)
4262 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4263 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4265 ResetGfxAnimation(x, y);
4266 GfxAction[x][y] = ACTION_DIGGING;
4267 DrawLevelField(x, y);
4269 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4270 return; /* wait for shrinking amoeba */
4272 else /* element == EL_PACMAN */
4274 Feld[newx][newy] = EL_EMPTY;
4275 DrawLevelField(newx, newy);
4276 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4279 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4280 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4281 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4283 /* wait for shrinking amoeba to completely disappear */
4286 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4288 /* object was running against a wall */
4293 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4294 DrawLevelElementAnimation(x, y, element);
4296 if (element == EL_BUG ||
4297 element == EL_SPACESHIP ||
4298 element == EL_SP_SNIKSNAK)
4299 DrawLevelField(x, y);
4300 else if (element == EL_MOLE)
4301 DrawLevelField(x, y);
4302 else if (element == EL_BD_BUTTERFLY ||
4303 element == EL_BD_FIREFLY)
4304 DrawLevelElementAnimationIfNeeded(x, y, element);
4305 else if (element == EL_SATELLITE)
4306 DrawLevelElementAnimationIfNeeded(x, y, element);
4307 else if (element == EL_SP_ELECTRON)
4308 DrawLevelElementAnimationIfNeeded(x, y, element);
4311 if (DONT_TOUCH(element))
4312 TestIfBadThingTouchesHero(x, y);
4315 PlaySoundLevelAction(x, y, ACTION_WAITING);
4321 InitMovingField(x, y, MovDir[x][y]);
4323 PlaySoundLevelAction(x, y, ACTION_MOVING);
4327 ContinueMoving(x, y);
4330 void ContinueMoving(int x, int y)
4332 int element = Feld[x][y];
4333 int direction = MovDir[x][y];
4334 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4335 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4336 int newx = x + dx, newy = y + dy;
4337 int nextx = newx + dx, nexty = newy + dy;
4338 boolean pushed = Pushed[x][y];
4340 MovPos[x][y] += getElementMoveStepsize(x, y);
4342 if (pushed) /* special case: moving object pushed by player */
4343 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4345 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4347 Feld[x][y] = EL_EMPTY;
4348 Feld[newx][newy] = element;
4349 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4351 if (element == EL_MOLE)
4353 Feld[x][y] = EL_SAND;
4355 DrawLevelFieldCrumbledSandNeighbours(x, y);
4357 else if (element == EL_QUICKSAND_FILLING)
4359 element = Feld[newx][newy] = get_next_element(element);
4360 Store[newx][newy] = Store[x][y];
4362 else if (element == EL_QUICKSAND_EMPTYING)
4364 Feld[x][y] = get_next_element(element);
4365 element = Feld[newx][newy] = Store[x][y];
4367 else if (element == EL_MAGIC_WALL_FILLING)
4369 element = Feld[newx][newy] = get_next_element(element);
4370 if (!game.magic_wall_active)
4371 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4372 Store[newx][newy] = Store[x][y];
4374 else if (element == EL_MAGIC_WALL_EMPTYING)
4376 Feld[x][y] = get_next_element(element);
4377 if (!game.magic_wall_active)
4378 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4379 element = Feld[newx][newy] = Store[x][y];
4381 else if (element == EL_BD_MAGIC_WALL_FILLING)
4383 element = Feld[newx][newy] = get_next_element(element);
4384 if (!game.magic_wall_active)
4385 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4386 Store[newx][newy] = Store[x][y];
4388 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4390 Feld[x][y] = get_next_element(element);
4391 if (!game.magic_wall_active)
4392 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4393 element = Feld[newx][newy] = Store[x][y];
4395 else if (element == EL_AMOEBA_DROPPING)
4397 Feld[x][y] = get_next_element(element);
4398 element = Feld[newx][newy] = Store[x][y];
4400 else if (element == EL_SOKOBAN_OBJECT)
4403 Feld[x][y] = Back[x][y];
4405 if (Back[newx][newy])
4406 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4408 Back[x][y] = Back[newx][newy] = 0;
4410 else if (Store[x][y] == EL_ACID)
4412 element = Feld[newx][newy] = EL_ACID;
4416 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4417 MovDelay[newx][newy] = 0;
4419 /* copy element change control values to new field */
4420 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4421 Changed[newx][newy] = Changed[x][y];
4422 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4424 ChangeDelay[x][y] = 0;
4425 Changed[x][y] = CE_BITMASK_DEFAULT;
4426 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4428 /* copy animation control values to new field */
4429 GfxFrame[newx][newy] = GfxFrame[x][y];
4430 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4431 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4433 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4435 ResetGfxAnimation(x, y); /* reset animation values for old field */
4438 /* 2.1.1 (does not work correctly for spring) */
4439 if (!CAN_MOVE(element))
4440 MovDir[newx][newy] = 0;
4444 /* (does not work for falling objects that slide horizontally) */
4445 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4446 MovDir[newx][newy] = 0;
4449 if (!CAN_MOVE(element) ||
4450 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4451 MovDir[newx][newy] = 0;
4454 if (!CAN_MOVE(element) ||
4455 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4456 MovDir[newx][newy] = 0;
4460 DrawLevelField(x, y);
4461 DrawLevelField(newx, newy);
4463 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4465 if (!pushed) /* special case: moving object pushed by player */
4466 JustStopped[newx][newy] = 3;
4468 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4470 TestIfBadThingTouchesHero(newx, newy);
4471 TestIfBadThingTouchesFriend(newx, newy);
4472 TestIfBadThingTouchesOtherBadThing(newx, newy);
4474 else if (element == EL_PENGUIN)
4475 TestIfFriendTouchesBadThing(newx, newy);
4477 if (CAN_FALL(element) && direction == MV_DOWN &&
4478 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4481 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4482 CheckElementChange(newx, newy, element, CE_COLLISION);
4485 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4488 TestIfPlayerTouchesCustomElement(newx, newy);
4489 TestIfElementTouchesCustomElement(newx, newy);
4491 else /* still moving on */
4493 DrawLevelField(x, y);
4497 int AmoebeNachbarNr(int ax, int ay)
4500 int element = Feld[ax][ay];
4502 static int xy[4][2] =
4512 int x = ax + xy[i][0];
4513 int y = ay + xy[i][1];
4515 if (!IN_LEV_FIELD(x, y))
4518 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4519 group_nr = AmoebaNr[x][y];
4525 void AmoebenVereinigen(int ax, int ay)
4527 int i, x, y, xx, yy;
4528 int new_group_nr = AmoebaNr[ax][ay];
4529 static int xy[4][2] =
4537 if (new_group_nr == 0)
4545 if (!IN_LEV_FIELD(x, y))
4548 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4549 Feld[x][y] == EL_BD_AMOEBA ||
4550 Feld[x][y] == EL_AMOEBA_DEAD) &&
4551 AmoebaNr[x][y] != new_group_nr)
4553 int old_group_nr = AmoebaNr[x][y];
4555 if (old_group_nr == 0)
4558 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4559 AmoebaCnt[old_group_nr] = 0;
4560 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4561 AmoebaCnt2[old_group_nr] = 0;
4563 for (yy=0; yy<lev_fieldy; yy++)
4565 for (xx=0; xx<lev_fieldx; xx++)
4567 if (AmoebaNr[xx][yy] == old_group_nr)
4568 AmoebaNr[xx][yy] = new_group_nr;
4575 void AmoebeUmwandeln(int ax, int ay)
4579 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4581 int group_nr = AmoebaNr[ax][ay];
4586 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4587 printf("AmoebeUmwandeln(): This should never happen!\n");
4592 for (y=0; y<lev_fieldy; y++)
4594 for (x=0; x<lev_fieldx; x++)
4596 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4599 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4603 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4604 SND_AMOEBA_TURNING_TO_GEM :
4605 SND_AMOEBA_TURNING_TO_ROCK));
4610 static int xy[4][2] =
4623 if (!IN_LEV_FIELD(x, y))
4626 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4628 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4629 SND_AMOEBA_TURNING_TO_GEM :
4630 SND_AMOEBA_TURNING_TO_ROCK));
4637 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4640 int group_nr = AmoebaNr[ax][ay];
4641 boolean done = FALSE;
4646 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4647 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4652 for (y=0; y<lev_fieldy; y++)
4654 for (x=0; x<lev_fieldx; x++)
4656 if (AmoebaNr[x][y] == group_nr &&
4657 (Feld[x][y] == EL_AMOEBA_DEAD ||
4658 Feld[x][y] == EL_BD_AMOEBA ||
4659 Feld[x][y] == EL_AMOEBA_GROWING))
4662 Feld[x][y] = new_element;
4663 InitField(x, y, FALSE);
4664 DrawLevelField(x, y);
4671 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4672 SND_BD_AMOEBA_TURNING_TO_ROCK :
4673 SND_BD_AMOEBA_TURNING_TO_GEM));
4676 void AmoebeWaechst(int x, int y)
4678 static unsigned long sound_delay = 0;
4679 static unsigned long sound_delay_value = 0;
4681 if (!MovDelay[x][y]) /* start new growing cycle */
4685 if (DelayReached(&sound_delay, sound_delay_value))
4688 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4690 if (Store[x][y] == EL_BD_AMOEBA)
4691 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4693 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4695 sound_delay_value = 30;
4699 if (MovDelay[x][y]) /* wait some time before growing bigger */
4702 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4704 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4705 6 - MovDelay[x][y]);
4707 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4710 if (!MovDelay[x][y])
4712 Feld[x][y] = Store[x][y];
4714 DrawLevelField(x, y);
4719 void AmoebaDisappearing(int x, int y)
4721 static unsigned long sound_delay = 0;
4722 static unsigned long sound_delay_value = 0;
4724 if (!MovDelay[x][y]) /* start new shrinking cycle */
4728 if (DelayReached(&sound_delay, sound_delay_value))
4729 sound_delay_value = 30;
4732 if (MovDelay[x][y]) /* wait some time before shrinking */
4735 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4737 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4738 6 - MovDelay[x][y]);
4740 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4743 if (!MovDelay[x][y])
4745 Feld[x][y] = EL_EMPTY;
4746 DrawLevelField(x, y);
4748 /* don't let mole enter this field in this cycle;
4749 (give priority to objects falling to this field from above) */
4755 void AmoebeAbleger(int ax, int ay)
4758 int element = Feld[ax][ay];
4759 int graphic = el2img(element);
4760 int newax = ax, neway = ay;
4761 static int xy[4][2] =
4769 if (!level.amoeba_speed)
4771 Feld[ax][ay] = EL_AMOEBA_DEAD;
4772 DrawLevelField(ax, ay);
4776 if (IS_ANIMATED(graphic))
4777 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4779 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4780 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4782 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4785 if (MovDelay[ax][ay])
4789 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4792 int x = ax + xy[start][0];
4793 int y = ay + xy[start][1];
4795 if (!IN_LEV_FIELD(x, y))
4798 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4799 if (IS_FREE(x, y) ||
4800 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4806 if (newax == ax && neway == ay)
4809 else /* normal or "filled" (BD style) amoeba */
4812 boolean waiting_for_player = FALSE;
4816 int j = (start + i) % 4;
4817 int x = ax + xy[j][0];
4818 int y = ay + xy[j][1];
4820 if (!IN_LEV_FIELD(x, y))
4823 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4824 if (IS_FREE(x, y) ||
4825 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4831 else if (IS_PLAYER(x, y))
4832 waiting_for_player = TRUE;
4835 if (newax == ax && neway == ay) /* amoeba cannot grow */
4837 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4839 Feld[ax][ay] = EL_AMOEBA_DEAD;
4840 DrawLevelField(ax, ay);
4841 AmoebaCnt[AmoebaNr[ax][ay]]--;
4843 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4845 if (element == EL_AMOEBA_FULL)
4846 AmoebeUmwandeln(ax, ay);
4847 else if (element == EL_BD_AMOEBA)
4848 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4853 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4855 /* amoeba gets larger by growing in some direction */
4857 int new_group_nr = AmoebaNr[ax][ay];
4860 if (new_group_nr == 0)
4862 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4863 printf("AmoebeAbleger(): This should never happen!\n");
4868 AmoebaNr[newax][neway] = new_group_nr;
4869 AmoebaCnt[new_group_nr]++;
4870 AmoebaCnt2[new_group_nr]++;
4872 /* if amoeba touches other amoeba(s) after growing, unify them */
4873 AmoebenVereinigen(newax, neway);
4875 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4877 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4883 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4884 (neway == lev_fieldy - 1 && newax != ax))
4886 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4887 Store[newax][neway] = element;
4889 else if (neway == ay)
4891 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4893 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4895 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4900 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4901 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4902 Store[ax][ay] = EL_AMOEBA_DROP;
4903 ContinueMoving(ax, ay);
4907 DrawLevelField(newax, neway);
4910 void Life(int ax, int ay)
4913 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4915 int element = Feld[ax][ay];
4916 int graphic = el2img(element);
4917 boolean changed = FALSE;
4919 if (IS_ANIMATED(graphic))
4920 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4925 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4926 MovDelay[ax][ay] = life_time;
4928 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4931 if (MovDelay[ax][ay])
4935 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4937 int xx = ax+x1, yy = ay+y1;
4940 if (!IN_LEV_FIELD(xx, yy))
4943 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4945 int x = xx+x2, y = yy+y2;
4947 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4950 if (((Feld[x][y] == element ||
4951 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4953 (IS_FREE(x, y) && Stop[x][y]))
4957 if (xx == ax && yy == ay) /* field in the middle */
4959 if (nachbarn < life[0] || nachbarn > life[1])
4961 Feld[xx][yy] = EL_EMPTY;
4963 DrawLevelField(xx, yy);
4964 Stop[xx][yy] = TRUE;
4968 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4969 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4970 { /* free border field */
4971 if (nachbarn >= life[2] && nachbarn <= life[3])
4973 Feld[xx][yy] = element;
4974 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4976 DrawLevelField(xx, yy);
4977 Stop[xx][yy] = TRUE;
4984 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4985 SND_GAME_OF_LIFE_GROWING);
4988 static void InitRobotWheel(int x, int y)
4990 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4993 static void RunRobotWheel(int x, int y)
4995 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4998 static void StopRobotWheel(int x, int y)
5000 if (ZX == x && ZY == y)
5004 static void InitTimegateWheel(int x, int y)
5006 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5009 static void RunTimegateWheel(int x, int y)
5011 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5014 void CheckExit(int x, int y)
5016 if (local_player->gems_still_needed > 0 ||
5017 local_player->sokobanfields_still_needed > 0 ||
5018 local_player->lights_still_needed > 0)
5020 int element = Feld[x][y];
5021 int graphic = el2img(element);
5023 if (IS_ANIMATED(graphic))
5024 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5029 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5032 Feld[x][y] = EL_EXIT_OPENING;
5034 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5037 void CheckExitSP(int x, int y)
5039 if (local_player->gems_still_needed > 0)
5041 int element = Feld[x][y];
5042 int graphic = el2img(element);
5044 if (IS_ANIMATED(graphic))
5045 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5050 Feld[x][y] = EL_SP_EXIT_OPEN;
5052 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5055 static void CloseAllOpenTimegates()
5059 for (y=0; y<lev_fieldy; y++)
5061 for (x=0; x<lev_fieldx; x++)
5063 int element = Feld[x][y];
5065 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5067 Feld[x][y] = EL_TIMEGATE_CLOSING;
5069 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5071 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5078 void EdelsteinFunkeln(int x, int y)
5080 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5083 if (Feld[x][y] == EL_BD_DIAMOND)
5086 if (MovDelay[x][y] == 0) /* next animation frame */
5087 MovDelay[x][y] = 11 * !SimpleRND(500);
5089 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5093 if (setup.direct_draw && MovDelay[x][y])
5094 SetDrawtoField(DRAW_BUFFERED);
5096 DrawLevelElementAnimation(x, y, Feld[x][y]);
5098 if (MovDelay[x][y] != 0)
5100 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5101 10 - MovDelay[x][y]);
5103 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5105 if (setup.direct_draw)
5109 dest_x = FX + SCREENX(x) * TILEX;
5110 dest_y = FY + SCREENY(y) * TILEY;
5112 BlitBitmap(drawto_field, window,
5113 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5114 SetDrawtoField(DRAW_DIRECT);
5120 void MauerWaechst(int x, int y)
5124 if (!MovDelay[x][y]) /* next animation frame */
5125 MovDelay[x][y] = 3 * delay;
5127 if (MovDelay[x][y]) /* wait some time before next frame */
5131 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5133 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5134 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5136 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5139 if (!MovDelay[x][y])
5141 if (MovDir[x][y] == MV_LEFT)
5143 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5144 DrawLevelField(x - 1, y);
5146 else if (MovDir[x][y] == MV_RIGHT)
5148 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5149 DrawLevelField(x + 1, y);
5151 else if (MovDir[x][y] == MV_UP)
5153 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5154 DrawLevelField(x, y - 1);
5158 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5159 DrawLevelField(x, y + 1);
5162 Feld[x][y] = Store[x][y];
5164 MovDir[x][y] = MV_NO_MOVING;
5165 DrawLevelField(x, y);
5170 void MauerAbleger(int ax, int ay)
5172 int element = Feld[ax][ay];
5173 int graphic = el2img(element);
5174 boolean oben_frei = FALSE, unten_frei = FALSE;
5175 boolean links_frei = FALSE, rechts_frei = FALSE;
5176 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5177 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5178 boolean new_wall = FALSE;
5180 if (IS_ANIMATED(graphic))
5181 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5183 if (!MovDelay[ax][ay]) /* start building new wall */
5184 MovDelay[ax][ay] = 6;
5186 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5189 if (MovDelay[ax][ay])
5193 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5195 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5197 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5199 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5202 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5203 element == EL_EXPANDABLE_WALL_ANY)
5207 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5208 Store[ax][ay-1] = element;
5209 MovDir[ax][ay-1] = MV_UP;
5210 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5211 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5212 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5217 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5218 Store[ax][ay+1] = element;
5219 MovDir[ax][ay+1] = MV_DOWN;
5220 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5221 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5222 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5227 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5228 element == EL_EXPANDABLE_WALL_ANY ||
5229 element == EL_EXPANDABLE_WALL)
5233 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5234 Store[ax-1][ay] = element;
5235 MovDir[ax-1][ay] = MV_LEFT;
5236 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5237 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5238 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5244 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5245 Store[ax+1][ay] = element;
5246 MovDir[ax+1][ay] = MV_RIGHT;
5247 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5248 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5249 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5254 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5255 DrawLevelField(ax, ay);
5257 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5259 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5260 unten_massiv = TRUE;
5261 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5262 links_massiv = TRUE;
5263 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5264 rechts_massiv = TRUE;
5266 if (((oben_massiv && unten_massiv) ||
5267 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5268 element == EL_EXPANDABLE_WALL) &&
5269 ((links_massiv && rechts_massiv) ||
5270 element == EL_EXPANDABLE_WALL_VERTICAL))
5271 Feld[ax][ay] = EL_WALL;
5275 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5277 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5281 void CheckForDragon(int x, int y)
5284 boolean dragon_found = FALSE;
5285 static int xy[4][2] =
5297 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5299 if (IN_LEV_FIELD(xx, yy) &&
5300 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5302 if (Feld[xx][yy] == EL_DRAGON)
5303 dragon_found = TRUE;
5316 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5318 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5320 Feld[xx][yy] = EL_EMPTY;
5321 DrawLevelField(xx, yy);
5330 static void InitBuggyBase(int x, int y)
5332 int element = Feld[x][y];
5333 int activating_delay = FRAMES_PER_SECOND / 4;
5336 (element == EL_SP_BUGGY_BASE ?
5337 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5338 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5340 element == EL_SP_BUGGY_BASE_ACTIVE ?
5341 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5344 static void WarnBuggyBase(int x, int y)
5347 static int xy[4][2] =
5357 int xx = x + xy[i][0], yy = y + xy[i][1];
5359 if (IS_PLAYER(xx, yy))
5361 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5368 static void InitTrap(int x, int y)
5370 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5373 static void ActivateTrap(int x, int y)
5375 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5378 static void ChangeActiveTrap(int x, int y)
5380 int graphic = IMG_TRAP_ACTIVE;
5382 /* if new animation frame was drawn, correct crumbled sand border */
5383 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5384 DrawLevelFieldCrumbledSand(x, y);
5387 static void ChangeElementNowExt(int x, int y, int target_element)
5389 /* check if element under player changes from accessible to unaccessible
5390 (needed for special case of dropping element which then changes) */
5391 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5392 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5399 Feld[x][y] = target_element;
5401 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5403 ResetGfxAnimation(x, y);
5404 ResetRandomAnimationValue(x, y);
5406 InitField(x, y, FALSE);
5407 if (CAN_MOVE(Feld[x][y]))
5410 DrawLevelField(x, y);
5412 if (CAN_BE_CRUMBLED(Feld[x][y]))
5413 DrawLevelFieldCrumbledSandNeighbours(x, y);
5415 TestIfBadThingTouchesHero(x, y);
5416 TestIfPlayerTouchesCustomElement(x, y);
5417 TestIfElementTouchesCustomElement(x, y);
5419 if (ELEM_IS_PLAYER(target_element))
5420 RelocatePlayer(x, y, target_element);
5423 static boolean ChangeElementNow(int x, int y, int element, int page)
5425 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5427 /* always use default change event to prevent running into a loop */
5428 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5429 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5431 /* do not change already changed elements with same change event */
5433 if (Changed[x][y] & ChangeEvent[x][y])
5440 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5442 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5444 if (change->explode)
5451 if (change->use_content)
5453 boolean complete_change = TRUE;
5454 boolean can_change[3][3];
5457 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5459 boolean half_destructible;
5460 int ex = x + xx - 1;
5461 int ey = y + yy - 1;
5464 can_change[xx][yy] = TRUE;
5466 if (ex == x && ey == y) /* do not check changing element itself */
5469 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5471 can_change[xx][yy] = FALSE; /* do not change empty borders */
5476 if (!IN_LEV_FIELD(ex, ey))
5478 can_change[xx][yy] = FALSE;
5479 complete_change = FALSE;
5486 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5487 e = MovingOrBlocked2Element(ex, ey);
5489 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5491 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5492 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5493 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5495 can_change[xx][yy] = FALSE;
5496 complete_change = FALSE;
5500 if (!change->only_complete || complete_change)
5502 boolean something_has_changed = FALSE;
5504 if (change->only_complete && change->use_random_change &&
5505 RND(100) < change->random)
5508 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5510 int ex = x + xx - 1;
5511 int ey = y + yy - 1;
5513 if (can_change[xx][yy] && (!change->use_random_change ||
5514 RND(100) < change->random))
5516 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5517 RemoveMovingField(ex, ey);
5519 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5521 something_has_changed = TRUE;
5523 /* for symmetry reasons, freeze newly created border elements */
5524 if (ex != x || ey != y)
5525 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5529 if (something_has_changed)
5530 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5535 ChangeElementNowExt(x, y, change->target_element);
5537 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5543 static void ChangeElement(int x, int y, int page)
5545 int element = MovingOrBlocked2Element(x, y);
5546 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5548 if (ChangeDelay[x][y] == 0) /* initialize element change */
5550 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5551 RND(change->delay_random * change->delay_frames)) + 1;
5553 ResetGfxAnimation(x, y);
5554 ResetRandomAnimationValue(x, y);
5556 if (change->pre_change_function)
5557 change->pre_change_function(x, y);
5560 ChangeDelay[x][y]--;
5562 if (ChangeDelay[x][y] != 0) /* continue element change */
5564 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5566 if (IS_ANIMATED(graphic))
5567 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5569 if (change->change_function)
5570 change->change_function(x, y);
5572 else /* finish element change */
5574 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5576 ChangeDelay[x][y] = 1; /* try change after next move step */
5581 if (ChangeElementNow(x, y, element, page))
5583 if (change->post_change_function)
5584 change->post_change_function(x, y);
5589 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5590 int trigger_element,
5596 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5599 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5601 int element = EL_CUSTOM_START + i;
5603 boolean change_element = FALSE;
5606 if (!CAN_CHANGE(element) ||
5607 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5610 for (j=0; j < element_info[element].num_change_pages; j++)
5612 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5614 if (change->sides & trigger_side &&
5615 change->trigger_element == trigger_element)
5617 change_element = TRUE;
5624 if (!change_element)
5627 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5630 if (x == lx && y == ly) /* do not change trigger element itself */
5634 if (Feld[x][y] == element)
5636 ChangeDelay[x][y] = 1;
5637 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5638 ChangeElement(x, y, page);
5646 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5649 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5653 static boolean CheckElementSideChange(int x, int y, int element, int side,
5654 int trigger_event, int page)
5656 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5659 if (Feld[x][y] == EL_BLOCKED)
5661 Blocked2Moving(x, y, &x, &y);
5662 element = Feld[x][y];
5666 page = element_info[element].event_page_num[trigger_event];
5668 if (!(element_info[element].change_page[page].sides & side))
5671 ChangeDelay[x][y] = 1;
5672 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5673 ChangeElement(x, y, page);
5678 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5680 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5683 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5685 static byte stored_player_action[MAX_PLAYERS];
5686 static int num_stored_actions = 0;
5687 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5688 int left = player_action & JOY_LEFT;
5689 int right = player_action & JOY_RIGHT;
5690 int up = player_action & JOY_UP;
5691 int down = player_action & JOY_DOWN;
5692 int button1 = player_action & JOY_BUTTON_1;
5693 int button2 = player_action & JOY_BUTTON_2;
5694 int dx = (left ? -1 : right ? 1 : 0);
5695 int dy = (up ? -1 : down ? 1 : 0);
5697 stored_player_action[player->index_nr] = 0;
5698 num_stored_actions++;
5700 if (!player->active || tape.pausing)
5706 snapped = SnapField(player, dx, dy);
5710 dropped = DropElement(player);
5712 moved = MoveFigure(player, dx, dy);
5715 if (tape.single_step && tape.recording && !tape.pausing)
5717 if (button1 || (dropped && !moved))
5719 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5720 SnapField(player, 0, 0); /* stop snapping */
5724 stored_player_action[player->index_nr] = player_action;
5728 /* no actions for this player (no input at player's configured device) */
5730 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5731 SnapField(player, 0, 0);
5732 CheckGravityMovement(player);
5734 if (player->MovPos == 0)
5735 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5737 if (player->MovPos == 0) /* needed for tape.playing */
5738 player->is_moving = FALSE;
5741 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5743 TapeRecordAction(stored_player_action);
5744 num_stored_actions = 0;
5750 static unsigned long action_delay = 0;
5751 unsigned long action_delay_value;
5752 int magic_wall_x = 0, magic_wall_y = 0;
5753 int i, x, y, element, graphic;
5754 byte *recorded_player_action;
5755 byte summarized_player_action = 0;
5757 if (game_status != GAME_MODE_PLAYING)
5760 action_delay_value =
5761 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5763 if (tape.playing && tape.index_search && !tape.pausing)
5764 action_delay_value = 0;
5766 /* ---------- main game synchronization point ---------- */
5768 WaitUntilDelayReached(&action_delay, action_delay_value);
5770 if (network_playing && !network_player_action_received)
5774 printf("DEBUG: try to get network player actions in time\n");
5778 #if defined(PLATFORM_UNIX)
5779 /* last chance to get network player actions without main loop delay */
5783 if (game_status != GAME_MODE_PLAYING)
5786 if (!network_player_action_received)
5790 printf("DEBUG: failed to get network player actions in time\n");
5800 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5802 for (i=0; i<MAX_PLAYERS; i++)
5804 summarized_player_action |= stored_player[i].action;
5806 if (!network_playing)
5807 stored_player[i].effective_action = stored_player[i].action;
5810 #if defined(PLATFORM_UNIX)
5811 if (network_playing)
5812 SendToServer_MovePlayer(summarized_player_action);
5815 if (!options.network && !setup.team_mode)
5816 local_player->effective_action = summarized_player_action;
5818 for (i=0; i<MAX_PLAYERS; i++)
5820 int actual_player_action = stored_player[i].effective_action;
5822 if (stored_player[i].programmed_action)
5823 actual_player_action = stored_player[i].programmed_action;
5825 if (recorded_player_action)
5826 actual_player_action = recorded_player_action[i];
5828 PlayerActions(&stored_player[i], actual_player_action);
5829 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5832 network_player_action_received = FALSE;
5834 ScrollScreen(NULL, SCROLL_GO_ON);
5840 for (i=0; i<MAX_PLAYERS; i++)
5841 stored_player[i].Frame++;
5845 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5847 for (i=0; i<MAX_PLAYERS; i++)
5849 struct PlayerInfo *player = &stored_player[i];
5853 if (player->active && player->Pushing && player->is_moving &&
5856 ContinueMoving(x, y);
5858 /* continue moving after pushing (this is actually a bug) */
5859 if (!IS_MOVING(x, y))
5868 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5870 Changed[x][y] = CE_BITMASK_DEFAULT;
5871 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5874 if (JustStopped[x][y] > 0)
5875 JustStopped[x][y]--;
5880 /* reset finished pushing action (not done in ContinueMoving() to allow
5881 continous pushing animation for elements with zero push delay) */
5882 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5884 ResetGfxAnimation(x, y);
5885 DrawLevelField(x, y);
5890 if (IS_BLOCKED(x, y))
5894 Blocked2Moving(x, y, &oldx, &oldy);
5895 if (!IS_MOVING(oldx, oldy))
5897 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5898 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5899 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5900 printf("GameActions(): This should never happen!\n");
5906 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5908 element = Feld[x][y];
5910 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5912 graphic = el2img(element);
5918 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5920 element = graphic = 0;
5924 if (graphic_info[graphic].anim_global_sync)
5925 GfxFrame[x][y] = FrameCounter;
5927 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5928 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5929 ResetRandomAnimationValue(x, y);
5931 SetRandomAnimationValue(x, y);
5934 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5937 if (IS_INACTIVE(element))
5939 if (IS_ANIMATED(graphic))
5940 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5946 /* this may take place after moving, so 'element' may have changed */
5947 if (IS_CHANGING(x, y))
5949 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5950 element = Feld[x][y];
5951 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5955 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5960 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5962 if (element == EL_MOLE)
5963 printf("::: %d, %d, %d [%d]\n",
5964 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5968 if (element == EL_YAMYAM)
5969 printf("::: %d, %d, %d\n",
5970 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5974 if (IS_ANIMATED(graphic) &&
5978 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5981 if (element == EL_MOLE)
5982 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5986 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5987 EdelsteinFunkeln(x, y);
5989 else if ((element == EL_ACID ||
5990 element == EL_EXIT_OPEN ||
5991 element == EL_SP_EXIT_OPEN ||
5992 element == EL_SP_TERMINAL ||
5993 element == EL_SP_TERMINAL_ACTIVE ||
5994 element == EL_EXTRA_TIME ||
5995 element == EL_SHIELD_NORMAL ||
5996 element == EL_SHIELD_DEADLY) &&
5997 IS_ANIMATED(graphic))
5998 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5999 else if (IS_MOVING(x, y))
6000 ContinueMoving(x, y);
6001 else if (IS_ACTIVE_BOMB(element))
6002 CheckDynamite(x, y);
6004 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6005 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6007 else if (element == EL_AMOEBA_GROWING)
6008 AmoebeWaechst(x, y);
6009 else if (element == EL_AMOEBA_SHRINKING)
6010 AmoebaDisappearing(x, y);
6012 #if !USE_NEW_AMOEBA_CODE
6013 else if (IS_AMOEBALIVE(element))
6014 AmoebeAbleger(x, y);
6017 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6019 else if (element == EL_EXIT_CLOSED)
6021 else if (element == EL_SP_EXIT_CLOSED)
6023 else if (element == EL_EXPANDABLE_WALL_GROWING)
6025 else if (element == EL_EXPANDABLE_WALL ||
6026 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6027 element == EL_EXPANDABLE_WALL_VERTICAL ||
6028 element == EL_EXPANDABLE_WALL_ANY)
6030 else if (element == EL_FLAMES)
6031 CheckForDragon(x, y);
6033 else if (IS_AUTO_CHANGING(element))
6034 ChangeElement(x, y);
6036 else if (element == EL_EXPLOSION)
6037 ; /* drawing of correct explosion animation is handled separately */
6038 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6039 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6042 /* this may take place after moving, so 'element' may have changed */
6043 if (IS_AUTO_CHANGING(Feld[x][y]))
6044 ChangeElement(x, y);
6047 if (IS_BELT_ACTIVE(element))
6048 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6050 if (game.magic_wall_active)
6052 int jx = local_player->jx, jy = local_player->jy;
6054 /* play the element sound at the position nearest to the player */
6055 if ((element == EL_MAGIC_WALL_FULL ||
6056 element == EL_MAGIC_WALL_ACTIVE ||
6057 element == EL_MAGIC_WALL_EMPTYING ||
6058 element == EL_BD_MAGIC_WALL_FULL ||
6059 element == EL_BD_MAGIC_WALL_ACTIVE ||
6060 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6061 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6069 #if USE_NEW_AMOEBA_CODE
6070 /* new experimental amoeba growth stuff */
6072 if (!(FrameCounter % 8))
6075 static unsigned long random = 1684108901;
6077 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6080 x = (random >> 10) % lev_fieldx;
6081 y = (random >> 20) % lev_fieldy;
6083 x = RND(lev_fieldx);
6084 y = RND(lev_fieldy);
6086 element = Feld[x][y];
6088 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6089 if (!IS_PLAYER(x,y) &&
6090 (element == EL_EMPTY ||
6091 element == EL_SAND ||
6092 element == EL_QUICKSAND_EMPTY ||
6093 element == EL_ACID_SPLASH_LEFT ||
6094 element == EL_ACID_SPLASH_RIGHT))
6096 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6097 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6098 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6099 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6100 Feld[x][y] = EL_AMOEBA_DROP;
6103 random = random * 129 + 1;
6109 if (game.explosions_delayed)
6112 game.explosions_delayed = FALSE;
6114 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6116 element = Feld[x][y];
6118 if (ExplodeField[x][y])
6119 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6120 else if (element == EL_EXPLOSION)
6121 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6123 ExplodeField[x][y] = EX_NO_EXPLOSION;
6126 game.explosions_delayed = TRUE;
6129 if (game.magic_wall_active)
6131 if (!(game.magic_wall_time_left % 4))
6133 int element = Feld[magic_wall_x][magic_wall_y];
6135 if (element == EL_BD_MAGIC_WALL_FULL ||
6136 element == EL_BD_MAGIC_WALL_ACTIVE ||
6137 element == EL_BD_MAGIC_WALL_EMPTYING)
6138 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6140 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6143 if (game.magic_wall_time_left > 0)
6145 game.magic_wall_time_left--;
6146 if (!game.magic_wall_time_left)
6148 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6150 element = Feld[x][y];
6152 if (element == EL_MAGIC_WALL_ACTIVE ||
6153 element == EL_MAGIC_WALL_FULL)
6155 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6156 DrawLevelField(x, y);
6158 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6159 element == EL_BD_MAGIC_WALL_FULL)
6161 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6162 DrawLevelField(x, y);
6166 game.magic_wall_active = FALSE;
6171 if (game.light_time_left > 0)
6173 game.light_time_left--;
6175 if (game.light_time_left == 0)
6176 RedrawAllLightSwitchesAndInvisibleElements();
6179 if (game.timegate_time_left > 0)
6181 game.timegate_time_left--;
6183 if (game.timegate_time_left == 0)
6184 CloseAllOpenTimegates();
6187 for (i=0; i<MAX_PLAYERS; i++)
6189 struct PlayerInfo *player = &stored_player[i];
6191 if (SHIELD_ON(player))
6193 if (player->shield_deadly_time_left)
6194 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6195 else if (player->shield_normal_time_left)
6196 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6200 if (TimeFrames >= (1000 / GameFrameDelay))
6205 for (i=0; i<MAX_PLAYERS; i++)
6207 struct PlayerInfo *player = &stored_player[i];
6209 if (SHIELD_ON(player))
6211 player->shield_normal_time_left--;
6213 if (player->shield_deadly_time_left > 0)
6214 player->shield_deadly_time_left--;
6218 if (tape.recording || tape.playing)
6219 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6225 if (TimeLeft <= 10 && setup.time_limit)
6226 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6228 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6230 if (!TimeLeft && setup.time_limit)
6231 for (i=0; i<MAX_PLAYERS; i++)
6232 KillHero(&stored_player[i]);
6234 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6235 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6240 if (options.debug) /* calculate frames per second */
6242 static unsigned long fps_counter = 0;
6243 static int fps_frames = 0;
6244 unsigned long fps_delay_ms = Counter() - fps_counter;
6248 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6250 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6253 fps_counter = Counter();
6256 redraw_mask |= REDRAW_FPS;
6260 if (stored_player[0].jx != stored_player[0].last_jx ||
6261 stored_player[0].jy != stored_player[0].last_jy)
6262 printf("::: %d, %d, %d, %d, %d\n",
6263 stored_player[0].MovDir,
6264 stored_player[0].MovPos,
6265 stored_player[0].GfxPos,
6266 stored_player[0].Frame,
6267 stored_player[0].StepFrame);
6274 for (i=0; i<MAX_PLAYERS; i++)
6277 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6279 stored_player[i].Frame += move_frames;
6281 if (stored_player[i].MovPos != 0)
6282 stored_player[i].StepFrame += move_frames;
6287 if (local_player->show_envelope && local_player->MovPos == 0)
6291 local_player->show_envelope = FALSE;
6296 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6298 int min_x = x, min_y = y, max_x = x, max_y = y;
6301 for (i=0; i<MAX_PLAYERS; i++)
6303 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6305 if (!stored_player[i].active || &stored_player[i] == player)
6308 min_x = MIN(min_x, jx);
6309 min_y = MIN(min_y, jy);
6310 max_x = MAX(max_x, jx);
6311 max_y = MAX(max_y, jy);
6314 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6317 static boolean AllPlayersInVisibleScreen()
6321 for (i=0; i<MAX_PLAYERS; i++)
6323 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6325 if (!stored_player[i].active)
6328 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6335 void ScrollLevel(int dx, int dy)
6337 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6340 BlitBitmap(drawto_field, drawto_field,
6341 FX + TILEX * (dx == -1) - softscroll_offset,
6342 FY + TILEY * (dy == -1) - softscroll_offset,
6343 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6344 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6345 FX + TILEX * (dx == 1) - softscroll_offset,
6346 FY + TILEY * (dy == 1) - softscroll_offset);
6350 x = (dx == 1 ? BX1 : BX2);
6351 for (y=BY1; y <= BY2; y++)
6352 DrawScreenField(x, y);
6357 y = (dy == 1 ? BY1 : BY2);
6358 for (x=BX1; x <= BX2; x++)
6359 DrawScreenField(x, y);
6362 redraw_mask |= REDRAW_FIELD;
6365 static void CheckGravityMovement(struct PlayerInfo *player)
6367 if (level.gravity && !player->programmed_action)
6369 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6370 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6372 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6373 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6374 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6375 int jx = player->jx, jy = player->jy;
6376 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6377 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6378 int new_jx = jx + dx, new_jy = jy + dy;
6379 boolean field_under_player_is_free =
6380 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6381 boolean player_is_moving_to_valid_field =
6382 (IN_LEV_FIELD(new_jx, new_jy) &&
6383 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6384 Feld[new_jx][new_jy] == EL_SAND));
6385 /* !!! extend EL_SAND to anything diggable !!! */
6387 if (field_under_player_is_free &&
6388 !player_is_moving_to_valid_field &&
6389 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6390 player->programmed_action = MV_DOWN;
6396 -----------------------------------------------------------------------------
6397 dx, dy: direction (non-diagonal) to try to move the player to
6398 real_dx, real_dy: direction as read from input device (can be diagonal)
6401 boolean MoveFigureOneStep(struct PlayerInfo *player,
6402 int dx, int dy, int real_dx, int real_dy)
6404 static int change_sides[4][2] =
6406 /* enter side leave side */
6407 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6408 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6409 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6410 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6412 int move_direction = (dx == -1 ? MV_LEFT :
6413 dx == +1 ? MV_RIGHT :
6415 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6416 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6417 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6418 int jx = player->jx, jy = player->jy;
6419 int new_jx = jx + dx, new_jy = jy + dy;
6423 if (!player->active || (!dx && !dy))
6424 return MF_NO_ACTION;
6426 player->MovDir = (dx < 0 ? MV_LEFT :
6429 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6431 if (!IN_LEV_FIELD(new_jx, new_jy))
6432 return MF_NO_ACTION;
6434 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6435 return MF_NO_ACTION;
6438 element = MovingOrBlocked2Element(new_jx, new_jy);
6440 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6443 if (DONT_RUN_INTO(element))
6445 if (element == EL_ACID && dx == 0 && dy == 1)
6448 Feld[jx][jy] = EL_PLAYER_1;
6449 InitMovingField(jx, jy, MV_DOWN);
6450 Store[jx][jy] = EL_ACID;
6451 ContinueMoving(jx, jy);
6455 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6460 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6461 if (can_move != MF_MOVING)
6464 /* check if DigField() has caused relocation of the player */
6465 if (player->jx != jx || player->jy != jy)
6466 return MF_NO_ACTION;
6468 StorePlayer[jx][jy] = 0;
6469 player->last_jx = jx;
6470 player->last_jy = jy;
6471 player->jx = new_jx;
6472 player->jy = new_jy;
6473 StorePlayer[new_jx][new_jy] = player->element_nr;
6476 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6478 ScrollFigure(player, SCROLL_INIT);
6481 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6483 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6484 CE_OTHER_GETS_LEFT);
6485 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6486 CE_LEFT_BY_PLAYER, -1);
6489 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6491 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6492 enter_side, CE_OTHER_GETS_ENTERED);
6493 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6494 CE_ENTERED_BY_PLAYER, -1);
6501 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6503 int jx = player->jx, jy = player->jy;
6504 int old_jx = jx, old_jy = jy;
6505 int moved = MF_NO_ACTION;
6507 if (!player->active || (!dx && !dy))
6511 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6515 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6516 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6520 /* remove the last programmed player action */
6521 player->programmed_action = 0;
6525 /* should only happen if pre-1.2 tape recordings are played */
6526 /* this is only for backward compatibility */
6528 int original_move_delay_value = player->move_delay_value;
6531 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6535 /* scroll remaining steps with finest movement resolution */
6536 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6538 while (player->MovPos)
6540 ScrollFigure(player, SCROLL_GO_ON);
6541 ScrollScreen(NULL, SCROLL_GO_ON);
6547 player->move_delay_value = original_move_delay_value;
6550 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6552 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6553 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6557 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6558 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6564 if (moved & MF_MOVING && !ScreenMovPos &&
6565 (player == local_player || !options.network))
6567 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6568 int offset = (setup.scroll_delay ? 3 : 0);
6570 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6572 /* actual player has left the screen -- scroll in that direction */
6573 if (jx != old_jx) /* player has moved horizontally */
6574 scroll_x += (jx - old_jx);
6575 else /* player has moved vertically */
6576 scroll_y += (jy - old_jy);
6580 if (jx != old_jx) /* player has moved horizontally */
6582 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6583 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6584 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6586 /* don't scroll over playfield boundaries */
6587 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6588 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6590 /* don't scroll more than one field at a time */
6591 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6593 /* don't scroll against the player's moving direction */
6594 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6595 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6596 scroll_x = old_scroll_x;
6598 else /* player has moved vertically */
6600 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6601 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6602 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6604 /* don't scroll over playfield boundaries */
6605 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6606 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6608 /* don't scroll more than one field at a time */
6609 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6611 /* don't scroll against the player's moving direction */
6612 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6613 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6614 scroll_y = old_scroll_y;
6618 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6620 if (!options.network && !AllPlayersInVisibleScreen())
6622 scroll_x = old_scroll_x;
6623 scroll_y = old_scroll_y;
6627 ScrollScreen(player, SCROLL_INIT);
6628 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6635 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6637 if (!(moved & MF_MOVING) && !player->Pushing)
6642 player->StepFrame = 0;
6644 if (moved & MF_MOVING)
6646 if (old_jx != jx && old_jy == jy)
6647 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6648 else if (old_jx == jx && old_jy != jy)
6649 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6651 DrawLevelField(jx, jy); /* for "crumbled sand" */
6653 player->last_move_dir = player->MovDir;
6654 player->is_moving = TRUE;
6656 player->snapped = FALSE;
6661 CheckGravityMovement(player);
6664 player->last_move_dir = MV_NO_MOVING;
6666 player->is_moving = FALSE;
6669 TestIfHeroTouchesBadThing(jx, jy);
6670 TestIfPlayerTouchesCustomElement(jx, jy);
6672 if (!player->active)
6678 void ScrollFigure(struct PlayerInfo *player, int mode)
6680 int jx = player->jx, jy = player->jy;
6681 int last_jx = player->last_jx, last_jy = player->last_jy;
6682 int move_stepsize = TILEX / player->move_delay_value;
6684 if (!player->active || !player->MovPos)
6687 if (mode == SCROLL_INIT)
6689 player->actual_frame_counter = FrameCounter;
6690 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6692 if (Feld[last_jx][last_jy] == EL_EMPTY)
6693 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6700 else if (!FrameReached(&player->actual_frame_counter, 1))
6703 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6704 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6706 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6707 Feld[last_jx][last_jy] = EL_EMPTY;
6709 /* before DrawPlayer() to draw correct player graphic for this case */
6710 if (player->MovPos == 0)
6711 CheckGravityMovement(player);
6714 DrawPlayer(player); /* needed here only to cleanup last field */
6717 if (player->MovPos == 0) /* player reached destination field */
6719 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6721 /* continue with normal speed after quickly moving through gate */
6722 HALVE_PLAYER_SPEED(player);
6724 /* be able to make the next move without delay */
6725 player->move_delay = 0;
6728 player->last_jx = jx;
6729 player->last_jy = jy;
6731 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6732 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6734 DrawPlayer(player); /* needed here only to cleanup last field */
6737 if (local_player->friends_still_needed == 0 ||
6738 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6739 player->LevelSolved = player->GameOver = TRUE;
6742 if (tape.single_step && tape.recording && !tape.pausing &&
6743 !player->programmed_action)
6744 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6748 void ScrollScreen(struct PlayerInfo *player, int mode)
6750 static unsigned long screen_frame_counter = 0;
6752 if (mode == SCROLL_INIT)
6754 /* set scrolling step size according to actual player's moving speed */
6755 ScrollStepSize = TILEX / player->move_delay_value;
6757 screen_frame_counter = FrameCounter;
6758 ScreenMovDir = player->MovDir;
6759 ScreenMovPos = player->MovPos;
6760 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6763 else if (!FrameReached(&screen_frame_counter, 1))
6768 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6769 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6770 redraw_mask |= REDRAW_FIELD;
6773 ScreenMovDir = MV_NO_MOVING;
6776 void TestIfPlayerTouchesCustomElement(int x, int y)
6779 static boolean check_changing = FALSE;
6781 static int xy[4][2] =
6791 if (check_changing) /* prevent this function from running into a loop */
6794 check_changing = TRUE;
6799 int xx = x + xy[i][0];
6800 int yy = y + xy[i][1];
6802 if (!IN_LEV_FIELD(xx, yy))
6805 if (IS_PLAYER(x, y))
6807 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6808 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6810 else if (IS_PLAYER(xx, yy))
6812 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6813 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6820 check_changing = FALSE;
6824 void TestIfElementTouchesCustomElement(int x, int y)
6827 static boolean check_changing = FALSE;
6829 static int xy[4][2] =
6836 static int change_sides[4][2] =
6838 /* center side border side */
6839 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6840 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6841 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6842 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6844 boolean change_center_element = FALSE;
6845 int center_element_change_page = 0;
6846 int center_element = Feld[x][y];
6850 if (check_changing) /* prevent this function from running into a loop */
6853 check_changing = TRUE;
6858 int xx = x + xy[i][0];
6859 int yy = y + xy[i][1];
6860 int center_side = change_sides[i][0];
6861 int border_side = change_sides[i][1];
6864 if (!IN_LEV_FIELD(xx, yy))
6867 border_element = Feld[xx][yy];
6869 /* check for change of center element (but change it only once) */
6870 if (IS_CUSTOM_ELEMENT(center_element) &&
6871 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6872 !change_center_element)
6874 for (j=0; j < element_info[center_element].num_change_pages; j++)
6876 struct ElementChangeInfo *change =
6877 &element_info[center_element].change_page[j];
6879 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6880 change->sides & border_side &&
6881 change->trigger_element == border_element)
6883 change_center_element = TRUE;
6884 center_element_change_page = j;
6891 /* check for change of border element */
6892 if (IS_CUSTOM_ELEMENT(border_element) &&
6893 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6895 for (j=0; j < element_info[border_element].num_change_pages; j++)
6897 struct ElementChangeInfo *change =
6898 &element_info[border_element].change_page[j];
6900 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6901 change->sides & center_side &&
6902 change->trigger_element == center_element)
6904 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
6905 CE_OTHER_IS_TOUCHING, j);
6912 if (change_center_element)
6913 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
6914 CE_OTHER_IS_TOUCHING, center_element_change_page);
6917 check_changing = FALSE;
6921 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6923 int i, kill_x = -1, kill_y = -1;
6924 static int test_xy[4][2] =
6931 static int test_dir[4] =
6941 int test_x, test_y, test_move_dir, test_element;
6943 test_x = good_x + test_xy[i][0];
6944 test_y = good_y + test_xy[i][1];
6945 if (!IN_LEV_FIELD(test_x, test_y))
6949 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6952 test_element = Feld[test_x][test_y];
6954 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6957 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6958 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6960 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6961 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6969 if (kill_x != -1 || kill_y != -1)
6971 if (IS_PLAYER(good_x, good_y))
6973 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6975 if (player->shield_deadly_time_left > 0)
6976 Bang(kill_x, kill_y);
6977 else if (!PLAYER_PROTECTED(good_x, good_y))
6981 Bang(good_x, good_y);
6985 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6987 int i, kill_x = -1, kill_y = -1;
6988 int bad_element = Feld[bad_x][bad_y];
6989 static int test_xy[4][2] =
6996 static int test_dir[4] =
7004 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7009 int test_x, test_y, test_move_dir, test_element;
7011 test_x = bad_x + test_xy[i][0];
7012 test_y = bad_y + test_xy[i][1];
7013 if (!IN_LEV_FIELD(test_x, test_y))
7017 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7019 test_element = Feld[test_x][test_y];
7021 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7022 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7024 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7025 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7027 /* good thing is player or penguin that does not move away */
7028 if (IS_PLAYER(test_x, test_y))
7030 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7032 if (bad_element == EL_ROBOT && player->is_moving)
7033 continue; /* robot does not kill player if he is moving */
7039 else if (test_element == EL_PENGUIN)
7048 if (kill_x != -1 || kill_y != -1)
7050 if (IS_PLAYER(kill_x, kill_y))
7052 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7055 int dir = player->MovDir;
7056 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7057 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7059 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7060 newx != bad_x && newy != bad_y)
7061 ; /* robot does not kill player if he is moving */
7063 printf("-> %d\n", player->MovDir);
7065 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7066 newx != bad_x && newy != bad_y)
7067 ; /* robot does not kill player if he is moving */
7072 if (player->shield_deadly_time_left > 0)
7074 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7078 Bang(kill_x, kill_y);
7082 void TestIfHeroTouchesBadThing(int x, int y)
7084 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7087 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7089 TestIfGoodThingHitsBadThing(x, y, move_dir);
7092 void TestIfBadThingTouchesHero(int x, int y)
7094 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7097 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7099 TestIfBadThingHitsGoodThing(x, y, move_dir);
7102 void TestIfFriendTouchesBadThing(int x, int y)
7104 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7107 void TestIfBadThingTouchesFriend(int x, int y)
7109 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7112 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7114 int i, kill_x = bad_x, kill_y = bad_y;
7115 static int xy[4][2] =
7127 x = bad_x + xy[i][0];
7128 y = bad_y + xy[i][1];
7129 if (!IN_LEV_FIELD(x, y))
7132 element = Feld[x][y];
7133 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7134 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7142 if (kill_x != bad_x || kill_y != bad_y)
7146 void KillHero(struct PlayerInfo *player)
7148 int jx = player->jx, jy = player->jy;
7150 if (!player->active)
7153 /* remove accessible field at the player's position */
7154 Feld[jx][jy] = EL_EMPTY;
7156 /* deactivate shield (else Bang()/Explode() would not work right) */
7157 player->shield_normal_time_left = 0;
7158 player->shield_deadly_time_left = 0;
7164 static void KillHeroUnlessProtected(int x, int y)
7166 if (!PLAYER_PROTECTED(x, y))
7167 KillHero(PLAYERINFO(x, y));
7170 void BuryHero(struct PlayerInfo *player)
7172 int jx = player->jx, jy = player->jy;
7174 if (!player->active)
7178 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7180 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7182 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7184 player->GameOver = TRUE;
7188 void RemoveHero(struct PlayerInfo *player)
7190 int jx = player->jx, jy = player->jy;
7191 int i, found = FALSE;
7193 player->present = FALSE;
7194 player->active = FALSE;
7196 if (!ExplodeField[jx][jy])
7197 StorePlayer[jx][jy] = 0;
7199 for (i=0; i<MAX_PLAYERS; i++)
7200 if (stored_player[i].active)
7204 AllPlayersGone = TRUE;
7211 =============================================================================
7212 checkDiagonalPushing()
7213 -----------------------------------------------------------------------------
7214 check if diagonal input device direction results in pushing of object
7215 (by checking if the alternative direction is walkable, diggable, ...)
7216 =============================================================================
7219 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7220 int x, int y, int real_dx, int real_dy)
7222 int jx, jy, dx, dy, xx, yy;
7224 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7227 /* diagonal direction: check alternative direction */
7232 xx = jx + (dx == 0 ? real_dx : 0);
7233 yy = jy + (dy == 0 ? real_dy : 0);
7235 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7239 =============================================================================
7241 -----------------------------------------------------------------------------
7242 x, y: field next to player (non-diagonal) to try to dig to
7243 real_dx, real_dy: direction as read from input device (can be diagonal)
7244 =============================================================================
7247 int DigField(struct PlayerInfo *player,
7248 int x, int y, int real_dx, int real_dy, int mode)
7251 static int change_sides[4][2] =
7253 /* enter side leave side */
7254 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
7255 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
7256 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
7257 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
7260 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7261 int jx = player->jx, jy = player->jy;
7262 int dx = x - jx, dy = y - jy;
7263 int nextx = x + dx, nexty = y + dy;
7264 int move_direction = (dx == -1 ? MV_LEFT :
7265 dx == +1 ? MV_RIGHT :
7267 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7269 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
7270 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
7274 if (player->MovPos == 0)
7276 player->is_digging = FALSE;
7277 player->is_collecting = FALSE;
7280 if (player->MovPos == 0) /* last pushing move finished */
7281 player->Pushing = FALSE;
7283 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7285 player->Switching = FALSE;
7286 player->push_delay = 0;
7288 return MF_NO_ACTION;
7291 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7292 return MF_NO_ACTION;
7295 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7297 if (IS_TUBE(Feld[jx][jy]) ||
7298 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7302 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7303 int tube_leave_directions[][2] =
7305 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7306 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7307 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7308 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7309 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7310 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7311 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7312 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7313 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7314 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7315 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7316 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7319 while (tube_leave_directions[i][0] != tube_element)
7322 if (tube_leave_directions[i][0] == -1) /* should not happen */
7326 if (!(tube_leave_directions[i][1] & move_direction))
7327 return MF_NO_ACTION; /* tube has no opening in this direction */
7330 element = Feld[x][y];
7332 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7333 game.engine_version >= VERSION_IDENT(2,2,0))
7334 return MF_NO_ACTION;
7338 case EL_ROBOT_WHEEL:
7339 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7342 DrawLevelField(x, y);
7343 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7347 case EL_SP_TERMINAL:
7351 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7353 for (yy=0; yy<lev_fieldy; yy++)
7355 for (xx=0; xx<lev_fieldx; xx++)
7357 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7359 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7360 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7368 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7369 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7370 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7371 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7372 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7373 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7374 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7375 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7376 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7377 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7378 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7379 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7380 if (!player->Switching)
7382 player->Switching = TRUE;
7383 ToggleBeltSwitch(x, y);
7384 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7389 case EL_SWITCHGATE_SWITCH_UP:
7390 case EL_SWITCHGATE_SWITCH_DOWN:
7391 if (!player->Switching)
7393 player->Switching = TRUE;
7394 ToggleSwitchgateSwitch(x, y);
7395 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7400 case EL_LIGHT_SWITCH:
7401 case EL_LIGHT_SWITCH_ACTIVE:
7402 if (!player->Switching)
7404 player->Switching = TRUE;
7405 ToggleLightSwitch(x, y);
7406 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7407 SND_LIGHT_SWITCH_ACTIVATING :
7408 SND_LIGHT_SWITCH_DEACTIVATING);
7413 case EL_TIMEGATE_SWITCH:
7414 ActivateTimegateSwitch(x, y);
7415 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7420 case EL_BALLOON_SWITCH_LEFT:
7421 case EL_BALLOON_SWITCH_RIGHT:
7422 case EL_BALLOON_SWITCH_UP:
7423 case EL_BALLOON_SWITCH_DOWN:
7424 case EL_BALLOON_SWITCH_ANY:
7425 if (element == EL_BALLOON_SWITCH_ANY)
7426 game.balloon_dir = move_direction;
7428 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7429 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7430 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7431 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7433 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7438 case EL_SP_PORT_LEFT:
7439 case EL_SP_PORT_RIGHT:
7441 case EL_SP_PORT_DOWN:
7442 case EL_SP_PORT_HORIZONTAL:
7443 case EL_SP_PORT_VERTICAL:
7444 case EL_SP_PORT_ANY:
7445 case EL_SP_GRAVITY_PORT_LEFT:
7446 case EL_SP_GRAVITY_PORT_RIGHT:
7447 case EL_SP_GRAVITY_PORT_UP:
7448 case EL_SP_GRAVITY_PORT_DOWN:
7450 element != EL_SP_PORT_LEFT &&
7451 element != EL_SP_GRAVITY_PORT_LEFT &&
7452 element != EL_SP_PORT_HORIZONTAL &&
7453 element != EL_SP_PORT_ANY) ||
7455 element != EL_SP_PORT_RIGHT &&
7456 element != EL_SP_GRAVITY_PORT_RIGHT &&
7457 element != EL_SP_PORT_HORIZONTAL &&
7458 element != EL_SP_PORT_ANY) ||
7460 element != EL_SP_PORT_UP &&
7461 element != EL_SP_GRAVITY_PORT_UP &&
7462 element != EL_SP_PORT_VERTICAL &&
7463 element != EL_SP_PORT_ANY) ||
7465 element != EL_SP_PORT_DOWN &&
7466 element != EL_SP_GRAVITY_PORT_DOWN &&
7467 element != EL_SP_PORT_VERTICAL &&
7468 element != EL_SP_PORT_ANY) ||
7469 !IN_LEV_FIELD(nextx, nexty) ||
7470 !IS_FREE(nextx, nexty))
7471 return MF_NO_ACTION;
7473 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7474 element == EL_SP_GRAVITY_PORT_RIGHT ||
7475 element == EL_SP_GRAVITY_PORT_UP ||
7476 element == EL_SP_GRAVITY_PORT_DOWN)
7477 level.gravity = !level.gravity;
7479 /* automatically move to the next field with double speed */
7480 player->programmed_action = move_direction;
7481 DOUBLE_PLAYER_SPEED(player);
7483 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7487 case EL_TUBE_VERTICAL:
7488 case EL_TUBE_HORIZONTAL:
7489 case EL_TUBE_VERTICAL_LEFT:
7490 case EL_TUBE_VERTICAL_RIGHT:
7491 case EL_TUBE_HORIZONTAL_UP:
7492 case EL_TUBE_HORIZONTAL_DOWN:
7493 case EL_TUBE_LEFT_UP:
7494 case EL_TUBE_LEFT_DOWN:
7495 case EL_TUBE_RIGHT_UP:
7496 case EL_TUBE_RIGHT_DOWN:
7499 int tube_enter_directions[][2] =
7501 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7502 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7503 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7504 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7505 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7506 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7507 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7508 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7509 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7510 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7511 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7512 { -1, MV_NO_MOVING }
7515 while (tube_enter_directions[i][0] != element)
7518 if (tube_enter_directions[i][0] == -1) /* should not happen */
7522 if (!(tube_enter_directions[i][1] & move_direction))
7523 return MF_NO_ACTION; /* tube has no opening in this direction */
7525 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7530 Feld[x][y] = EL_LAMP_ACTIVE;
7531 local_player->lights_still_needed--;
7532 DrawLevelField(x, y);
7533 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7537 case EL_TIME_ORB_FULL:
7538 Feld[x][y] = EL_TIME_ORB_EMPTY;
7540 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7541 DrawLevelField(x, y);
7542 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7548 if (IS_WALKABLE(element))
7550 int sound_action = ACTION_WALKING;
7552 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7554 if (!player->key[element - EL_GATE_1])
7555 return MF_NO_ACTION;
7557 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7559 if (!player->key[element - EL_GATE_1_GRAY])
7560 return MF_NO_ACTION;
7562 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7564 sound_action = ACTION_PASSING; /* player is passing exit */
7566 else if (element == EL_EMPTY)
7568 sound_action = ACTION_MOVING; /* nothing to walk on */
7571 /* play sound from background or player, whatever is available */
7572 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7573 PlaySoundLevelElementAction(x, y, element, sound_action);
7575 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7579 else if (IS_PASSABLE(element))
7581 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7582 return MF_NO_ACTION;
7584 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7586 if (!player->key[element - EL_EM_GATE_1])
7587 return MF_NO_ACTION;
7589 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7591 if (!player->key[element - EL_EM_GATE_1_GRAY])
7592 return MF_NO_ACTION;
7595 /* automatically move to the next field with double speed */
7596 player->programmed_action = move_direction;
7597 DOUBLE_PLAYER_SPEED(player);
7599 PlaySoundLevelAction(x, y, ACTION_PASSING);
7603 else if (IS_DIGGABLE(element))
7607 if (mode != DF_SNAP)
7610 GfxElement[x][y] = GFX_ELEMENT(element);
7613 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7615 player->is_digging = TRUE;
7618 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7620 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7622 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7626 else if (IS_COLLECTIBLE(element))
7630 if (mode != DF_SNAP)
7632 GfxElement[x][y] = element;
7633 player->is_collecting = TRUE;
7636 if (element == EL_SPEED_PILL)
7637 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7638 else if (element == EL_EXTRA_TIME && level.time > 0)
7641 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7643 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7645 player->shield_normal_time_left += 10;
7646 if (element == EL_SHIELD_DEADLY)
7647 player->shield_deadly_time_left += 10;
7649 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7651 if (player->inventory_size < MAX_INVENTORY_SIZE)
7652 player->inventory_element[player->inventory_size++] = element;
7654 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7656 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7657 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7659 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7661 player->dynabomb_count++;
7662 player->dynabombs_left++;
7664 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7666 player->dynabomb_size++;
7668 else if (element == EL_DYNABOMB_INCREASE_POWER)
7670 player->dynabomb_xl = TRUE;
7672 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7673 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7675 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7676 element - EL_KEY_1 : element - EL_EM_KEY_1);
7678 player->key[key_nr] = TRUE;
7680 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7681 el2edimg(EL_KEY_1 + key_nr));
7682 redraw_mask |= REDRAW_DOOR_1;
7684 else if (element == EL_ENVELOPE)
7687 player->show_envelope = TRUE;
7692 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7696 for (i=0; i < element_info[element].collect_count; i++)
7697 if (player->inventory_size < MAX_INVENTORY_SIZE)
7698 player->inventory_element[player->inventory_size++] = element;
7700 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7701 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7703 else if (element_info[element].collect_count > 0)
7705 local_player->gems_still_needed -=
7706 element_info[element].collect_count;
7707 if (local_player->gems_still_needed < 0)
7708 local_player->gems_still_needed = 0;
7710 DrawText(DX_EMERALDS, DY_EMERALDS,
7711 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7714 RaiseScoreElement(element);
7715 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7717 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7719 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7723 else if (IS_PUSHABLE(element))
7725 if (mode == DF_SNAP && element != EL_BD_ROCK)
7726 return MF_NO_ACTION;
7728 if (CAN_FALL(element) && dy)
7729 return MF_NO_ACTION;
7731 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7732 !(element == EL_SPRING && use_spring_bug))
7733 return MF_NO_ACTION;
7735 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7736 return MF_NO_ACTION;
7738 if (!player->Pushing &&
7739 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7740 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7742 player->Pushing = TRUE;
7744 if (!(IN_LEV_FIELD(nextx, nexty) &&
7745 (IS_FREE(nextx, nexty) ||
7746 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7747 IS_SB_ELEMENT(element)))))
7748 return MF_NO_ACTION;
7750 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7751 return MF_NO_ACTION;
7753 if (player->push_delay == 0) /* new pushing; restart delay */
7754 player->push_delay = FrameCounter;
7756 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7757 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7758 element != EL_SPRING && element != EL_BALLOON)
7759 return MF_NO_ACTION;
7761 if (IS_SB_ELEMENT(element))
7763 if (element == EL_SOKOBAN_FIELD_FULL)
7765 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7766 local_player->sokobanfields_still_needed++;
7769 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7771 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7772 local_player->sokobanfields_still_needed--;
7775 Feld[x][y] = EL_SOKOBAN_OBJECT;
7777 if (Back[x][y] == Back[nextx][nexty])
7778 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7779 else if (Back[x][y] != 0)
7780 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7783 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7786 if (local_player->sokobanfields_still_needed == 0 &&
7787 game.emulation == EMU_SOKOBAN)
7789 player->LevelSolved = player->GameOver = TRUE;
7790 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7794 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7796 InitMovingField(x, y, move_direction);
7797 GfxAction[x][y] = ACTION_PUSHING;
7799 if (mode == DF_SNAP)
7800 ContinueMoving(x, y);
7802 MovPos[x][y] = (dx != 0 ? dx : dy);
7804 Pushed[x][y] = TRUE;
7805 Pushed[nextx][nexty] = TRUE;
7807 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7808 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7810 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7811 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7817 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7818 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7821 return MF_NO_ACTION;
7824 player->push_delay = 0;
7826 if (Feld[x][y] != element) /* really digged/collected something */
7827 player->is_collecting = !player->is_digging;
7830 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
7832 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7833 CE_OTHER_GETS_LEFT);
7834 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7835 CE_LEFT_BY_PLAYER, -1);
7838 if (IS_CUSTOM_ELEMENT(Feld[x][y]))
7840 CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side,
7841 CE_OTHER_GETS_ENTERED);
7842 CheckElementSideChange(x, y, Feld[x][y], enter_side,
7843 CE_ENTERED_BY_PLAYER, -1);
7850 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7852 int jx = player->jx, jy = player->jy;
7853 int x = jx + dx, y = jy + dy;
7854 int snap_direction = (dx == -1 ? MV_LEFT :
7855 dx == +1 ? MV_RIGHT :
7857 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7859 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7862 if (!player->active || !IN_LEV_FIELD(x, y))
7870 if (player->MovPos == 0)
7871 player->Pushing = FALSE;
7873 player->snapped = FALSE;
7875 if (player->MovPos == 0)
7877 player->is_digging = FALSE;
7878 player->is_collecting = FALSE;
7880 player->is_moving = FALSE;
7885 printf("::: trying to snap...\n");
7891 if (player->snapped)
7894 player->MovDir = snap_direction;
7897 player->is_digging = FALSE;
7898 player->is_collecting = FALSE;
7900 player->is_moving = FALSE;
7904 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7907 player->snapped = TRUE;
7909 player->is_digging = FALSE;
7910 player->is_collecting = FALSE;
7912 player->is_moving = FALSE;
7916 DrawLevelField(x, y);
7922 boolean DropElement(struct PlayerInfo *player)
7924 int jx = player->jx, jy = player->jy;
7927 if (!player->active || player->MovPos)
7930 old_element = Feld[jx][jy];
7932 /* check if player has anything that can be dropped */
7933 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7936 /* check if anything can be dropped at the current position */
7937 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7940 /* collected custom elements can only be dropped on empty fields */
7941 if (player->inventory_size > 0 &&
7942 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7943 && old_element != EL_EMPTY)
7946 if (old_element != EL_EMPTY)
7947 Back[jx][jy] = old_element; /* store old element on this field */
7949 MovDelay[jx][jy] = 96;
7951 ResetGfxAnimation(jx, jy);
7952 ResetRandomAnimationValue(jx, jy);
7954 if (player->inventory_size > 0)
7956 int new_element = player->inventory_element[--player->inventory_size];
7959 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7960 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7963 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7964 EL_DYNAMITE_ACTIVE);
7967 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7968 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7970 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7971 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7973 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7975 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7976 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7978 TestIfElementTouchesCustomElement(jx, jy);
7980 else /* player is dropping a dyna bomb */
7982 player->dynabombs_left--;
7985 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7987 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7988 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7990 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7996 /* ------------------------------------------------------------------------- */
7997 /* game sound playing functions */
7998 /* ------------------------------------------------------------------------- */
8000 static int *loop_sound_frame = NULL;
8001 static int *loop_sound_volume = NULL;
8003 void InitPlaySoundLevel()
8005 int num_sounds = getSoundListSize();
8007 if (loop_sound_frame != NULL)
8008 free(loop_sound_frame);
8010 if (loop_sound_volume != NULL)
8011 free(loop_sound_volume);
8013 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8014 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8017 static void PlaySoundLevel(int x, int y, int nr)
8019 int sx = SCREENX(x), sy = SCREENY(y);
8020 int volume, stereo_position;
8021 int max_distance = 8;
8022 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8024 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8025 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8028 if (!IN_LEV_FIELD(x, y) ||
8029 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8030 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8033 volume = SOUND_MAX_VOLUME;
8035 if (!IN_SCR_FIELD(sx, sy))
8037 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8038 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8040 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8043 stereo_position = (SOUND_MAX_LEFT +
8044 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8045 (SCR_FIELDX + 2 * max_distance));
8047 if (IS_LOOP_SOUND(nr))
8049 /* This assures that quieter loop sounds do not overwrite louder ones,
8050 while restarting sound volume comparison with each new game frame. */
8052 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8055 loop_sound_volume[nr] = volume;
8056 loop_sound_frame[nr] = FrameCounter;
8059 PlaySoundExt(nr, volume, stereo_position, type);
8062 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8064 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8065 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8066 y < LEVELY(BY1) ? LEVELY(BY1) :
8067 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8071 static void PlaySoundLevelAction(int x, int y, int action)
8073 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8076 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8078 int sound_effect = element_info[element].sound[action];
8080 if (sound_effect != SND_UNDEFINED)
8081 PlaySoundLevel(x, y, sound_effect);
8084 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8086 int sound_effect = element_info[Feld[x][y]].sound[action];
8088 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8089 PlaySoundLevel(x, y, sound_effect);
8092 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8094 int sound_effect = element_info[Feld[x][y]].sound[action];
8096 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8097 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8100 void RaiseScore(int value)
8102 local_player->score += value;
8103 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8106 void RaiseScoreElement(int element)
8112 case EL_EMERALD_YELLOW:
8113 case EL_EMERALD_RED:
8114 case EL_EMERALD_PURPLE:
8115 case EL_SP_INFOTRON:
8116 RaiseScore(level.score[SC_EMERALD]);
8119 RaiseScore(level.score[SC_DIAMOND]);
8122 RaiseScore(level.score[SC_CRYSTAL]);
8125 RaiseScore(level.score[SC_PEARL]);
8128 case EL_BD_BUTTERFLY:
8129 case EL_SP_ELECTRON:
8130 RaiseScore(level.score[SC_BUG]);
8134 case EL_SP_SNIKSNAK:
8135 RaiseScore(level.score[SC_SPACESHIP]);
8138 case EL_DARK_YAMYAM:
8139 RaiseScore(level.score[SC_YAMYAM]);
8142 RaiseScore(level.score[SC_ROBOT]);
8145 RaiseScore(level.score[SC_PACMAN]);
8148 RaiseScore(level.score[SC_NUT]);
8151 case EL_SP_DISK_RED:
8152 case EL_DYNABOMB_INCREASE_NUMBER:
8153 case EL_DYNABOMB_INCREASE_SIZE:
8154 case EL_DYNABOMB_INCREASE_POWER:
8155 RaiseScore(level.score[SC_DYNAMITE]);
8157 case EL_SHIELD_NORMAL:
8158 case EL_SHIELD_DEADLY:
8159 RaiseScore(level.score[SC_SHIELD]);
8162 RaiseScore(level.score[SC_TIME_BONUS]);
8168 RaiseScore(level.score[SC_KEY]);
8171 RaiseScore(element_info[element].collect_score);
8176 void RequestQuitGame(boolean ask_if_really_quit)
8178 if (AllPlayersGone ||
8179 !ask_if_really_quit ||
8180 level_editor_test_game ||
8181 Request("Do you really want to quit the game ?",
8182 REQ_ASK | REQ_STAY_CLOSED))
8184 #if defined(PLATFORM_UNIX)
8185 if (options.network)
8186 SendToServer_StopPlaying();
8190 game_status = GAME_MODE_MAIN;
8196 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8201 /* ---------- new game button stuff ---------------------------------------- */
8203 /* graphic position values for game buttons */
8204 #define GAME_BUTTON_XSIZE 30
8205 #define GAME_BUTTON_YSIZE 30
8206 #define GAME_BUTTON_XPOS 5
8207 #define GAME_BUTTON_YPOS 215
8208 #define SOUND_BUTTON_XPOS 5
8209 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8211 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8212 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8213 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8214 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8215 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8216 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8223 } gamebutton_info[NUM_GAME_BUTTONS] =
8226 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8231 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8236 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8241 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8242 SOUND_CTRL_ID_MUSIC,
8243 "background music on/off"
8246 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8247 SOUND_CTRL_ID_LOOPS,
8248 "sound loops on/off"
8251 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8252 SOUND_CTRL_ID_SIMPLE,
8253 "normal sounds on/off"
8257 void CreateGameButtons()
8261 for (i=0; i<NUM_GAME_BUTTONS; i++)
8263 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8264 struct GadgetInfo *gi;
8267 unsigned long event_mask;
8268 int gd_xoffset, gd_yoffset;
8269 int gd_x1, gd_x2, gd_y1, gd_y2;
8272 gd_xoffset = gamebutton_info[i].x;
8273 gd_yoffset = gamebutton_info[i].y;
8274 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8275 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8277 if (id == GAME_CTRL_ID_STOP ||
8278 id == GAME_CTRL_ID_PAUSE ||
8279 id == GAME_CTRL_ID_PLAY)
8281 button_type = GD_TYPE_NORMAL_BUTTON;
8283 event_mask = GD_EVENT_RELEASED;
8284 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8285 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8289 button_type = GD_TYPE_CHECK_BUTTON;
8291 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8292 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8293 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8294 event_mask = GD_EVENT_PRESSED;
8295 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8296 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8299 gi = CreateGadget(GDI_CUSTOM_ID, id,
8300 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8301 GDI_X, DX + gd_xoffset,
8302 GDI_Y, DY + gd_yoffset,
8303 GDI_WIDTH, GAME_BUTTON_XSIZE,
8304 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8305 GDI_TYPE, button_type,
8306 GDI_STATE, GD_BUTTON_UNPRESSED,
8307 GDI_CHECKED, checked,
8308 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8309 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8310 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8311 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8312 GDI_EVENT_MASK, event_mask,
8313 GDI_CALLBACK_ACTION, HandleGameButtons,
8317 Error(ERR_EXIT, "cannot create gadget");
8319 game_gadget[id] = gi;
8323 void FreeGameButtons()
8327 for (i=0; i<NUM_GAME_BUTTONS; i++)
8328 FreeGadget(game_gadget[i]);
8331 static void MapGameButtons()
8335 for (i=0; i<NUM_GAME_BUTTONS; i++)
8336 MapGadget(game_gadget[i]);
8339 void UnmapGameButtons()
8343 for (i=0; i<NUM_GAME_BUTTONS; i++)
8344 UnmapGadget(game_gadget[i]);
8347 static void HandleGameButtons(struct GadgetInfo *gi)
8349 int id = gi->custom_id;
8351 if (game_status != GAME_MODE_PLAYING)
8356 case GAME_CTRL_ID_STOP:
8357 RequestQuitGame(TRUE);
8360 case GAME_CTRL_ID_PAUSE:
8361 if (options.network)
8363 #if defined(PLATFORM_UNIX)
8365 SendToServer_ContinuePlaying();
8367 SendToServer_PausePlaying();
8371 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8374 case GAME_CTRL_ID_PLAY:
8377 #if defined(PLATFORM_UNIX)
8378 if (options.network)
8379 SendToServer_ContinuePlaying();
8383 tape.pausing = FALSE;
8384 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8389 case SOUND_CTRL_ID_MUSIC:
8390 if (setup.sound_music)
8392 setup.sound_music = FALSE;
8395 else if (audio.music_available)
8397 setup.sound = setup.sound_music = TRUE;
8399 SetAudioMode(setup.sound);
8400 PlayMusic(level_nr);
8404 case SOUND_CTRL_ID_LOOPS:
8405 if (setup.sound_loops)
8406 setup.sound_loops = FALSE;
8407 else if (audio.loops_available)
8409 setup.sound = setup.sound_loops = TRUE;
8410 SetAudioMode(setup.sound);
8414 case SOUND_CTRL_ID_SIMPLE:
8415 if (setup.sound_simple)
8416 setup.sound_simple = FALSE;
8417 else if (audio.sound_available)
8419 setup.sound = setup.sound_simple = TRUE;
8420 SetAudioMode(setup.sound);