1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
173 static boolean CheckTriggeredElementChange(int, int, int, int);
174 static boolean CheckElementSideChange(int, int, int, int, int, int);
175 static boolean CheckElementChange(int, int, int, int);
177 static void PlaySoundLevel(int, int, int);
178 static void PlaySoundLevelNearest(int, int, int);
179 static void PlaySoundLevelAction(int, int, int);
180 static void PlaySoundLevelElementAction(int, int, int, int);
181 static void PlaySoundLevelActionIfLoop(int, int, int);
182 static void StopSoundLevelActionIfLoop(int, int, int);
184 static void MapGameButtons();
185 static void HandleGameButtons(struct GadgetInfo *);
187 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
190 /* ------------------------------------------------------------------------- */
191 /* definition of elements that automatically change to other elements after */
192 /* a specified time, eventually calling a function when changing */
193 /* ------------------------------------------------------------------------- */
195 /* forward declaration for changer functions */
196 static void InitBuggyBase(int x, int y);
197 static void WarnBuggyBase(int x, int y);
199 static void InitTrap(int x, int y);
200 static void ActivateTrap(int x, int y);
201 static void ChangeActiveTrap(int x, int y);
203 static void InitRobotWheel(int x, int y);
204 static void RunRobotWheel(int x, int y);
205 static void StopRobotWheel(int x, int y);
207 static void InitTimegateWheel(int x, int y);
208 static void RunTimegateWheel(int x, int y);
210 struct ChangingElementInfo
215 void (*pre_change_function)(int x, int y);
216 void (*change_function)(int x, int y);
217 void (*post_change_function)(int x, int y);
220 static struct ChangingElementInfo change_delay_list[] =
255 EL_SWITCHGATE_OPENING,
263 EL_SWITCHGATE_CLOSING,
264 EL_SWITCHGATE_CLOSED,
296 EL_ACID_SPLASH_RIGHT,
305 EL_SP_BUGGY_BASE_ACTIVATING,
312 EL_SP_BUGGY_BASE_ACTIVATING,
313 EL_SP_BUGGY_BASE_ACTIVE,
320 EL_SP_BUGGY_BASE_ACTIVE,
344 EL_ROBOT_WHEEL_ACTIVE,
352 EL_TIMEGATE_SWITCH_ACTIVE,
373 int push_delay_fixed, push_delay_random;
378 { EL_BALLOON, 0, 0 },
380 { EL_SOKOBAN_OBJECT, 2, 0 },
381 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
382 { EL_SATELLITE, 2, 0 },
383 { EL_SP_DISK_YELLOW, 2, 0 },
385 { EL_UNDEFINED, 0, 0 },
393 move_stepsize_list[] =
395 { EL_AMOEBA_DROP, 2 },
396 { EL_AMOEBA_DROPPING, 2 },
397 { EL_QUICKSAND_FILLING, 1 },
398 { EL_QUICKSAND_EMPTYING, 1 },
399 { EL_MAGIC_WALL_FILLING, 2 },
400 { EL_BD_MAGIC_WALL_FILLING, 2 },
401 { EL_MAGIC_WALL_EMPTYING, 2 },
402 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
412 collect_count_list[] =
415 { EL_BD_DIAMOND, 1 },
416 { EL_EMERALD_YELLOW, 1 },
417 { EL_EMERALD_RED, 1 },
418 { EL_EMERALD_PURPLE, 1 },
420 { EL_SP_INFOTRON, 1 },
427 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
429 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
430 CH_EVENT_BIT(CE_DELAY))
431 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
432 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
433 IS_JUST_CHANGING(x, y))
435 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
438 void GetPlayerConfig()
440 if (!audio.sound_available)
441 setup.sound_simple = FALSE;
443 if (!audio.loops_available)
444 setup.sound_loops = FALSE;
446 if (!audio.music_available)
447 setup.sound_music = FALSE;
449 if (!video.fullscreen_available)
450 setup.fullscreen = FALSE;
452 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
454 SetAudioMode(setup.sound);
458 static int getBeltNrFromBeltElement(int element)
460 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
461 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
462 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
465 static int getBeltNrFromBeltActiveElement(int element)
467 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
468 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
469 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
472 static int getBeltNrFromBeltSwitchElement(int element)
474 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
475 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
476 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
479 static int getBeltDirNrFromBeltSwitchElement(int element)
481 static int belt_base_element[4] =
483 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
484 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
485 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
486 EL_CONVEYOR_BELT_4_SWITCH_LEFT
489 int belt_nr = getBeltNrFromBeltSwitchElement(element);
490 int belt_dir_nr = element - belt_base_element[belt_nr];
492 return (belt_dir_nr % 3);
495 static int getBeltDirFromBeltSwitchElement(int element)
497 static int belt_move_dir[3] =
504 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
506 return belt_move_dir[belt_dir_nr];
509 static void InitPlayerField(int x, int y, int element, boolean init_game)
511 if (element == EL_SP_MURPHY)
515 if (stored_player[0].present)
517 Feld[x][y] = EL_SP_MURPHY_CLONE;
523 stored_player[0].use_murphy_graphic = TRUE;
526 Feld[x][y] = EL_PLAYER_1;
532 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
533 int jx = player->jx, jy = player->jy;
535 player->present = TRUE;
537 if (!options.network || player->connected)
539 player->active = TRUE;
541 /* remove potentially duplicate players */
542 if (StorePlayer[jx][jy] == Feld[x][y])
543 StorePlayer[jx][jy] = 0;
545 StorePlayer[x][y] = Feld[x][y];
549 printf("Player %d activated.\n", player->element_nr);
550 printf("[Local player is %d and currently %s.]\n",
551 local_player->element_nr,
552 local_player->active ? "active" : "not active");
556 Feld[x][y] = EL_EMPTY;
557 player->jx = player->last_jx = x;
558 player->jy = player->last_jy = y;
562 static void InitField(int x, int y, boolean init_game)
564 int element = Feld[x][y];
573 InitPlayerField(x, y, element, init_game);
577 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
578 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
579 else if (x > 0 && Feld[x-1][y] == EL_ACID)
580 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
581 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
582 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
583 else if (y > 0 && Feld[x][y-1] == EL_ACID)
584 Feld[x][y] = EL_ACID_POOL_BOTTOM;
585 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
586 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
594 case EL_SPACESHIP_RIGHT:
595 case EL_SPACESHIP_UP:
596 case EL_SPACESHIP_LEFT:
597 case EL_SPACESHIP_DOWN:
599 case EL_BD_BUTTERFLY_RIGHT:
600 case EL_BD_BUTTERFLY_UP:
601 case EL_BD_BUTTERFLY_LEFT:
602 case EL_BD_BUTTERFLY_DOWN:
603 case EL_BD_BUTTERFLY:
604 case EL_BD_FIREFLY_RIGHT:
605 case EL_BD_FIREFLY_UP:
606 case EL_BD_FIREFLY_LEFT:
607 case EL_BD_FIREFLY_DOWN:
609 case EL_PACMAN_RIGHT:
633 if (y == lev_fieldy - 1)
635 Feld[x][y] = EL_AMOEBA_GROWING;
636 Store[x][y] = EL_AMOEBA_WET;
640 case EL_DYNAMITE_ACTIVE:
645 local_player->lights_still_needed++;
648 case EL_SOKOBAN_FIELD_EMPTY:
649 local_player->sokobanfields_still_needed++;
653 local_player->friends_still_needed++;
658 MovDir[x][y] = 1 << RND(4);
663 Feld[x][y] = EL_EMPTY;
668 case EL_EM_KEY_1_FILE:
669 Feld[x][y] = EL_EM_KEY_1;
671 case EL_EM_KEY_2_FILE:
672 Feld[x][y] = EL_EM_KEY_2;
674 case EL_EM_KEY_3_FILE:
675 Feld[x][y] = EL_EM_KEY_3;
677 case EL_EM_KEY_4_FILE:
678 Feld[x][y] = EL_EM_KEY_4;
682 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
683 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
684 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
685 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
686 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
687 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
688 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
689 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
690 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
691 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
692 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
693 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
696 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
697 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
698 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
700 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
702 game.belt_dir[belt_nr] = belt_dir;
703 game.belt_dir_nr[belt_nr] = belt_dir_nr;
705 else /* more than one switch -- set it like the first switch */
707 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
712 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
714 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
717 case EL_LIGHT_SWITCH_ACTIVE:
719 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
723 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
729 void DrawGameDoorValues()
733 for (i=0; i<MAX_PLAYERS; i++)
735 if (stored_player[i].key[j])
736 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
737 el2edimg(EL_KEY_1 + j));
739 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
740 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
741 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
742 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
743 DrawText(DX + XX_SCORE, DY + YY_SCORE,
744 int2str(local_player->score, 5), FONT_TEXT_2);
745 DrawText(DX + XX_TIME, DY + YY_TIME,
746 int2str(TimeLeft, 3), FONT_TEXT_2);
751 =============================================================================
753 -----------------------------------------------------------------------------
754 initialize game engine due to level / tape version number
755 =============================================================================
758 static void InitGameEngine()
762 /* set game engine from tape file when re-playing, else from level file */
763 game.engine_version = (tape.playing ? tape.engine_version :
766 /* dynamically adjust element properties according to game engine version */
767 InitElementPropertiesEngine(game.engine_version);
770 printf("level %d: level version == %06d\n", level_nr, level.game_version);
771 printf(" tape version == %06d [%s] [file: %06d]\n",
772 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
774 printf(" => game.engine_version == %06d\n", game.engine_version);
777 /* ---------- initialize player's initial move delay --------------------- */
779 /* dynamically adjust player properties according to game engine version */
780 game.initial_move_delay =
781 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
782 INITIAL_MOVE_DELAY_OFF);
784 /* dynamically adjust player properties according to level information */
785 game.initial_move_delay_value =
786 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
788 /* ---------- initialize changing elements ------------------------------- */
790 /* initialize changing elements information */
791 for (i=0; i < MAX_NUM_ELEMENTS; i++)
793 struct ElementInfo *ei = &element_info[i];
795 /* this pointer might have been changed in the level editor */
796 ei->change = &ei->change_page[0];
798 if (!IS_CUSTOM_ELEMENT(i))
800 ei->change->target_element = EL_EMPTY_SPACE;
801 ei->change->delay_fixed = 0;
802 ei->change->delay_random = 0;
803 ei->change->delay_frames = 1;
806 ei->change_events = CE_BITMASK_DEFAULT;
807 for (j=0; j < NUM_CHANGE_EVENTS; j++)
809 ei->event_page_nr[j] = 0;
810 ei->event_page[j] = &ei->change_page[0];
814 /* add changing elements from pre-defined list */
815 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
817 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
818 struct ElementInfo *ei = &element_info[ch_delay->element];
820 ei->change->target_element = ch_delay->target_element;
821 ei->change->delay_fixed = ch_delay->change_delay;
823 ei->change->pre_change_function = ch_delay->pre_change_function;
824 ei->change->change_function = ch_delay->change_function;
825 ei->change->post_change_function = ch_delay->post_change_function;
827 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
831 /* add change events from custom element configuration */
832 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
834 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
836 for (j=0; j < ei->num_change_pages; j++)
838 if (!ei->change_page[j].can_change)
841 for (k=0; k < NUM_CHANGE_EVENTS; k++)
843 /* only add event page for the first page found with this event */
844 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
845 !(ei->change_events & CH_EVENT_BIT(k)))
847 ei->change_events |= CH_EVENT_BIT(k);
848 ei->event_page_nr[k] = j;
849 ei->event_page[k] = &ei->change_page[j];
857 /* add change events from custom element configuration */
858 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
860 int element = EL_CUSTOM_START + i;
862 /* only add custom elements that change after fixed/random frame delay */
863 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
864 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
868 /* ---------- initialize trigger events ---------------------------------- */
870 /* initialize trigger events information */
871 for (i=0; i<MAX_NUM_ELEMENTS; i++)
872 trigger_events[i] = EP_BITMASK_DEFAULT;
875 /* add trigger events from element change event properties */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
878 struct ElementInfo *ei = &element_info[i];
880 for (j=0; j < ei->num_change_pages; j++)
882 if (!ei->change_page->can_change)
885 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
887 int trigger_element = ei->change_page[j].trigger_element;
889 trigger_events[trigger_element] |= ei->change_page[j].events;
894 /* add trigger events from element change event properties */
895 for (i=0; i<MAX_NUM_ELEMENTS; i++)
896 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
897 trigger_events[element_info[i].change->trigger_element] |=
898 element_info[i].change->events;
901 /* ---------- initialize push delay -------------------------------------- */
903 /* initialize push delay values to default */
904 for (i=0; i<MAX_NUM_ELEMENTS; i++)
906 if (!IS_CUSTOM_ELEMENT(i))
908 element_info[i].push_delay_fixed = 2;
909 element_info[i].push_delay_random = 8;
913 /* set push delay value for certain elements from pre-defined list */
914 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
916 int e = push_delay_list[i].element;
918 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
919 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
922 /* ---------- initialize move stepsize ----------------------------------- */
924 /* initialize move stepsize values to default */
925 for (i=0; i<MAX_NUM_ELEMENTS; i++)
926 if (!IS_CUSTOM_ELEMENT(i))
927 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
929 /* set move stepsize value for certain elements from pre-defined list */
930 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
932 int e = move_stepsize_list[i].element;
934 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
937 /* ---------- initialize gem count --------------------------------------- */
939 /* initialize gem count values for each element */
940 for (i=0; i<MAX_NUM_ELEMENTS; i++)
941 if (!IS_CUSTOM_ELEMENT(i))
942 element_info[i].collect_count = 0;
944 /* add gem count values for all elements from pre-defined list */
945 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
946 element_info[collect_count_list[i].element].collect_count =
947 collect_count_list[i].count;
952 =============================================================================
954 -----------------------------------------------------------------------------
955 initialize and start new game
956 =============================================================================
961 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
962 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
963 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
970 #if USE_NEW_AMOEBA_CODE
971 printf("Using new amoeba code.\n");
973 printf("Using old amoeba code.\n");
978 /* don't play tapes over network */
979 network_playing = (options.network && !tape.playing);
981 for (i=0; i<MAX_PLAYERS; i++)
983 struct PlayerInfo *player = &stored_player[i];
985 player->index_nr = i;
986 player->element_nr = EL_PLAYER_1 + i;
988 player->present = FALSE;
989 player->active = FALSE;
992 player->effective_action = 0;
993 player->programmed_action = 0;
996 player->gems_still_needed = level.gems_needed;
997 player->sokobanfields_still_needed = 0;
998 player->lights_still_needed = 0;
999 player->friends_still_needed = 0;
1002 player->key[j] = FALSE;
1004 player->dynabomb_count = 0;
1005 player->dynabomb_size = 1;
1006 player->dynabombs_left = 0;
1007 player->dynabomb_xl = FALSE;
1009 player->MovDir = MV_NO_MOVING;
1011 player->Pushing = FALSE;
1012 player->Switching = FALSE;
1014 player->GfxDir = MV_NO_MOVING;
1015 player->GfxAction = ACTION_DEFAULT;
1017 player->StepFrame = 0;
1019 player->use_murphy_graphic = FALSE;
1020 player->use_disk_red_graphic = FALSE;
1022 player->actual_frame_counter = 0;
1024 player->last_move_dir = MV_NO_MOVING;
1026 player->is_moving = FALSE;
1027 player->is_waiting = FALSE;
1028 player->is_digging = FALSE;
1029 player->is_collecting = FALSE;
1031 player->show_envelope = 0;
1033 player->move_delay = game.initial_move_delay;
1034 player->move_delay_value = game.initial_move_delay_value;
1036 player->push_delay = 0;
1037 player->push_delay_value = 5;
1039 player->snapped = FALSE;
1041 player->last_jx = player->last_jy = 0;
1042 player->jx = player->jy = 0;
1044 player->shield_normal_time_left = 0;
1045 player->shield_deadly_time_left = 0;
1047 player->inventory_size = 0;
1049 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1050 SnapField(player, 0, 0);
1052 player->LevelSolved = FALSE;
1053 player->GameOver = FALSE;
1056 network_player_action_received = FALSE;
1058 #if defined(PLATFORM_UNIX)
1059 /* initial null action */
1060 if (network_playing)
1061 SendToServer_MovePlayer(MV_NO_MOVING);
1069 TimeLeft = level.time;
1071 ScreenMovDir = MV_NO_MOVING;
1075 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1077 AllPlayersGone = FALSE;
1079 game.yamyam_content_nr = 0;
1080 game.magic_wall_active = FALSE;
1081 game.magic_wall_time_left = 0;
1082 game.light_time_left = 0;
1083 game.timegate_time_left = 0;
1084 game.switchgate_pos = 0;
1085 game.balloon_dir = MV_NO_MOVING;
1086 game.explosions_delayed = TRUE;
1090 game.belt_dir[i] = MV_NO_MOVING;
1091 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1094 for (i=0; i<MAX_NUM_AMOEBA; i++)
1095 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1097 for (x=0; x<lev_fieldx; x++)
1099 for (y=0; y<lev_fieldy; y++)
1101 Feld[x][y] = level.field[x][y];
1102 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1103 ChangeDelay[x][y] = 0;
1104 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1106 JustStopped[x][y] = 0;
1108 Pushed[x][y] = FALSE;
1110 Changed[x][y] = CE_BITMASK_DEFAULT;
1111 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1113 ExplodePhase[x][y] = 0;
1114 ExplodeField[x][y] = EX_NO_EXPLOSION;
1117 GfxAction[x][y] = ACTION_DEFAULT;
1118 GfxRandom[x][y] = INIT_GFX_RANDOM();
1119 GfxElement[x][y] = EL_UNDEFINED;
1123 for(y=0; y<lev_fieldy; y++)
1125 for(x=0; x<lev_fieldx; x++)
1127 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1129 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1131 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1134 InitField(x, y, TRUE);
1140 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1141 emulate_sb ? EMU_SOKOBAN :
1142 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1144 /* correct non-moving belts to start moving left */
1146 if (game.belt_dir[i] == MV_NO_MOVING)
1147 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1149 /* check if any connected player was not found in playfield */
1150 for (i=0; i<MAX_PLAYERS; i++)
1152 struct PlayerInfo *player = &stored_player[i];
1154 if (player->connected && !player->present)
1156 for (j=0; j<MAX_PLAYERS; j++)
1158 struct PlayerInfo *some_player = &stored_player[j];
1159 int jx = some_player->jx, jy = some_player->jy;
1161 /* assign first free player found that is present in the playfield */
1162 if (some_player->present && !some_player->connected)
1164 player->present = TRUE;
1165 player->active = TRUE;
1166 some_player->present = FALSE;
1168 StorePlayer[jx][jy] = player->element_nr;
1169 player->jx = player->last_jx = jx;
1170 player->jy = player->last_jy = jy;
1180 /* when playing a tape, eliminate all players who do not participate */
1182 for (i=0; i<MAX_PLAYERS; i++)
1184 if (stored_player[i].active && !tape.player_participates[i])
1186 struct PlayerInfo *player = &stored_player[i];
1187 int jx = player->jx, jy = player->jy;
1189 player->active = FALSE;
1190 StorePlayer[jx][jy] = 0;
1191 Feld[jx][jy] = EL_EMPTY;
1195 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1197 /* when in single player mode, eliminate all but the first active player */
1199 for (i=0; i<MAX_PLAYERS; i++)
1201 if (stored_player[i].active)
1203 for (j=i+1; j<MAX_PLAYERS; j++)
1205 if (stored_player[j].active)
1207 struct PlayerInfo *player = &stored_player[j];
1208 int jx = player->jx, jy = player->jy;
1210 player->active = FALSE;
1211 StorePlayer[jx][jy] = 0;
1212 Feld[jx][jy] = EL_EMPTY;
1219 /* when recording the game, store which players take part in the game */
1222 for (i=0; i<MAX_PLAYERS; i++)
1223 if (stored_player[i].active)
1224 tape.player_participates[i] = TRUE;
1229 for (i=0; i<MAX_PLAYERS; i++)
1231 struct PlayerInfo *player = &stored_player[i];
1233 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1238 if (local_player == player)
1239 printf("Player %d is local player.\n", i+1);
1243 if (BorderElement == EL_EMPTY)
1246 SBX_Right = lev_fieldx - SCR_FIELDX;
1248 SBY_Lower = lev_fieldy - SCR_FIELDY;
1253 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1255 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1258 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1259 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1261 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1262 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1264 /* if local player not found, look for custom element that might create
1265 the player (make some assumptions about the right custom element) */
1266 if (!local_player->present)
1268 int start_x = 0, start_y = 0;
1269 int found_rating = 0;
1270 int found_element = EL_UNDEFINED;
1272 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1274 int element = Feld[x][y];
1279 if (!IS_CUSTOM_ELEMENT(element))
1282 if (CAN_CHANGE(element))
1284 for (i=0; i < element_info[element].num_change_pages; i++)
1286 content = element_info[element].change_page[i].target_element;
1287 is_player = ELEM_IS_PLAYER(content);
1289 if (is_player && (found_rating < 3 || element < found_element))
1295 found_element = element;
1300 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1302 content = element_info[element].content[xx][yy];
1303 is_player = ELEM_IS_PLAYER(content);
1305 if (is_player && (found_rating < 2 || element < found_element))
1307 start_x = x + xx - 1;
1308 start_y = y + yy - 1;
1311 found_element = element;
1314 if (!CAN_CHANGE(element))
1317 for (i=0; i < element_info[element].num_change_pages; i++)
1319 content = element_info[element].change_page[i].content[xx][yy];
1320 is_player = ELEM_IS_PLAYER(content);
1322 if (is_player && (found_rating < 1 || element < found_element))
1324 start_x = x + xx - 1;
1325 start_y = y + yy - 1;
1328 found_element = element;
1334 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1335 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1338 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1339 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1345 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1346 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1347 local_player->jx - MIDPOSX);
1349 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1350 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1351 local_player->jy - MIDPOSY);
1353 scroll_x = SBX_Left;
1354 scroll_y = SBY_Upper;
1355 if (local_player->jx >= SBX_Left + MIDPOSX)
1356 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1357 local_player->jx - MIDPOSX :
1359 if (local_player->jy >= SBY_Upper + MIDPOSY)
1360 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1361 local_player->jy - MIDPOSY :
1366 CloseDoor(DOOR_CLOSE_1);
1371 /* after drawing the level, correct some elements */
1372 if (game.timegate_time_left == 0)
1373 CloseAllOpenTimegates();
1375 if (setup.soft_scrolling)
1376 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1378 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1381 /* copy default game door content to main double buffer */
1382 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1383 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1386 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1389 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1390 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1391 BlitBitmap(drawto, drawto,
1392 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1393 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1394 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1395 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1398 DrawGameDoorValues();
1402 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1403 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1404 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1408 /* copy actual game door content to door double buffer for OpenDoor() */
1409 BlitBitmap(drawto, bitmap_db_door,
1410 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1412 OpenDoor(DOOR_OPEN_ALL);
1414 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1415 if (setup.sound_music)
1416 PlayMusic(level_nr);
1418 KeyboardAutoRepeatOffUnlessAutoplay();
1423 printf("Player %d %sactive.\n",
1424 i + 1, (stored_player[i].active ? "" : "not "));
1428 void InitMovDir(int x, int y)
1430 int i, element = Feld[x][y];
1431 static int xy[4][2] =
1438 static int direction[3][4] =
1440 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1441 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1442 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1451 Feld[x][y] = EL_BUG;
1452 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1455 case EL_SPACESHIP_RIGHT:
1456 case EL_SPACESHIP_UP:
1457 case EL_SPACESHIP_LEFT:
1458 case EL_SPACESHIP_DOWN:
1459 Feld[x][y] = EL_SPACESHIP;
1460 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1463 case EL_BD_BUTTERFLY_RIGHT:
1464 case EL_BD_BUTTERFLY_UP:
1465 case EL_BD_BUTTERFLY_LEFT:
1466 case EL_BD_BUTTERFLY_DOWN:
1467 Feld[x][y] = EL_BD_BUTTERFLY;
1468 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1471 case EL_BD_FIREFLY_RIGHT:
1472 case EL_BD_FIREFLY_UP:
1473 case EL_BD_FIREFLY_LEFT:
1474 case EL_BD_FIREFLY_DOWN:
1475 Feld[x][y] = EL_BD_FIREFLY;
1476 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1479 case EL_PACMAN_RIGHT:
1481 case EL_PACMAN_LEFT:
1482 case EL_PACMAN_DOWN:
1483 Feld[x][y] = EL_PACMAN;
1484 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1487 case EL_SP_SNIKSNAK:
1488 MovDir[x][y] = MV_UP;
1491 case EL_SP_ELECTRON:
1492 MovDir[x][y] = MV_LEFT;
1499 Feld[x][y] = EL_MOLE;
1500 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1504 if (IS_CUSTOM_ELEMENT(element))
1506 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1507 MovDir[x][y] = element_info[element].move_direction_initial;
1508 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1509 element_info[element].move_pattern == MV_TURNING_LEFT ||
1510 element_info[element].move_pattern == MV_TURNING_RIGHT)
1511 MovDir[x][y] = 1 << RND(4);
1512 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1513 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1514 else if (element_info[element].move_pattern == MV_VERTICAL)
1515 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1516 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1517 MovDir[x][y] = element_info[element].move_pattern;
1518 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1519 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1523 int x1 = x + xy[i][0];
1524 int y1 = y + xy[i][1];
1526 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1528 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1529 MovDir[x][y] = direction[0][i];
1531 MovDir[x][y] = direction[1][i];
1540 MovDir[x][y] = 1 << RND(4);
1542 if (element != EL_BUG &&
1543 element != EL_SPACESHIP &&
1544 element != EL_BD_BUTTERFLY &&
1545 element != EL_BD_FIREFLY)
1550 int x1 = x + xy[i][0];
1551 int y1 = y + xy[i][1];
1553 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1555 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1557 MovDir[x][y] = direction[0][i];
1560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1561 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1563 MovDir[x][y] = direction[1][i];
1573 void InitAmoebaNr(int x, int y)
1576 int group_nr = AmoebeNachbarNr(x, y);
1580 for (i=1; i<MAX_NUM_AMOEBA; i++)
1582 if (AmoebaCnt[i] == 0)
1590 AmoebaNr[x][y] = group_nr;
1591 AmoebaCnt[group_nr]++;
1592 AmoebaCnt2[group_nr]++;
1598 boolean raise_level = FALSE;
1600 if (local_player->MovPos)
1604 if (tape.auto_play) /* tape might already be stopped here */
1605 tape.auto_play_level_solved = TRUE;
1607 if (tape.playing && tape.auto_play)
1608 tape.auto_play_level_solved = TRUE;
1611 local_player->LevelSolved = FALSE;
1613 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1617 if (!tape.playing && setup.sound_loops)
1618 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1619 SND_CTRL_PLAY_LOOP);
1621 while (TimeLeft > 0)
1623 if (!tape.playing && !setup.sound_loops)
1624 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1625 if (TimeLeft > 0 && !(TimeLeft % 10))
1626 RaiseScore(level.score[SC_TIME_BONUS]);
1627 if (TimeLeft > 100 && !(TimeLeft % 10))
1631 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1638 if (!tape.playing && setup.sound_loops)
1639 StopSound(SND_GAME_LEVELTIME_BONUS);
1641 else if (level.time == 0) /* level without time limit */
1643 if (!tape.playing && setup.sound_loops)
1644 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1645 SND_CTRL_PLAY_LOOP);
1647 while (TimePlayed < 999)
1649 if (!tape.playing && !setup.sound_loops)
1650 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1651 if (TimePlayed < 999 && !(TimePlayed % 10))
1652 RaiseScore(level.score[SC_TIME_BONUS]);
1653 if (TimePlayed < 900 && !(TimePlayed % 10))
1657 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1664 if (!tape.playing && setup.sound_loops)
1665 StopSound(SND_GAME_LEVELTIME_BONUS);
1668 /* close exit door after last player */
1669 if (Feld[ExitX][ExitY] == EL_EXIT_OPEN && AllPlayersGone)
1671 Feld[ExitX][ExitY] = EL_EXIT_CLOSING;
1673 PlaySoundLevelElementAction(ExitX, ExitY, EL_EXIT_OPEN, ACTION_CLOSING);
1676 /* Hero disappears */
1677 DrawLevelField(ExitX, ExitY);
1683 CloseDoor(DOOR_CLOSE_1);
1688 SaveTape(tape.level_nr); /* Ask to save tape */
1691 if (level_nr == leveldir_current->handicap_level)
1693 leveldir_current->handicap_level++;
1694 SaveLevelSetup_SeriesInfo();
1697 if (level_editor_test_game)
1698 local_player->score = -1; /* no highscore when playing from editor */
1699 else if (level_nr < leveldir_current->last_level)
1700 raise_level = TRUE; /* advance to next level */
1702 if ((hi_pos = NewHiScore()) >= 0)
1704 game_status = GAME_MODE_SCORES;
1705 DrawHallOfFame(hi_pos);
1714 game_status = GAME_MODE_MAIN;
1731 LoadScore(level_nr);
1733 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1734 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1737 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1739 if (local_player->score > highscore[k].Score)
1741 /* player has made it to the hall of fame */
1743 if (k < MAX_SCORE_ENTRIES - 1)
1745 int m = MAX_SCORE_ENTRIES - 1;
1748 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1749 if (!strcmp(setup.player_name, highscore[l].Name))
1751 if (m == k) /* player's new highscore overwrites his old one */
1757 strcpy(highscore[l].Name, highscore[l - 1].Name);
1758 highscore[l].Score = highscore[l - 1].Score;
1765 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1766 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1767 highscore[k].Score = local_player->score;
1773 else if (!strncmp(setup.player_name, highscore[k].Name,
1774 MAX_PLAYER_NAME_LEN))
1775 break; /* player already there with a higher score */
1781 SaveScore(level_nr);
1786 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1788 if (player->GfxAction != action || player->GfxDir != dir)
1791 printf("Player frame reset! (%d => %d, %d => %d)\n",
1792 player->GfxAction, action, player->GfxDir, dir);
1795 player->GfxAction = action;
1796 player->GfxDir = dir;
1798 player->StepFrame = 0;
1802 static void ResetRandomAnimationValue(int x, int y)
1804 GfxRandom[x][y] = INIT_GFX_RANDOM();
1807 static void ResetGfxAnimation(int x, int y)
1810 GfxAction[x][y] = ACTION_DEFAULT;
1813 void InitMovingField(int x, int y, int direction)
1815 int element = Feld[x][y];
1816 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1817 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1821 if (!JustStopped[x][y] || direction != MovDir[x][y])
1822 ResetGfxAnimation(x, y);
1824 MovDir[newx][newy] = MovDir[x][y] = direction;
1826 if (Feld[newx][newy] == EL_EMPTY)
1827 Feld[newx][newy] = EL_BLOCKED;
1829 if (direction == MV_DOWN && CAN_FALL(element))
1830 GfxAction[x][y] = ACTION_FALLING;
1832 GfxAction[x][y] = ACTION_MOVING;
1834 GfxFrame[newx][newy] = GfxFrame[x][y];
1835 GfxAction[newx][newy] = GfxAction[x][y];
1836 GfxRandom[newx][newy] = GfxRandom[x][y];
1839 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1841 int direction = MovDir[x][y];
1842 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1843 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1849 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1851 int oldx = x, oldy = y;
1852 int direction = MovDir[x][y];
1854 if (direction == MV_LEFT)
1856 else if (direction == MV_RIGHT)
1858 else if (direction == MV_UP)
1860 else if (direction == MV_DOWN)
1863 *comes_from_x = oldx;
1864 *comes_from_y = oldy;
1867 int MovingOrBlocked2Element(int x, int y)
1869 int element = Feld[x][y];
1871 if (element == EL_BLOCKED)
1875 Blocked2Moving(x, y, &oldx, &oldy);
1876 return Feld[oldx][oldy];
1882 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1884 /* like MovingOrBlocked2Element(), but if element is moving
1885 and (x,y) is the field the moving element is just leaving,
1886 return EL_BLOCKED instead of the element value */
1887 int element = Feld[x][y];
1889 if (IS_MOVING(x, y))
1891 if (element == EL_BLOCKED)
1895 Blocked2Moving(x, y, &oldx, &oldy);
1896 return Feld[oldx][oldy];
1905 static void RemoveField(int x, int y)
1907 Feld[x][y] = EL_EMPTY;
1914 ChangeDelay[x][y] = 0;
1915 Pushed[x][y] = FALSE;
1917 GfxElement[x][y] = EL_UNDEFINED;
1918 GfxAction[x][y] = ACTION_DEFAULT;
1921 void RemoveMovingField(int x, int y)
1923 int oldx = x, oldy = y, newx = x, newy = y;
1924 int element = Feld[x][y];
1925 int next_element = EL_UNDEFINED;
1927 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1930 if (IS_MOVING(x, y))
1932 Moving2Blocked(x, y, &newx, &newy);
1933 if (Feld[newx][newy] != EL_BLOCKED)
1936 else if (element == EL_BLOCKED)
1938 Blocked2Moving(x, y, &oldx, &oldy);
1939 if (!IS_MOVING(oldx, oldy))
1943 if (element == EL_BLOCKED &&
1944 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1945 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1946 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1947 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1948 next_element = get_next_element(Feld[oldx][oldy]);
1950 RemoveField(oldx, oldy);
1951 RemoveField(newx, newy);
1953 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1955 if (next_element != EL_UNDEFINED)
1956 Feld[oldx][oldy] = next_element;
1958 DrawLevelField(oldx, oldy);
1959 DrawLevelField(newx, newy);
1962 void DrawDynamite(int x, int y)
1964 int sx = SCREENX(x), sy = SCREENY(y);
1965 int graphic = el2img(Feld[x][y]);
1968 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1971 if (IS_WALKABLE_INSIDE(Back[x][y]))
1975 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1976 else if (Store[x][y])
1977 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1979 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1982 if (Back[x][y] || Store[x][y])
1983 DrawGraphicThruMask(sx, sy, graphic, frame);
1985 DrawGraphic(sx, sy, graphic, frame);
1987 if (game.emulation == EMU_SUPAPLEX)
1988 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1989 else if (Store[x][y])
1990 DrawGraphicThruMask(sx, sy, graphic, frame);
1992 DrawGraphic(sx, sy, graphic, frame);
1996 void CheckDynamite(int x, int y)
1998 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2002 if (MovDelay[x][y] != 0)
2005 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2012 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2014 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2015 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2016 StopSound(SND_DYNAMITE_ACTIVE);
2018 StopSound(SND_DYNABOMB_ACTIVE);
2024 void RelocatePlayer(int x, int y, int element)
2026 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2028 if (player->present)
2030 while (player->MovPos)
2032 ScrollFigure(player, SCROLL_GO_ON);
2033 ScrollScreen(NULL, SCROLL_GO_ON);
2039 RemoveField(player->jx, player->jy);
2040 DrawLevelField(player->jx, player->jy);
2043 InitPlayerField(x, y, element, TRUE);
2045 if (player == local_player)
2047 int scroll_xx = -999, scroll_yy = -999;
2049 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2052 int fx = FX, fy = FY;
2054 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2055 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2056 local_player->jx - MIDPOSX);
2058 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2059 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2060 local_player->jy - MIDPOSY);
2062 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2063 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2068 fx += dx * TILEX / 2;
2069 fy += dy * TILEY / 2;
2071 ScrollLevel(dx, dy);
2074 /* scroll in to steps of half tile size to make things smoother */
2075 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2077 Delay(GAME_FRAME_DELAY);
2079 /* scroll second step to align at full tile size */
2081 Delay(GAME_FRAME_DELAY);
2086 void Explode(int ex, int ey, int phase, int mode)
2090 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2091 int last_phase = num_phase * delay;
2092 int half_phase = (num_phase / 2) * delay;
2093 int first_phase_after_start = EX_PHASE_START + 1;
2095 if (game.explosions_delayed)
2097 ExplodeField[ex][ey] = mode;
2101 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2103 int center_element = Feld[ex][ey];
2106 /* --- This is only really needed (and now handled) in "Impact()". --- */
2107 /* do not explode moving elements that left the explode field in time */
2108 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2109 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2113 if (mode == EX_NORMAL || mode == EX_CENTER)
2114 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2116 /* remove things displayed in background while burning dynamite */
2117 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2120 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2122 /* put moving element to center field (and let it explode there) */
2123 center_element = MovingOrBlocked2Element(ex, ey);
2124 RemoveMovingField(ex, ey);
2125 Feld[ex][ey] = center_element;
2128 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2130 int xx = x - ex + 1;
2131 int yy = y - ey + 1;
2134 if (!IN_LEV_FIELD(x, y) ||
2135 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2136 (x != ex || y != ey)))
2139 element = Feld[x][y];
2141 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2143 element = MovingOrBlocked2Element(x, y);
2145 if (!IS_EXPLOSION_PROOF(element))
2146 RemoveMovingField(x, y);
2152 if (IS_EXPLOSION_PROOF(element))
2155 /* indestructible elements can only explode in center (but not flames) */
2156 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2157 element == EL_FLAMES)
2162 if ((IS_INDESTRUCTIBLE(element) &&
2163 (game.engine_version < VERSION_IDENT(2,2,0) ||
2164 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2165 element == EL_FLAMES)
2169 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2171 if (IS_ACTIVE_BOMB(element))
2173 /* re-activate things under the bomb like gate or penguin */
2174 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2181 /* save walkable background elements while explosion on same tile */
2183 if (IS_INDESTRUCTIBLE(element))
2184 Back[x][y] = element;
2186 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2187 Back[x][y] = element;
2190 /* ignite explodable elements reached by other explosion */
2191 if (element == EL_EXPLOSION)
2192 element = Store2[x][y];
2195 if (AmoebaNr[x][y] &&
2196 (element == EL_AMOEBA_FULL ||
2197 element == EL_BD_AMOEBA ||
2198 element == EL_AMOEBA_GROWING))
2200 AmoebaCnt[AmoebaNr[x][y]]--;
2201 AmoebaCnt2[AmoebaNr[x][y]]--;
2207 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2209 switch(StorePlayer[ex][ey])
2212 Store[x][y] = EL_EMERALD_RED;
2215 Store[x][y] = EL_EMERALD;
2218 Store[x][y] = EL_EMERALD_PURPLE;
2222 Store[x][y] = EL_EMERALD_YELLOW;
2226 if (game.emulation == EMU_SUPAPLEX)
2227 Store[x][y] = EL_EMPTY;
2229 else if (center_element == EL_MOLE)
2230 Store[x][y] = EL_EMERALD_RED;
2231 else if (center_element == EL_PENGUIN)
2232 Store[x][y] = EL_EMERALD_PURPLE;
2233 else if (center_element == EL_BUG)
2234 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2235 else if (center_element == EL_BD_BUTTERFLY)
2236 Store[x][y] = EL_BD_DIAMOND;
2237 else if (center_element == EL_SP_ELECTRON)
2238 Store[x][y] = EL_SP_INFOTRON;
2239 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2240 Store[x][y] = level.amoeba_content;
2241 else if (center_element == EL_YAMYAM)
2242 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2243 else if (IS_CUSTOM_ELEMENT(center_element) &&
2244 element_info[center_element].content[xx][yy] != EL_EMPTY)
2245 Store[x][y] = element_info[center_element].content[xx][yy];
2246 else if (element == EL_WALL_EMERALD)
2247 Store[x][y] = EL_EMERALD;
2248 else if (element == EL_WALL_DIAMOND)
2249 Store[x][y] = EL_DIAMOND;
2250 else if (element == EL_WALL_BD_DIAMOND)
2251 Store[x][y] = EL_BD_DIAMOND;
2252 else if (element == EL_WALL_EMERALD_YELLOW)
2253 Store[x][y] = EL_EMERALD_YELLOW;
2254 else if (element == EL_WALL_EMERALD_RED)
2255 Store[x][y] = EL_EMERALD_RED;
2256 else if (element == EL_WALL_EMERALD_PURPLE)
2257 Store[x][y] = EL_EMERALD_PURPLE;
2258 else if (element == EL_WALL_PEARL)
2259 Store[x][y] = EL_PEARL;
2260 else if (element == EL_WALL_CRYSTAL)
2261 Store[x][y] = EL_CRYSTAL;
2262 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2263 Store[x][y] = element_info[element].content[1][1];
2265 Store[x][y] = EL_EMPTY;
2267 if (x != ex || y != ey ||
2268 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2269 Store2[x][y] = element;
2272 if (AmoebaNr[x][y] &&
2273 (element == EL_AMOEBA_FULL ||
2274 element == EL_BD_AMOEBA ||
2275 element == EL_AMOEBA_GROWING))
2277 AmoebaCnt[AmoebaNr[x][y]]--;
2278 AmoebaCnt2[AmoebaNr[x][y]]--;
2284 MovDir[x][y] = MovPos[x][y] = 0;
2289 Feld[x][y] = EL_EXPLOSION;
2291 GfxElement[x][y] = center_element;
2293 GfxElement[x][y] = EL_UNDEFINED;
2296 ExplodePhase[x][y] = 1;
2300 if (center_element == EL_YAMYAM)
2301 game.yamyam_content_nr =
2302 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2313 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2317 /* activate this even in non-DEBUG version until cause for crash in
2318 getGraphicAnimationFrame() (see below) is found and eliminated */
2322 if (GfxElement[x][y] == EL_UNDEFINED)
2325 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2326 printf("Explode(): This should never happen!\n");
2329 GfxElement[x][y] = EL_EMPTY;
2333 if (phase == first_phase_after_start)
2335 int element = Store2[x][y];
2337 if (element == EL_BLACK_ORB)
2339 Feld[x][y] = Store2[x][y];
2344 else if (phase == half_phase)
2346 int element = Store2[x][y];
2348 if (IS_PLAYER(x, y))
2349 KillHeroUnlessProtected(x, y);
2350 else if (CAN_EXPLODE_BY_FIRE(element))
2352 Feld[x][y] = Store2[x][y];
2356 else if (element == EL_AMOEBA_TO_DIAMOND)
2357 AmoebeUmwandeln(x, y);
2360 if (phase == last_phase)
2364 element = Feld[x][y] = Store[x][y];
2365 Store[x][y] = Store2[x][y] = 0;
2366 GfxElement[x][y] = EL_UNDEFINED;
2368 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2369 element = Feld[x][y] = Back[x][y];
2372 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2373 InitField(x, y, FALSE);
2374 if (CAN_MOVE(element))
2376 DrawLevelField(x, y);
2378 TestIfElementTouchesCustomElement(x, y);
2380 if (CAN_BE_CRUMBLED(element))
2381 DrawLevelFieldCrumbledSandNeighbours(x, y);
2383 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2384 StorePlayer[x][y] = 0;
2386 if (ELEM_IS_PLAYER(element))
2387 RelocatePlayer(x, y, element);
2389 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2392 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2394 int stored = Store[x][y];
2395 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2396 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2399 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2402 DrawLevelFieldCrumbledSand(x, y);
2404 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2406 DrawLevelElement(x, y, Back[x][y]);
2407 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2409 else if (IS_WALKABLE_UNDER(Back[x][y]))
2411 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2412 DrawLevelElementThruMask(x, y, Back[x][y]);
2414 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2415 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2419 void DynaExplode(int ex, int ey)
2422 int dynabomb_size = 1;
2423 boolean dynabomb_xl = FALSE;
2424 struct PlayerInfo *player;
2425 static int xy[4][2] =
2433 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2435 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2436 dynabomb_size = player->dynabomb_size;
2437 dynabomb_xl = player->dynabomb_xl;
2438 player->dynabombs_left++;
2441 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2445 for (j=1; j<=dynabomb_size; j++)
2447 int x = ex + j * xy[i % 4][0];
2448 int y = ey + j * xy[i % 4][1];
2451 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2454 element = Feld[x][y];
2456 /* do not restart explosions of fields with active bombs */
2457 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2460 Explode(x, y, EX_PHASE_START, EX_BORDER);
2462 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2463 if (element != EL_EMPTY &&
2464 element != EL_SAND &&
2465 element != EL_EXPLOSION &&
2472 void Bang(int x, int y)
2475 int element = MovingOrBlocked2Element(x, y);
2477 int element = Feld[x][y];
2480 if (IS_PLAYER(x, y))
2482 struct PlayerInfo *player = PLAYERINFO(x, y);
2484 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2485 player->element_nr);
2490 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2492 if (game.emulation == EMU_SUPAPLEX)
2493 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2495 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2500 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2508 case EL_BD_BUTTERFLY:
2511 case EL_DARK_YAMYAM:
2515 RaiseScoreElement(element);
2516 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2518 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2519 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2520 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2521 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2522 case EL_DYNABOMB_INCREASE_NUMBER:
2523 case EL_DYNABOMB_INCREASE_SIZE:
2524 case EL_DYNABOMB_INCREASE_POWER:
2529 case EL_LAMP_ACTIVE:
2530 if (IS_PLAYER(x, y))
2531 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2533 Explode(x, y, EX_PHASE_START, EX_CENTER);
2536 if (CAN_EXPLODE_1X1(element))
2537 Explode(x, y, EX_PHASE_START, EX_CENTER);
2539 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2543 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2546 void SplashAcid(int x, int y)
2548 int element = Feld[x][y];
2550 if (element != EL_ACID_SPLASH_LEFT &&
2551 element != EL_ACID_SPLASH_RIGHT)
2553 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2555 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2556 (!IN_LEV_FIELD(x-1, y-1) ||
2557 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2558 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2560 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2561 (!IN_LEV_FIELD(x+1, y-1) ||
2562 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2563 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2567 static void InitBeltMovement()
2569 static int belt_base_element[4] =
2571 EL_CONVEYOR_BELT_1_LEFT,
2572 EL_CONVEYOR_BELT_2_LEFT,
2573 EL_CONVEYOR_BELT_3_LEFT,
2574 EL_CONVEYOR_BELT_4_LEFT
2576 static int belt_base_active_element[4] =
2578 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2579 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2580 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2581 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2586 /* set frame order for belt animation graphic according to belt direction */
2593 int element = belt_base_active_element[belt_nr] + j;
2594 int graphic = el2img(element);
2596 if (game.belt_dir[i] == MV_LEFT)
2597 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2599 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2603 for(y=0; y<lev_fieldy; y++)
2605 for(x=0; x<lev_fieldx; x++)
2607 int element = Feld[x][y];
2611 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2613 int e_belt_nr = getBeltNrFromBeltElement(element);
2616 if (e_belt_nr == belt_nr)
2618 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2620 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2628 static void ToggleBeltSwitch(int x, int y)
2630 static int belt_base_element[4] =
2632 EL_CONVEYOR_BELT_1_LEFT,
2633 EL_CONVEYOR_BELT_2_LEFT,
2634 EL_CONVEYOR_BELT_3_LEFT,
2635 EL_CONVEYOR_BELT_4_LEFT
2637 static int belt_base_active_element[4] =
2639 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2640 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2641 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2642 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2644 static int belt_base_switch_element[4] =
2646 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2647 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2648 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2649 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2651 static int belt_move_dir[4] =
2659 int element = Feld[x][y];
2660 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2661 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2662 int belt_dir = belt_move_dir[belt_dir_nr];
2665 if (!IS_BELT_SWITCH(element))
2668 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2669 game.belt_dir[belt_nr] = belt_dir;
2671 if (belt_dir_nr == 3)
2674 /* set frame order for belt animation graphic according to belt direction */
2677 int element = belt_base_active_element[belt_nr] + i;
2678 int graphic = el2img(element);
2680 if (belt_dir == MV_LEFT)
2681 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2683 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2686 for (yy=0; yy<lev_fieldy; yy++)
2688 for (xx=0; xx<lev_fieldx; xx++)
2690 int element = Feld[xx][yy];
2692 if (IS_BELT_SWITCH(element))
2694 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2696 if (e_belt_nr == belt_nr)
2698 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2699 DrawLevelField(xx, yy);
2702 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2704 int e_belt_nr = getBeltNrFromBeltElement(element);
2706 if (e_belt_nr == belt_nr)
2708 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2710 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2711 DrawLevelField(xx, yy);
2714 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2716 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2718 if (e_belt_nr == belt_nr)
2720 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2722 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2723 DrawLevelField(xx, yy);
2730 static void ToggleSwitchgateSwitch(int x, int y)
2734 game.switchgate_pos = !game.switchgate_pos;
2736 for (yy=0; yy<lev_fieldy; yy++)
2738 for (xx=0; xx<lev_fieldx; xx++)
2740 int element = Feld[xx][yy];
2742 if (element == EL_SWITCHGATE_SWITCH_UP ||
2743 element == EL_SWITCHGATE_SWITCH_DOWN)
2745 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2746 DrawLevelField(xx, yy);
2748 else if (element == EL_SWITCHGATE_OPEN ||
2749 element == EL_SWITCHGATE_OPENING)
2751 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2753 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2755 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2758 else if (element == EL_SWITCHGATE_CLOSED ||
2759 element == EL_SWITCHGATE_CLOSING)
2761 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2763 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2765 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2772 static int getInvisibleActiveFromInvisibleElement(int element)
2774 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2775 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2776 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2780 static int getInvisibleFromInvisibleActiveElement(int element)
2782 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2783 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2784 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2788 static void RedrawAllLightSwitchesAndInvisibleElements()
2792 for (y=0; y<lev_fieldy; y++)
2794 for (x=0; x<lev_fieldx; x++)
2796 int element = Feld[x][y];
2798 if (element == EL_LIGHT_SWITCH &&
2799 game.light_time_left > 0)
2801 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2802 DrawLevelField(x, y);
2804 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2805 game.light_time_left == 0)
2807 Feld[x][y] = EL_LIGHT_SWITCH;
2808 DrawLevelField(x, y);
2810 else if (element == EL_INVISIBLE_STEELWALL ||
2811 element == EL_INVISIBLE_WALL ||
2812 element == EL_INVISIBLE_SAND)
2814 if (game.light_time_left > 0)
2815 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2817 DrawLevelField(x, y);
2819 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2820 element == EL_INVISIBLE_WALL_ACTIVE ||
2821 element == EL_INVISIBLE_SAND_ACTIVE)
2823 if (game.light_time_left == 0)
2824 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2826 DrawLevelField(x, y);
2832 static void ToggleLightSwitch(int x, int y)
2834 int element = Feld[x][y];
2836 game.light_time_left =
2837 (element == EL_LIGHT_SWITCH ?
2838 level.time_light * FRAMES_PER_SECOND : 0);
2840 RedrawAllLightSwitchesAndInvisibleElements();
2843 static void ActivateTimegateSwitch(int x, int y)
2847 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2849 for (yy=0; yy<lev_fieldy; yy++)
2851 for (xx=0; xx<lev_fieldx; xx++)
2853 int element = Feld[xx][yy];
2855 if (element == EL_TIMEGATE_CLOSED ||
2856 element == EL_TIMEGATE_CLOSING)
2858 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2859 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2863 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2865 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2866 DrawLevelField(xx, yy);
2873 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2876 inline static int getElementMoveStepsize(int x, int y)
2878 int element = Feld[x][y];
2879 int direction = MovDir[x][y];
2880 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2881 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2882 int horiz_move = (dx != 0);
2883 int sign = (horiz_move ? dx : dy);
2884 int step = sign * element_info[element].move_stepsize;
2886 /* special values for move stepsize for spring and things on conveyor belt */
2889 if (CAN_FALL(element) &&
2890 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2891 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2892 else if (element == EL_SPRING)
2893 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2899 void Impact(int x, int y)
2901 boolean lastline = (y == lev_fieldy-1);
2902 boolean object_hit = FALSE;
2903 boolean impact = (lastline || object_hit);
2904 int element = Feld[x][y];
2905 int smashed = EL_UNDEFINED;
2907 if (!lastline) /* check if element below was hit */
2909 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2912 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2913 MovDir[x][y + 1] != MV_DOWN ||
2914 MovPos[x][y + 1] <= TILEY / 2));
2916 /* do not smash moving elements that left the smashed field in time */
2917 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2918 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2922 smashed = MovingOrBlocked2Element(x, y + 1);
2924 impact = (lastline || object_hit);
2927 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2933 /* only reset graphic animation if graphic really changes after impact */
2935 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2937 ResetGfxAnimation(x, y);
2938 DrawLevelField(x, y);
2941 if (impact && CAN_EXPLODE_IMPACT(element))
2946 else if (impact && element == EL_PEARL)
2948 Feld[x][y] = EL_PEARL_BREAKING;
2949 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2952 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2954 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2959 if (impact && element == EL_AMOEBA_DROP)
2961 if (object_hit && IS_PLAYER(x, y + 1))
2962 KillHeroUnlessProtected(x, y + 1);
2963 else if (object_hit && smashed == EL_PENGUIN)
2967 Feld[x][y] = EL_AMOEBA_GROWING;
2968 Store[x][y] = EL_AMOEBA_WET;
2970 ResetRandomAnimationValue(x, y);
2975 if (object_hit) /* check which object was hit */
2977 if (CAN_PASS_MAGIC_WALL(element) &&
2978 (smashed == EL_MAGIC_WALL ||
2979 smashed == EL_BD_MAGIC_WALL))
2982 int activated_magic_wall =
2983 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2984 EL_BD_MAGIC_WALL_ACTIVE);
2986 /* activate magic wall / mill */
2987 for (yy=0; yy<lev_fieldy; yy++)
2988 for (xx=0; xx<lev_fieldx; xx++)
2989 if (Feld[xx][yy] == smashed)
2990 Feld[xx][yy] = activated_magic_wall;
2992 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2993 game.magic_wall_active = TRUE;
2995 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2996 SND_MAGIC_WALL_ACTIVATING :
2997 SND_BD_MAGIC_WALL_ACTIVATING));
3000 if (IS_PLAYER(x, y + 1))
3002 if (CAN_SMASH_PLAYER(element))
3004 KillHeroUnlessProtected(x, y + 1);
3008 else if (smashed == EL_PENGUIN)
3010 if (CAN_SMASH_PLAYER(element))
3016 else if (element == EL_BD_DIAMOND)
3018 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3024 else if ((element == EL_SP_INFOTRON ||
3025 element == EL_SP_ZONK) &&
3026 (smashed == EL_SP_SNIKSNAK ||
3027 smashed == EL_SP_ELECTRON ||
3028 smashed == EL_SP_DISK_ORANGE))
3034 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3040 else if (CAN_SMASH_EVERYTHING(element))
3042 if (IS_CLASSIC_ENEMY(smashed) ||
3043 CAN_EXPLODE_SMASHED(smashed))
3048 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3050 if (smashed == EL_LAMP ||
3051 smashed == EL_LAMP_ACTIVE)
3056 else if (smashed == EL_NUT)
3058 Feld[x][y + 1] = EL_NUT_BREAKING;
3059 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3060 RaiseScoreElement(EL_NUT);
3063 else if (smashed == EL_PEARL)
3065 Feld[x][y + 1] = EL_PEARL_BREAKING;
3066 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3069 else if (smashed == EL_DIAMOND)
3071 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3072 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3075 else if (IS_BELT_SWITCH(smashed))
3077 ToggleBeltSwitch(x, y + 1);
3079 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3080 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3082 ToggleSwitchgateSwitch(x, y + 1);
3084 else if (smashed == EL_LIGHT_SWITCH ||
3085 smashed == EL_LIGHT_SWITCH_ACTIVE)
3087 ToggleLightSwitch(x, y + 1);
3091 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3096 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3101 /* play sound of magic wall / mill */
3103 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3104 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3106 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3107 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3108 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3109 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3114 /* play sound of object that hits the ground */
3115 if (lastline || object_hit)
3116 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3119 void TurnRound(int x, int y)
3131 { 0, 0 }, { 0, 0 }, { 0, 0 },
3136 int left, right, back;
3140 { MV_DOWN, MV_UP, MV_RIGHT },
3141 { MV_UP, MV_DOWN, MV_LEFT },
3143 { MV_LEFT, MV_RIGHT, MV_DOWN },
3147 { MV_RIGHT, MV_LEFT, MV_UP }
3150 int element = Feld[x][y];
3151 int old_move_dir = MovDir[x][y];
3152 int left_dir = turn[old_move_dir].left;
3153 int right_dir = turn[old_move_dir].right;
3154 int back_dir = turn[old_move_dir].back;
3156 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3157 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3158 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3159 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3161 int left_x = x + left_dx, left_y = y + left_dy;
3162 int right_x = x + right_dx, right_y = y + right_dy;
3163 int move_x = x + move_dx, move_y = y + move_dy;
3167 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3169 TestIfBadThingTouchesOtherBadThing(x, y);
3171 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3172 MovDir[x][y] = right_dir;
3173 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3174 MovDir[x][y] = left_dir;
3176 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3178 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3181 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3182 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3184 TestIfBadThingTouchesOtherBadThing(x, y);
3186 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3187 MovDir[x][y] = left_dir;
3188 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3189 MovDir[x][y] = right_dir;
3191 if ((element == EL_SPACESHIP ||
3192 element == EL_SP_SNIKSNAK ||
3193 element == EL_SP_ELECTRON)
3194 && MovDir[x][y] != old_move_dir)
3196 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3199 else if (element == EL_YAMYAM)
3201 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3202 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3204 if (can_turn_left && can_turn_right)
3205 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3206 else if (can_turn_left)
3207 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3208 else if (can_turn_right)
3209 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3211 MovDir[x][y] = back_dir;
3213 MovDelay[x][y] = 16 + 16 * RND(3);
3215 else if (element == EL_DARK_YAMYAM)
3217 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3218 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3220 if (can_turn_left && can_turn_right)
3221 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3222 else if (can_turn_left)
3223 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3224 else if (can_turn_right)
3225 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3227 MovDir[x][y] = back_dir;
3229 MovDelay[x][y] = 16 + 16 * RND(3);
3231 else if (element == EL_PACMAN)
3233 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3234 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3236 if (can_turn_left && can_turn_right)
3237 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3238 else if (can_turn_left)
3239 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3240 else if (can_turn_right)
3241 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3243 MovDir[x][y] = back_dir;
3245 MovDelay[x][y] = 6 + RND(40);
3247 else if (element == EL_PIG)
3249 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3250 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3251 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3252 boolean should_turn_left, should_turn_right, should_move_on;
3254 int rnd = RND(rnd_value);
3256 should_turn_left = (can_turn_left &&
3258 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3259 y + back_dy + left_dy)));
3260 should_turn_right = (can_turn_right &&
3262 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3263 y + back_dy + right_dy)));
3264 should_move_on = (can_move_on &&
3267 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3268 y + move_dy + left_dy) ||
3269 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3270 y + move_dy + right_dy)));
3272 if (should_turn_left || should_turn_right || should_move_on)
3274 if (should_turn_left && should_turn_right && should_move_on)
3275 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3276 rnd < 2 * rnd_value / 3 ? right_dir :
3278 else if (should_turn_left && should_turn_right)
3279 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3280 else if (should_turn_left && should_move_on)
3281 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3282 else if (should_turn_right && should_move_on)
3283 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3284 else if (should_turn_left)
3285 MovDir[x][y] = left_dir;
3286 else if (should_turn_right)
3287 MovDir[x][y] = right_dir;
3288 else if (should_move_on)
3289 MovDir[x][y] = old_move_dir;
3291 else if (can_move_on && rnd > rnd_value / 8)
3292 MovDir[x][y] = old_move_dir;
3293 else if (can_turn_left && can_turn_right)
3294 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3295 else if (can_turn_left && rnd > rnd_value / 8)
3296 MovDir[x][y] = left_dir;
3297 else if (can_turn_right && rnd > rnd_value/8)
3298 MovDir[x][y] = right_dir;
3300 MovDir[x][y] = back_dir;
3302 xx = x + move_xy[MovDir[x][y]].x;
3303 yy = y + move_xy[MovDir[x][y]].y;
3305 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3306 MovDir[x][y] = old_move_dir;
3310 else if (element == EL_DRAGON)
3312 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3313 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3314 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3316 int rnd = RND(rnd_value);
3318 if (can_move_on && rnd > rnd_value / 8)
3319 MovDir[x][y] = old_move_dir;
3320 else if (can_turn_left && can_turn_right)
3321 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3322 else if (can_turn_left && rnd > rnd_value / 8)
3323 MovDir[x][y] = left_dir;
3324 else if (can_turn_right && rnd > rnd_value / 8)
3325 MovDir[x][y] = right_dir;
3327 MovDir[x][y] = back_dir;
3329 xx = x + move_xy[MovDir[x][y]].x;
3330 yy = y + move_xy[MovDir[x][y]].y;
3332 if (!IS_FREE(xx, yy))
3333 MovDir[x][y] = old_move_dir;
3337 else if (element == EL_MOLE)
3339 boolean can_move_on =
3340 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3341 IS_AMOEBOID(Feld[move_x][move_y]) ||
3342 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3345 boolean can_turn_left =
3346 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3347 IS_AMOEBOID(Feld[left_x][left_y])));
3349 boolean can_turn_right =
3350 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3351 IS_AMOEBOID(Feld[right_x][right_y])));
3353 if (can_turn_left && can_turn_right)
3354 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3355 else if (can_turn_left)
3356 MovDir[x][y] = left_dir;
3358 MovDir[x][y] = right_dir;
3361 if (MovDir[x][y] != old_move_dir)
3364 else if (element == EL_BALLOON)
3366 MovDir[x][y] = game.balloon_dir;
3369 else if (element == EL_SPRING)
3371 if (MovDir[x][y] & MV_HORIZONTAL &&
3372 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3373 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3374 MovDir[x][y] = MV_NO_MOVING;
3378 else if (element == EL_ROBOT ||
3379 element == EL_SATELLITE ||
3380 element == EL_PENGUIN)
3382 int attr_x = -1, attr_y = -1;
3393 for (i=0; i<MAX_PLAYERS; i++)
3395 struct PlayerInfo *player = &stored_player[i];
3396 int jx = player->jx, jy = player->jy;
3398 if (!player->active)
3402 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3410 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3416 if (element == EL_PENGUIN)
3419 static int xy[4][2] =
3429 int ex = x + xy[i % 4][0];
3430 int ey = y + xy[i % 4][1];
3432 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3441 MovDir[x][y] = MV_NO_MOVING;
3443 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3444 else if (attr_x > x)
3445 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3447 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3448 else if (attr_y > y)
3449 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3451 if (element == EL_ROBOT)
3455 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3456 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3457 Moving2Blocked(x, y, &newx, &newy);
3459 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3460 MovDelay[x][y] = 8 + 8 * !RND(3);
3462 MovDelay[x][y] = 16;
3464 else if (element == EL_PENGUIN)
3470 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3472 boolean first_horiz = RND(2);
3473 int new_move_dir = MovDir[x][y];
3476 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3477 Moving2Blocked(x, y, &newx, &newy);
3479 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3483 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3484 Moving2Blocked(x, y, &newx, &newy);
3486 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3489 MovDir[x][y] = old_move_dir;
3493 else /* (element == EL_SATELLITE) */
3499 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3501 boolean first_horiz = RND(2);
3502 int new_move_dir = MovDir[x][y];
3505 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3506 Moving2Blocked(x, y, &newx, &newy);
3508 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3512 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3513 Moving2Blocked(x, y, &newx, &newy);
3515 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3518 MovDir[x][y] = old_move_dir;
3523 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3524 element_info[element].move_pattern == MV_TURNING_LEFT ||
3525 element_info[element].move_pattern == MV_TURNING_RIGHT)
3527 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3528 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3530 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3531 MovDir[x][y] = left_dir;
3532 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3533 MovDir[x][y] = right_dir;
3534 else if (can_turn_left && can_turn_right)
3535 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3536 else if (can_turn_left)
3537 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3538 else if (can_turn_right)
3539 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3541 MovDir[x][y] = back_dir;
3543 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3545 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3546 element_info[element].move_pattern == MV_VERTICAL)
3548 if (element_info[element].move_pattern & old_move_dir)
3549 MovDir[x][y] = back_dir;
3550 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3551 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3552 else if (element_info[element].move_pattern == MV_VERTICAL)
3553 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3555 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3557 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3559 MovDir[x][y] = element_info[element].move_pattern;
3560 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3562 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3564 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3565 MovDir[x][y] = left_dir;
3566 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3567 MovDir[x][y] = right_dir;
3569 if (MovDir[x][y] != old_move_dir)
3570 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3572 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3574 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3575 MovDir[x][y] = right_dir;
3576 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3577 MovDir[x][y] = left_dir;
3579 if (MovDir[x][y] != old_move_dir)
3580 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3582 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3583 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3585 int attr_x = -1, attr_y = -1;
3588 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3599 for (i=0; i<MAX_PLAYERS; i++)
3601 struct PlayerInfo *player = &stored_player[i];
3602 int jx = player->jx, jy = player->jy;
3604 if (!player->active)
3608 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3616 MovDir[x][y] = MV_NO_MOVING;
3618 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3619 else if (attr_x > x)
3620 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3622 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3623 else if (attr_y > y)
3624 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3626 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3628 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3630 boolean first_horiz = RND(2);
3631 int new_move_dir = MovDir[x][y];
3634 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3635 Moving2Blocked(x, y, &newx, &newy);
3637 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3641 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3642 Moving2Blocked(x, y, &newx, &newy);
3644 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3647 MovDir[x][y] = old_move_dir;
3652 static boolean JustBeingPushed(int x, int y)
3656 for (i=0; i<MAX_PLAYERS; i++)
3658 struct PlayerInfo *player = &stored_player[i];
3660 if (player->active && player->Pushing && player->MovPos)
3662 int next_jx = player->jx + (player->jx - player->last_jx);
3663 int next_jy = player->jy + (player->jy - player->last_jy);
3665 if (x == next_jx && y == next_jy)
3673 void StartMoving(int x, int y)
3675 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3676 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3677 int element = Feld[x][y];
3682 /* !!! this should be handled more generic (not only for mole) !!! */
3683 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3684 GfxAction[x][y] = ACTION_DEFAULT;
3686 if (CAN_FALL(element) && y < lev_fieldy - 1)
3688 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3689 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3690 if (JustBeingPushed(x, y))
3693 if (element == EL_QUICKSAND_FULL)
3695 if (IS_FREE(x, y + 1))
3697 InitMovingField(x, y, MV_DOWN);
3698 started_moving = TRUE;
3700 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3701 Store[x][y] = EL_ROCK;
3703 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3705 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3708 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3710 if (!MovDelay[x][y])
3711 MovDelay[x][y] = TILEY + 1;
3720 Feld[x][y] = EL_QUICKSAND_EMPTY;
3721 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3722 Store[x][y + 1] = Store[x][y];
3725 PlaySoundLevelAction(x, y, ACTION_FILLING);
3727 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3731 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3732 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3734 InitMovingField(x, y, MV_DOWN);
3735 started_moving = TRUE;
3737 Feld[x][y] = EL_QUICKSAND_FILLING;
3738 Store[x][y] = element;
3740 PlaySoundLevelAction(x, y, ACTION_FILLING);
3742 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3745 else if (element == EL_MAGIC_WALL_FULL)
3747 if (IS_FREE(x, y + 1))
3749 InitMovingField(x, y, MV_DOWN);
3750 started_moving = TRUE;
3752 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3753 Store[x][y] = EL_CHANGED(Store[x][y]);
3755 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3757 if (!MovDelay[x][y])
3758 MovDelay[x][y] = TILEY/4 + 1;
3767 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3768 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3769 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3773 else if (element == EL_BD_MAGIC_WALL_FULL)
3775 if (IS_FREE(x, y + 1))
3777 InitMovingField(x, y, MV_DOWN);
3778 started_moving = TRUE;
3780 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3781 Store[x][y] = EL_CHANGED2(Store[x][y]);
3783 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3785 if (!MovDelay[x][y])
3786 MovDelay[x][y] = TILEY/4 + 1;
3795 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3796 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3797 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3801 else if (CAN_PASS_MAGIC_WALL(element) &&
3802 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3803 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3805 InitMovingField(x, y, MV_DOWN);
3806 started_moving = TRUE;
3809 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3810 EL_BD_MAGIC_WALL_FILLING);
3811 Store[x][y] = element;
3814 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3816 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3821 InitMovingField(x, y, MV_DOWN);
3822 started_moving = TRUE;
3824 Store[x][y] = EL_ACID;
3826 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3827 GfxAction[x][y + 1] = ACTION_ACTIVE;
3833 else if (CAN_SMASH(element) &&
3834 (Feld[x][y + 1] == EL_BLOCKED ||
3835 IS_PLAYER(x, y + 1)) &&
3836 JustStopped[x][y] && !Pushed[x][y + 1])
3840 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3841 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3842 JustStopped[x][y] && !Pushed[x][y + 1])
3844 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3850 /* calling "Impact()" here is not only completely unneccessary
3851 (because it already gets called from "ContinueMoving()" in
3852 all relevant situations), but also completely bullshit, because
3853 "JustStopped" also indicates a finished *horizontal* movement;
3854 we must keep this trash for backwards compatibility with older
3860 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3862 if (MovDir[x][y] == MV_NO_MOVING)
3864 InitMovingField(x, y, MV_DOWN);
3865 started_moving = TRUE;
3868 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3870 if (JustStopped[x][y]) /* prevent animation from being restarted */
3871 MovDir[x][y] = MV_DOWN;
3873 InitMovingField(x, y, MV_DOWN);
3874 started_moving = TRUE;
3876 else if (element == EL_AMOEBA_DROP)
3878 Feld[x][y] = EL_AMOEBA_GROWING;
3879 Store[x][y] = EL_AMOEBA_WET;
3881 /* Store[x][y + 1] must be zero, because:
3882 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3885 #if OLD_GAME_BEHAVIOUR
3886 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3888 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3889 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3890 element != EL_DX_SUPABOMB)
3893 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3894 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3895 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3896 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3899 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3900 (IS_FREE(x - 1, y + 1) ||
3901 Feld[x - 1][y + 1] == EL_ACID));
3902 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3903 (IS_FREE(x + 1, y + 1) ||
3904 Feld[x + 1][y + 1] == EL_ACID));
3905 boolean can_fall_any = (can_fall_left || can_fall_right);
3906 boolean can_fall_both = (can_fall_left && can_fall_right);
3908 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3910 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3912 if (slippery_type == SLIPPERY_ONLY_LEFT)
3913 can_fall_right = FALSE;
3914 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3915 can_fall_left = FALSE;
3916 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3917 can_fall_right = FALSE;
3918 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3919 can_fall_left = FALSE;
3921 can_fall_any = (can_fall_left || can_fall_right);
3922 can_fall_both = (can_fall_left && can_fall_right);
3927 if (can_fall_both &&
3928 (game.emulation != EMU_BOULDERDASH &&
3929 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3930 can_fall_left = !(can_fall_right = RND(2));
3932 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3933 started_moving = TRUE;
3936 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3938 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3939 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3940 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3941 int belt_dir = game.belt_dir[belt_nr];
3943 if ((belt_dir == MV_LEFT && left_is_free) ||
3944 (belt_dir == MV_RIGHT && right_is_free))
3946 InitMovingField(x, y, belt_dir);
3947 started_moving = TRUE;
3949 GfxAction[x][y] = ACTION_DEFAULT;
3954 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3955 if (CAN_MOVE(element) && !started_moving)
3959 if ((element == EL_SATELLITE ||
3960 element == EL_BALLOON ||
3961 element == EL_SPRING)
3962 && JustBeingPushed(x, y))
3967 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3968 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3970 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3972 Moving2Blocked(x, y, &newx, &newy);
3973 if (Feld[newx][newy] == EL_BLOCKED)
3974 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3979 if (!MovDelay[x][y]) /* start new movement phase */
3981 /* all objects that can change their move direction after each step
3982 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3984 if (element != EL_YAMYAM &&
3985 element != EL_DARK_YAMYAM &&
3986 element != EL_PACMAN &&
3987 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3988 element_info[element].move_pattern != MV_TURNING_LEFT &&
3989 element_info[element].move_pattern != MV_TURNING_RIGHT)
3993 if (MovDelay[x][y] && (element == EL_BUG ||
3994 element == EL_SPACESHIP ||
3995 element == EL_SP_SNIKSNAK ||
3996 element == EL_SP_ELECTRON ||
3997 element == EL_MOLE))
3998 DrawLevelField(x, y);
4002 if (MovDelay[x][y]) /* wait some time before next movement */
4007 if (element == EL_YAMYAM)
4010 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4011 DrawLevelElementAnimation(x, y, element);
4015 if (MovDelay[x][y]) /* element still has to wait some time */
4018 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4019 ResetGfxAnimation(x, y);
4021 GfxAction[x][y] = ACTION_WAITING;
4024 if (element == EL_ROBOT ||
4026 element == EL_PACMAN ||
4028 element == EL_YAMYAM ||
4029 element == EL_DARK_YAMYAM)
4032 DrawLevelElementAnimation(x, y, element);
4034 DrawLevelElementAnimationIfNeeded(x, y, element);
4036 PlaySoundLevelAction(x, y, ACTION_WAITING);
4038 else if (element == EL_SP_ELECTRON)
4039 DrawLevelElementAnimationIfNeeded(x, y, element);
4040 else if (element == EL_DRAGON)
4043 int dir = MovDir[x][y];
4044 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4045 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4046 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4047 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4048 dir == MV_UP ? IMG_FLAMES_1_UP :
4049 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4050 int frame = getGraphicAnimationFrame(graphic, -1);
4052 for (i=1; i<=3; i++)
4054 int xx = x + i*dx, yy = y + i*dy;
4055 int sx = SCREENX(xx), sy = SCREENY(yy);
4056 int flame_graphic = graphic + (i - 1);
4058 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4063 int flamed = MovingOrBlocked2Element(xx, yy);
4065 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4068 RemoveMovingField(xx, yy);
4070 Feld[xx][yy] = EL_FLAMES;
4071 if (IN_SCR_FIELD(sx, sy))
4072 DrawGraphic(sx, sy, flame_graphic, frame);
4076 if (Feld[xx][yy] == EL_FLAMES)
4077 Feld[xx][yy] = EL_EMPTY;
4078 DrawLevelField(xx, yy);
4083 if (MovDelay[x][y]) /* element still has to wait some time */
4085 PlaySoundLevelAction(x, y, ACTION_WAITING);
4090 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4091 for all other elements GfxAction will be set by InitMovingField() */
4092 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4093 GfxAction[x][y] = ACTION_MOVING;
4096 /* now make next step */
4098 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4100 if (DONT_COLLIDE_WITH(element) &&
4101 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4102 !PLAYER_PROTECTED(newx, newy))
4105 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4108 /* player killed by element which is deadly when colliding with */
4110 KillHero(PLAYERINFO(newx, newy));
4115 else if ((element == EL_PENGUIN ||
4116 element == EL_ROBOT ||
4117 element == EL_SATELLITE ||
4118 element == EL_BALLOON ||
4119 IS_CUSTOM_ELEMENT(element)) &&
4120 IN_LEV_FIELD(newx, newy) &&
4121 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4124 Store[x][y] = EL_ACID;
4126 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4128 if (Feld[newx][newy] == EL_EXIT_OPEN)
4130 Feld[x][y] = EL_EMPTY;
4131 DrawLevelField(x, y);
4133 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4134 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4135 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4137 local_player->friends_still_needed--;
4138 if (!local_player->friends_still_needed &&
4139 !local_player->GameOver && AllPlayersGone)
4140 local_player->LevelSolved = local_player->GameOver = TRUE;
4144 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4146 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4147 DrawLevelField(newx, newy);
4149 MovDir[x][y] = MV_NO_MOVING;
4151 else if (!IS_FREE(newx, newy))
4153 GfxAction[x][y] = ACTION_WAITING;
4155 if (IS_PLAYER(x, y))
4156 DrawPlayerField(x, y);
4158 DrawLevelField(x, y);
4162 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4164 if (IS_FOOD_PIG(Feld[newx][newy]))
4166 if (IS_MOVING(newx, newy))
4167 RemoveMovingField(newx, newy);
4170 Feld[newx][newy] = EL_EMPTY;
4171 DrawLevelField(newx, newy);
4174 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4176 else if (!IS_FREE(newx, newy))
4178 if (IS_PLAYER(x, y))
4179 DrawPlayerField(x, y);
4181 DrawLevelField(x, y);
4185 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4187 if (!IS_FREE(newx, newy))
4189 if (IS_PLAYER(x, y))
4190 DrawPlayerField(x, y);
4192 DrawLevelField(x, y);
4197 boolean wanna_flame = !RND(10);
4198 int dx = newx - x, dy = newy - y;
4199 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4200 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4201 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4202 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4203 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4204 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4207 IS_CLASSIC_ENEMY(element1) ||
4208 IS_CLASSIC_ENEMY(element2)) &&
4209 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4210 element1 != EL_FLAMES && element2 != EL_FLAMES)
4212 if (IS_PLAYER(x, y))
4213 DrawPlayerField(x, y);
4215 DrawLevelField(x, y);
4217 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4219 MovDelay[x][y] = 50;
4220 Feld[newx][newy] = EL_FLAMES;
4221 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4222 Feld[newx1][newy1] = EL_FLAMES;
4223 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4224 Feld[newx2][newy2] = EL_FLAMES;
4229 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4230 Feld[newx][newy] == EL_DIAMOND)
4232 if (IS_MOVING(newx, newy))
4233 RemoveMovingField(newx, newy);
4236 Feld[newx][newy] = EL_EMPTY;
4237 DrawLevelField(newx, newy);
4240 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4242 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4243 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4245 if (AmoebaNr[newx][newy])
4247 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4248 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4249 Feld[newx][newy] == EL_BD_AMOEBA)
4250 AmoebaCnt[AmoebaNr[newx][newy]]--;
4253 if (IS_MOVING(newx, newy))
4254 RemoveMovingField(newx, newy);
4257 Feld[newx][newy] = EL_EMPTY;
4258 DrawLevelField(newx, newy);
4261 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4263 else if ((element == EL_PACMAN || element == EL_MOLE)
4264 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4266 if (AmoebaNr[newx][newy])
4268 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4269 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4270 Feld[newx][newy] == EL_BD_AMOEBA)
4271 AmoebaCnt[AmoebaNr[newx][newy]]--;
4274 if (element == EL_MOLE)
4276 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4277 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4279 ResetGfxAnimation(x, y);
4280 GfxAction[x][y] = ACTION_DIGGING;
4281 DrawLevelField(x, y);
4283 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4284 return; /* wait for shrinking amoeba */
4286 else /* element == EL_PACMAN */
4288 Feld[newx][newy] = EL_EMPTY;
4289 DrawLevelField(newx, newy);
4290 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4293 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4294 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4295 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4297 /* wait for shrinking amoeba to completely disappear */
4300 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4302 /* object was running against a wall */
4307 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4308 DrawLevelElementAnimation(x, y, element);
4310 if (element == EL_BUG ||
4311 element == EL_SPACESHIP ||
4312 element == EL_SP_SNIKSNAK)
4313 DrawLevelField(x, y);
4314 else if (element == EL_MOLE)
4315 DrawLevelField(x, y);
4316 else if (element == EL_BD_BUTTERFLY ||
4317 element == EL_BD_FIREFLY)
4318 DrawLevelElementAnimationIfNeeded(x, y, element);
4319 else if (element == EL_SATELLITE)
4320 DrawLevelElementAnimationIfNeeded(x, y, element);
4321 else if (element == EL_SP_ELECTRON)
4322 DrawLevelElementAnimationIfNeeded(x, y, element);
4325 if (DONT_TOUCH(element))
4326 TestIfBadThingTouchesHero(x, y);
4329 PlaySoundLevelAction(x, y, ACTION_WAITING);
4335 InitMovingField(x, y, MovDir[x][y]);
4337 PlaySoundLevelAction(x, y, ACTION_MOVING);
4341 ContinueMoving(x, y);
4344 void ContinueMoving(int x, int y)
4346 int element = Feld[x][y];
4347 int direction = MovDir[x][y];
4348 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4349 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4350 int newx = x + dx, newy = y + dy;
4351 int nextx = newx + dx, nexty = newy + dy;
4352 boolean pushed = Pushed[x][y];
4354 MovPos[x][y] += getElementMoveStepsize(x, y);
4356 if (pushed) /* special case: moving object pushed by player */
4357 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4359 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4361 Feld[x][y] = EL_EMPTY;
4362 Feld[newx][newy] = element;
4363 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4365 if (element == EL_MOLE)
4367 Feld[x][y] = EL_SAND;
4369 DrawLevelFieldCrumbledSandNeighbours(x, y);
4371 else if (element == EL_QUICKSAND_FILLING)
4373 element = Feld[newx][newy] = get_next_element(element);
4374 Store[newx][newy] = Store[x][y];
4376 else if (element == EL_QUICKSAND_EMPTYING)
4378 Feld[x][y] = get_next_element(element);
4379 element = Feld[newx][newy] = Store[x][y];
4381 else if (element == EL_MAGIC_WALL_FILLING)
4383 element = Feld[newx][newy] = get_next_element(element);
4384 if (!game.magic_wall_active)
4385 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4386 Store[newx][newy] = Store[x][y];
4388 else if (element == EL_MAGIC_WALL_EMPTYING)
4390 Feld[x][y] = get_next_element(element);
4391 if (!game.magic_wall_active)
4392 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4393 element = Feld[newx][newy] = Store[x][y];
4395 else if (element == EL_BD_MAGIC_WALL_FILLING)
4397 element = Feld[newx][newy] = get_next_element(element);
4398 if (!game.magic_wall_active)
4399 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4400 Store[newx][newy] = Store[x][y];
4402 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4404 Feld[x][y] = get_next_element(element);
4405 if (!game.magic_wall_active)
4406 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4407 element = Feld[newx][newy] = Store[x][y];
4409 else if (element == EL_AMOEBA_DROPPING)
4411 Feld[x][y] = get_next_element(element);
4412 element = Feld[newx][newy] = Store[x][y];
4414 else if (element == EL_SOKOBAN_OBJECT)
4417 Feld[x][y] = Back[x][y];
4419 if (Back[newx][newy])
4420 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4422 Back[x][y] = Back[newx][newy] = 0;
4424 else if (Store[x][y] == EL_ACID)
4426 element = Feld[newx][newy] = EL_ACID;
4430 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4431 MovDelay[newx][newy] = 0;
4433 /* copy element change control values to new field */
4434 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4435 Changed[newx][newy] = Changed[x][y];
4436 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4438 ChangeDelay[x][y] = 0;
4439 Changed[x][y] = CE_BITMASK_DEFAULT;
4440 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4442 /* copy animation control values to new field */
4443 GfxFrame[newx][newy] = GfxFrame[x][y];
4444 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4445 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4447 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4449 ResetGfxAnimation(x, y); /* reset animation values for old field */
4452 /* 2.1.1 (does not work correctly for spring) */
4453 if (!CAN_MOVE(element))
4454 MovDir[newx][newy] = 0;
4458 /* (does not work for falling objects that slide horizontally) */
4459 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4460 MovDir[newx][newy] = 0;
4463 if (!CAN_MOVE(element) ||
4464 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4465 MovDir[newx][newy] = 0;
4468 if (!CAN_MOVE(element) ||
4469 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4470 MovDir[newx][newy] = 0;
4474 DrawLevelField(x, y);
4475 DrawLevelField(newx, newy);
4477 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4479 if (!pushed) /* special case: moving object pushed by player */
4480 JustStopped[newx][newy] = 3;
4482 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4484 TestIfBadThingTouchesHero(newx, newy);
4485 TestIfBadThingTouchesFriend(newx, newy);
4486 TestIfBadThingTouchesOtherBadThing(newx, newy);
4488 else if (element == EL_PENGUIN)
4489 TestIfFriendTouchesBadThing(newx, newy);
4491 if (CAN_FALL(element) && direction == MV_DOWN &&
4492 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4495 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4496 CheckElementChange(newx, newy, element, CE_COLLISION);
4499 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4502 TestIfPlayerTouchesCustomElement(newx, newy);
4503 TestIfElementTouchesCustomElement(newx, newy);
4505 else /* still moving on */
4507 DrawLevelField(x, y);
4511 int AmoebeNachbarNr(int ax, int ay)
4514 int element = Feld[ax][ay];
4516 static int xy[4][2] =
4526 int x = ax + xy[i][0];
4527 int y = ay + xy[i][1];
4529 if (!IN_LEV_FIELD(x, y))
4532 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4533 group_nr = AmoebaNr[x][y];
4539 void AmoebenVereinigen(int ax, int ay)
4541 int i, x, y, xx, yy;
4542 int new_group_nr = AmoebaNr[ax][ay];
4543 static int xy[4][2] =
4551 if (new_group_nr == 0)
4559 if (!IN_LEV_FIELD(x, y))
4562 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4563 Feld[x][y] == EL_BD_AMOEBA ||
4564 Feld[x][y] == EL_AMOEBA_DEAD) &&
4565 AmoebaNr[x][y] != new_group_nr)
4567 int old_group_nr = AmoebaNr[x][y];
4569 if (old_group_nr == 0)
4572 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4573 AmoebaCnt[old_group_nr] = 0;
4574 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4575 AmoebaCnt2[old_group_nr] = 0;
4577 for (yy=0; yy<lev_fieldy; yy++)
4579 for (xx=0; xx<lev_fieldx; xx++)
4581 if (AmoebaNr[xx][yy] == old_group_nr)
4582 AmoebaNr[xx][yy] = new_group_nr;
4589 void AmoebeUmwandeln(int ax, int ay)
4593 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4595 int group_nr = AmoebaNr[ax][ay];
4600 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4601 printf("AmoebeUmwandeln(): This should never happen!\n");
4606 for (y=0; y<lev_fieldy; y++)
4608 for (x=0; x<lev_fieldx; x++)
4610 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4613 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4617 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4618 SND_AMOEBA_TURNING_TO_GEM :
4619 SND_AMOEBA_TURNING_TO_ROCK));
4624 static int xy[4][2] =
4637 if (!IN_LEV_FIELD(x, y))
4640 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4642 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4643 SND_AMOEBA_TURNING_TO_GEM :
4644 SND_AMOEBA_TURNING_TO_ROCK));
4651 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4654 int group_nr = AmoebaNr[ax][ay];
4655 boolean done = FALSE;
4660 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4661 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4666 for (y=0; y<lev_fieldy; y++)
4668 for (x=0; x<lev_fieldx; x++)
4670 if (AmoebaNr[x][y] == group_nr &&
4671 (Feld[x][y] == EL_AMOEBA_DEAD ||
4672 Feld[x][y] == EL_BD_AMOEBA ||
4673 Feld[x][y] == EL_AMOEBA_GROWING))
4676 Feld[x][y] = new_element;
4677 InitField(x, y, FALSE);
4678 DrawLevelField(x, y);
4685 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4686 SND_BD_AMOEBA_TURNING_TO_ROCK :
4687 SND_BD_AMOEBA_TURNING_TO_GEM));
4690 void AmoebeWaechst(int x, int y)
4692 static unsigned long sound_delay = 0;
4693 static unsigned long sound_delay_value = 0;
4695 if (!MovDelay[x][y]) /* start new growing cycle */
4699 if (DelayReached(&sound_delay, sound_delay_value))
4702 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4704 if (Store[x][y] == EL_BD_AMOEBA)
4705 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4707 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4709 sound_delay_value = 30;
4713 if (MovDelay[x][y]) /* wait some time before growing bigger */
4716 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4718 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4719 6 - MovDelay[x][y]);
4721 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4724 if (!MovDelay[x][y])
4726 Feld[x][y] = Store[x][y];
4728 DrawLevelField(x, y);
4733 void AmoebaDisappearing(int x, int y)
4735 static unsigned long sound_delay = 0;
4736 static unsigned long sound_delay_value = 0;
4738 if (!MovDelay[x][y]) /* start new shrinking cycle */
4742 if (DelayReached(&sound_delay, sound_delay_value))
4743 sound_delay_value = 30;
4746 if (MovDelay[x][y]) /* wait some time before shrinking */
4749 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4751 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4752 6 - MovDelay[x][y]);
4754 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4757 if (!MovDelay[x][y])
4759 Feld[x][y] = EL_EMPTY;
4760 DrawLevelField(x, y);
4762 /* don't let mole enter this field in this cycle;
4763 (give priority to objects falling to this field from above) */
4769 void AmoebeAbleger(int ax, int ay)
4772 int element = Feld[ax][ay];
4773 int graphic = el2img(element);
4774 int newax = ax, neway = ay;
4775 static int xy[4][2] =
4783 if (!level.amoeba_speed)
4785 Feld[ax][ay] = EL_AMOEBA_DEAD;
4786 DrawLevelField(ax, ay);
4790 if (IS_ANIMATED(graphic))
4791 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4793 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4794 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4796 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4799 if (MovDelay[ax][ay])
4803 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4806 int x = ax + xy[start][0];
4807 int y = ay + xy[start][1];
4809 if (!IN_LEV_FIELD(x, y))
4812 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4813 if (IS_FREE(x, y) ||
4814 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4820 if (newax == ax && neway == ay)
4823 else /* normal or "filled" (BD style) amoeba */
4826 boolean waiting_for_player = FALSE;
4830 int j = (start + i) % 4;
4831 int x = ax + xy[j][0];
4832 int y = ay + xy[j][1];
4834 if (!IN_LEV_FIELD(x, y))
4837 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4838 if (IS_FREE(x, y) ||
4839 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4845 else if (IS_PLAYER(x, y))
4846 waiting_for_player = TRUE;
4849 if (newax == ax && neway == ay) /* amoeba cannot grow */
4851 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4853 Feld[ax][ay] = EL_AMOEBA_DEAD;
4854 DrawLevelField(ax, ay);
4855 AmoebaCnt[AmoebaNr[ax][ay]]--;
4857 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4859 if (element == EL_AMOEBA_FULL)
4860 AmoebeUmwandeln(ax, ay);
4861 else if (element == EL_BD_AMOEBA)
4862 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4867 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4869 /* amoeba gets larger by growing in some direction */
4871 int new_group_nr = AmoebaNr[ax][ay];
4874 if (new_group_nr == 0)
4876 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4877 printf("AmoebeAbleger(): This should never happen!\n");
4882 AmoebaNr[newax][neway] = new_group_nr;
4883 AmoebaCnt[new_group_nr]++;
4884 AmoebaCnt2[new_group_nr]++;
4886 /* if amoeba touches other amoeba(s) after growing, unify them */
4887 AmoebenVereinigen(newax, neway);
4889 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4891 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4897 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4898 (neway == lev_fieldy - 1 && newax != ax))
4900 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4901 Store[newax][neway] = element;
4903 else if (neway == ay)
4905 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4907 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4909 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4914 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4915 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4916 Store[ax][ay] = EL_AMOEBA_DROP;
4917 ContinueMoving(ax, ay);
4921 DrawLevelField(newax, neway);
4924 void Life(int ax, int ay)
4927 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4929 int element = Feld[ax][ay];
4930 int graphic = el2img(element);
4931 boolean changed = FALSE;
4933 if (IS_ANIMATED(graphic))
4934 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4939 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4940 MovDelay[ax][ay] = life_time;
4942 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4945 if (MovDelay[ax][ay])
4949 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4951 int xx = ax+x1, yy = ay+y1;
4954 if (!IN_LEV_FIELD(xx, yy))
4957 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4959 int x = xx+x2, y = yy+y2;
4961 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4964 if (((Feld[x][y] == element ||
4965 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4967 (IS_FREE(x, y) && Stop[x][y]))
4971 if (xx == ax && yy == ay) /* field in the middle */
4973 if (nachbarn < life[0] || nachbarn > life[1])
4975 Feld[xx][yy] = EL_EMPTY;
4977 DrawLevelField(xx, yy);
4978 Stop[xx][yy] = TRUE;
4982 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4983 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4984 { /* free border field */
4985 if (nachbarn >= life[2] && nachbarn <= life[3])
4987 Feld[xx][yy] = element;
4988 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4990 DrawLevelField(xx, yy);
4991 Stop[xx][yy] = TRUE;
4998 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4999 SND_GAME_OF_LIFE_GROWING);
5002 static void InitRobotWheel(int x, int y)
5004 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5007 static void RunRobotWheel(int x, int y)
5009 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5012 static void StopRobotWheel(int x, int y)
5014 if (ZX == x && ZY == y)
5018 static void InitTimegateWheel(int x, int y)
5020 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5023 static void RunTimegateWheel(int x, int y)
5025 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5028 void CheckExit(int x, int y)
5030 if (local_player->gems_still_needed > 0 ||
5031 local_player->sokobanfields_still_needed > 0 ||
5032 local_player->lights_still_needed > 0)
5034 int element = Feld[x][y];
5035 int graphic = el2img(element);
5037 if (IS_ANIMATED(graphic))
5038 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5043 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5046 Feld[x][y] = EL_EXIT_OPENING;
5048 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5051 void CheckExitSP(int x, int y)
5053 if (local_player->gems_still_needed > 0)
5055 int element = Feld[x][y];
5056 int graphic = el2img(element);
5058 if (IS_ANIMATED(graphic))
5059 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5064 Feld[x][y] = EL_SP_EXIT_OPEN;
5066 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5069 static void CloseAllOpenTimegates()
5073 for (y=0; y<lev_fieldy; y++)
5075 for (x=0; x<lev_fieldx; x++)
5077 int element = Feld[x][y];
5079 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5081 Feld[x][y] = EL_TIMEGATE_CLOSING;
5083 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5085 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5092 void EdelsteinFunkeln(int x, int y)
5094 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5097 if (Feld[x][y] == EL_BD_DIAMOND)
5100 if (MovDelay[x][y] == 0) /* next animation frame */
5101 MovDelay[x][y] = 11 * !SimpleRND(500);
5103 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5107 if (setup.direct_draw && MovDelay[x][y])
5108 SetDrawtoField(DRAW_BUFFERED);
5110 DrawLevelElementAnimation(x, y, Feld[x][y]);
5112 if (MovDelay[x][y] != 0)
5114 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5115 10 - MovDelay[x][y]);
5117 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5119 if (setup.direct_draw)
5123 dest_x = FX + SCREENX(x) * TILEX;
5124 dest_y = FY + SCREENY(y) * TILEY;
5126 BlitBitmap(drawto_field, window,
5127 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5128 SetDrawtoField(DRAW_DIRECT);
5134 void MauerWaechst(int x, int y)
5138 if (!MovDelay[x][y]) /* next animation frame */
5139 MovDelay[x][y] = 3 * delay;
5141 if (MovDelay[x][y]) /* wait some time before next frame */
5145 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5147 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5148 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5150 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5153 if (!MovDelay[x][y])
5155 if (MovDir[x][y] == MV_LEFT)
5157 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5158 DrawLevelField(x - 1, y);
5160 else if (MovDir[x][y] == MV_RIGHT)
5162 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5163 DrawLevelField(x + 1, y);
5165 else if (MovDir[x][y] == MV_UP)
5167 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5168 DrawLevelField(x, y - 1);
5172 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5173 DrawLevelField(x, y + 1);
5176 Feld[x][y] = Store[x][y];
5178 MovDir[x][y] = MV_NO_MOVING;
5179 DrawLevelField(x, y);
5184 void MauerAbleger(int ax, int ay)
5186 int element = Feld[ax][ay];
5187 int graphic = el2img(element);
5188 boolean oben_frei = FALSE, unten_frei = FALSE;
5189 boolean links_frei = FALSE, rechts_frei = FALSE;
5190 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5191 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5192 boolean new_wall = FALSE;
5194 if (IS_ANIMATED(graphic))
5195 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5197 if (!MovDelay[ax][ay]) /* start building new wall */
5198 MovDelay[ax][ay] = 6;
5200 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5203 if (MovDelay[ax][ay])
5207 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5209 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5211 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5213 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5216 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5217 element == EL_EXPANDABLE_WALL_ANY)
5221 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5222 Store[ax][ay-1] = element;
5223 MovDir[ax][ay-1] = MV_UP;
5224 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5225 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5226 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5231 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5232 Store[ax][ay+1] = element;
5233 MovDir[ax][ay+1] = MV_DOWN;
5234 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5235 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5236 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5241 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5242 element == EL_EXPANDABLE_WALL_ANY ||
5243 element == EL_EXPANDABLE_WALL)
5247 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5248 Store[ax-1][ay] = element;
5249 MovDir[ax-1][ay] = MV_LEFT;
5250 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5251 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5252 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5258 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5259 Store[ax+1][ay] = element;
5260 MovDir[ax+1][ay] = MV_RIGHT;
5261 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5262 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5263 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5268 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5269 DrawLevelField(ax, ay);
5271 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5273 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5274 unten_massiv = TRUE;
5275 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5276 links_massiv = TRUE;
5277 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5278 rechts_massiv = TRUE;
5280 if (((oben_massiv && unten_massiv) ||
5281 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5282 element == EL_EXPANDABLE_WALL) &&
5283 ((links_massiv && rechts_massiv) ||
5284 element == EL_EXPANDABLE_WALL_VERTICAL))
5285 Feld[ax][ay] = EL_WALL;
5289 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5291 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5295 void CheckForDragon(int x, int y)
5298 boolean dragon_found = FALSE;
5299 static int xy[4][2] =
5311 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5313 if (IN_LEV_FIELD(xx, yy) &&
5314 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5316 if (Feld[xx][yy] == EL_DRAGON)
5317 dragon_found = TRUE;
5330 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5332 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5334 Feld[xx][yy] = EL_EMPTY;
5335 DrawLevelField(xx, yy);
5344 static void InitBuggyBase(int x, int y)
5346 int element = Feld[x][y];
5347 int activating_delay = FRAMES_PER_SECOND / 4;
5350 (element == EL_SP_BUGGY_BASE ?
5351 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5352 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5354 element == EL_SP_BUGGY_BASE_ACTIVE ?
5355 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5358 static void WarnBuggyBase(int x, int y)
5361 static int xy[4][2] =
5371 int xx = x + xy[i][0], yy = y + xy[i][1];
5373 if (IS_PLAYER(xx, yy))
5375 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5382 static void InitTrap(int x, int y)
5384 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5387 static void ActivateTrap(int x, int y)
5389 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5392 static void ChangeActiveTrap(int x, int y)
5394 int graphic = IMG_TRAP_ACTIVE;
5396 /* if new animation frame was drawn, correct crumbled sand border */
5397 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5398 DrawLevelFieldCrumbledSand(x, y);
5401 static void ChangeElementNowExt(int x, int y, int target_element)
5403 /* check if element under player changes from accessible to unaccessible
5404 (needed for special case of dropping element which then changes) */
5405 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5406 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5413 Feld[x][y] = target_element;
5415 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5417 ResetGfxAnimation(x, y);
5418 ResetRandomAnimationValue(x, y);
5420 InitField(x, y, FALSE);
5421 if (CAN_MOVE(Feld[x][y]))
5424 DrawLevelField(x, y);
5426 if (CAN_BE_CRUMBLED(Feld[x][y]))
5427 DrawLevelFieldCrumbledSandNeighbours(x, y);
5429 TestIfBadThingTouchesHero(x, y);
5430 TestIfPlayerTouchesCustomElement(x, y);
5431 TestIfElementTouchesCustomElement(x, y);
5433 if (ELEM_IS_PLAYER(target_element))
5434 RelocatePlayer(x, y, target_element);
5437 static boolean ChangeElementNow(int x, int y, int element, int page)
5439 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5441 /* always use default change event to prevent running into a loop */
5442 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5443 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5445 /* do not change already changed elements with same change event */
5447 if (Changed[x][y] & ChangeEvent[x][y])
5454 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5456 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5458 if (change->explode)
5465 if (change->use_content)
5467 boolean complete_change = TRUE;
5468 boolean can_change[3][3];
5471 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5473 boolean half_destructible;
5474 int ex = x + xx - 1;
5475 int ey = y + yy - 1;
5478 can_change[xx][yy] = TRUE;
5480 if (ex == x && ey == y) /* do not check changing element itself */
5483 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5485 can_change[xx][yy] = FALSE; /* do not change empty borders */
5490 if (!IN_LEV_FIELD(ex, ey))
5492 can_change[xx][yy] = FALSE;
5493 complete_change = FALSE;
5500 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5501 e = MovingOrBlocked2Element(ex, ey);
5503 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5505 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5506 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5507 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5509 can_change[xx][yy] = FALSE;
5510 complete_change = FALSE;
5514 if (!change->only_complete || complete_change)
5516 boolean something_has_changed = FALSE;
5518 if (change->only_complete && change->use_random_change &&
5519 RND(100) < change->random)
5522 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5524 int ex = x + xx - 1;
5525 int ey = y + yy - 1;
5527 if (can_change[xx][yy] && (!change->use_random_change ||
5528 RND(100) < change->random))
5530 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5531 RemoveMovingField(ex, ey);
5533 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5535 something_has_changed = TRUE;
5537 /* for symmetry reasons, freeze newly created border elements */
5538 if (ex != x || ey != y)
5539 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5543 if (something_has_changed)
5544 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5549 ChangeElementNowExt(x, y, change->target_element);
5551 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5557 static void ChangeElement(int x, int y, int page)
5559 int element = MovingOrBlocked2Element(x, y);
5560 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5564 if (!CAN_CHANGE(element))
5567 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5568 x, y, element, element_info[element].token_name);
5569 printf("ChangeElement(): This should never happen!\n");
5575 if (ChangeDelay[x][y] == 0) /* initialize element change */
5577 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5578 RND(change->delay_random * change->delay_frames)) + 1;
5580 ResetGfxAnimation(x, y);
5581 ResetRandomAnimationValue(x, y);
5583 if (change->pre_change_function)
5584 change->pre_change_function(x, y);
5587 ChangeDelay[x][y]--;
5589 if (ChangeDelay[x][y] != 0) /* continue element change */
5591 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5593 if (IS_ANIMATED(graphic))
5594 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5596 if (change->change_function)
5597 change->change_function(x, y);
5599 else /* finish element change */
5601 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5603 ChangeDelay[x][y] = 1; /* try change after next move step */
5608 if (ChangeElementNow(x, y, element, page))
5610 if (change->post_change_function)
5611 change->post_change_function(x, y);
5616 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5617 int trigger_element,
5623 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5626 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5628 int element = EL_CUSTOM_START + i;
5630 boolean change_element = FALSE;
5633 if (!CAN_CHANGE(element) ||
5634 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5637 for (j=0; j < element_info[element].num_change_pages; j++)
5639 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5641 if (change->sides & trigger_side &&
5642 change->trigger_element == trigger_element)
5644 change_element = TRUE;
5651 if (!change_element)
5654 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5657 if (x == lx && y == ly) /* do not change trigger element itself */
5661 if (Feld[x][y] == element)
5663 ChangeDelay[x][y] = 1;
5664 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5665 ChangeElement(x, y, page);
5673 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5676 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5680 static boolean CheckElementSideChange(int x, int y, int element, int side,
5681 int trigger_event, int page)
5683 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5686 if (Feld[x][y] == EL_BLOCKED)
5688 Blocked2Moving(x, y, &x, &y);
5689 element = Feld[x][y];
5693 page = element_info[element].event_page_nr[trigger_event];
5695 if (!(element_info[element].change_page[page].sides & side))
5698 ChangeDelay[x][y] = 1;
5699 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5700 ChangeElement(x, y, page);
5705 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5707 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5710 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5712 static byte stored_player_action[MAX_PLAYERS];
5713 static int num_stored_actions = 0;
5714 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5715 int left = player_action & JOY_LEFT;
5716 int right = player_action & JOY_RIGHT;
5717 int up = player_action & JOY_UP;
5718 int down = player_action & JOY_DOWN;
5719 int button1 = player_action & JOY_BUTTON_1;
5720 int button2 = player_action & JOY_BUTTON_2;
5721 int dx = (left ? -1 : right ? 1 : 0);
5722 int dy = (up ? -1 : down ? 1 : 0);
5724 stored_player_action[player->index_nr] = 0;
5725 num_stored_actions++;
5727 if (!player->active || tape.pausing)
5733 snapped = SnapField(player, dx, dy);
5737 dropped = DropElement(player);
5739 moved = MoveFigure(player, dx, dy);
5742 if (tape.single_step && tape.recording && !tape.pausing)
5744 if (button1 || (dropped && !moved))
5746 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5747 SnapField(player, 0, 0); /* stop snapping */
5751 stored_player_action[player->index_nr] = player_action;
5755 /* no actions for this player (no input at player's configured device) */
5757 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5758 SnapField(player, 0, 0);
5759 CheckGravityMovement(player);
5761 if (player->MovPos == 0)
5762 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5764 if (player->MovPos == 0) /* needed for tape.playing */
5765 player->is_moving = FALSE;
5768 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5770 TapeRecordAction(stored_player_action);
5771 num_stored_actions = 0;
5777 static unsigned long action_delay = 0;
5778 unsigned long action_delay_value;
5779 int magic_wall_x = 0, magic_wall_y = 0;
5780 int i, x, y, element, graphic;
5781 byte *recorded_player_action;
5782 byte summarized_player_action = 0;
5784 if (game_status != GAME_MODE_PLAYING)
5787 action_delay_value =
5788 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5790 if (tape.playing && tape.index_search && !tape.pausing)
5791 action_delay_value = 0;
5793 /* ---------- main game synchronization point ---------- */
5795 WaitUntilDelayReached(&action_delay, action_delay_value);
5797 if (network_playing && !network_player_action_received)
5801 printf("DEBUG: try to get network player actions in time\n");
5805 #if defined(PLATFORM_UNIX)
5806 /* last chance to get network player actions without main loop delay */
5810 if (game_status != GAME_MODE_PLAYING)
5813 if (!network_player_action_received)
5817 printf("DEBUG: failed to get network player actions in time\n");
5827 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5829 for (i=0; i<MAX_PLAYERS; i++)
5831 summarized_player_action |= stored_player[i].action;
5833 if (!network_playing)
5834 stored_player[i].effective_action = stored_player[i].action;
5837 #if defined(PLATFORM_UNIX)
5838 if (network_playing)
5839 SendToServer_MovePlayer(summarized_player_action);
5842 if (!options.network && !setup.team_mode)
5843 local_player->effective_action = summarized_player_action;
5845 for (i=0; i<MAX_PLAYERS; i++)
5847 int actual_player_action = stored_player[i].effective_action;
5849 if (stored_player[i].programmed_action)
5850 actual_player_action = stored_player[i].programmed_action;
5852 if (recorded_player_action)
5853 actual_player_action = recorded_player_action[i];
5855 PlayerActions(&stored_player[i], actual_player_action);
5856 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5859 network_player_action_received = FALSE;
5861 ScrollScreen(NULL, SCROLL_GO_ON);
5867 for (i=0; i<MAX_PLAYERS; i++)
5868 stored_player[i].Frame++;
5872 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5874 for (i=0; i<MAX_PLAYERS; i++)
5876 struct PlayerInfo *player = &stored_player[i];
5880 if (player->active && player->Pushing && player->is_moving &&
5883 ContinueMoving(x, y);
5885 /* continue moving after pushing (this is actually a bug) */
5886 if (!IS_MOVING(x, y))
5895 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5897 Changed[x][y] = CE_BITMASK_DEFAULT;
5898 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5901 if (JustStopped[x][y] > 0)
5902 JustStopped[x][y]--;
5907 /* reset finished pushing action (not done in ContinueMoving() to allow
5908 continous pushing animation for elements with zero push delay) */
5909 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5911 ResetGfxAnimation(x, y);
5912 DrawLevelField(x, y);
5917 if (IS_BLOCKED(x, y))
5921 Blocked2Moving(x, y, &oldx, &oldy);
5922 if (!IS_MOVING(oldx, oldy))
5924 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5925 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5926 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5927 printf("GameActions(): This should never happen!\n");
5933 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5935 element = Feld[x][y];
5937 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5939 graphic = el2img(element);
5945 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5947 element = graphic = 0;
5951 if (graphic_info[graphic].anim_global_sync)
5952 GfxFrame[x][y] = FrameCounter;
5954 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5955 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5956 ResetRandomAnimationValue(x, y);
5958 SetRandomAnimationValue(x, y);
5961 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5964 if (IS_INACTIVE(element))
5966 if (IS_ANIMATED(graphic))
5967 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5973 /* this may take place after moving, so 'element' may have changed */
5974 if (IS_CHANGING(x, y))
5976 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
5977 element = Feld[x][y];
5978 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5982 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5987 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5989 if (element == EL_MOLE)
5990 printf("::: %d, %d, %d [%d]\n",
5991 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5995 if (element == EL_YAMYAM)
5996 printf("::: %d, %d, %d\n",
5997 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6001 if (IS_ANIMATED(graphic) &&
6005 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6008 if (element == EL_MOLE)
6009 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6013 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6014 EdelsteinFunkeln(x, y);
6016 else if ((element == EL_ACID ||
6017 element == EL_EXIT_OPEN ||
6018 element == EL_SP_EXIT_OPEN ||
6019 element == EL_SP_TERMINAL ||
6020 element == EL_SP_TERMINAL_ACTIVE ||
6021 element == EL_EXTRA_TIME ||
6022 element == EL_SHIELD_NORMAL ||
6023 element == EL_SHIELD_DEADLY) &&
6024 IS_ANIMATED(graphic))
6025 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6026 else if (IS_MOVING(x, y))
6027 ContinueMoving(x, y);
6028 else if (IS_ACTIVE_BOMB(element))
6029 CheckDynamite(x, y);
6031 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6032 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6034 else if (element == EL_AMOEBA_GROWING)
6035 AmoebeWaechst(x, y);
6036 else if (element == EL_AMOEBA_SHRINKING)
6037 AmoebaDisappearing(x, y);
6039 #if !USE_NEW_AMOEBA_CODE
6040 else if (IS_AMOEBALIVE(element))
6041 AmoebeAbleger(x, y);
6044 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6046 else if (element == EL_EXIT_CLOSED)
6048 else if (element == EL_SP_EXIT_CLOSED)
6050 else if (element == EL_EXPANDABLE_WALL_GROWING)
6052 else if (element == EL_EXPANDABLE_WALL ||
6053 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6054 element == EL_EXPANDABLE_WALL_VERTICAL ||
6055 element == EL_EXPANDABLE_WALL_ANY)
6057 else if (element == EL_FLAMES)
6058 CheckForDragon(x, y);
6060 else if (IS_AUTO_CHANGING(element))
6061 ChangeElement(x, y);
6063 else if (element == EL_EXPLOSION)
6064 ; /* drawing of correct explosion animation is handled separately */
6065 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6066 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6069 /* this may take place after moving, so 'element' may have changed */
6070 if (IS_AUTO_CHANGING(Feld[x][y]))
6071 ChangeElement(x, y);
6074 if (IS_BELT_ACTIVE(element))
6075 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6077 if (game.magic_wall_active)
6079 int jx = local_player->jx, jy = local_player->jy;
6081 /* play the element sound at the position nearest to the player */
6082 if ((element == EL_MAGIC_WALL_FULL ||
6083 element == EL_MAGIC_WALL_ACTIVE ||
6084 element == EL_MAGIC_WALL_EMPTYING ||
6085 element == EL_BD_MAGIC_WALL_FULL ||
6086 element == EL_BD_MAGIC_WALL_ACTIVE ||
6087 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6088 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6096 #if USE_NEW_AMOEBA_CODE
6097 /* new experimental amoeba growth stuff */
6099 if (!(FrameCounter % 8))
6102 static unsigned long random = 1684108901;
6104 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6107 x = (random >> 10) % lev_fieldx;
6108 y = (random >> 20) % lev_fieldy;
6110 x = RND(lev_fieldx);
6111 y = RND(lev_fieldy);
6113 element = Feld[x][y];
6115 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6116 if (!IS_PLAYER(x,y) &&
6117 (element == EL_EMPTY ||
6118 element == EL_SAND ||
6119 element == EL_QUICKSAND_EMPTY ||
6120 element == EL_ACID_SPLASH_LEFT ||
6121 element == EL_ACID_SPLASH_RIGHT))
6123 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6124 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6125 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6126 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6127 Feld[x][y] = EL_AMOEBA_DROP;
6130 random = random * 129 + 1;
6136 if (game.explosions_delayed)
6139 game.explosions_delayed = FALSE;
6141 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6143 element = Feld[x][y];
6145 if (ExplodeField[x][y])
6146 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6147 else if (element == EL_EXPLOSION)
6148 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6150 ExplodeField[x][y] = EX_NO_EXPLOSION;
6153 game.explosions_delayed = TRUE;
6156 if (game.magic_wall_active)
6158 if (!(game.magic_wall_time_left % 4))
6160 int element = Feld[magic_wall_x][magic_wall_y];
6162 if (element == EL_BD_MAGIC_WALL_FULL ||
6163 element == EL_BD_MAGIC_WALL_ACTIVE ||
6164 element == EL_BD_MAGIC_WALL_EMPTYING)
6165 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6167 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6170 if (game.magic_wall_time_left > 0)
6172 game.magic_wall_time_left--;
6173 if (!game.magic_wall_time_left)
6175 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6177 element = Feld[x][y];
6179 if (element == EL_MAGIC_WALL_ACTIVE ||
6180 element == EL_MAGIC_WALL_FULL)
6182 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6183 DrawLevelField(x, y);
6185 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6186 element == EL_BD_MAGIC_WALL_FULL)
6188 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6189 DrawLevelField(x, y);
6193 game.magic_wall_active = FALSE;
6198 if (game.light_time_left > 0)
6200 game.light_time_left--;
6202 if (game.light_time_left == 0)
6203 RedrawAllLightSwitchesAndInvisibleElements();
6206 if (game.timegate_time_left > 0)
6208 game.timegate_time_left--;
6210 if (game.timegate_time_left == 0)
6211 CloseAllOpenTimegates();
6214 for (i=0; i<MAX_PLAYERS; i++)
6216 struct PlayerInfo *player = &stored_player[i];
6218 if (SHIELD_ON(player))
6220 if (player->shield_deadly_time_left)
6221 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6222 else if (player->shield_normal_time_left)
6223 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6227 if (TimeFrames >= (1000 / GameFrameDelay))
6232 for (i=0; i<MAX_PLAYERS; i++)
6234 struct PlayerInfo *player = &stored_player[i];
6236 if (SHIELD_ON(player))
6238 player->shield_normal_time_left--;
6240 if (player->shield_deadly_time_left > 0)
6241 player->shield_deadly_time_left--;
6245 if (tape.recording || tape.playing)
6246 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6252 if (TimeLeft <= 10 && setup.time_limit)
6253 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6255 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6257 if (!TimeLeft && setup.time_limit)
6258 for (i=0; i<MAX_PLAYERS; i++)
6259 KillHero(&stored_player[i]);
6261 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6262 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6267 if (options.debug) /* calculate frames per second */
6269 static unsigned long fps_counter = 0;
6270 static int fps_frames = 0;
6271 unsigned long fps_delay_ms = Counter() - fps_counter;
6275 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6277 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6280 fps_counter = Counter();
6283 redraw_mask |= REDRAW_FPS;
6287 if (stored_player[0].jx != stored_player[0].last_jx ||
6288 stored_player[0].jy != stored_player[0].last_jy)
6289 printf("::: %d, %d, %d, %d, %d\n",
6290 stored_player[0].MovDir,
6291 stored_player[0].MovPos,
6292 stored_player[0].GfxPos,
6293 stored_player[0].Frame,
6294 stored_player[0].StepFrame);
6301 for (i=0; i<MAX_PLAYERS; i++)
6304 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6306 stored_player[i].Frame += move_frames;
6308 if (stored_player[i].MovPos != 0)
6309 stored_player[i].StepFrame += move_frames;
6314 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6316 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6318 local_player->show_envelope = 0;
6323 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6325 int min_x = x, min_y = y, max_x = x, max_y = y;
6328 for (i=0; i<MAX_PLAYERS; i++)
6330 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6332 if (!stored_player[i].active || &stored_player[i] == player)
6335 min_x = MIN(min_x, jx);
6336 min_y = MIN(min_y, jy);
6337 max_x = MAX(max_x, jx);
6338 max_y = MAX(max_y, jy);
6341 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6344 static boolean AllPlayersInVisibleScreen()
6348 for (i=0; i<MAX_PLAYERS; i++)
6350 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6352 if (!stored_player[i].active)
6355 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6362 void ScrollLevel(int dx, int dy)
6364 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6367 BlitBitmap(drawto_field, drawto_field,
6368 FX + TILEX * (dx == -1) - softscroll_offset,
6369 FY + TILEY * (dy == -1) - softscroll_offset,
6370 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6371 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6372 FX + TILEX * (dx == 1) - softscroll_offset,
6373 FY + TILEY * (dy == 1) - softscroll_offset);
6377 x = (dx == 1 ? BX1 : BX2);
6378 for (y=BY1; y <= BY2; y++)
6379 DrawScreenField(x, y);
6384 y = (dy == 1 ? BY1 : BY2);
6385 for (x=BX1; x <= BX2; x++)
6386 DrawScreenField(x, y);
6389 redraw_mask |= REDRAW_FIELD;
6392 static void CheckGravityMovement(struct PlayerInfo *player)
6394 if (level.gravity && !player->programmed_action)
6396 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6397 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6399 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6400 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6401 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6402 int jx = player->jx, jy = player->jy;
6403 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6404 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6405 int new_jx = jx + dx, new_jy = jy + dy;
6406 boolean field_under_player_is_free =
6407 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6408 boolean player_is_moving_to_valid_field =
6409 (IN_LEV_FIELD(new_jx, new_jy) &&
6410 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6411 Feld[new_jx][new_jy] == EL_SAND));
6412 /* !!! extend EL_SAND to anything diggable !!! */
6414 if (field_under_player_is_free &&
6415 !player_is_moving_to_valid_field &&
6416 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6417 player->programmed_action = MV_DOWN;
6423 -----------------------------------------------------------------------------
6424 dx, dy: direction (non-diagonal) to try to move the player to
6425 real_dx, real_dy: direction as read from input device (can be diagonal)
6428 boolean MoveFigureOneStep(struct PlayerInfo *player,
6429 int dx, int dy, int real_dx, int real_dy)
6431 static int change_sides[4][2] =
6433 /* enter side leave side */
6434 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6435 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6436 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6437 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6439 int move_direction = (dx == -1 ? MV_LEFT :
6440 dx == +1 ? MV_RIGHT :
6442 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6443 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6444 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6445 int jx = player->jx, jy = player->jy;
6446 int new_jx = jx + dx, new_jy = jy + dy;
6450 if (!player->active || (!dx && !dy))
6451 return MF_NO_ACTION;
6453 player->MovDir = (dx < 0 ? MV_LEFT :
6456 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6458 if (!IN_LEV_FIELD(new_jx, new_jy))
6459 return MF_NO_ACTION;
6461 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6462 return MF_NO_ACTION;
6465 element = MovingOrBlocked2Element(new_jx, new_jy);
6467 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6470 if (DONT_RUN_INTO(element))
6472 if (element == EL_ACID && dx == 0 && dy == 1)
6475 Feld[jx][jy] = EL_PLAYER_1;
6476 InitMovingField(jx, jy, MV_DOWN);
6477 Store[jx][jy] = EL_ACID;
6478 ContinueMoving(jx, jy);
6482 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6487 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6488 if (can_move != MF_MOVING)
6491 /* check if DigField() has caused relocation of the player */
6492 if (player->jx != jx || player->jy != jy)
6493 return MF_NO_ACTION;
6495 StorePlayer[jx][jy] = 0;
6496 player->last_jx = jx;
6497 player->last_jy = jy;
6498 player->jx = new_jx;
6499 player->jy = new_jy;
6500 StorePlayer[new_jx][new_jy] = player->element_nr;
6503 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6505 ScrollFigure(player, SCROLL_INIT);
6508 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6510 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6511 CE_OTHER_GETS_LEFT);
6512 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6513 CE_LEFT_BY_PLAYER, -1);
6516 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6518 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6519 enter_side, CE_OTHER_GETS_ENTERED);
6520 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6521 CE_ENTERED_BY_PLAYER, -1);
6528 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6530 int jx = player->jx, jy = player->jy;
6531 int old_jx = jx, old_jy = jy;
6532 int moved = MF_NO_ACTION;
6534 if (!player->active || (!dx && !dy))
6538 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6542 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6543 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6547 /* remove the last programmed player action */
6548 player->programmed_action = 0;
6552 /* should only happen if pre-1.2 tape recordings are played */
6553 /* this is only for backward compatibility */
6555 int original_move_delay_value = player->move_delay_value;
6558 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6562 /* scroll remaining steps with finest movement resolution */
6563 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6565 while (player->MovPos)
6567 ScrollFigure(player, SCROLL_GO_ON);
6568 ScrollScreen(NULL, SCROLL_GO_ON);
6574 player->move_delay_value = original_move_delay_value;
6577 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6579 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6580 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6584 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6585 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6591 if (moved & MF_MOVING && !ScreenMovPos &&
6592 (player == local_player || !options.network))
6594 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6595 int offset = (setup.scroll_delay ? 3 : 0);
6597 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6599 /* actual player has left the screen -- scroll in that direction */
6600 if (jx != old_jx) /* player has moved horizontally */
6601 scroll_x += (jx - old_jx);
6602 else /* player has moved vertically */
6603 scroll_y += (jy - old_jy);
6607 if (jx != old_jx) /* player has moved horizontally */
6609 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6610 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6611 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6613 /* don't scroll over playfield boundaries */
6614 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6615 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6617 /* don't scroll more than one field at a time */
6618 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6620 /* don't scroll against the player's moving direction */
6621 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6622 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6623 scroll_x = old_scroll_x;
6625 else /* player has moved vertically */
6627 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6628 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6629 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6631 /* don't scroll over playfield boundaries */
6632 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6633 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6635 /* don't scroll more than one field at a time */
6636 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6638 /* don't scroll against the player's moving direction */
6639 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6640 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6641 scroll_y = old_scroll_y;
6645 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6647 if (!options.network && !AllPlayersInVisibleScreen())
6649 scroll_x = old_scroll_x;
6650 scroll_y = old_scroll_y;
6654 ScrollScreen(player, SCROLL_INIT);
6655 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6662 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6664 if (!(moved & MF_MOVING) && !player->Pushing)
6669 player->StepFrame = 0;
6671 if (moved & MF_MOVING)
6673 if (old_jx != jx && old_jy == jy)
6674 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6675 else if (old_jx == jx && old_jy != jy)
6676 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6678 DrawLevelField(jx, jy); /* for "crumbled sand" */
6680 player->last_move_dir = player->MovDir;
6681 player->is_moving = TRUE;
6683 player->snapped = FALSE;
6688 CheckGravityMovement(player);
6691 player->last_move_dir = MV_NO_MOVING;
6693 player->is_moving = FALSE;
6696 TestIfHeroTouchesBadThing(jx, jy);
6697 TestIfPlayerTouchesCustomElement(jx, jy);
6699 if (!player->active)
6705 void ScrollFigure(struct PlayerInfo *player, int mode)
6707 int jx = player->jx, jy = player->jy;
6708 int last_jx = player->last_jx, last_jy = player->last_jy;
6709 int move_stepsize = TILEX / player->move_delay_value;
6711 if (!player->active || !player->MovPos)
6714 if (mode == SCROLL_INIT)
6716 player->actual_frame_counter = FrameCounter;
6717 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6719 if (Feld[last_jx][last_jy] == EL_EMPTY)
6720 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6727 else if (!FrameReached(&player->actual_frame_counter, 1))
6730 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6731 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6733 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6734 Feld[last_jx][last_jy] = EL_EMPTY;
6736 /* before DrawPlayer() to draw correct player graphic for this case */
6737 if (player->MovPos == 0)
6738 CheckGravityMovement(player);
6741 DrawPlayer(player); /* needed here only to cleanup last field */
6744 if (player->MovPos == 0) /* player reached destination field */
6746 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6748 /* continue with normal speed after quickly moving through gate */
6749 HALVE_PLAYER_SPEED(player);
6751 /* be able to make the next move without delay */
6752 player->move_delay = 0;
6755 player->last_jx = jx;
6756 player->last_jy = jy;
6758 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6759 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6761 DrawPlayer(player); /* needed here only to cleanup last field */
6764 if (local_player->friends_still_needed == 0 ||
6765 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6766 player->LevelSolved = player->GameOver = TRUE;
6769 if (tape.single_step && tape.recording && !tape.pausing &&
6770 !player->programmed_action)
6771 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6775 void ScrollScreen(struct PlayerInfo *player, int mode)
6777 static unsigned long screen_frame_counter = 0;
6779 if (mode == SCROLL_INIT)
6781 /* set scrolling step size according to actual player's moving speed */
6782 ScrollStepSize = TILEX / player->move_delay_value;
6784 screen_frame_counter = FrameCounter;
6785 ScreenMovDir = player->MovDir;
6786 ScreenMovPos = player->MovPos;
6787 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6790 else if (!FrameReached(&screen_frame_counter, 1))
6795 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6796 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6797 redraw_mask |= REDRAW_FIELD;
6800 ScreenMovDir = MV_NO_MOVING;
6803 void TestIfPlayerTouchesCustomElement(int x, int y)
6806 static boolean check_changing = FALSE;
6808 static int xy[4][2] =
6818 if (check_changing) /* prevent this function from running into a loop */
6821 check_changing = TRUE;
6826 int xx = x + xy[i][0];
6827 int yy = y + xy[i][1];
6829 if (!IN_LEV_FIELD(xx, yy))
6832 if (IS_PLAYER(x, y))
6834 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6835 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6837 else if (IS_PLAYER(xx, yy))
6839 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6840 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6847 check_changing = FALSE;
6851 void TestIfElementTouchesCustomElement(int x, int y)
6854 static boolean check_changing = FALSE;
6856 static int xy[4][2] =
6863 static int change_sides[4][2] =
6865 /* center side border side */
6866 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6867 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6868 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6869 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6871 boolean change_center_element = FALSE;
6872 int center_element_change_page = 0;
6873 int center_element = Feld[x][y];
6877 if (check_changing) /* prevent this function from running into a loop */
6880 check_changing = TRUE;
6885 int xx = x + xy[i][0];
6886 int yy = y + xy[i][1];
6887 int center_side = change_sides[i][0];
6888 int border_side = change_sides[i][1];
6891 if (!IN_LEV_FIELD(xx, yy))
6894 border_element = Feld[xx][yy];
6896 /* check for change of center element (but change it only once) */
6897 if (IS_CUSTOM_ELEMENT(center_element) &&
6898 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6899 !change_center_element)
6901 for (j=0; j < element_info[center_element].num_change_pages; j++)
6903 struct ElementChangeInfo *change =
6904 &element_info[center_element].change_page[j];
6906 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6907 change->sides & border_side &&
6908 change->trigger_element == border_element)
6910 change_center_element = TRUE;
6911 center_element_change_page = j;
6918 /* check for change of border element */
6919 if (IS_CUSTOM_ELEMENT(border_element) &&
6920 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6922 for (j=0; j < element_info[border_element].num_change_pages; j++)
6924 struct ElementChangeInfo *change =
6925 &element_info[border_element].change_page[j];
6927 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6928 change->sides & center_side &&
6929 change->trigger_element == center_element)
6931 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
6932 CE_OTHER_IS_TOUCHING, j);
6939 if (change_center_element)
6940 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
6941 CE_OTHER_IS_TOUCHING, center_element_change_page);
6944 check_changing = FALSE;
6948 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6950 int i, kill_x = -1, kill_y = -1;
6951 static int test_xy[4][2] =
6958 static int test_dir[4] =
6968 int test_x, test_y, test_move_dir, test_element;
6970 test_x = good_x + test_xy[i][0];
6971 test_y = good_y + test_xy[i][1];
6972 if (!IN_LEV_FIELD(test_x, test_y))
6976 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6979 test_element = Feld[test_x][test_y];
6981 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6984 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6985 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6987 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6988 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6996 if (kill_x != -1 || kill_y != -1)
6998 if (IS_PLAYER(good_x, good_y))
7000 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7002 if (player->shield_deadly_time_left > 0)
7003 Bang(kill_x, kill_y);
7004 else if (!PLAYER_PROTECTED(good_x, good_y))
7008 Bang(good_x, good_y);
7012 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7014 int i, kill_x = -1, kill_y = -1;
7015 int bad_element = Feld[bad_x][bad_y];
7016 static int test_xy[4][2] =
7023 static int test_dir[4] =
7031 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7036 int test_x, test_y, test_move_dir, test_element;
7038 test_x = bad_x + test_xy[i][0];
7039 test_y = bad_y + test_xy[i][1];
7040 if (!IN_LEV_FIELD(test_x, test_y))
7044 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7046 test_element = Feld[test_x][test_y];
7048 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7049 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7051 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7052 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7054 /* good thing is player or penguin that does not move away */
7055 if (IS_PLAYER(test_x, test_y))
7057 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7059 if (bad_element == EL_ROBOT && player->is_moving)
7060 continue; /* robot does not kill player if he is moving */
7066 else if (test_element == EL_PENGUIN)
7075 if (kill_x != -1 || kill_y != -1)
7077 if (IS_PLAYER(kill_x, kill_y))
7079 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7082 int dir = player->MovDir;
7083 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7084 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7086 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7087 newx != bad_x && newy != bad_y)
7088 ; /* robot does not kill player if he is moving */
7090 printf("-> %d\n", player->MovDir);
7092 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7093 newx != bad_x && newy != bad_y)
7094 ; /* robot does not kill player if he is moving */
7099 if (player->shield_deadly_time_left > 0)
7101 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7105 Bang(kill_x, kill_y);
7109 void TestIfHeroTouchesBadThing(int x, int y)
7111 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7114 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7116 TestIfGoodThingHitsBadThing(x, y, move_dir);
7119 void TestIfBadThingTouchesHero(int x, int y)
7121 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7124 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7126 TestIfBadThingHitsGoodThing(x, y, move_dir);
7129 void TestIfFriendTouchesBadThing(int x, int y)
7131 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7134 void TestIfBadThingTouchesFriend(int x, int y)
7136 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7139 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7141 int i, kill_x = bad_x, kill_y = bad_y;
7142 static int xy[4][2] =
7154 x = bad_x + xy[i][0];
7155 y = bad_y + xy[i][1];
7156 if (!IN_LEV_FIELD(x, y))
7159 element = Feld[x][y];
7160 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7161 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7169 if (kill_x != bad_x || kill_y != bad_y)
7173 void KillHero(struct PlayerInfo *player)
7175 int jx = player->jx, jy = player->jy;
7177 if (!player->active)
7180 /* remove accessible field at the player's position */
7181 Feld[jx][jy] = EL_EMPTY;
7183 /* deactivate shield (else Bang()/Explode() would not work right) */
7184 player->shield_normal_time_left = 0;
7185 player->shield_deadly_time_left = 0;
7191 static void KillHeroUnlessProtected(int x, int y)
7193 if (!PLAYER_PROTECTED(x, y))
7194 KillHero(PLAYERINFO(x, y));
7197 void BuryHero(struct PlayerInfo *player)
7199 int jx = player->jx, jy = player->jy;
7201 if (!player->active)
7205 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7207 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7209 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7211 player->GameOver = TRUE;
7215 void RemoveHero(struct PlayerInfo *player)
7217 int jx = player->jx, jy = player->jy;
7218 int i, found = FALSE;
7220 player->present = FALSE;
7221 player->active = FALSE;
7223 if (!ExplodeField[jx][jy])
7224 StorePlayer[jx][jy] = 0;
7226 for (i=0; i<MAX_PLAYERS; i++)
7227 if (stored_player[i].active)
7231 AllPlayersGone = TRUE;
7238 =============================================================================
7239 checkDiagonalPushing()
7240 -----------------------------------------------------------------------------
7241 check if diagonal input device direction results in pushing of object
7242 (by checking if the alternative direction is walkable, diggable, ...)
7243 =============================================================================
7246 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7247 int x, int y, int real_dx, int real_dy)
7249 int jx, jy, dx, dy, xx, yy;
7251 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7254 /* diagonal direction: check alternative direction */
7259 xx = jx + (dx == 0 ? real_dx : 0);
7260 yy = jy + (dy == 0 ? real_dy : 0);
7262 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7266 =============================================================================
7268 -----------------------------------------------------------------------------
7269 x, y: field next to player (non-diagonal) to try to dig to
7270 real_dx, real_dy: direction as read from input device (can be diagonal)
7271 =============================================================================
7274 int DigField(struct PlayerInfo *player,
7275 int x, int y, int real_dx, int real_dy, int mode)
7278 static int change_sides[4][2] =
7280 /* enter side leave side */
7281 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
7282 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
7283 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
7284 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
7287 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7288 int jx = player->jx, jy = player->jy;
7289 int dx = x - jx, dy = y - jy;
7290 int nextx = x + dx, nexty = y + dy;
7291 int move_direction = (dx == -1 ? MV_LEFT :
7292 dx == +1 ? MV_RIGHT :
7294 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7296 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
7297 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
7301 if (player->MovPos == 0)
7303 player->is_digging = FALSE;
7304 player->is_collecting = FALSE;
7307 if (player->MovPos == 0) /* last pushing move finished */
7308 player->Pushing = FALSE;
7310 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7312 player->Switching = FALSE;
7313 player->push_delay = 0;
7315 return MF_NO_ACTION;
7318 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7319 return MF_NO_ACTION;
7322 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7324 if (IS_TUBE(Feld[jx][jy]) ||
7325 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7329 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7330 int tube_leave_directions[][2] =
7332 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7333 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7334 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7335 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7336 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7337 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7338 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7339 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7340 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7341 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7342 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7343 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7346 while (tube_leave_directions[i][0] != tube_element)
7349 if (tube_leave_directions[i][0] == -1) /* should not happen */
7353 if (!(tube_leave_directions[i][1] & move_direction))
7354 return MF_NO_ACTION; /* tube has no opening in this direction */
7357 element = Feld[x][y];
7359 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7360 game.engine_version >= VERSION_IDENT(2,2,0))
7361 return MF_NO_ACTION;
7365 case EL_ROBOT_WHEEL:
7366 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7369 DrawLevelField(x, y);
7370 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7374 case EL_SP_TERMINAL:
7378 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7380 for (yy=0; yy<lev_fieldy; yy++)
7382 for (xx=0; xx<lev_fieldx; xx++)
7384 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7386 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7387 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7395 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7396 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7397 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7398 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7399 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7400 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7401 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7402 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7403 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7404 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7405 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7406 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7407 if (!player->Switching)
7409 player->Switching = TRUE;
7410 ToggleBeltSwitch(x, y);
7411 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7416 case EL_SWITCHGATE_SWITCH_UP:
7417 case EL_SWITCHGATE_SWITCH_DOWN:
7418 if (!player->Switching)
7420 player->Switching = TRUE;
7421 ToggleSwitchgateSwitch(x, y);
7422 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7427 case EL_LIGHT_SWITCH:
7428 case EL_LIGHT_SWITCH_ACTIVE:
7429 if (!player->Switching)
7431 player->Switching = TRUE;
7432 ToggleLightSwitch(x, y);
7433 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7434 SND_LIGHT_SWITCH_ACTIVATING :
7435 SND_LIGHT_SWITCH_DEACTIVATING);
7440 case EL_TIMEGATE_SWITCH:
7441 ActivateTimegateSwitch(x, y);
7442 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7447 case EL_BALLOON_SWITCH_LEFT:
7448 case EL_BALLOON_SWITCH_RIGHT:
7449 case EL_BALLOON_SWITCH_UP:
7450 case EL_BALLOON_SWITCH_DOWN:
7451 case EL_BALLOON_SWITCH_ANY:
7452 if (element == EL_BALLOON_SWITCH_ANY)
7453 game.balloon_dir = move_direction;
7455 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7456 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7457 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7458 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7460 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7465 case EL_SP_PORT_LEFT:
7466 case EL_SP_PORT_RIGHT:
7468 case EL_SP_PORT_DOWN:
7469 case EL_SP_PORT_HORIZONTAL:
7470 case EL_SP_PORT_VERTICAL:
7471 case EL_SP_PORT_ANY:
7472 case EL_SP_GRAVITY_PORT_LEFT:
7473 case EL_SP_GRAVITY_PORT_RIGHT:
7474 case EL_SP_GRAVITY_PORT_UP:
7475 case EL_SP_GRAVITY_PORT_DOWN:
7477 element != EL_SP_PORT_LEFT &&
7478 element != EL_SP_GRAVITY_PORT_LEFT &&
7479 element != EL_SP_PORT_HORIZONTAL &&
7480 element != EL_SP_PORT_ANY) ||
7482 element != EL_SP_PORT_RIGHT &&
7483 element != EL_SP_GRAVITY_PORT_RIGHT &&
7484 element != EL_SP_PORT_HORIZONTAL &&
7485 element != EL_SP_PORT_ANY) ||
7487 element != EL_SP_PORT_UP &&
7488 element != EL_SP_GRAVITY_PORT_UP &&
7489 element != EL_SP_PORT_VERTICAL &&
7490 element != EL_SP_PORT_ANY) ||
7492 element != EL_SP_PORT_DOWN &&
7493 element != EL_SP_GRAVITY_PORT_DOWN &&
7494 element != EL_SP_PORT_VERTICAL &&
7495 element != EL_SP_PORT_ANY) ||
7496 !IN_LEV_FIELD(nextx, nexty) ||
7497 !IS_FREE(nextx, nexty))
7498 return MF_NO_ACTION;
7500 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7501 element == EL_SP_GRAVITY_PORT_RIGHT ||
7502 element == EL_SP_GRAVITY_PORT_UP ||
7503 element == EL_SP_GRAVITY_PORT_DOWN)
7504 level.gravity = !level.gravity;
7506 /* automatically move to the next field with double speed */
7507 player->programmed_action = move_direction;
7508 DOUBLE_PLAYER_SPEED(player);
7510 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7514 case EL_TUBE_VERTICAL:
7515 case EL_TUBE_HORIZONTAL:
7516 case EL_TUBE_VERTICAL_LEFT:
7517 case EL_TUBE_VERTICAL_RIGHT:
7518 case EL_TUBE_HORIZONTAL_UP:
7519 case EL_TUBE_HORIZONTAL_DOWN:
7520 case EL_TUBE_LEFT_UP:
7521 case EL_TUBE_LEFT_DOWN:
7522 case EL_TUBE_RIGHT_UP:
7523 case EL_TUBE_RIGHT_DOWN:
7526 int tube_enter_directions[][2] =
7528 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7529 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7530 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7531 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7532 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7533 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7534 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7535 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7536 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7537 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7538 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7539 { -1, MV_NO_MOVING }
7542 while (tube_enter_directions[i][0] != element)
7545 if (tube_enter_directions[i][0] == -1) /* should not happen */
7549 if (!(tube_enter_directions[i][1] & move_direction))
7550 return MF_NO_ACTION; /* tube has no opening in this direction */
7552 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7557 Feld[x][y] = EL_LAMP_ACTIVE;
7558 local_player->lights_still_needed--;
7559 DrawLevelField(x, y);
7560 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7564 case EL_TIME_ORB_FULL:
7565 Feld[x][y] = EL_TIME_ORB_EMPTY;
7567 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7568 DrawLevelField(x, y);
7569 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7575 if (IS_WALKABLE(element))
7577 int sound_action = ACTION_WALKING;
7579 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7581 if (!player->key[element - EL_GATE_1])
7582 return MF_NO_ACTION;
7584 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7586 if (!player->key[element - EL_GATE_1_GRAY])
7587 return MF_NO_ACTION;
7589 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7591 sound_action = ACTION_PASSING; /* player is passing exit */
7593 else if (element == EL_EMPTY)
7595 sound_action = ACTION_MOVING; /* nothing to walk on */
7598 /* play sound from background or player, whatever is available */
7599 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7600 PlaySoundLevelElementAction(x, y, element, sound_action);
7602 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7606 else if (IS_PASSABLE(element))
7608 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7609 return MF_NO_ACTION;
7611 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7613 if (!player->key[element - EL_EM_GATE_1])
7614 return MF_NO_ACTION;
7616 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7618 if (!player->key[element - EL_EM_GATE_1_GRAY])
7619 return MF_NO_ACTION;
7622 /* automatically move to the next field with double speed */
7623 player->programmed_action = move_direction;
7624 DOUBLE_PLAYER_SPEED(player);
7626 PlaySoundLevelAction(x, y, ACTION_PASSING);
7630 else if (IS_DIGGABLE(element))
7634 if (mode != DF_SNAP)
7637 GfxElement[x][y] = GFX_ELEMENT(element);
7640 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7642 player->is_digging = TRUE;
7645 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7647 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7649 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7653 else if (IS_COLLECTIBLE(element))
7657 if (mode != DF_SNAP)
7659 GfxElement[x][y] = element;
7660 player->is_collecting = TRUE;
7663 if (element == EL_SPEED_PILL)
7664 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7665 else if (element == EL_EXTRA_TIME && level.time > 0)
7668 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7670 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7672 player->shield_normal_time_left += 10;
7673 if (element == EL_SHIELD_DEADLY)
7674 player->shield_deadly_time_left += 10;
7676 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7678 if (player->inventory_size < MAX_INVENTORY_SIZE)
7679 player->inventory_element[player->inventory_size++] = element;
7681 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7683 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7684 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7686 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7688 player->dynabomb_count++;
7689 player->dynabombs_left++;
7691 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7693 player->dynabomb_size++;
7695 else if (element == EL_DYNABOMB_INCREASE_POWER)
7697 player->dynabomb_xl = TRUE;
7699 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7700 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7702 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7703 element - EL_KEY_1 : element - EL_EM_KEY_1);
7705 player->key[key_nr] = TRUE;
7707 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7708 el2edimg(EL_KEY_1 + key_nr));
7709 redraw_mask |= REDRAW_DOOR_1;
7711 else if (IS_ENVELOPE(element))
7714 player->show_envelope = element;
7716 ShowEnvelope(element - EL_ENVELOPE_1);
7719 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7723 for (i=0; i < element_info[element].collect_count; i++)
7724 if (player->inventory_size < MAX_INVENTORY_SIZE)
7725 player->inventory_element[player->inventory_size++] = element;
7727 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7728 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7730 else if (element_info[element].collect_count > 0)
7732 local_player->gems_still_needed -=
7733 element_info[element].collect_count;
7734 if (local_player->gems_still_needed < 0)
7735 local_player->gems_still_needed = 0;
7737 DrawText(DX_EMERALDS, DY_EMERALDS,
7738 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7741 RaiseScoreElement(element);
7742 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7744 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7746 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7750 else if (IS_PUSHABLE(element))
7752 if (mode == DF_SNAP && element != EL_BD_ROCK)
7753 return MF_NO_ACTION;
7755 if (CAN_FALL(element) && dy)
7756 return MF_NO_ACTION;
7758 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7759 !(element == EL_SPRING && use_spring_bug))
7760 return MF_NO_ACTION;
7762 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7763 return MF_NO_ACTION;
7765 if (!player->Pushing &&
7766 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7767 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7769 player->Pushing = TRUE;
7771 if (!(IN_LEV_FIELD(nextx, nexty) &&
7772 (IS_FREE(nextx, nexty) ||
7773 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7774 IS_SB_ELEMENT(element)))))
7775 return MF_NO_ACTION;
7777 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7778 return MF_NO_ACTION;
7780 if (player->push_delay == 0) /* new pushing; restart delay */
7781 player->push_delay = FrameCounter;
7783 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7784 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7785 element != EL_SPRING && element != EL_BALLOON)
7786 return MF_NO_ACTION;
7788 if (IS_SB_ELEMENT(element))
7790 if (element == EL_SOKOBAN_FIELD_FULL)
7792 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7793 local_player->sokobanfields_still_needed++;
7796 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7798 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7799 local_player->sokobanfields_still_needed--;
7802 Feld[x][y] = EL_SOKOBAN_OBJECT;
7804 if (Back[x][y] == Back[nextx][nexty])
7805 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7806 else if (Back[x][y] != 0)
7807 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7810 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7813 if (local_player->sokobanfields_still_needed == 0 &&
7814 game.emulation == EMU_SOKOBAN)
7816 player->LevelSolved = player->GameOver = TRUE;
7817 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7821 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7823 InitMovingField(x, y, move_direction);
7824 GfxAction[x][y] = ACTION_PUSHING;
7826 if (mode == DF_SNAP)
7827 ContinueMoving(x, y);
7829 MovPos[x][y] = (dx != 0 ? dx : dy);
7831 Pushed[x][y] = TRUE;
7832 Pushed[nextx][nexty] = TRUE;
7834 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7835 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7837 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7838 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7844 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7845 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7848 return MF_NO_ACTION;
7851 player->push_delay = 0;
7853 if (Feld[x][y] != element) /* really digged/collected something */
7854 player->is_collecting = !player->is_digging;
7857 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
7859 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7860 CE_OTHER_GETS_LEFT);
7861 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7862 CE_LEFT_BY_PLAYER, -1);
7865 if (IS_CUSTOM_ELEMENT(Feld[x][y]))
7867 CheckTriggeredElementSideChange(x, y, Feld[x][y], enter_side,
7868 CE_OTHER_GETS_ENTERED);
7869 CheckElementSideChange(x, y, Feld[x][y], enter_side,
7870 CE_ENTERED_BY_PLAYER, -1);
7877 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7879 int jx = player->jx, jy = player->jy;
7880 int x = jx + dx, y = jy + dy;
7881 int snap_direction = (dx == -1 ? MV_LEFT :
7882 dx == +1 ? MV_RIGHT :
7884 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7886 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7889 if (!player->active || !IN_LEV_FIELD(x, y))
7897 if (player->MovPos == 0)
7898 player->Pushing = FALSE;
7900 player->snapped = FALSE;
7902 if (player->MovPos == 0)
7904 player->is_digging = FALSE;
7905 player->is_collecting = FALSE;
7907 player->is_moving = FALSE;
7912 printf("::: trying to snap...\n");
7918 if (player->snapped)
7921 player->MovDir = snap_direction;
7924 player->is_digging = FALSE;
7925 player->is_collecting = FALSE;
7927 player->is_moving = FALSE;
7931 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7934 player->snapped = TRUE;
7936 player->is_digging = FALSE;
7937 player->is_collecting = FALSE;
7939 player->is_moving = FALSE;
7943 DrawLevelField(x, y);
7949 boolean DropElement(struct PlayerInfo *player)
7951 int jx = player->jx, jy = player->jy;
7954 if (!player->active || player->MovPos)
7957 old_element = Feld[jx][jy];
7959 /* check if player has anything that can be dropped */
7960 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7963 /* check if anything can be dropped at the current position */
7964 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7967 /* collected custom elements can only be dropped on empty fields */
7968 if (player->inventory_size > 0 &&
7969 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7970 && old_element != EL_EMPTY)
7973 if (old_element != EL_EMPTY)
7974 Back[jx][jy] = old_element; /* store old element on this field */
7976 MovDelay[jx][jy] = 96;
7978 ResetGfxAnimation(jx, jy);
7979 ResetRandomAnimationValue(jx, jy);
7981 if (player->inventory_size > 0)
7983 int new_element = player->inventory_element[--player->inventory_size];
7986 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7987 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7990 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7991 EL_DYNAMITE_ACTIVE);
7994 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7995 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7997 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7998 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8000 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8002 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8003 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8005 TestIfElementTouchesCustomElement(jx, jy);
8007 else /* player is dropping a dyna bomb */
8009 player->dynabombs_left--;
8012 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8014 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8015 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8017 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8023 /* ------------------------------------------------------------------------- */
8024 /* game sound playing functions */
8025 /* ------------------------------------------------------------------------- */
8027 static int *loop_sound_frame = NULL;
8028 static int *loop_sound_volume = NULL;
8030 void InitPlaySoundLevel()
8032 int num_sounds = getSoundListSize();
8034 if (loop_sound_frame != NULL)
8035 free(loop_sound_frame);
8037 if (loop_sound_volume != NULL)
8038 free(loop_sound_volume);
8040 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8041 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8044 static void PlaySoundLevel(int x, int y, int nr)
8046 int sx = SCREENX(x), sy = SCREENY(y);
8047 int volume, stereo_position;
8048 int max_distance = 8;
8049 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8051 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8052 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8055 if (!IN_LEV_FIELD(x, y) ||
8056 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8057 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8060 volume = SOUND_MAX_VOLUME;
8062 if (!IN_SCR_FIELD(sx, sy))
8064 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8065 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8067 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8070 stereo_position = (SOUND_MAX_LEFT +
8071 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8072 (SCR_FIELDX + 2 * max_distance));
8074 if (IS_LOOP_SOUND(nr))
8076 /* This assures that quieter loop sounds do not overwrite louder ones,
8077 while restarting sound volume comparison with each new game frame. */
8079 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8082 loop_sound_volume[nr] = volume;
8083 loop_sound_frame[nr] = FrameCounter;
8086 PlaySoundExt(nr, volume, stereo_position, type);
8089 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8091 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8092 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8093 y < LEVELY(BY1) ? LEVELY(BY1) :
8094 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8098 static void PlaySoundLevelAction(int x, int y, int action)
8100 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8103 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8105 int sound_effect = element_info[element].sound[action];
8107 if (sound_effect != SND_UNDEFINED)
8108 PlaySoundLevel(x, y, sound_effect);
8111 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8113 int sound_effect = element_info[Feld[x][y]].sound[action];
8115 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8116 PlaySoundLevel(x, y, sound_effect);
8119 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8121 int sound_effect = element_info[Feld[x][y]].sound[action];
8123 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8124 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8127 void RaiseScore(int value)
8129 local_player->score += value;
8130 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8133 void RaiseScoreElement(int element)
8139 case EL_EMERALD_YELLOW:
8140 case EL_EMERALD_RED:
8141 case EL_EMERALD_PURPLE:
8142 case EL_SP_INFOTRON:
8143 RaiseScore(level.score[SC_EMERALD]);
8146 RaiseScore(level.score[SC_DIAMOND]);
8149 RaiseScore(level.score[SC_CRYSTAL]);
8152 RaiseScore(level.score[SC_PEARL]);
8155 case EL_BD_BUTTERFLY:
8156 case EL_SP_ELECTRON:
8157 RaiseScore(level.score[SC_BUG]);
8161 case EL_SP_SNIKSNAK:
8162 RaiseScore(level.score[SC_SPACESHIP]);
8165 case EL_DARK_YAMYAM:
8166 RaiseScore(level.score[SC_YAMYAM]);
8169 RaiseScore(level.score[SC_ROBOT]);
8172 RaiseScore(level.score[SC_PACMAN]);
8175 RaiseScore(level.score[SC_NUT]);
8178 case EL_SP_DISK_RED:
8179 case EL_DYNABOMB_INCREASE_NUMBER:
8180 case EL_DYNABOMB_INCREASE_SIZE:
8181 case EL_DYNABOMB_INCREASE_POWER:
8182 RaiseScore(level.score[SC_DYNAMITE]);
8184 case EL_SHIELD_NORMAL:
8185 case EL_SHIELD_DEADLY:
8186 RaiseScore(level.score[SC_SHIELD]);
8189 RaiseScore(level.score[SC_TIME_BONUS]);
8195 RaiseScore(level.score[SC_KEY]);
8198 RaiseScore(element_info[element].collect_score);
8203 void RequestQuitGame(boolean ask_if_really_quit)
8205 if (AllPlayersGone ||
8206 !ask_if_really_quit ||
8207 level_editor_test_game ||
8208 Request("Do you really want to quit the game ?",
8209 REQ_ASK | REQ_STAY_CLOSED))
8211 #if defined(PLATFORM_UNIX)
8212 if (options.network)
8213 SendToServer_StopPlaying();
8217 game_status = GAME_MODE_MAIN;
8223 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8228 /* ---------- new game button stuff ---------------------------------------- */
8230 /* graphic position values for game buttons */
8231 #define GAME_BUTTON_XSIZE 30
8232 #define GAME_BUTTON_YSIZE 30
8233 #define GAME_BUTTON_XPOS 5
8234 #define GAME_BUTTON_YPOS 215
8235 #define SOUND_BUTTON_XPOS 5
8236 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8238 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8239 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8240 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8241 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8242 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8243 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8250 } gamebutton_info[NUM_GAME_BUTTONS] =
8253 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8258 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8263 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8268 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8269 SOUND_CTRL_ID_MUSIC,
8270 "background music on/off"
8273 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8274 SOUND_CTRL_ID_LOOPS,
8275 "sound loops on/off"
8278 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8279 SOUND_CTRL_ID_SIMPLE,
8280 "normal sounds on/off"
8284 void CreateGameButtons()
8288 for (i=0; i<NUM_GAME_BUTTONS; i++)
8290 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8291 struct GadgetInfo *gi;
8294 unsigned long event_mask;
8295 int gd_xoffset, gd_yoffset;
8296 int gd_x1, gd_x2, gd_y1, gd_y2;
8299 gd_xoffset = gamebutton_info[i].x;
8300 gd_yoffset = gamebutton_info[i].y;
8301 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8302 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8304 if (id == GAME_CTRL_ID_STOP ||
8305 id == GAME_CTRL_ID_PAUSE ||
8306 id == GAME_CTRL_ID_PLAY)
8308 button_type = GD_TYPE_NORMAL_BUTTON;
8310 event_mask = GD_EVENT_RELEASED;
8311 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8312 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8316 button_type = GD_TYPE_CHECK_BUTTON;
8318 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8319 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8320 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8321 event_mask = GD_EVENT_PRESSED;
8322 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8323 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8326 gi = CreateGadget(GDI_CUSTOM_ID, id,
8327 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8328 GDI_X, DX + gd_xoffset,
8329 GDI_Y, DY + gd_yoffset,
8330 GDI_WIDTH, GAME_BUTTON_XSIZE,
8331 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8332 GDI_TYPE, button_type,
8333 GDI_STATE, GD_BUTTON_UNPRESSED,
8334 GDI_CHECKED, checked,
8335 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8336 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8337 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8338 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8339 GDI_EVENT_MASK, event_mask,
8340 GDI_CALLBACK_ACTION, HandleGameButtons,
8344 Error(ERR_EXIT, "cannot create gadget");
8346 game_gadget[id] = gi;
8350 void FreeGameButtons()
8354 for (i=0; i<NUM_GAME_BUTTONS; i++)
8355 FreeGadget(game_gadget[i]);
8358 static void MapGameButtons()
8362 for (i=0; i<NUM_GAME_BUTTONS; i++)
8363 MapGadget(game_gadget[i]);
8366 void UnmapGameButtons()
8370 for (i=0; i<NUM_GAME_BUTTONS; i++)
8371 UnmapGadget(game_gadget[i]);
8374 static void HandleGameButtons(struct GadgetInfo *gi)
8376 int id = gi->custom_id;
8378 if (game_status != GAME_MODE_PLAYING)
8383 case GAME_CTRL_ID_STOP:
8384 RequestQuitGame(TRUE);
8387 case GAME_CTRL_ID_PAUSE:
8388 if (options.network)
8390 #if defined(PLATFORM_UNIX)
8392 SendToServer_ContinuePlaying();
8394 SendToServer_PausePlaying();
8398 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8401 case GAME_CTRL_ID_PLAY:
8404 #if defined(PLATFORM_UNIX)
8405 if (options.network)
8406 SendToServer_ContinuePlaying();
8410 tape.pausing = FALSE;
8411 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8416 case SOUND_CTRL_ID_MUSIC:
8417 if (setup.sound_music)
8419 setup.sound_music = FALSE;
8422 else if (audio.music_available)
8424 setup.sound = setup.sound_music = TRUE;
8426 SetAudioMode(setup.sound);
8427 PlayMusic(level_nr);
8431 case SOUND_CTRL_ID_LOOPS:
8432 if (setup.sound_loops)
8433 setup.sound_loops = FALSE;
8434 else if (audio.loops_available)
8436 setup.sound = setup.sound_loops = TRUE;
8437 SetAudioMode(setup.sound);
8441 case SOUND_CTRL_ID_SIMPLE:
8442 if (setup.sound_simple)
8443 setup.sound_simple = FALSE;
8444 else if (audio.sound_available)
8446 setup.sound = setup.sound_simple = TRUE;
8447 SetAudioMode(setup.sound);