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[] =
271 EL_SWITCHGATE_OPENING,
279 EL_SWITCHGATE_CLOSING,
280 EL_SWITCHGATE_CLOSED,
312 EL_ACID_SPLASH_RIGHT,
321 EL_SP_BUGGY_BASE_ACTIVATING,
328 EL_SP_BUGGY_BASE_ACTIVATING,
329 EL_SP_BUGGY_BASE_ACTIVE,
336 EL_SP_BUGGY_BASE_ACTIVE,
360 EL_ROBOT_WHEEL_ACTIVE,
368 EL_TIMEGATE_SWITCH_ACTIVE,
389 int push_delay_fixed, push_delay_random;
394 { EL_BALLOON, 0, 0 },
396 { EL_SOKOBAN_OBJECT, 2, 0 },
397 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
398 { EL_SATELLITE, 2, 0 },
399 { EL_SP_DISK_YELLOW, 2, 0 },
401 { EL_UNDEFINED, 0, 0 },
409 move_stepsize_list[] =
411 { EL_AMOEBA_DROP, 2 },
412 { EL_AMOEBA_DROPPING, 2 },
413 { EL_QUICKSAND_FILLING, 1 },
414 { EL_QUICKSAND_EMPTYING, 1 },
415 { EL_MAGIC_WALL_FILLING, 2 },
416 { EL_BD_MAGIC_WALL_FILLING, 2 },
417 { EL_MAGIC_WALL_EMPTYING, 2 },
418 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
428 collect_count_list[] =
431 { EL_BD_DIAMOND, 1 },
432 { EL_EMERALD_YELLOW, 1 },
433 { EL_EMERALD_RED, 1 },
434 { EL_EMERALD_PURPLE, 1 },
436 { EL_SP_INFOTRON, 1 },
443 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
445 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
446 CH_EVENT_BIT(CE_DELAY))
447 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
448 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
449 IS_JUST_CHANGING(x, y))
451 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
454 void GetPlayerConfig()
456 if (!audio.sound_available)
457 setup.sound_simple = FALSE;
459 if (!audio.loops_available)
460 setup.sound_loops = FALSE;
462 if (!audio.music_available)
463 setup.sound_music = FALSE;
465 if (!video.fullscreen_available)
466 setup.fullscreen = FALSE;
468 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
470 SetAudioMode(setup.sound);
474 static int getBeltNrFromBeltElement(int element)
476 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
477 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
478 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
481 static int getBeltNrFromBeltActiveElement(int element)
483 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
484 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
485 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
488 static int getBeltNrFromBeltSwitchElement(int element)
490 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
491 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
492 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
495 static int getBeltDirNrFromBeltSwitchElement(int element)
497 static int belt_base_element[4] =
499 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
500 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
501 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
502 EL_CONVEYOR_BELT_4_SWITCH_LEFT
505 int belt_nr = getBeltNrFromBeltSwitchElement(element);
506 int belt_dir_nr = element - belt_base_element[belt_nr];
508 return (belt_dir_nr % 3);
511 static int getBeltDirFromBeltSwitchElement(int element)
513 static int belt_move_dir[3] =
520 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
522 return belt_move_dir[belt_dir_nr];
525 static void InitPlayerField(int x, int y, int element, boolean init_game)
527 if (element == EL_SP_MURPHY)
531 if (stored_player[0].present)
533 Feld[x][y] = EL_SP_MURPHY_CLONE;
539 stored_player[0].use_murphy_graphic = TRUE;
542 Feld[x][y] = EL_PLAYER_1;
548 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
549 int jx = player->jx, jy = player->jy;
551 player->present = TRUE;
553 if (!options.network || player->connected)
555 player->active = TRUE;
557 /* remove potentially duplicate players */
558 if (StorePlayer[jx][jy] == Feld[x][y])
559 StorePlayer[jx][jy] = 0;
561 StorePlayer[x][y] = Feld[x][y];
565 printf("Player %d activated.\n", player->element_nr);
566 printf("[Local player is %d and currently %s.]\n",
567 local_player->element_nr,
568 local_player->active ? "active" : "not active");
572 Feld[x][y] = EL_EMPTY;
573 player->jx = player->last_jx = x;
574 player->jy = player->last_jy = y;
578 static void InitField(int x, int y, boolean init_game)
580 int element = Feld[x][y];
589 InitPlayerField(x, y, element, init_game);
593 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
594 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
595 else if (x > 0 && Feld[x-1][y] == EL_ACID)
596 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
597 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
598 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
599 else if (y > 0 && Feld[x][y-1] == EL_ACID)
600 Feld[x][y] = EL_ACID_POOL_BOTTOM;
601 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
602 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
610 case EL_SPACESHIP_RIGHT:
611 case EL_SPACESHIP_UP:
612 case EL_SPACESHIP_LEFT:
613 case EL_SPACESHIP_DOWN:
615 case EL_BD_BUTTERFLY_RIGHT:
616 case EL_BD_BUTTERFLY_UP:
617 case EL_BD_BUTTERFLY_LEFT:
618 case EL_BD_BUTTERFLY_DOWN:
619 case EL_BD_BUTTERFLY:
620 case EL_BD_FIREFLY_RIGHT:
621 case EL_BD_FIREFLY_UP:
622 case EL_BD_FIREFLY_LEFT:
623 case EL_BD_FIREFLY_DOWN:
625 case EL_PACMAN_RIGHT:
649 if (y == lev_fieldy - 1)
651 Feld[x][y] = EL_AMOEBA_GROWING;
652 Store[x][y] = EL_AMOEBA_WET;
656 case EL_DYNAMITE_ACTIVE:
661 local_player->lights_still_needed++;
664 case EL_SOKOBAN_FIELD_EMPTY:
665 local_player->sokobanfields_still_needed++;
669 local_player->friends_still_needed++;
674 MovDir[x][y] = 1 << RND(4);
679 Feld[x][y] = EL_EMPTY;
684 case EL_EM_KEY_1_FILE:
685 Feld[x][y] = EL_EM_KEY_1;
687 case EL_EM_KEY_2_FILE:
688 Feld[x][y] = EL_EM_KEY_2;
690 case EL_EM_KEY_3_FILE:
691 Feld[x][y] = EL_EM_KEY_3;
693 case EL_EM_KEY_4_FILE:
694 Feld[x][y] = EL_EM_KEY_4;
698 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
699 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
700 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
701 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
702 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
703 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
704 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
705 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
706 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
707 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
708 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
709 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
712 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
713 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
714 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
716 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
718 game.belt_dir[belt_nr] = belt_dir;
719 game.belt_dir_nr[belt_nr] = belt_dir_nr;
721 else /* more than one switch -- set it like the first switch */
723 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
728 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
730 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
733 case EL_LIGHT_SWITCH_ACTIVE:
735 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
739 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
745 void DrawGameDoorValues()
749 for (i=0; i<MAX_PLAYERS; i++)
751 if (stored_player[i].key[j])
752 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
753 el2edimg(EL_KEY_1 + j));
755 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
756 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
757 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
758 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
759 DrawText(DX + XX_SCORE, DY + YY_SCORE,
760 int2str(local_player->score, 5), FONT_TEXT_2);
761 DrawText(DX + XX_TIME, DY + YY_TIME,
762 int2str(TimeLeft, 3), FONT_TEXT_2);
767 =============================================================================
769 -----------------------------------------------------------------------------
770 initialize game engine due to level / tape version number
771 =============================================================================
774 static void InitGameEngine()
778 /* set game engine from tape file when re-playing, else from level file */
779 game.engine_version = (tape.playing ? tape.engine_version :
782 /* dynamically adjust element properties according to game engine version */
783 InitElementPropertiesEngine(game.engine_version);
786 printf("level %d: level version == %06d\n", level_nr, level.game_version);
787 printf(" tape version == %06d [%s] [file: %06d]\n",
788 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
790 printf(" => game.engine_version == %06d\n", game.engine_version);
793 /* ---------- initialize player's initial move delay --------------------- */
795 /* dynamically adjust player properties according to game engine version */
796 game.initial_move_delay =
797 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
798 INITIAL_MOVE_DELAY_OFF);
800 /* dynamically adjust player properties according to level information */
801 game.initial_move_delay_value =
802 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
804 /* ---------- initialize changing elements ------------------------------- */
806 /* initialize changing elements information */
807 for (i=0; i < MAX_NUM_ELEMENTS; i++)
809 struct ElementInfo *ei = &element_info[i];
811 /* this pointer might have been changed in the level editor */
812 ei->change = &ei->change_page[0];
814 if (!IS_CUSTOM_ELEMENT(i))
816 ei->change->target_element = EL_EMPTY_SPACE;
817 ei->change->delay_fixed = 0;
818 ei->change->delay_random = 0;
819 ei->change->delay_frames = 1;
822 ei->change_events = CE_BITMASK_DEFAULT;
823 for (j=0; j < NUM_CHANGE_EVENTS; j++)
825 ei->event_page_nr[j] = 0;
826 ei->event_page[j] = &ei->change_page[0];
830 /* add changing elements from pre-defined list */
831 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
833 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
834 struct ElementInfo *ei = &element_info[ch_delay->element];
836 ei->change->target_element = ch_delay->target_element;
837 ei->change->delay_fixed = ch_delay->change_delay;
839 ei->change->pre_change_function = ch_delay->pre_change_function;
840 ei->change->change_function = ch_delay->change_function;
841 ei->change->post_change_function = ch_delay->post_change_function;
843 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
847 /* add change events from custom element configuration */
848 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
850 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
852 for (j=0; j < ei->num_change_pages; j++)
854 if (!ei->change_page[j].can_change)
857 for (k=0; k < NUM_CHANGE_EVENTS; k++)
859 /* only add event page for the first page found with this event */
860 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
861 !(ei->change_events & CH_EVENT_BIT(k)))
863 ei->change_events |= CH_EVENT_BIT(k);
864 ei->event_page_nr[k] = j;
865 ei->event_page[k] = &ei->change_page[j];
873 /* add change events from custom element configuration */
874 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
876 int element = EL_CUSTOM_START + i;
878 /* only add custom elements that change after fixed/random frame delay */
879 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
880 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
884 /* ---------- initialize trigger events ---------------------------------- */
886 /* initialize trigger events information */
887 for (i=0; i<MAX_NUM_ELEMENTS; i++)
888 trigger_events[i] = EP_BITMASK_DEFAULT;
891 /* add trigger events from element change event properties */
892 for (i=0; i<MAX_NUM_ELEMENTS; i++)
894 struct ElementInfo *ei = &element_info[i];
896 for (j=0; j < ei->num_change_pages; j++)
898 if (!ei->change_page[j].can_change)
901 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
903 int trigger_element = ei->change_page[j].trigger_element;
905 trigger_events[trigger_element] |= ei->change_page[j].events;
910 /* add trigger events from element change event properties */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
913 trigger_events[element_info[i].change->trigger_element] |=
914 element_info[i].change->events;
917 /* ---------- initialize push delay -------------------------------------- */
919 /* initialize push delay values to default */
920 for (i=0; i<MAX_NUM_ELEMENTS; i++)
922 if (!IS_CUSTOM_ELEMENT(i))
924 element_info[i].push_delay_fixed = 2;
925 element_info[i].push_delay_random = 8;
929 /* set push delay value for certain elements from pre-defined list */
930 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
932 int e = push_delay_list[i].element;
934 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
935 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
938 /* ---------- initialize move stepsize ----------------------------------- */
940 /* initialize move stepsize values to default */
941 for (i=0; i<MAX_NUM_ELEMENTS; i++)
942 if (!IS_CUSTOM_ELEMENT(i))
943 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
945 /* set move stepsize value for certain elements from pre-defined list */
946 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
948 int e = move_stepsize_list[i].element;
950 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
953 /* ---------- initialize gem count --------------------------------------- */
955 /* initialize gem count values for each element */
956 for (i=0; i<MAX_NUM_ELEMENTS; i++)
957 if (!IS_CUSTOM_ELEMENT(i))
958 element_info[i].collect_count = 0;
960 /* add gem count values for all elements from pre-defined list */
961 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
962 element_info[collect_count_list[i].element].collect_count =
963 collect_count_list[i].count;
968 =============================================================================
970 -----------------------------------------------------------------------------
971 initialize and start new game
972 =============================================================================
977 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
978 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
979 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
986 #if USE_NEW_AMOEBA_CODE
987 printf("Using new amoeba code.\n");
989 printf("Using old amoeba code.\n");
994 /* don't play tapes over network */
995 network_playing = (options.network && !tape.playing);
997 for (i=0; i<MAX_PLAYERS; i++)
999 struct PlayerInfo *player = &stored_player[i];
1001 player->index_nr = i;
1002 player->element_nr = EL_PLAYER_1 + i;
1004 player->present = FALSE;
1005 player->active = FALSE;
1008 player->effective_action = 0;
1009 player->programmed_action = 0;
1012 player->gems_still_needed = level.gems_needed;
1013 player->sokobanfields_still_needed = 0;
1014 player->lights_still_needed = 0;
1015 player->friends_still_needed = 0;
1018 player->key[j] = FALSE;
1020 player->dynabomb_count = 0;
1021 player->dynabomb_size = 1;
1022 player->dynabombs_left = 0;
1023 player->dynabomb_xl = FALSE;
1025 player->MovDir = MV_NO_MOVING;
1027 player->Pushing = FALSE;
1028 player->Switching = FALSE;
1030 player->GfxDir = MV_NO_MOVING;
1031 player->GfxAction = ACTION_DEFAULT;
1033 player->StepFrame = 0;
1035 player->switch_x = -1;
1036 player->switch_y = -1;
1038 player->use_murphy_graphic = FALSE;
1039 player->use_disk_red_graphic = FALSE;
1041 player->actual_frame_counter = 0;
1043 player->last_move_dir = MV_NO_MOVING;
1045 player->is_moving = FALSE;
1046 player->is_waiting = FALSE;
1047 player->is_digging = FALSE;
1048 player->is_collecting = FALSE;
1050 player->show_envelope = 0;
1052 player->move_delay = game.initial_move_delay;
1053 player->move_delay_value = game.initial_move_delay_value;
1055 player->push_delay = 0;
1056 player->push_delay_value = 5;
1058 player->snapped = FALSE;
1060 player->last_jx = player->last_jy = 0;
1061 player->jx = player->jy = 0;
1063 player->shield_normal_time_left = 0;
1064 player->shield_deadly_time_left = 0;
1066 player->inventory_size = 0;
1068 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1069 SnapField(player, 0, 0);
1071 player->LevelSolved = FALSE;
1072 player->GameOver = FALSE;
1075 network_player_action_received = FALSE;
1077 #if defined(PLATFORM_UNIX)
1078 /* initial null action */
1079 if (network_playing)
1080 SendToServer_MovePlayer(MV_NO_MOVING);
1088 TimeLeft = level.time;
1090 ScreenMovDir = MV_NO_MOVING;
1094 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1096 AllPlayersGone = FALSE;
1098 game.yamyam_content_nr = 0;
1099 game.magic_wall_active = FALSE;
1100 game.magic_wall_time_left = 0;
1101 game.light_time_left = 0;
1102 game.timegate_time_left = 0;
1103 game.switchgate_pos = 0;
1104 game.balloon_dir = MV_NO_MOVING;
1105 game.gravity = level.initial_gravity;
1106 game.explosions_delayed = TRUE;
1108 game.envelope_active = FALSE;
1112 game.belt_dir[i] = MV_NO_MOVING;
1113 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1116 for (i=0; i<MAX_NUM_AMOEBA; i++)
1117 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1119 for (x=0; x<lev_fieldx; x++)
1121 for (y=0; y<lev_fieldy; y++)
1123 Feld[x][y] = level.field[x][y];
1124 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1125 ChangeDelay[x][y] = 0;
1126 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1128 JustStopped[x][y] = 0;
1130 Pushed[x][y] = FALSE;
1132 Changed[x][y] = CE_BITMASK_DEFAULT;
1133 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1135 ExplodePhase[x][y] = 0;
1136 ExplodeField[x][y] = EX_NO_EXPLOSION;
1139 GfxAction[x][y] = ACTION_DEFAULT;
1140 GfxRandom[x][y] = INIT_GFX_RANDOM();
1141 GfxElement[x][y] = EL_UNDEFINED;
1145 for(y=0; y<lev_fieldy; y++)
1147 for(x=0; x<lev_fieldx; x++)
1149 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1151 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1153 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1156 InitField(x, y, TRUE);
1162 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1163 emulate_sb ? EMU_SOKOBAN :
1164 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1166 /* correct non-moving belts to start moving left */
1168 if (game.belt_dir[i] == MV_NO_MOVING)
1169 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1171 /* check if any connected player was not found in playfield */
1172 for (i=0; i<MAX_PLAYERS; i++)
1174 struct PlayerInfo *player = &stored_player[i];
1176 if (player->connected && !player->present)
1178 for (j=0; j<MAX_PLAYERS; j++)
1180 struct PlayerInfo *some_player = &stored_player[j];
1181 int jx = some_player->jx, jy = some_player->jy;
1183 /* assign first free player found that is present in the playfield */
1184 if (some_player->present && !some_player->connected)
1186 player->present = TRUE;
1187 player->active = TRUE;
1188 some_player->present = FALSE;
1190 StorePlayer[jx][jy] = player->element_nr;
1191 player->jx = player->last_jx = jx;
1192 player->jy = player->last_jy = jy;
1202 /* when playing a tape, eliminate all players who do not participate */
1204 for (i=0; i<MAX_PLAYERS; i++)
1206 if (stored_player[i].active && !tape.player_participates[i])
1208 struct PlayerInfo *player = &stored_player[i];
1209 int jx = player->jx, jy = player->jy;
1211 player->active = FALSE;
1212 StorePlayer[jx][jy] = 0;
1213 Feld[jx][jy] = EL_EMPTY;
1217 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1219 /* when in single player mode, eliminate all but the first active player */
1221 for (i=0; i<MAX_PLAYERS; i++)
1223 if (stored_player[i].active)
1225 for (j=i+1; j<MAX_PLAYERS; j++)
1227 if (stored_player[j].active)
1229 struct PlayerInfo *player = &stored_player[j];
1230 int jx = player->jx, jy = player->jy;
1232 player->active = FALSE;
1233 StorePlayer[jx][jy] = 0;
1234 Feld[jx][jy] = EL_EMPTY;
1241 /* when recording the game, store which players take part in the game */
1244 for (i=0; i<MAX_PLAYERS; i++)
1245 if (stored_player[i].active)
1246 tape.player_participates[i] = TRUE;
1251 for (i=0; i<MAX_PLAYERS; i++)
1253 struct PlayerInfo *player = &stored_player[i];
1255 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1260 if (local_player == player)
1261 printf("Player %d is local player.\n", i+1);
1265 if (BorderElement == EL_EMPTY)
1268 SBX_Right = lev_fieldx - SCR_FIELDX;
1270 SBY_Lower = lev_fieldy - SCR_FIELDY;
1275 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1277 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1280 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1281 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1283 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1284 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1286 /* if local player not found, look for custom element that might create
1287 the player (make some assumptions about the right custom element) */
1288 if (!local_player->present)
1290 int start_x = 0, start_y = 0;
1291 int found_rating = 0;
1292 int found_element = EL_UNDEFINED;
1294 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1296 int element = Feld[x][y];
1301 if (!IS_CUSTOM_ELEMENT(element))
1304 if (CAN_CHANGE(element))
1306 for (i=0; i < element_info[element].num_change_pages; i++)
1308 content = element_info[element].change_page[i].target_element;
1309 is_player = ELEM_IS_PLAYER(content);
1311 if (is_player && (found_rating < 3 || element < found_element))
1317 found_element = element;
1322 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1324 content = element_info[element].content[xx][yy];
1325 is_player = ELEM_IS_PLAYER(content);
1327 if (is_player && (found_rating < 2 || element < found_element))
1329 start_x = x + xx - 1;
1330 start_y = y + yy - 1;
1333 found_element = element;
1336 if (!CAN_CHANGE(element))
1339 for (i=0; i < element_info[element].num_change_pages; i++)
1341 content = element_info[element].change_page[i].content[xx][yy];
1342 is_player = ELEM_IS_PLAYER(content);
1344 if (is_player && (found_rating < 1 || element < found_element))
1346 start_x = x + xx - 1;
1347 start_y = y + yy - 1;
1350 found_element = element;
1356 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1357 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1360 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1361 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1367 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1368 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1369 local_player->jx - MIDPOSX);
1371 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1372 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1373 local_player->jy - MIDPOSY);
1375 scroll_x = SBX_Left;
1376 scroll_y = SBY_Upper;
1377 if (local_player->jx >= SBX_Left + MIDPOSX)
1378 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1379 local_player->jx - MIDPOSX :
1381 if (local_player->jy >= SBY_Upper + MIDPOSY)
1382 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1383 local_player->jy - MIDPOSY :
1388 CloseDoor(DOOR_CLOSE_1);
1393 /* after drawing the level, correct some elements */
1394 if (game.timegate_time_left == 0)
1395 CloseAllOpenTimegates();
1397 if (setup.soft_scrolling)
1398 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1400 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1403 /* copy default game door content to main double buffer */
1404 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1405 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1408 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1411 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1412 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1413 BlitBitmap(drawto, drawto,
1414 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1415 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1416 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1417 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1420 DrawGameDoorValues();
1424 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1425 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1426 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1430 /* copy actual game door content to door double buffer for OpenDoor() */
1431 BlitBitmap(drawto, bitmap_db_door,
1432 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1434 OpenDoor(DOOR_OPEN_ALL);
1436 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1437 if (setup.sound_music)
1438 PlayMusic(level_nr);
1440 KeyboardAutoRepeatOffUnlessAutoplay();
1445 printf("Player %d %sactive.\n",
1446 i + 1, (stored_player[i].active ? "" : "not "));
1450 void InitMovDir(int x, int y)
1452 int i, element = Feld[x][y];
1453 static int xy[4][2] =
1460 static int direction[3][4] =
1462 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1463 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1464 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1473 Feld[x][y] = EL_BUG;
1474 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1477 case EL_SPACESHIP_RIGHT:
1478 case EL_SPACESHIP_UP:
1479 case EL_SPACESHIP_LEFT:
1480 case EL_SPACESHIP_DOWN:
1481 Feld[x][y] = EL_SPACESHIP;
1482 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1485 case EL_BD_BUTTERFLY_RIGHT:
1486 case EL_BD_BUTTERFLY_UP:
1487 case EL_BD_BUTTERFLY_LEFT:
1488 case EL_BD_BUTTERFLY_DOWN:
1489 Feld[x][y] = EL_BD_BUTTERFLY;
1490 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1493 case EL_BD_FIREFLY_RIGHT:
1494 case EL_BD_FIREFLY_UP:
1495 case EL_BD_FIREFLY_LEFT:
1496 case EL_BD_FIREFLY_DOWN:
1497 Feld[x][y] = EL_BD_FIREFLY;
1498 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1501 case EL_PACMAN_RIGHT:
1503 case EL_PACMAN_LEFT:
1504 case EL_PACMAN_DOWN:
1505 Feld[x][y] = EL_PACMAN;
1506 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1509 case EL_SP_SNIKSNAK:
1510 MovDir[x][y] = MV_UP;
1513 case EL_SP_ELECTRON:
1514 MovDir[x][y] = MV_LEFT;
1521 Feld[x][y] = EL_MOLE;
1522 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1526 if (IS_CUSTOM_ELEMENT(element))
1528 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1529 MovDir[x][y] = element_info[element].move_direction_initial;
1530 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1531 element_info[element].move_pattern == MV_TURNING_LEFT ||
1532 element_info[element].move_pattern == MV_TURNING_RIGHT)
1533 MovDir[x][y] = 1 << RND(4);
1534 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1535 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1536 else if (element_info[element].move_pattern == MV_VERTICAL)
1537 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1538 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1539 MovDir[x][y] = element_info[element].move_pattern;
1540 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1541 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1545 int x1 = x + xy[i][0];
1546 int y1 = y + xy[i][1];
1548 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1550 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1551 MovDir[x][y] = direction[0][i];
1553 MovDir[x][y] = direction[1][i];
1562 MovDir[x][y] = 1 << RND(4);
1564 if (element != EL_BUG &&
1565 element != EL_SPACESHIP &&
1566 element != EL_BD_BUTTERFLY &&
1567 element != EL_BD_FIREFLY)
1572 int x1 = x + xy[i][0];
1573 int y1 = y + xy[i][1];
1575 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1577 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1579 MovDir[x][y] = direction[0][i];
1582 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1583 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1585 MovDir[x][y] = direction[1][i];
1595 void InitAmoebaNr(int x, int y)
1598 int group_nr = AmoebeNachbarNr(x, y);
1602 for (i=1; i<MAX_NUM_AMOEBA; i++)
1604 if (AmoebaCnt[i] == 0)
1612 AmoebaNr[x][y] = group_nr;
1613 AmoebaCnt[group_nr]++;
1614 AmoebaCnt2[group_nr]++;
1620 boolean raise_level = FALSE;
1622 if (local_player->MovPos)
1626 if (tape.auto_play) /* tape might already be stopped here */
1627 tape.auto_play_level_solved = TRUE;
1629 if (tape.playing && tape.auto_play)
1630 tape.auto_play_level_solved = TRUE;
1633 local_player->LevelSolved = FALSE;
1635 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1639 if (!tape.playing && setup.sound_loops)
1640 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1641 SND_CTRL_PLAY_LOOP);
1643 while (TimeLeft > 0)
1645 if (!tape.playing && !setup.sound_loops)
1646 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1647 if (TimeLeft > 0 && !(TimeLeft % 10))
1648 RaiseScore(level.score[SC_TIME_BONUS]);
1649 if (TimeLeft > 100 && !(TimeLeft % 10))
1653 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1660 if (!tape.playing && setup.sound_loops)
1661 StopSound(SND_GAME_LEVELTIME_BONUS);
1663 else if (level.time == 0) /* level without time limit */
1665 if (!tape.playing && setup.sound_loops)
1666 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1667 SND_CTRL_PLAY_LOOP);
1669 while (TimePlayed < 999)
1671 if (!tape.playing && !setup.sound_loops)
1672 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1673 if (TimePlayed < 999 && !(TimePlayed % 10))
1674 RaiseScore(level.score[SC_TIME_BONUS]);
1675 if (TimePlayed < 900 && !(TimePlayed % 10))
1679 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1686 if (!tape.playing && setup.sound_loops)
1687 StopSound(SND_GAME_LEVELTIME_BONUS);
1690 /* close exit door after last player */
1691 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
1692 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
1694 int element = Feld[ExitX][ExitY];
1696 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
1697 EL_SP_EXIT_CLOSING);
1699 PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
1702 /* Hero disappears */
1703 DrawLevelField(ExitX, ExitY);
1709 CloseDoor(DOOR_CLOSE_1);
1714 SaveTape(tape.level_nr); /* Ask to save tape */
1717 if (level_nr == leveldir_current->handicap_level)
1719 leveldir_current->handicap_level++;
1720 SaveLevelSetup_SeriesInfo();
1723 if (level_editor_test_game)
1724 local_player->score = -1; /* no highscore when playing from editor */
1725 else if (level_nr < leveldir_current->last_level)
1726 raise_level = TRUE; /* advance to next level */
1728 if ((hi_pos = NewHiScore()) >= 0)
1730 game_status = GAME_MODE_SCORES;
1731 DrawHallOfFame(hi_pos);
1740 game_status = GAME_MODE_MAIN;
1757 LoadScore(level_nr);
1759 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1760 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1763 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1765 if (local_player->score > highscore[k].Score)
1767 /* player has made it to the hall of fame */
1769 if (k < MAX_SCORE_ENTRIES - 1)
1771 int m = MAX_SCORE_ENTRIES - 1;
1774 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1775 if (!strcmp(setup.player_name, highscore[l].Name))
1777 if (m == k) /* player's new highscore overwrites his old one */
1783 strcpy(highscore[l].Name, highscore[l - 1].Name);
1784 highscore[l].Score = highscore[l - 1].Score;
1791 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1792 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1793 highscore[k].Score = local_player->score;
1799 else if (!strncmp(setup.player_name, highscore[k].Name,
1800 MAX_PLAYER_NAME_LEN))
1801 break; /* player already there with a higher score */
1807 SaveScore(level_nr);
1812 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1814 if (player->GfxAction != action || player->GfxDir != dir)
1817 printf("Player frame reset! (%d => %d, %d => %d)\n",
1818 player->GfxAction, action, player->GfxDir, dir);
1821 player->GfxAction = action;
1822 player->GfxDir = dir;
1824 player->StepFrame = 0;
1828 static void ResetRandomAnimationValue(int x, int y)
1830 GfxRandom[x][y] = INIT_GFX_RANDOM();
1833 static void ResetGfxAnimation(int x, int y)
1836 GfxAction[x][y] = ACTION_DEFAULT;
1839 void InitMovingField(int x, int y, int direction)
1841 int element = Feld[x][y];
1842 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1843 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1847 if (!JustStopped[x][y] || direction != MovDir[x][y])
1848 ResetGfxAnimation(x, y);
1850 MovDir[newx][newy] = MovDir[x][y] = direction;
1852 if (Feld[newx][newy] == EL_EMPTY)
1853 Feld[newx][newy] = EL_BLOCKED;
1855 if (direction == MV_DOWN && CAN_FALL(element))
1856 GfxAction[x][y] = ACTION_FALLING;
1858 GfxAction[x][y] = ACTION_MOVING;
1860 GfxFrame[newx][newy] = GfxFrame[x][y];
1861 GfxAction[newx][newy] = GfxAction[x][y];
1862 GfxRandom[newx][newy] = GfxRandom[x][y];
1865 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1867 int direction = MovDir[x][y];
1868 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1869 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1875 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1877 int oldx = x, oldy = y;
1878 int direction = MovDir[x][y];
1880 if (direction == MV_LEFT)
1882 else if (direction == MV_RIGHT)
1884 else if (direction == MV_UP)
1886 else if (direction == MV_DOWN)
1889 *comes_from_x = oldx;
1890 *comes_from_y = oldy;
1893 int MovingOrBlocked2Element(int x, int y)
1895 int element = Feld[x][y];
1897 if (element == EL_BLOCKED)
1901 Blocked2Moving(x, y, &oldx, &oldy);
1902 return Feld[oldx][oldy];
1908 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1910 /* like MovingOrBlocked2Element(), but if element is moving
1911 and (x,y) is the field the moving element is just leaving,
1912 return EL_BLOCKED instead of the element value */
1913 int element = Feld[x][y];
1915 if (IS_MOVING(x, y))
1917 if (element == EL_BLOCKED)
1921 Blocked2Moving(x, y, &oldx, &oldy);
1922 return Feld[oldx][oldy];
1931 static void RemoveField(int x, int y)
1933 Feld[x][y] = EL_EMPTY;
1940 ChangeDelay[x][y] = 0;
1941 Pushed[x][y] = FALSE;
1943 GfxElement[x][y] = EL_UNDEFINED;
1944 GfxAction[x][y] = ACTION_DEFAULT;
1947 void RemoveMovingField(int x, int y)
1949 int oldx = x, oldy = y, newx = x, newy = y;
1950 int element = Feld[x][y];
1951 int next_element = EL_UNDEFINED;
1953 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1956 if (IS_MOVING(x, y))
1958 Moving2Blocked(x, y, &newx, &newy);
1959 if (Feld[newx][newy] != EL_BLOCKED)
1962 else if (element == EL_BLOCKED)
1964 Blocked2Moving(x, y, &oldx, &oldy);
1965 if (!IS_MOVING(oldx, oldy))
1969 if (element == EL_BLOCKED &&
1970 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1971 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1972 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1973 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1974 next_element = get_next_element(Feld[oldx][oldy]);
1976 RemoveField(oldx, oldy);
1977 RemoveField(newx, newy);
1979 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1981 if (next_element != EL_UNDEFINED)
1982 Feld[oldx][oldy] = next_element;
1984 DrawLevelField(oldx, oldy);
1985 DrawLevelField(newx, newy);
1988 void DrawDynamite(int x, int y)
1990 int sx = SCREENX(x), sy = SCREENY(y);
1991 int graphic = el2img(Feld[x][y]);
1994 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1997 if (IS_WALKABLE_INSIDE(Back[x][y]))
2001 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2002 else if (Store[x][y])
2003 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2005 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2008 if (Back[x][y] || Store[x][y])
2009 DrawGraphicThruMask(sx, sy, graphic, frame);
2011 DrawGraphic(sx, sy, graphic, frame);
2013 if (game.emulation == EMU_SUPAPLEX)
2014 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2015 else if (Store[x][y])
2016 DrawGraphicThruMask(sx, sy, graphic, frame);
2018 DrawGraphic(sx, sy, graphic, frame);
2022 void CheckDynamite(int x, int y)
2024 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2028 if (MovDelay[x][y] != 0)
2031 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2038 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2040 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2041 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2042 StopSound(SND_DYNAMITE_ACTIVE);
2044 StopSound(SND_DYNABOMB_ACTIVE);
2050 void RelocatePlayer(int x, int y, int element)
2052 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2054 if (player->present)
2056 while (player->MovPos)
2058 ScrollFigure(player, SCROLL_GO_ON);
2059 ScrollScreen(NULL, SCROLL_GO_ON);
2065 RemoveField(player->jx, player->jy);
2066 DrawLevelField(player->jx, player->jy);
2069 InitPlayerField(x, y, element, TRUE);
2071 if (player == local_player)
2073 int scroll_xx = -999, scroll_yy = -999;
2075 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2078 int fx = FX, fy = FY;
2080 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2081 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2082 local_player->jx - MIDPOSX);
2084 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2085 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2086 local_player->jy - MIDPOSY);
2088 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2089 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2094 fx += dx * TILEX / 2;
2095 fy += dy * TILEY / 2;
2097 ScrollLevel(dx, dy);
2100 /* scroll in to steps of half tile size to make things smoother */
2101 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2103 Delay(GAME_FRAME_DELAY);
2105 /* scroll second step to align at full tile size */
2107 Delay(GAME_FRAME_DELAY);
2112 void Explode(int ex, int ey, int phase, int mode)
2116 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2117 int last_phase = num_phase * delay;
2118 int half_phase = (num_phase / 2) * delay;
2119 int first_phase_after_start = EX_PHASE_START + 1;
2121 if (game.explosions_delayed)
2123 ExplodeField[ex][ey] = mode;
2127 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2129 int center_element = Feld[ex][ey];
2132 /* --- This is only really needed (and now handled) in "Impact()". --- */
2133 /* do not explode moving elements that left the explode field in time */
2134 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2135 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2139 if (mode == EX_NORMAL || mode == EX_CENTER)
2140 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2142 /* remove things displayed in background while burning dynamite */
2143 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2146 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2148 /* put moving element to center field (and let it explode there) */
2149 center_element = MovingOrBlocked2Element(ex, ey);
2150 RemoveMovingField(ex, ey);
2151 Feld[ex][ey] = center_element;
2154 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2156 int xx = x - ex + 1;
2157 int yy = y - ey + 1;
2160 if (!IN_LEV_FIELD(x, y) ||
2161 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2162 (x != ex || y != ey)))
2165 element = Feld[x][y];
2167 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2169 element = MovingOrBlocked2Element(x, y);
2171 if (!IS_EXPLOSION_PROOF(element))
2172 RemoveMovingField(x, y);
2178 if (IS_EXPLOSION_PROOF(element))
2181 /* indestructible elements can only explode in center (but not flames) */
2182 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2183 element == EL_FLAMES)
2188 if ((IS_INDESTRUCTIBLE(element) &&
2189 (game.engine_version < VERSION_IDENT(2,2,0) ||
2190 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2191 element == EL_FLAMES)
2195 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2197 if (IS_ACTIVE_BOMB(element))
2199 /* re-activate things under the bomb like gate or penguin */
2200 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2207 /* save walkable background elements while explosion on same tile */
2209 if (IS_INDESTRUCTIBLE(element))
2210 Back[x][y] = element;
2212 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2213 Back[x][y] = element;
2216 /* ignite explodable elements reached by other explosion */
2217 if (element == EL_EXPLOSION)
2218 element = Store2[x][y];
2221 if (AmoebaNr[x][y] &&
2222 (element == EL_AMOEBA_FULL ||
2223 element == EL_BD_AMOEBA ||
2224 element == EL_AMOEBA_GROWING))
2226 AmoebaCnt[AmoebaNr[x][y]]--;
2227 AmoebaCnt2[AmoebaNr[x][y]]--;
2233 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2235 switch(StorePlayer[ex][ey])
2238 Store[x][y] = EL_EMERALD_RED;
2241 Store[x][y] = EL_EMERALD;
2244 Store[x][y] = EL_EMERALD_PURPLE;
2248 Store[x][y] = EL_EMERALD_YELLOW;
2252 if (game.emulation == EMU_SUPAPLEX)
2253 Store[x][y] = EL_EMPTY;
2255 else if (center_element == EL_MOLE)
2256 Store[x][y] = EL_EMERALD_RED;
2257 else if (center_element == EL_PENGUIN)
2258 Store[x][y] = EL_EMERALD_PURPLE;
2259 else if (center_element == EL_BUG)
2260 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2261 else if (center_element == EL_BD_BUTTERFLY)
2262 Store[x][y] = EL_BD_DIAMOND;
2263 else if (center_element == EL_SP_ELECTRON)
2264 Store[x][y] = EL_SP_INFOTRON;
2265 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2266 Store[x][y] = level.amoeba_content;
2267 else if (center_element == EL_YAMYAM)
2268 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2269 else if (IS_CUSTOM_ELEMENT(center_element) &&
2270 element_info[center_element].content[xx][yy] != EL_EMPTY)
2271 Store[x][y] = element_info[center_element].content[xx][yy];
2272 else if (element == EL_WALL_EMERALD)
2273 Store[x][y] = EL_EMERALD;
2274 else if (element == EL_WALL_DIAMOND)
2275 Store[x][y] = EL_DIAMOND;
2276 else if (element == EL_WALL_BD_DIAMOND)
2277 Store[x][y] = EL_BD_DIAMOND;
2278 else if (element == EL_WALL_EMERALD_YELLOW)
2279 Store[x][y] = EL_EMERALD_YELLOW;
2280 else if (element == EL_WALL_EMERALD_RED)
2281 Store[x][y] = EL_EMERALD_RED;
2282 else if (element == EL_WALL_EMERALD_PURPLE)
2283 Store[x][y] = EL_EMERALD_PURPLE;
2284 else if (element == EL_WALL_PEARL)
2285 Store[x][y] = EL_PEARL;
2286 else if (element == EL_WALL_CRYSTAL)
2287 Store[x][y] = EL_CRYSTAL;
2288 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2289 Store[x][y] = element_info[element].content[1][1];
2291 Store[x][y] = EL_EMPTY;
2293 if (x != ex || y != ey ||
2294 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2295 Store2[x][y] = element;
2298 if (AmoebaNr[x][y] &&
2299 (element == EL_AMOEBA_FULL ||
2300 element == EL_BD_AMOEBA ||
2301 element == EL_AMOEBA_GROWING))
2303 AmoebaCnt[AmoebaNr[x][y]]--;
2304 AmoebaCnt2[AmoebaNr[x][y]]--;
2310 MovDir[x][y] = MovPos[x][y] = 0;
2315 Feld[x][y] = EL_EXPLOSION;
2317 GfxElement[x][y] = center_element;
2319 GfxElement[x][y] = EL_UNDEFINED;
2322 ExplodePhase[x][y] = 1;
2326 if (center_element == EL_YAMYAM)
2327 game.yamyam_content_nr =
2328 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2339 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2343 /* activate this even in non-DEBUG version until cause for crash in
2344 getGraphicAnimationFrame() (see below) is found and eliminated */
2348 if (GfxElement[x][y] == EL_UNDEFINED)
2351 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2352 printf("Explode(): This should never happen!\n");
2355 GfxElement[x][y] = EL_EMPTY;
2359 if (phase == first_phase_after_start)
2361 int element = Store2[x][y];
2363 if (element == EL_BLACK_ORB)
2365 Feld[x][y] = Store2[x][y];
2370 else if (phase == half_phase)
2372 int element = Store2[x][y];
2374 if (IS_PLAYER(x, y))
2375 KillHeroUnlessProtected(x, y);
2376 else if (CAN_EXPLODE_BY_FIRE(element))
2378 Feld[x][y] = Store2[x][y];
2382 else if (element == EL_AMOEBA_TO_DIAMOND)
2383 AmoebeUmwandeln(x, y);
2386 if (phase == last_phase)
2390 element = Feld[x][y] = Store[x][y];
2391 Store[x][y] = Store2[x][y] = 0;
2392 GfxElement[x][y] = EL_UNDEFINED;
2394 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2395 element = Feld[x][y] = Back[x][y];
2398 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2399 InitField(x, y, FALSE);
2400 if (CAN_MOVE(element))
2402 DrawLevelField(x, y);
2404 TestIfElementTouchesCustomElement(x, y);
2406 if (GFX_CRUMBLED(element))
2407 DrawLevelFieldCrumbledSandNeighbours(x, y);
2409 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2410 StorePlayer[x][y] = 0;
2412 if (ELEM_IS_PLAYER(element))
2413 RelocatePlayer(x, y, element);
2415 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2418 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2420 int stored = Store[x][y];
2421 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2422 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2425 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2428 DrawLevelFieldCrumbledSand(x, y);
2430 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2432 DrawLevelElement(x, y, Back[x][y]);
2433 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2435 else if (IS_WALKABLE_UNDER(Back[x][y]))
2437 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2438 DrawLevelElementThruMask(x, y, Back[x][y]);
2440 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2441 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2445 void DynaExplode(int ex, int ey)
2448 int dynabomb_size = 1;
2449 boolean dynabomb_xl = FALSE;
2450 struct PlayerInfo *player;
2451 static int xy[4][2] =
2459 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2461 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2462 dynabomb_size = player->dynabomb_size;
2463 dynabomb_xl = player->dynabomb_xl;
2464 player->dynabombs_left++;
2467 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2471 for (j=1; j<=dynabomb_size; j++)
2473 int x = ex + j * xy[i % 4][0];
2474 int y = ey + j * xy[i % 4][1];
2477 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2480 element = Feld[x][y];
2482 /* do not restart explosions of fields with active bombs */
2483 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2486 Explode(x, y, EX_PHASE_START, EX_BORDER);
2488 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2489 if (element != EL_EMPTY &&
2490 element != EL_SAND &&
2491 element != EL_EXPLOSION &&
2498 void Bang(int x, int y)
2501 int element = MovingOrBlocked2Element(x, y);
2503 int element = Feld[x][y];
2507 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2509 if (IS_PLAYER(x, y))
2512 struct PlayerInfo *player = PLAYERINFO(x, y);
2514 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2515 player->element_nr);
2520 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2522 if (game.emulation == EMU_SUPAPLEX)
2523 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2525 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2530 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2538 case EL_BD_BUTTERFLY:
2541 case EL_DARK_YAMYAM:
2545 RaiseScoreElement(element);
2546 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2548 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2549 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2550 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2551 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2552 case EL_DYNABOMB_INCREASE_NUMBER:
2553 case EL_DYNABOMB_INCREASE_SIZE:
2554 case EL_DYNABOMB_INCREASE_POWER:
2559 case EL_LAMP_ACTIVE:
2560 if (IS_PLAYER(x, y))
2561 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2563 Explode(x, y, EX_PHASE_START, EX_CENTER);
2566 if (CAN_EXPLODE_1X1(element))
2567 Explode(x, y, EX_PHASE_START, EX_CENTER);
2569 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2573 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2576 void SplashAcid(int x, int y)
2578 int element = Feld[x][y];
2580 if (element != EL_ACID_SPLASH_LEFT &&
2581 element != EL_ACID_SPLASH_RIGHT)
2583 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2585 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2586 (!IN_LEV_FIELD(x-1, y-1) ||
2587 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2588 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2590 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2591 (!IN_LEV_FIELD(x+1, y-1) ||
2592 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2593 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2597 static void InitBeltMovement()
2599 static int belt_base_element[4] =
2601 EL_CONVEYOR_BELT_1_LEFT,
2602 EL_CONVEYOR_BELT_2_LEFT,
2603 EL_CONVEYOR_BELT_3_LEFT,
2604 EL_CONVEYOR_BELT_4_LEFT
2606 static int belt_base_active_element[4] =
2608 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2609 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2610 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2611 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2616 /* set frame order for belt animation graphic according to belt direction */
2623 int element = belt_base_active_element[belt_nr] + j;
2624 int graphic = el2img(element);
2626 if (game.belt_dir[i] == MV_LEFT)
2627 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2629 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2633 for(y=0; y<lev_fieldy; y++)
2635 for(x=0; x<lev_fieldx; x++)
2637 int element = Feld[x][y];
2641 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2643 int e_belt_nr = getBeltNrFromBeltElement(element);
2646 if (e_belt_nr == belt_nr)
2648 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2650 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2658 static void ToggleBeltSwitch(int x, int y)
2660 static int belt_base_element[4] =
2662 EL_CONVEYOR_BELT_1_LEFT,
2663 EL_CONVEYOR_BELT_2_LEFT,
2664 EL_CONVEYOR_BELT_3_LEFT,
2665 EL_CONVEYOR_BELT_4_LEFT
2667 static int belt_base_active_element[4] =
2669 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2670 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2671 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2672 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2674 static int belt_base_switch_element[4] =
2676 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2677 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2678 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2679 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2681 static int belt_move_dir[4] =
2689 int element = Feld[x][y];
2690 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2691 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2692 int belt_dir = belt_move_dir[belt_dir_nr];
2695 if (!IS_BELT_SWITCH(element))
2698 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2699 game.belt_dir[belt_nr] = belt_dir;
2701 if (belt_dir_nr == 3)
2704 /* set frame order for belt animation graphic according to belt direction */
2707 int element = belt_base_active_element[belt_nr] + i;
2708 int graphic = el2img(element);
2710 if (belt_dir == MV_LEFT)
2711 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2713 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2716 for (yy=0; yy<lev_fieldy; yy++)
2718 for (xx=0; xx<lev_fieldx; xx++)
2720 int element = Feld[xx][yy];
2722 if (IS_BELT_SWITCH(element))
2724 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2726 if (e_belt_nr == belt_nr)
2728 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2729 DrawLevelField(xx, yy);
2732 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2734 int e_belt_nr = getBeltNrFromBeltElement(element);
2736 if (e_belt_nr == belt_nr)
2738 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2740 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2741 DrawLevelField(xx, yy);
2744 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2746 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2748 if (e_belt_nr == belt_nr)
2750 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2752 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2753 DrawLevelField(xx, yy);
2760 static void ToggleSwitchgateSwitch(int x, int y)
2764 game.switchgate_pos = !game.switchgate_pos;
2766 for (yy=0; yy<lev_fieldy; yy++)
2768 for (xx=0; xx<lev_fieldx; xx++)
2770 int element = Feld[xx][yy];
2772 if (element == EL_SWITCHGATE_SWITCH_UP ||
2773 element == EL_SWITCHGATE_SWITCH_DOWN)
2775 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2776 DrawLevelField(xx, yy);
2778 else if (element == EL_SWITCHGATE_OPEN ||
2779 element == EL_SWITCHGATE_OPENING)
2781 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2783 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2785 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2788 else if (element == EL_SWITCHGATE_CLOSED ||
2789 element == EL_SWITCHGATE_CLOSING)
2791 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2793 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2795 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2802 static int getInvisibleActiveFromInvisibleElement(int element)
2804 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2805 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2806 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2810 static int getInvisibleFromInvisibleActiveElement(int element)
2812 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2813 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2814 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2818 static void RedrawAllLightSwitchesAndInvisibleElements()
2822 for (y=0; y<lev_fieldy; y++)
2824 for (x=0; x<lev_fieldx; x++)
2826 int element = Feld[x][y];
2828 if (element == EL_LIGHT_SWITCH &&
2829 game.light_time_left > 0)
2831 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2832 DrawLevelField(x, y);
2834 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2835 game.light_time_left == 0)
2837 Feld[x][y] = EL_LIGHT_SWITCH;
2838 DrawLevelField(x, y);
2840 else if (element == EL_INVISIBLE_STEELWALL ||
2841 element == EL_INVISIBLE_WALL ||
2842 element == EL_INVISIBLE_SAND)
2844 if (game.light_time_left > 0)
2845 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2847 DrawLevelField(x, y);
2849 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2850 element == EL_INVISIBLE_WALL_ACTIVE ||
2851 element == EL_INVISIBLE_SAND_ACTIVE)
2853 if (game.light_time_left == 0)
2854 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2856 DrawLevelField(x, y);
2862 static void ToggleLightSwitch(int x, int y)
2864 int element = Feld[x][y];
2866 game.light_time_left =
2867 (element == EL_LIGHT_SWITCH ?
2868 level.time_light * FRAMES_PER_SECOND : 0);
2870 RedrawAllLightSwitchesAndInvisibleElements();
2873 static void ActivateTimegateSwitch(int x, int y)
2877 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2879 for (yy=0; yy<lev_fieldy; yy++)
2881 for (xx=0; xx<lev_fieldx; xx++)
2883 int element = Feld[xx][yy];
2885 if (element == EL_TIMEGATE_CLOSED ||
2886 element == EL_TIMEGATE_CLOSING)
2888 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2889 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2893 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2895 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2896 DrawLevelField(xx, yy);
2903 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2906 inline static int getElementMoveStepsize(int x, int y)
2908 int element = Feld[x][y];
2909 int direction = MovDir[x][y];
2910 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2911 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2912 int horiz_move = (dx != 0);
2913 int sign = (horiz_move ? dx : dy);
2914 int step = sign * element_info[element].move_stepsize;
2916 /* special values for move stepsize for spring and things on conveyor belt */
2919 if (CAN_FALL(element) &&
2920 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2921 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2922 else if (element == EL_SPRING)
2923 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2929 void Impact(int x, int y)
2931 boolean lastline = (y == lev_fieldy-1);
2932 boolean object_hit = FALSE;
2933 boolean impact = (lastline || object_hit);
2934 int element = Feld[x][y];
2935 int smashed = EL_UNDEFINED;
2937 if (!lastline) /* check if element below was hit */
2939 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2942 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2943 MovDir[x][y + 1] != MV_DOWN ||
2944 MovPos[x][y + 1] <= TILEY / 2));
2946 /* do not smash moving elements that left the smashed field in time */
2947 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2948 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2952 smashed = MovingOrBlocked2Element(x, y + 1);
2954 impact = (lastline || object_hit);
2957 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2963 /* only reset graphic animation if graphic really changes after impact */
2965 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2967 ResetGfxAnimation(x, y);
2968 DrawLevelField(x, y);
2971 if (impact && CAN_EXPLODE_IMPACT(element))
2976 else if (impact && element == EL_PEARL)
2978 Feld[x][y] = EL_PEARL_BREAKING;
2979 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2982 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2984 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2989 if (impact && element == EL_AMOEBA_DROP)
2991 if (object_hit && IS_PLAYER(x, y + 1))
2992 KillHeroUnlessProtected(x, y + 1);
2993 else if (object_hit && smashed == EL_PENGUIN)
2997 Feld[x][y] = EL_AMOEBA_GROWING;
2998 Store[x][y] = EL_AMOEBA_WET;
3000 ResetRandomAnimationValue(x, y);
3005 if (object_hit) /* check which object was hit */
3007 if (CAN_PASS_MAGIC_WALL(element) &&
3008 (smashed == EL_MAGIC_WALL ||
3009 smashed == EL_BD_MAGIC_WALL))
3012 int activated_magic_wall =
3013 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3014 EL_BD_MAGIC_WALL_ACTIVE);
3016 /* activate magic wall / mill */
3017 for (yy=0; yy<lev_fieldy; yy++)
3018 for (xx=0; xx<lev_fieldx; xx++)
3019 if (Feld[xx][yy] == smashed)
3020 Feld[xx][yy] = activated_magic_wall;
3022 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3023 game.magic_wall_active = TRUE;
3025 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3026 SND_MAGIC_WALL_ACTIVATING :
3027 SND_BD_MAGIC_WALL_ACTIVATING));
3030 if (IS_PLAYER(x, y + 1))
3032 if (CAN_SMASH_PLAYER(element))
3034 KillHeroUnlessProtected(x, y + 1);
3038 else if (smashed == EL_PENGUIN)
3040 if (CAN_SMASH_PLAYER(element))
3046 else if (element == EL_BD_DIAMOND)
3048 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3054 else if ((element == EL_SP_INFOTRON ||
3055 element == EL_SP_ZONK) &&
3056 (smashed == EL_SP_SNIKSNAK ||
3057 smashed == EL_SP_ELECTRON ||
3058 smashed == EL_SP_DISK_ORANGE))
3064 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3070 else if (CAN_SMASH_EVERYTHING(element))
3072 if (IS_CLASSIC_ENEMY(smashed) ||
3073 CAN_EXPLODE_SMASHED(smashed))
3078 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3080 if (smashed == EL_LAMP ||
3081 smashed == EL_LAMP_ACTIVE)
3086 else if (smashed == EL_NUT)
3088 Feld[x][y + 1] = EL_NUT_BREAKING;
3089 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3090 RaiseScoreElement(EL_NUT);
3093 else if (smashed == EL_PEARL)
3095 Feld[x][y + 1] = EL_PEARL_BREAKING;
3096 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3099 else if (smashed == EL_DIAMOND)
3101 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3102 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3105 else if (IS_BELT_SWITCH(smashed))
3107 ToggleBeltSwitch(x, y + 1);
3109 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3110 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3112 ToggleSwitchgateSwitch(x, y + 1);
3114 else if (smashed == EL_LIGHT_SWITCH ||
3115 smashed == EL_LIGHT_SWITCH_ACTIVE)
3117 ToggleLightSwitch(x, y + 1);
3121 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3123 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3124 CE_OTHER_IS_SWITCHING);
3125 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3131 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3136 /* play sound of magic wall / mill */
3138 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3139 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3141 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3142 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3143 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3144 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3149 /* play sound of object that hits the ground */
3150 if (lastline || object_hit)
3151 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3154 void TurnRound(int x, int y)
3166 { 0, 0 }, { 0, 0 }, { 0, 0 },
3171 int left, right, back;
3175 { MV_DOWN, MV_UP, MV_RIGHT },
3176 { MV_UP, MV_DOWN, MV_LEFT },
3178 { MV_LEFT, MV_RIGHT, MV_DOWN },
3182 { MV_RIGHT, MV_LEFT, MV_UP }
3185 int element = Feld[x][y];
3186 int old_move_dir = MovDir[x][y];
3187 int left_dir = turn[old_move_dir].left;
3188 int right_dir = turn[old_move_dir].right;
3189 int back_dir = turn[old_move_dir].back;
3191 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3192 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3193 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3194 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3196 int left_x = x + left_dx, left_y = y + left_dy;
3197 int right_x = x + right_dx, right_y = y + right_dy;
3198 int move_x = x + move_dx, move_y = y + move_dy;
3202 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3204 TestIfBadThingTouchesOtherBadThing(x, y);
3206 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3207 MovDir[x][y] = right_dir;
3208 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3209 MovDir[x][y] = left_dir;
3211 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3213 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3216 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3217 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3219 TestIfBadThingTouchesOtherBadThing(x, y);
3221 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3222 MovDir[x][y] = left_dir;
3223 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3224 MovDir[x][y] = right_dir;
3226 if ((element == EL_SPACESHIP ||
3227 element == EL_SP_SNIKSNAK ||
3228 element == EL_SP_ELECTRON)
3229 && MovDir[x][y] != old_move_dir)
3231 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3234 else if (element == EL_YAMYAM)
3236 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3237 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3239 if (can_turn_left && can_turn_right)
3240 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3241 else if (can_turn_left)
3242 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3243 else if (can_turn_right)
3244 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3246 MovDir[x][y] = back_dir;
3248 MovDelay[x][y] = 16 + 16 * RND(3);
3250 else if (element == EL_DARK_YAMYAM)
3252 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3253 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3255 if (can_turn_left && can_turn_right)
3256 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3257 else if (can_turn_left)
3258 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3259 else if (can_turn_right)
3260 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3262 MovDir[x][y] = back_dir;
3264 MovDelay[x][y] = 16 + 16 * RND(3);
3266 else if (element == EL_PACMAN)
3268 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3269 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3271 if (can_turn_left && can_turn_right)
3272 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3273 else if (can_turn_left)
3274 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3275 else if (can_turn_right)
3276 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3278 MovDir[x][y] = back_dir;
3280 MovDelay[x][y] = 6 + RND(40);
3282 else if (element == EL_PIG)
3284 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3285 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3286 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3287 boolean should_turn_left, should_turn_right, should_move_on;
3289 int rnd = RND(rnd_value);
3291 should_turn_left = (can_turn_left &&
3293 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3294 y + back_dy + left_dy)));
3295 should_turn_right = (can_turn_right &&
3297 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3298 y + back_dy + right_dy)));
3299 should_move_on = (can_move_on &&
3302 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3303 y + move_dy + left_dy) ||
3304 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3305 y + move_dy + right_dy)));
3307 if (should_turn_left || should_turn_right || should_move_on)
3309 if (should_turn_left && should_turn_right && should_move_on)
3310 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3311 rnd < 2 * rnd_value / 3 ? right_dir :
3313 else if (should_turn_left && should_turn_right)
3314 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3315 else if (should_turn_left && should_move_on)
3316 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3317 else if (should_turn_right && should_move_on)
3318 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3319 else if (should_turn_left)
3320 MovDir[x][y] = left_dir;
3321 else if (should_turn_right)
3322 MovDir[x][y] = right_dir;
3323 else if (should_move_on)
3324 MovDir[x][y] = old_move_dir;
3326 else if (can_move_on && rnd > rnd_value / 8)
3327 MovDir[x][y] = old_move_dir;
3328 else if (can_turn_left && can_turn_right)
3329 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3330 else if (can_turn_left && rnd > rnd_value / 8)
3331 MovDir[x][y] = left_dir;
3332 else if (can_turn_right && rnd > rnd_value/8)
3333 MovDir[x][y] = right_dir;
3335 MovDir[x][y] = back_dir;
3337 xx = x + move_xy[MovDir[x][y]].x;
3338 yy = y + move_xy[MovDir[x][y]].y;
3340 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3341 MovDir[x][y] = old_move_dir;
3345 else if (element == EL_DRAGON)
3347 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3348 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3349 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3351 int rnd = RND(rnd_value);
3353 if (can_move_on && rnd > rnd_value / 8)
3354 MovDir[x][y] = old_move_dir;
3355 else if (can_turn_left && can_turn_right)
3356 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3357 else if (can_turn_left && rnd > rnd_value / 8)
3358 MovDir[x][y] = left_dir;
3359 else if (can_turn_right && rnd > rnd_value / 8)
3360 MovDir[x][y] = right_dir;
3362 MovDir[x][y] = back_dir;
3364 xx = x + move_xy[MovDir[x][y]].x;
3365 yy = y + move_xy[MovDir[x][y]].y;
3367 if (!IS_FREE(xx, yy))
3368 MovDir[x][y] = old_move_dir;
3372 else if (element == EL_MOLE)
3374 boolean can_move_on =
3375 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3376 IS_AMOEBOID(Feld[move_x][move_y]) ||
3377 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3380 boolean can_turn_left =
3381 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3382 IS_AMOEBOID(Feld[left_x][left_y])));
3384 boolean can_turn_right =
3385 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3386 IS_AMOEBOID(Feld[right_x][right_y])));
3388 if (can_turn_left && can_turn_right)
3389 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3390 else if (can_turn_left)
3391 MovDir[x][y] = left_dir;
3393 MovDir[x][y] = right_dir;
3396 if (MovDir[x][y] != old_move_dir)
3399 else if (element == EL_BALLOON)
3401 MovDir[x][y] = game.balloon_dir;
3404 else if (element == EL_SPRING)
3406 if (MovDir[x][y] & MV_HORIZONTAL &&
3407 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3408 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3409 MovDir[x][y] = MV_NO_MOVING;
3413 else if (element == EL_ROBOT ||
3414 element == EL_SATELLITE ||
3415 element == EL_PENGUIN)
3417 int attr_x = -1, attr_y = -1;
3428 for (i=0; i<MAX_PLAYERS; i++)
3430 struct PlayerInfo *player = &stored_player[i];
3431 int jx = player->jx, jy = player->jy;
3433 if (!player->active)
3437 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3445 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3451 if (element == EL_PENGUIN)
3454 static int xy[4][2] =
3464 int ex = x + xy[i % 4][0];
3465 int ey = y + xy[i % 4][1];
3467 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3476 MovDir[x][y] = MV_NO_MOVING;
3478 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3479 else if (attr_x > x)
3480 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3482 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3483 else if (attr_y > y)
3484 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3486 if (element == EL_ROBOT)
3490 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3491 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3492 Moving2Blocked(x, y, &newx, &newy);
3494 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3495 MovDelay[x][y] = 8 + 8 * !RND(3);
3497 MovDelay[x][y] = 16;
3499 else if (element == EL_PENGUIN)
3505 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3507 boolean first_horiz = RND(2);
3508 int new_move_dir = MovDir[x][y];
3511 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3512 Moving2Blocked(x, y, &newx, &newy);
3514 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3518 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3519 Moving2Blocked(x, y, &newx, &newy);
3521 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3524 MovDir[x][y] = old_move_dir;
3528 else /* (element == EL_SATELLITE) */
3534 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3536 boolean first_horiz = RND(2);
3537 int new_move_dir = MovDir[x][y];
3540 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3541 Moving2Blocked(x, y, &newx, &newy);
3543 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3547 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3548 Moving2Blocked(x, y, &newx, &newy);
3550 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3553 MovDir[x][y] = old_move_dir;
3558 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3559 element_info[element].move_pattern == MV_TURNING_LEFT ||
3560 element_info[element].move_pattern == MV_TURNING_RIGHT)
3562 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3563 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3565 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3566 MovDir[x][y] = left_dir;
3567 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3568 MovDir[x][y] = right_dir;
3569 else if (can_turn_left && can_turn_right)
3570 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3571 else if (can_turn_left)
3572 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3573 else if (can_turn_right)
3574 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3576 MovDir[x][y] = back_dir;
3578 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3580 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3581 element_info[element].move_pattern == MV_VERTICAL)
3583 if (element_info[element].move_pattern & old_move_dir)
3584 MovDir[x][y] = back_dir;
3585 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3586 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3587 else if (element_info[element].move_pattern == MV_VERTICAL)
3588 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3590 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3592 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3594 MovDir[x][y] = element_info[element].move_pattern;
3595 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3597 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3599 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3600 MovDir[x][y] = left_dir;
3601 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3602 MovDir[x][y] = right_dir;
3604 if (MovDir[x][y] != old_move_dir)
3605 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3607 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3609 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3610 MovDir[x][y] = right_dir;
3611 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3612 MovDir[x][y] = left_dir;
3614 if (MovDir[x][y] != old_move_dir)
3615 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3617 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3618 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3620 int attr_x = -1, attr_y = -1;
3623 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3634 for (i=0; i<MAX_PLAYERS; i++)
3636 struct PlayerInfo *player = &stored_player[i];
3637 int jx = player->jx, jy = player->jy;
3639 if (!player->active)
3643 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3651 MovDir[x][y] = MV_NO_MOVING;
3653 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3654 else if (attr_x > x)
3655 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3657 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3658 else if (attr_y > y)
3659 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3661 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3663 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3665 boolean first_horiz = RND(2);
3666 int new_move_dir = MovDir[x][y];
3669 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3670 Moving2Blocked(x, y, &newx, &newy);
3672 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3676 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3677 Moving2Blocked(x, y, &newx, &newy);
3679 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3682 MovDir[x][y] = old_move_dir;
3685 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3687 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3688 MovDir[x][y] = MV_NO_MOVING;
3694 static boolean JustBeingPushed(int x, int y)
3698 for (i=0; i<MAX_PLAYERS; i++)
3700 struct PlayerInfo *player = &stored_player[i];
3702 if (player->active && player->Pushing && player->MovPos)
3704 int next_jx = player->jx + (player->jx - player->last_jx);
3705 int next_jy = player->jy + (player->jy - player->last_jy);
3707 if (x == next_jx && y == next_jy)
3715 void StartMoving(int x, int y)
3717 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3718 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3719 int element = Feld[x][y];
3724 /* !!! this should be handled more generic (not only for mole) !!! */
3725 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3726 GfxAction[x][y] = ACTION_DEFAULT;
3728 if (CAN_FALL(element) && y < lev_fieldy - 1)
3730 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3731 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3732 if (JustBeingPushed(x, y))
3735 if (element == EL_QUICKSAND_FULL)
3737 if (IS_FREE(x, y + 1))
3739 InitMovingField(x, y, MV_DOWN);
3740 started_moving = TRUE;
3742 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3743 Store[x][y] = EL_ROCK;
3745 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3747 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3750 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3752 if (!MovDelay[x][y])
3753 MovDelay[x][y] = TILEY + 1;
3762 Feld[x][y] = EL_QUICKSAND_EMPTY;
3763 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3764 Store[x][y + 1] = Store[x][y];
3767 PlaySoundLevelAction(x, y, ACTION_FILLING);
3769 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3773 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3774 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3776 InitMovingField(x, y, MV_DOWN);
3777 started_moving = TRUE;
3779 Feld[x][y] = EL_QUICKSAND_FILLING;
3780 Store[x][y] = element;
3782 PlaySoundLevelAction(x, y, ACTION_FILLING);
3784 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3787 else if (element == EL_MAGIC_WALL_FULL)
3789 if (IS_FREE(x, y + 1))
3791 InitMovingField(x, y, MV_DOWN);
3792 started_moving = TRUE;
3794 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3795 Store[x][y] = EL_CHANGED(Store[x][y]);
3797 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3799 if (!MovDelay[x][y])
3800 MovDelay[x][y] = TILEY/4 + 1;
3809 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3810 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3811 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3815 else if (element == EL_BD_MAGIC_WALL_FULL)
3817 if (IS_FREE(x, y + 1))
3819 InitMovingField(x, y, MV_DOWN);
3820 started_moving = TRUE;
3822 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3823 Store[x][y] = EL_CHANGED2(Store[x][y]);
3825 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3827 if (!MovDelay[x][y])
3828 MovDelay[x][y] = TILEY/4 + 1;
3837 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3838 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3839 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3843 else if (CAN_PASS_MAGIC_WALL(element) &&
3844 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3845 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3847 InitMovingField(x, y, MV_DOWN);
3848 started_moving = TRUE;
3851 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3852 EL_BD_MAGIC_WALL_FILLING);
3853 Store[x][y] = element;
3856 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3858 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3863 InitMovingField(x, y, MV_DOWN);
3864 started_moving = TRUE;
3866 Store[x][y] = EL_ACID;
3868 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3869 GfxAction[x][y + 1] = ACTION_ACTIVE;
3875 /* TEST: bug where player gets not killed by falling rock ... */
3876 else if (CAN_SMASH(element) &&
3877 (Feld[x][y + 1] == EL_BLOCKED ||
3878 IS_PLAYER(x, y + 1)) &&
3879 JustStopped[x][y] && !Pushed[x][y + 1])
3883 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3884 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3885 JustStopped[x][y] && !Pushed[x][y + 1])
3887 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3893 /* calling "Impact()" here is not only completely unneccessary
3894 (because it already gets called from "ContinueMoving()" in
3895 all relevant situations), but also completely bullshit, because
3896 "JustStopped" also indicates a finished *horizontal* movement;
3897 we must keep this trash for backwards compatibility with older
3903 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3905 if (MovDir[x][y] == MV_NO_MOVING)
3907 InitMovingField(x, y, MV_DOWN);
3908 started_moving = TRUE;
3911 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3913 if (JustStopped[x][y]) /* prevent animation from being restarted */
3914 MovDir[x][y] = MV_DOWN;
3916 InitMovingField(x, y, MV_DOWN);
3917 started_moving = TRUE;
3919 else if (element == EL_AMOEBA_DROP)
3921 Feld[x][y] = EL_AMOEBA_GROWING;
3922 Store[x][y] = EL_AMOEBA_WET;
3924 /* Store[x][y + 1] must be zero, because:
3925 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3928 #if OLD_GAME_BEHAVIOUR
3929 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3931 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3932 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3933 element != EL_DX_SUPABOMB)
3936 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3937 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3938 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3939 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3942 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3943 (IS_FREE(x - 1, y + 1) ||
3944 Feld[x - 1][y + 1] == EL_ACID));
3945 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3946 (IS_FREE(x + 1, y + 1) ||
3947 Feld[x + 1][y + 1] == EL_ACID));
3948 boolean can_fall_any = (can_fall_left || can_fall_right);
3949 boolean can_fall_both = (can_fall_left && can_fall_right);
3951 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3953 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3955 if (slippery_type == SLIPPERY_ONLY_LEFT)
3956 can_fall_right = FALSE;
3957 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3958 can_fall_left = FALSE;
3959 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3960 can_fall_right = FALSE;
3961 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3962 can_fall_left = FALSE;
3964 can_fall_any = (can_fall_left || can_fall_right);
3965 can_fall_both = (can_fall_left && can_fall_right);
3970 if (can_fall_both &&
3971 (game.emulation != EMU_BOULDERDASH &&
3972 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3973 can_fall_left = !(can_fall_right = RND(2));
3975 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3976 started_moving = TRUE;
3979 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3981 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3982 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3983 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3984 int belt_dir = game.belt_dir[belt_nr];
3986 if ((belt_dir == MV_LEFT && left_is_free) ||
3987 (belt_dir == MV_RIGHT && right_is_free))
3989 InitMovingField(x, y, belt_dir);
3990 started_moving = TRUE;
3992 GfxAction[x][y] = ACTION_DEFAULT;
3997 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3998 if (CAN_MOVE(element) && !started_moving)
4003 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4006 if ((element == EL_SATELLITE ||
4007 element == EL_BALLOON ||
4008 element == EL_SPRING)
4009 && JustBeingPushed(x, y))
4015 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4016 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4018 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4020 Moving2Blocked(x, y, &newx, &newy);
4021 if (Feld[newx][newy] == EL_BLOCKED)
4022 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4027 if (!MovDelay[x][y]) /* start new movement phase */
4029 /* all objects that can change their move direction after each step
4030 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4032 if (element != EL_YAMYAM &&
4033 element != EL_DARK_YAMYAM &&
4034 element != EL_PACMAN &&
4035 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4036 element_info[element].move_pattern != MV_TURNING_LEFT &&
4037 element_info[element].move_pattern != MV_TURNING_RIGHT)
4041 if (MovDelay[x][y] && (element == EL_BUG ||
4042 element == EL_SPACESHIP ||
4043 element == EL_SP_SNIKSNAK ||
4044 element == EL_SP_ELECTRON ||
4045 element == EL_MOLE))
4046 DrawLevelField(x, y);
4050 if (MovDelay[x][y]) /* wait some time before next movement */
4055 if (element == EL_YAMYAM)
4058 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4059 DrawLevelElementAnimation(x, y, element);
4063 if (MovDelay[x][y]) /* element still has to wait some time */
4066 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4067 ResetGfxAnimation(x, y);
4069 GfxAction[x][y] = ACTION_WAITING;
4072 if (element == EL_ROBOT ||
4074 element == EL_PACMAN ||
4076 element == EL_YAMYAM ||
4077 element == EL_DARK_YAMYAM)
4080 DrawLevelElementAnimation(x, y, element);
4082 DrawLevelElementAnimationIfNeeded(x, y, element);
4084 PlaySoundLevelAction(x, y, ACTION_WAITING);
4086 else if (element == EL_SP_ELECTRON)
4087 DrawLevelElementAnimationIfNeeded(x, y, element);
4088 else if (element == EL_DRAGON)
4091 int dir = MovDir[x][y];
4092 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4093 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4094 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4095 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4096 dir == MV_UP ? IMG_FLAMES_1_UP :
4097 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4098 int frame = getGraphicAnimationFrame(graphic, -1);
4100 for (i=1; i<=3; i++)
4102 int xx = x + i*dx, yy = y + i*dy;
4103 int sx = SCREENX(xx), sy = SCREENY(yy);
4104 int flame_graphic = graphic + (i - 1);
4106 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4111 int flamed = MovingOrBlocked2Element(xx, yy);
4113 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4116 RemoveMovingField(xx, yy);
4118 Feld[xx][yy] = EL_FLAMES;
4119 if (IN_SCR_FIELD(sx, sy))
4120 DrawGraphic(sx, sy, flame_graphic, frame);
4124 if (Feld[xx][yy] == EL_FLAMES)
4125 Feld[xx][yy] = EL_EMPTY;
4126 DrawLevelField(xx, yy);
4131 if (MovDelay[x][y]) /* element still has to wait some time */
4133 PlaySoundLevelAction(x, y, ACTION_WAITING);
4138 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4139 for all other elements GfxAction will be set by InitMovingField() */
4140 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4141 GfxAction[x][y] = ACTION_MOVING;
4144 /* now make next step */
4146 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4148 if (DONT_COLLIDE_WITH(element) &&
4149 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4150 !PLAYER_PROTECTED(newx, newy))
4153 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4156 /* player killed by element which is deadly when colliding with */
4158 KillHero(PLAYERINFO(newx, newy));
4163 else if ((element == EL_PENGUIN ||
4164 element == EL_ROBOT ||
4165 element == EL_SATELLITE ||
4166 element == EL_BALLOON ||
4167 IS_CUSTOM_ELEMENT(element)) &&
4168 IN_LEV_FIELD(newx, newy) &&
4169 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4172 Store[x][y] = EL_ACID;
4174 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4176 if (Feld[newx][newy] == EL_EXIT_OPEN)
4178 Feld[x][y] = EL_EMPTY;
4179 DrawLevelField(x, y);
4181 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4182 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4183 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4185 local_player->friends_still_needed--;
4186 if (!local_player->friends_still_needed &&
4187 !local_player->GameOver && AllPlayersGone)
4188 local_player->LevelSolved = local_player->GameOver = TRUE;
4192 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4194 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4195 DrawLevelField(newx, newy);
4197 MovDir[x][y] = MV_NO_MOVING;
4199 else if (!IS_FREE(newx, newy))
4201 GfxAction[x][y] = ACTION_WAITING;
4203 if (IS_PLAYER(x, y))
4204 DrawPlayerField(x, y);
4206 DrawLevelField(x, y);
4210 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4212 if (IS_FOOD_PIG(Feld[newx][newy]))
4214 if (IS_MOVING(newx, newy))
4215 RemoveMovingField(newx, newy);
4218 Feld[newx][newy] = EL_EMPTY;
4219 DrawLevelField(newx, newy);
4222 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4224 else if (!IS_FREE(newx, newy))
4226 if (IS_PLAYER(x, y))
4227 DrawPlayerField(x, y);
4229 DrawLevelField(x, y);
4233 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4235 if (!IS_FREE(newx, newy))
4237 if (IS_PLAYER(x, y))
4238 DrawPlayerField(x, y);
4240 DrawLevelField(x, y);
4245 boolean wanna_flame = !RND(10);
4246 int dx = newx - x, dy = newy - y;
4247 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4248 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4249 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4250 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4251 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4252 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4255 IS_CLASSIC_ENEMY(element1) ||
4256 IS_CLASSIC_ENEMY(element2)) &&
4257 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4258 element1 != EL_FLAMES && element2 != EL_FLAMES)
4261 ResetGfxAnimation(x, y);
4262 GfxAction[x][y] = ACTION_ATTACKING;
4265 if (IS_PLAYER(x, y))
4266 DrawPlayerField(x, y);
4268 DrawLevelField(x, y);
4270 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4272 MovDelay[x][y] = 50;
4273 Feld[newx][newy] = EL_FLAMES;
4274 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4275 Feld[newx1][newy1] = EL_FLAMES;
4276 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4277 Feld[newx2][newy2] = EL_FLAMES;
4283 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4284 Feld[newx][newy] == EL_DIAMOND)
4286 if (IS_MOVING(newx, newy))
4287 RemoveMovingField(newx, newy);
4290 Feld[newx][newy] = EL_EMPTY;
4291 DrawLevelField(newx, newy);
4294 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4296 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4297 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4299 if (AmoebaNr[newx][newy])
4301 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4302 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4303 Feld[newx][newy] == EL_BD_AMOEBA)
4304 AmoebaCnt[AmoebaNr[newx][newy]]--;
4307 if (IS_MOVING(newx, newy))
4308 RemoveMovingField(newx, newy);
4311 Feld[newx][newy] = EL_EMPTY;
4312 DrawLevelField(newx, newy);
4315 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4317 else if ((element == EL_PACMAN || element == EL_MOLE)
4318 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4320 if (AmoebaNr[newx][newy])
4322 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4323 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4324 Feld[newx][newy] == EL_BD_AMOEBA)
4325 AmoebaCnt[AmoebaNr[newx][newy]]--;
4328 if (element == EL_MOLE)
4330 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4331 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4333 ResetGfxAnimation(x, y);
4334 GfxAction[x][y] = ACTION_DIGGING;
4335 DrawLevelField(x, y);
4337 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4338 return; /* wait for shrinking amoeba */
4340 else /* element == EL_PACMAN */
4342 Feld[newx][newy] = EL_EMPTY;
4343 DrawLevelField(newx, newy);
4344 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4347 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4348 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4349 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4351 /* wait for shrinking amoeba to completely disappear */
4354 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4356 /* object was running against a wall */
4361 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4362 DrawLevelElementAnimation(x, y, element);
4364 if (element == EL_BUG ||
4365 element == EL_SPACESHIP ||
4366 element == EL_SP_SNIKSNAK)
4367 DrawLevelField(x, y);
4368 else if (element == EL_MOLE)
4369 DrawLevelField(x, y);
4370 else if (element == EL_BD_BUTTERFLY ||
4371 element == EL_BD_FIREFLY)
4372 DrawLevelElementAnimationIfNeeded(x, y, element);
4373 else if (element == EL_SATELLITE)
4374 DrawLevelElementAnimationIfNeeded(x, y, element);
4375 else if (element == EL_SP_ELECTRON)
4376 DrawLevelElementAnimationIfNeeded(x, y, element);
4379 if (DONT_TOUCH(element))
4380 TestIfBadThingTouchesHero(x, y);
4383 PlaySoundLevelAction(x, y, ACTION_WAITING);
4389 InitMovingField(x, y, MovDir[x][y]);
4391 PlaySoundLevelAction(x, y, ACTION_MOVING);
4395 ContinueMoving(x, y);
4398 void ContinueMoving(int x, int y)
4400 int element = Feld[x][y];
4401 int direction = MovDir[x][y];
4402 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4403 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4404 int newx = x + dx, newy = y + dy;
4405 int nextx = newx + dx, nexty = newy + dy;
4406 boolean pushed = Pushed[x][y];
4408 MovPos[x][y] += getElementMoveStepsize(x, y);
4410 if (pushed) /* special case: moving object pushed by player */
4411 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4413 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4415 Feld[x][y] = EL_EMPTY;
4416 Feld[newx][newy] = element;
4417 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4419 if (element == EL_MOLE)
4421 Feld[x][y] = EL_SAND;
4423 DrawLevelFieldCrumbledSandNeighbours(x, y);
4425 else if (element == EL_QUICKSAND_FILLING)
4427 element = Feld[newx][newy] = get_next_element(element);
4428 Store[newx][newy] = Store[x][y];
4430 else if (element == EL_QUICKSAND_EMPTYING)
4432 Feld[x][y] = get_next_element(element);
4433 element = Feld[newx][newy] = Store[x][y];
4435 else if (element == EL_MAGIC_WALL_FILLING)
4437 element = Feld[newx][newy] = get_next_element(element);
4438 if (!game.magic_wall_active)
4439 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4440 Store[newx][newy] = Store[x][y];
4442 else if (element == EL_MAGIC_WALL_EMPTYING)
4444 Feld[x][y] = get_next_element(element);
4445 if (!game.magic_wall_active)
4446 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4447 element = Feld[newx][newy] = Store[x][y];
4449 else if (element == EL_BD_MAGIC_WALL_FILLING)
4451 element = Feld[newx][newy] = get_next_element(element);
4452 if (!game.magic_wall_active)
4453 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4454 Store[newx][newy] = Store[x][y];
4456 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4458 Feld[x][y] = get_next_element(element);
4459 if (!game.magic_wall_active)
4460 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4461 element = Feld[newx][newy] = Store[x][y];
4463 else if (element == EL_AMOEBA_DROPPING)
4465 Feld[x][y] = get_next_element(element);
4466 element = Feld[newx][newy] = Store[x][y];
4468 else if (element == EL_SOKOBAN_OBJECT)
4471 Feld[x][y] = Back[x][y];
4473 if (Back[newx][newy])
4474 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4476 Back[x][y] = Back[newx][newy] = 0;
4478 else if (Store[x][y] == EL_ACID)
4480 element = Feld[newx][newy] = EL_ACID;
4484 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4485 MovDelay[newx][newy] = 0;
4487 /* copy element change control values to new field */
4488 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4489 Changed[newx][newy] = Changed[x][y];
4490 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4492 ChangeDelay[x][y] = 0;
4493 Changed[x][y] = CE_BITMASK_DEFAULT;
4494 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4496 /* copy animation control values to new field */
4497 GfxFrame[newx][newy] = GfxFrame[x][y];
4498 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4499 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4501 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4503 ResetGfxAnimation(x, y); /* reset animation values for old field */
4506 /* 2.1.1 (does not work correctly for spring) */
4507 if (!CAN_MOVE(element))
4508 MovDir[newx][newy] = 0;
4512 /* (does not work for falling objects that slide horizontally) */
4513 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4514 MovDir[newx][newy] = 0;
4517 if (!CAN_MOVE(element) ||
4518 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4519 MovDir[newx][newy] = 0;
4522 if (!CAN_MOVE(element) ||
4523 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4524 MovDir[newx][newy] = 0;
4528 DrawLevelField(x, y);
4529 DrawLevelField(newx, newy);
4531 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4533 /* prevent pushed element from moving on in pushed direction */
4534 if (pushed && CAN_MOVE(element) &&
4535 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4536 !(element_info[element].move_pattern & MovDir[newx][newy]))
4537 TurnRound(newx, newy);
4539 if (!pushed) /* special case: moving object pushed by player */
4540 JustStopped[newx][newy] = 3;
4542 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4544 TestIfBadThingTouchesHero(newx, newy);
4545 TestIfBadThingTouchesFriend(newx, newy);
4546 TestIfBadThingTouchesOtherBadThing(newx, newy);
4548 else if (element == EL_PENGUIN)
4549 TestIfFriendTouchesBadThing(newx, newy);
4551 if (CAN_FALL(element) && direction == MV_DOWN &&
4552 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4555 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4556 CheckElementSideChange(newx, newy, element, direction, CE_COLLISION, -1);
4559 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4562 TestIfPlayerTouchesCustomElement(newx, newy);
4563 TestIfElementTouchesCustomElement(newx, newy);
4565 else /* still moving on */
4567 DrawLevelField(x, y);
4571 int AmoebeNachbarNr(int ax, int ay)
4574 int element = Feld[ax][ay];
4576 static int xy[4][2] =
4586 int x = ax + xy[i][0];
4587 int y = ay + xy[i][1];
4589 if (!IN_LEV_FIELD(x, y))
4592 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4593 group_nr = AmoebaNr[x][y];
4599 void AmoebenVereinigen(int ax, int ay)
4601 int i, x, y, xx, yy;
4602 int new_group_nr = AmoebaNr[ax][ay];
4603 static int xy[4][2] =
4611 if (new_group_nr == 0)
4619 if (!IN_LEV_FIELD(x, y))
4622 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4623 Feld[x][y] == EL_BD_AMOEBA ||
4624 Feld[x][y] == EL_AMOEBA_DEAD) &&
4625 AmoebaNr[x][y] != new_group_nr)
4627 int old_group_nr = AmoebaNr[x][y];
4629 if (old_group_nr == 0)
4632 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4633 AmoebaCnt[old_group_nr] = 0;
4634 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4635 AmoebaCnt2[old_group_nr] = 0;
4637 for (yy=0; yy<lev_fieldy; yy++)
4639 for (xx=0; xx<lev_fieldx; xx++)
4641 if (AmoebaNr[xx][yy] == old_group_nr)
4642 AmoebaNr[xx][yy] = new_group_nr;
4649 void AmoebeUmwandeln(int ax, int ay)
4653 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4655 int group_nr = AmoebaNr[ax][ay];
4660 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4661 printf("AmoebeUmwandeln(): This should never happen!\n");
4666 for (y=0; y<lev_fieldy; y++)
4668 for (x=0; x<lev_fieldx; x++)
4670 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4673 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4677 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4678 SND_AMOEBA_TURNING_TO_GEM :
4679 SND_AMOEBA_TURNING_TO_ROCK));
4684 static int xy[4][2] =
4697 if (!IN_LEV_FIELD(x, y))
4700 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4702 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4703 SND_AMOEBA_TURNING_TO_GEM :
4704 SND_AMOEBA_TURNING_TO_ROCK));
4711 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4714 int group_nr = AmoebaNr[ax][ay];
4715 boolean done = FALSE;
4720 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4721 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4726 for (y=0; y<lev_fieldy; y++)
4728 for (x=0; x<lev_fieldx; x++)
4730 if (AmoebaNr[x][y] == group_nr &&
4731 (Feld[x][y] == EL_AMOEBA_DEAD ||
4732 Feld[x][y] == EL_BD_AMOEBA ||
4733 Feld[x][y] == EL_AMOEBA_GROWING))
4736 Feld[x][y] = new_element;
4737 InitField(x, y, FALSE);
4738 DrawLevelField(x, y);
4745 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4746 SND_BD_AMOEBA_TURNING_TO_ROCK :
4747 SND_BD_AMOEBA_TURNING_TO_GEM));
4750 void AmoebeWaechst(int x, int y)
4752 static unsigned long sound_delay = 0;
4753 static unsigned long sound_delay_value = 0;
4755 if (!MovDelay[x][y]) /* start new growing cycle */
4759 if (DelayReached(&sound_delay, sound_delay_value))
4762 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4764 if (Store[x][y] == EL_BD_AMOEBA)
4765 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4767 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4769 sound_delay_value = 30;
4773 if (MovDelay[x][y]) /* wait some time before growing bigger */
4776 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4778 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4779 6 - MovDelay[x][y]);
4781 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4784 if (!MovDelay[x][y])
4786 Feld[x][y] = Store[x][y];
4788 DrawLevelField(x, y);
4793 void AmoebaDisappearing(int x, int y)
4795 static unsigned long sound_delay = 0;
4796 static unsigned long sound_delay_value = 0;
4798 if (!MovDelay[x][y]) /* start new shrinking cycle */
4802 if (DelayReached(&sound_delay, sound_delay_value))
4803 sound_delay_value = 30;
4806 if (MovDelay[x][y]) /* wait some time before shrinking */
4809 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4811 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4812 6 - MovDelay[x][y]);
4814 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4817 if (!MovDelay[x][y])
4819 Feld[x][y] = EL_EMPTY;
4820 DrawLevelField(x, y);
4822 /* don't let mole enter this field in this cycle;
4823 (give priority to objects falling to this field from above) */
4829 void AmoebeAbleger(int ax, int ay)
4832 int element = Feld[ax][ay];
4833 int graphic = el2img(element);
4834 int newax = ax, neway = ay;
4835 static int xy[4][2] =
4843 if (!level.amoeba_speed)
4845 Feld[ax][ay] = EL_AMOEBA_DEAD;
4846 DrawLevelField(ax, ay);
4850 if (IS_ANIMATED(graphic))
4851 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4853 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4854 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4856 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4859 if (MovDelay[ax][ay])
4863 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4866 int x = ax + xy[start][0];
4867 int y = ay + xy[start][1];
4869 if (!IN_LEV_FIELD(x, y))
4872 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4873 if (IS_FREE(x, y) ||
4874 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4880 if (newax == ax && neway == ay)
4883 else /* normal or "filled" (BD style) amoeba */
4886 boolean waiting_for_player = FALSE;
4890 int j = (start + i) % 4;
4891 int x = ax + xy[j][0];
4892 int y = ay + xy[j][1];
4894 if (!IN_LEV_FIELD(x, y))
4897 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4898 if (IS_FREE(x, y) ||
4899 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4905 else if (IS_PLAYER(x, y))
4906 waiting_for_player = TRUE;
4909 if (newax == ax && neway == ay) /* amoeba cannot grow */
4911 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4913 Feld[ax][ay] = EL_AMOEBA_DEAD;
4914 DrawLevelField(ax, ay);
4915 AmoebaCnt[AmoebaNr[ax][ay]]--;
4917 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4919 if (element == EL_AMOEBA_FULL)
4920 AmoebeUmwandeln(ax, ay);
4921 else if (element == EL_BD_AMOEBA)
4922 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4927 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4929 /* amoeba gets larger by growing in some direction */
4931 int new_group_nr = AmoebaNr[ax][ay];
4934 if (new_group_nr == 0)
4936 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4937 printf("AmoebeAbleger(): This should never happen!\n");
4942 AmoebaNr[newax][neway] = new_group_nr;
4943 AmoebaCnt[new_group_nr]++;
4944 AmoebaCnt2[new_group_nr]++;
4946 /* if amoeba touches other amoeba(s) after growing, unify them */
4947 AmoebenVereinigen(newax, neway);
4949 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4951 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4957 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4958 (neway == lev_fieldy - 1 && newax != ax))
4960 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4961 Store[newax][neway] = element;
4963 else if (neway == ay)
4965 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4967 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4969 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4974 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4975 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4976 Store[ax][ay] = EL_AMOEBA_DROP;
4977 ContinueMoving(ax, ay);
4981 DrawLevelField(newax, neway);
4984 void Life(int ax, int ay)
4987 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4989 int element = Feld[ax][ay];
4990 int graphic = el2img(element);
4991 boolean changed = FALSE;
4993 if (IS_ANIMATED(graphic))
4994 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4999 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5000 MovDelay[ax][ay] = life_time;
5002 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5005 if (MovDelay[ax][ay])
5009 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5011 int xx = ax+x1, yy = ay+y1;
5014 if (!IN_LEV_FIELD(xx, yy))
5017 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5019 int x = xx+x2, y = yy+y2;
5021 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5024 if (((Feld[x][y] == element ||
5025 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5027 (IS_FREE(x, y) && Stop[x][y]))
5031 if (xx == ax && yy == ay) /* field in the middle */
5033 if (nachbarn < life[0] || nachbarn > life[1])
5035 Feld[xx][yy] = EL_EMPTY;
5037 DrawLevelField(xx, yy);
5038 Stop[xx][yy] = TRUE;
5042 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5043 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5044 { /* free border field */
5045 if (nachbarn >= life[2] && nachbarn <= life[3])
5047 Feld[xx][yy] = element;
5048 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5050 DrawLevelField(xx, yy);
5051 Stop[xx][yy] = TRUE;
5058 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5059 SND_GAME_OF_LIFE_GROWING);
5062 static void InitRobotWheel(int x, int y)
5064 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5067 static void RunRobotWheel(int x, int y)
5069 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5072 static void StopRobotWheel(int x, int y)
5074 if (ZX == x && ZY == y)
5078 static void InitTimegateWheel(int x, int y)
5080 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5083 static void RunTimegateWheel(int x, int y)
5085 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5088 void CheckExit(int x, int y)
5090 if (local_player->gems_still_needed > 0 ||
5091 local_player->sokobanfields_still_needed > 0 ||
5092 local_player->lights_still_needed > 0)
5094 int element = Feld[x][y];
5095 int graphic = el2img(element);
5097 if (IS_ANIMATED(graphic))
5098 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5103 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5106 Feld[x][y] = EL_EXIT_OPENING;
5108 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5111 void CheckExitSP(int x, int y)
5113 if (local_player->gems_still_needed > 0)
5115 int element = Feld[x][y];
5116 int graphic = el2img(element);
5118 if (IS_ANIMATED(graphic))
5119 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5124 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5127 Feld[x][y] = EL_SP_EXIT_OPENING;
5129 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5132 static void CloseAllOpenTimegates()
5136 for (y=0; y<lev_fieldy; y++)
5138 for (x=0; x<lev_fieldx; x++)
5140 int element = Feld[x][y];
5142 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5144 Feld[x][y] = EL_TIMEGATE_CLOSING;
5146 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5148 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5155 void EdelsteinFunkeln(int x, int y)
5157 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5160 if (Feld[x][y] == EL_BD_DIAMOND)
5163 if (MovDelay[x][y] == 0) /* next animation frame */
5164 MovDelay[x][y] = 11 * !SimpleRND(500);
5166 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5170 if (setup.direct_draw && MovDelay[x][y])
5171 SetDrawtoField(DRAW_BUFFERED);
5173 DrawLevelElementAnimation(x, y, Feld[x][y]);
5175 if (MovDelay[x][y] != 0)
5177 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5178 10 - MovDelay[x][y]);
5180 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5182 if (setup.direct_draw)
5186 dest_x = FX + SCREENX(x) * TILEX;
5187 dest_y = FY + SCREENY(y) * TILEY;
5189 BlitBitmap(drawto_field, window,
5190 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5191 SetDrawtoField(DRAW_DIRECT);
5197 void MauerWaechst(int x, int y)
5201 if (!MovDelay[x][y]) /* next animation frame */
5202 MovDelay[x][y] = 3 * delay;
5204 if (MovDelay[x][y]) /* wait some time before next frame */
5208 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5210 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5211 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5213 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5216 if (!MovDelay[x][y])
5218 if (MovDir[x][y] == MV_LEFT)
5220 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5221 DrawLevelField(x - 1, y);
5223 else if (MovDir[x][y] == MV_RIGHT)
5225 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5226 DrawLevelField(x + 1, y);
5228 else if (MovDir[x][y] == MV_UP)
5230 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5231 DrawLevelField(x, y - 1);
5235 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5236 DrawLevelField(x, y + 1);
5239 Feld[x][y] = Store[x][y];
5241 MovDir[x][y] = MV_NO_MOVING;
5242 DrawLevelField(x, y);
5247 void MauerAbleger(int ax, int ay)
5249 int element = Feld[ax][ay];
5250 int graphic = el2img(element);
5251 boolean oben_frei = FALSE, unten_frei = FALSE;
5252 boolean links_frei = FALSE, rechts_frei = FALSE;
5253 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5254 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5255 boolean new_wall = FALSE;
5257 if (IS_ANIMATED(graphic))
5258 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5260 if (!MovDelay[ax][ay]) /* start building new wall */
5261 MovDelay[ax][ay] = 6;
5263 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5266 if (MovDelay[ax][ay])
5270 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5272 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5274 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5276 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5279 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5280 element == EL_EXPANDABLE_WALL_ANY)
5284 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5285 Store[ax][ay-1] = element;
5286 MovDir[ax][ay-1] = MV_UP;
5287 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5288 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5289 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5294 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5295 Store[ax][ay+1] = element;
5296 MovDir[ax][ay+1] = MV_DOWN;
5297 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5298 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5299 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5304 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5305 element == EL_EXPANDABLE_WALL_ANY ||
5306 element == EL_EXPANDABLE_WALL)
5310 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5311 Store[ax-1][ay] = element;
5312 MovDir[ax-1][ay] = MV_LEFT;
5313 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5314 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5315 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5321 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5322 Store[ax+1][ay] = element;
5323 MovDir[ax+1][ay] = MV_RIGHT;
5324 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5325 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5326 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5331 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5332 DrawLevelField(ax, ay);
5334 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5336 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5337 unten_massiv = TRUE;
5338 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5339 links_massiv = TRUE;
5340 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5341 rechts_massiv = TRUE;
5343 if (((oben_massiv && unten_massiv) ||
5344 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5345 element == EL_EXPANDABLE_WALL) &&
5346 ((links_massiv && rechts_massiv) ||
5347 element == EL_EXPANDABLE_WALL_VERTICAL))
5348 Feld[ax][ay] = EL_WALL;
5352 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5354 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5358 void CheckForDragon(int x, int y)
5361 boolean dragon_found = FALSE;
5362 static int xy[4][2] =
5374 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5376 if (IN_LEV_FIELD(xx, yy) &&
5377 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5379 if (Feld[xx][yy] == EL_DRAGON)
5380 dragon_found = TRUE;
5393 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5395 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5397 Feld[xx][yy] = EL_EMPTY;
5398 DrawLevelField(xx, yy);
5407 static void InitBuggyBase(int x, int y)
5409 int element = Feld[x][y];
5410 int activating_delay = FRAMES_PER_SECOND / 4;
5413 (element == EL_SP_BUGGY_BASE ?
5414 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5415 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5417 element == EL_SP_BUGGY_BASE_ACTIVE ?
5418 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5421 static void WarnBuggyBase(int x, int y)
5424 static int xy[4][2] =
5434 int xx = x + xy[i][0], yy = y + xy[i][1];
5436 if (IS_PLAYER(xx, yy))
5438 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5445 static void InitTrap(int x, int y)
5447 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5450 static void ActivateTrap(int x, int y)
5452 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5455 static void ChangeActiveTrap(int x, int y)
5457 int graphic = IMG_TRAP_ACTIVE;
5459 /* if new animation frame was drawn, correct crumbled sand border */
5460 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5461 DrawLevelFieldCrumbledSand(x, y);
5464 static void ChangeElementNowExt(int x, int y, int target_element)
5466 /* check if element under player changes from accessible to unaccessible
5467 (needed for special case of dropping element which then changes) */
5468 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5469 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5476 Feld[x][y] = target_element;
5478 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5480 ResetGfxAnimation(x, y);
5481 ResetRandomAnimationValue(x, y);
5483 InitField(x, y, FALSE);
5484 if (CAN_MOVE(Feld[x][y]))
5487 DrawLevelField(x, y);
5489 if (GFX_CRUMBLED(Feld[x][y]))
5490 DrawLevelFieldCrumbledSandNeighbours(x, y);
5492 TestIfBadThingTouchesHero(x, y);
5493 TestIfPlayerTouchesCustomElement(x, y);
5494 TestIfElementTouchesCustomElement(x, y);
5496 if (ELEM_IS_PLAYER(target_element))
5497 RelocatePlayer(x, y, target_element);
5500 static boolean ChangeElementNow(int x, int y, int element, int page)
5502 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5504 /* always use default change event to prevent running into a loop */
5505 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5506 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5508 /* do not change already changed elements with same change event */
5510 if (Changed[x][y] & ChangeEvent[x][y])
5517 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5519 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5521 if (change->explode)
5528 if (change->use_content)
5530 boolean complete_change = TRUE;
5531 boolean can_change[3][3];
5534 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5536 boolean half_destructible;
5537 int ex = x + xx - 1;
5538 int ey = y + yy - 1;
5541 can_change[xx][yy] = TRUE;
5543 if (ex == x && ey == y) /* do not check changing element itself */
5546 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5548 can_change[xx][yy] = FALSE; /* do not change empty borders */
5553 if (!IN_LEV_FIELD(ex, ey))
5555 can_change[xx][yy] = FALSE;
5556 complete_change = FALSE;
5563 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5564 e = MovingOrBlocked2Element(ex, ey);
5566 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5568 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5569 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5570 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5572 can_change[xx][yy] = FALSE;
5573 complete_change = FALSE;
5577 if (!change->only_complete || complete_change)
5579 boolean something_has_changed = FALSE;
5581 if (change->only_complete && change->use_random_change &&
5582 RND(100) < change->random)
5585 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5587 int ex = x + xx - 1;
5588 int ey = y + yy - 1;
5590 if (can_change[xx][yy] && (!change->use_random_change ||
5591 RND(100) < change->random))
5593 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5594 RemoveMovingField(ex, ey);
5596 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5598 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5600 something_has_changed = TRUE;
5602 /* for symmetry reasons, freeze newly created border elements */
5603 if (ex != x || ey != y)
5604 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5608 if (something_has_changed)
5609 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5614 ChangeElementNowExt(x, y, change->target_element);
5616 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5622 static void ChangeElement(int x, int y, int page)
5624 int element = MovingOrBlocked2Element(x, y);
5625 struct ElementInfo *ei = &element_info[element];
5626 struct ElementChangeInfo *change = &ei->change_page[page];
5630 if (!CAN_CHANGE(element))
5633 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5634 x, y, element, element_info[element].token_name);
5635 printf("ChangeElement(): This should never happen!\n");
5641 if (ChangeDelay[x][y] == 0) /* initialize element change */
5643 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5644 RND(change->delay_random * change->delay_frames)) + 1;
5646 ResetGfxAnimation(x, y);
5647 ResetRandomAnimationValue(x, y);
5649 if (change->pre_change_function)
5650 change->pre_change_function(x, y);
5653 ChangeDelay[x][y]--;
5655 if (ChangeDelay[x][y] != 0) /* continue element change */
5657 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5659 if (IS_ANIMATED(graphic))
5660 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5662 if (change->change_function)
5663 change->change_function(x, y);
5665 else /* finish element change */
5667 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5669 ChangeDelay[x][y] = 1; /* try change after next move step */
5674 if (ChangeElementNow(x, y, element, page))
5676 if (change->post_change_function)
5677 change->post_change_function(x, y);
5682 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5683 int trigger_element,
5689 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5692 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5694 int element = EL_CUSTOM_START + i;
5696 boolean change_element = FALSE;
5699 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5702 for (j=0; j < element_info[element].num_change_pages; j++)
5704 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5706 if (change->can_change &&
5707 change->sides & trigger_side &&
5708 change->trigger_element == trigger_element)
5710 change_element = TRUE;
5717 if (!change_element)
5720 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5723 if (x == lx && y == ly) /* do not change trigger element itself */
5727 if (Feld[x][y] == element)
5729 ChangeDelay[x][y] = 1;
5730 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5731 ChangeElement(x, y, page);
5739 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5742 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5746 static boolean CheckElementSideChange(int x, int y, int element, int side,
5747 int trigger_event, int page)
5749 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5752 if (Feld[x][y] == EL_BLOCKED)
5754 Blocked2Moving(x, y, &x, &y);
5755 element = Feld[x][y];
5759 page = element_info[element].event_page_nr[trigger_event];
5761 if (!(element_info[element].change_page[page].sides & side))
5764 ChangeDelay[x][y] = 1;
5765 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5766 ChangeElement(x, y, page);
5771 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5773 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5776 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5778 static byte stored_player_action[MAX_PLAYERS];
5779 static int num_stored_actions = 0;
5780 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5781 int left = player_action & JOY_LEFT;
5782 int right = player_action & JOY_RIGHT;
5783 int up = player_action & JOY_UP;
5784 int down = player_action & JOY_DOWN;
5785 int button1 = player_action & JOY_BUTTON_1;
5786 int button2 = player_action & JOY_BUTTON_2;
5787 int dx = (left ? -1 : right ? 1 : 0);
5788 int dy = (up ? -1 : down ? 1 : 0);
5790 stored_player_action[player->index_nr] = 0;
5791 num_stored_actions++;
5793 if (!player->active || tape.pausing)
5799 snapped = SnapField(player, dx, dy);
5803 dropped = DropElement(player);
5805 moved = MoveFigure(player, dx, dy);
5808 if (tape.single_step && tape.recording && !tape.pausing)
5810 if (button1 || (dropped && !moved))
5812 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5813 SnapField(player, 0, 0); /* stop snapping */
5817 stored_player_action[player->index_nr] = player_action;
5821 /* no actions for this player (no input at player's configured device) */
5823 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5824 SnapField(player, 0, 0);
5825 CheckGravityMovement(player);
5827 if (player->MovPos == 0)
5828 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5830 if (player->MovPos == 0) /* needed for tape.playing */
5831 player->is_moving = FALSE;
5834 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5836 TapeRecordAction(stored_player_action);
5837 num_stored_actions = 0;
5843 static unsigned long action_delay = 0;
5844 unsigned long action_delay_value;
5845 int magic_wall_x = 0, magic_wall_y = 0;
5846 int i, x, y, element, graphic;
5847 byte *recorded_player_action;
5848 byte summarized_player_action = 0;
5850 if (game_status != GAME_MODE_PLAYING)
5853 action_delay_value =
5854 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5856 if (tape.playing && tape.index_search && !tape.pausing)
5857 action_delay_value = 0;
5859 /* ---------- main game synchronization point ---------- */
5861 WaitUntilDelayReached(&action_delay, action_delay_value);
5863 if (network_playing && !network_player_action_received)
5867 printf("DEBUG: try to get network player actions in time\n");
5871 #if defined(PLATFORM_UNIX)
5872 /* last chance to get network player actions without main loop delay */
5876 if (game_status != GAME_MODE_PLAYING)
5879 if (!network_player_action_received)
5883 printf("DEBUG: failed to get network player actions in time\n");
5893 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5895 for (i=0; i<MAX_PLAYERS; i++)
5897 summarized_player_action |= stored_player[i].action;
5899 if (!network_playing)
5900 stored_player[i].effective_action = stored_player[i].action;
5903 #if defined(PLATFORM_UNIX)
5904 if (network_playing)
5905 SendToServer_MovePlayer(summarized_player_action);
5908 if (!options.network && !setup.team_mode)
5909 local_player->effective_action = summarized_player_action;
5911 for (i=0; i<MAX_PLAYERS; i++)
5913 int actual_player_action = stored_player[i].effective_action;
5915 if (stored_player[i].programmed_action)
5916 actual_player_action = stored_player[i].programmed_action;
5918 if (recorded_player_action)
5919 actual_player_action = recorded_player_action[i];
5921 PlayerActions(&stored_player[i], actual_player_action);
5922 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5925 network_player_action_received = FALSE;
5927 ScrollScreen(NULL, SCROLL_GO_ON);
5933 for (i=0; i<MAX_PLAYERS; i++)
5934 stored_player[i].Frame++;
5938 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5940 for (i=0; i<MAX_PLAYERS; i++)
5942 struct PlayerInfo *player = &stored_player[i];
5946 if (player->active && player->Pushing && player->is_moving &&
5949 ContinueMoving(x, y);
5951 /* continue moving after pushing (this is actually a bug) */
5952 if (!IS_MOVING(x, y))
5961 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5963 Changed[x][y] = CE_BITMASK_DEFAULT;
5964 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5967 if (JustStopped[x][y] > 0)
5968 JustStopped[x][y]--;
5973 /* reset finished pushing action (not done in ContinueMoving() to allow
5974 continous pushing animation for elements with zero push delay) */
5975 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5977 ResetGfxAnimation(x, y);
5978 DrawLevelField(x, y);
5983 if (IS_BLOCKED(x, y))
5987 Blocked2Moving(x, y, &oldx, &oldy);
5988 if (!IS_MOVING(oldx, oldy))
5990 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5991 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5992 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5993 printf("GameActions(): This should never happen!\n");
5999 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6001 element = Feld[x][y];
6003 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6005 graphic = el2img(element);
6011 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
6013 element = graphic = 0;
6017 if (graphic_info[graphic].anim_global_sync)
6018 GfxFrame[x][y] = FrameCounter;
6020 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
6021 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
6022 ResetRandomAnimationValue(x, y);
6024 SetRandomAnimationValue(x, y);
6027 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
6030 if (IS_INACTIVE(element))
6032 if (IS_ANIMATED(graphic))
6033 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6039 /* this may take place after moving, so 'element' may have changed */
6040 if (IS_CHANGING(x, y))
6042 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6043 element = Feld[x][y];
6044 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6048 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6053 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6055 if (element == EL_MOLE)
6056 printf("::: %d, %d, %d [%d]\n",
6057 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6061 if (element == EL_YAMYAM)
6062 printf("::: %d, %d, %d\n",
6063 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6067 if (IS_ANIMATED(graphic) &&
6071 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6074 if (element == EL_MOLE)
6075 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6079 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6080 EdelsteinFunkeln(x, y);
6082 else if ((element == EL_ACID ||
6083 element == EL_EXIT_OPEN ||
6084 element == EL_SP_EXIT_OPEN ||
6085 element == EL_SP_TERMINAL ||
6086 element == EL_SP_TERMINAL_ACTIVE ||
6087 element == EL_EXTRA_TIME ||
6088 element == EL_SHIELD_NORMAL ||
6089 element == EL_SHIELD_DEADLY) &&
6090 IS_ANIMATED(graphic))
6091 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6092 else if (IS_MOVING(x, y))
6093 ContinueMoving(x, y);
6094 else if (IS_ACTIVE_BOMB(element))
6095 CheckDynamite(x, y);
6097 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6098 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6100 else if (element == EL_AMOEBA_GROWING)
6101 AmoebeWaechst(x, y);
6102 else if (element == EL_AMOEBA_SHRINKING)
6103 AmoebaDisappearing(x, y);
6105 #if !USE_NEW_AMOEBA_CODE
6106 else if (IS_AMOEBALIVE(element))
6107 AmoebeAbleger(x, y);
6110 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6112 else if (element == EL_EXIT_CLOSED)
6114 else if (element == EL_SP_EXIT_CLOSED)
6116 else if (element == EL_EXPANDABLE_WALL_GROWING)
6118 else if (element == EL_EXPANDABLE_WALL ||
6119 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6120 element == EL_EXPANDABLE_WALL_VERTICAL ||
6121 element == EL_EXPANDABLE_WALL_ANY)
6123 else if (element == EL_FLAMES)
6124 CheckForDragon(x, y);
6126 else if (IS_AUTO_CHANGING(element))
6127 ChangeElement(x, y);
6129 else if (element == EL_EXPLOSION)
6130 ; /* drawing of correct explosion animation is handled separately */
6131 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6132 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6135 /* this may take place after moving, so 'element' may have changed */
6136 if (IS_AUTO_CHANGING(Feld[x][y]))
6137 ChangeElement(x, y);
6140 if (IS_BELT_ACTIVE(element))
6141 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6143 if (game.magic_wall_active)
6145 int jx = local_player->jx, jy = local_player->jy;
6147 /* play the element sound at the position nearest to the player */
6148 if ((element == EL_MAGIC_WALL_FULL ||
6149 element == EL_MAGIC_WALL_ACTIVE ||
6150 element == EL_MAGIC_WALL_EMPTYING ||
6151 element == EL_BD_MAGIC_WALL_FULL ||
6152 element == EL_BD_MAGIC_WALL_ACTIVE ||
6153 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6154 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6162 #if USE_NEW_AMOEBA_CODE
6163 /* new experimental amoeba growth stuff */
6165 if (!(FrameCounter % 8))
6168 static unsigned long random = 1684108901;
6170 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6173 x = (random >> 10) % lev_fieldx;
6174 y = (random >> 20) % lev_fieldy;
6176 x = RND(lev_fieldx);
6177 y = RND(lev_fieldy);
6179 element = Feld[x][y];
6181 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6182 if (!IS_PLAYER(x,y) &&
6183 (element == EL_EMPTY ||
6184 element == EL_SAND ||
6185 element == EL_QUICKSAND_EMPTY ||
6186 element == EL_ACID_SPLASH_LEFT ||
6187 element == EL_ACID_SPLASH_RIGHT))
6189 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6190 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6191 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6192 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6193 Feld[x][y] = EL_AMOEBA_DROP;
6196 random = random * 129 + 1;
6202 if (game.explosions_delayed)
6205 game.explosions_delayed = FALSE;
6207 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6209 element = Feld[x][y];
6211 if (ExplodeField[x][y])
6212 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6213 else if (element == EL_EXPLOSION)
6214 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6216 ExplodeField[x][y] = EX_NO_EXPLOSION;
6219 game.explosions_delayed = TRUE;
6222 if (game.magic_wall_active)
6224 if (!(game.magic_wall_time_left % 4))
6226 int element = Feld[magic_wall_x][magic_wall_y];
6228 if (element == EL_BD_MAGIC_WALL_FULL ||
6229 element == EL_BD_MAGIC_WALL_ACTIVE ||
6230 element == EL_BD_MAGIC_WALL_EMPTYING)
6231 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6233 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6236 if (game.magic_wall_time_left > 0)
6238 game.magic_wall_time_left--;
6239 if (!game.magic_wall_time_left)
6241 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6243 element = Feld[x][y];
6245 if (element == EL_MAGIC_WALL_ACTIVE ||
6246 element == EL_MAGIC_WALL_FULL)
6248 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6249 DrawLevelField(x, y);
6251 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6252 element == EL_BD_MAGIC_WALL_FULL)
6254 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6255 DrawLevelField(x, y);
6259 game.magic_wall_active = FALSE;
6264 if (game.light_time_left > 0)
6266 game.light_time_left--;
6268 if (game.light_time_left == 0)
6269 RedrawAllLightSwitchesAndInvisibleElements();
6272 if (game.timegate_time_left > 0)
6274 game.timegate_time_left--;
6276 if (game.timegate_time_left == 0)
6277 CloseAllOpenTimegates();
6280 for (i=0; i<MAX_PLAYERS; i++)
6282 struct PlayerInfo *player = &stored_player[i];
6284 if (SHIELD_ON(player))
6286 if (player->shield_deadly_time_left)
6287 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6288 else if (player->shield_normal_time_left)
6289 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6293 if (TimeFrames >= FRAMES_PER_SECOND)
6298 for (i=0; i<MAX_PLAYERS; i++)
6300 struct PlayerInfo *player = &stored_player[i];
6302 if (SHIELD_ON(player))
6304 player->shield_normal_time_left--;
6306 if (player->shield_deadly_time_left > 0)
6307 player->shield_deadly_time_left--;
6311 if (tape.recording || tape.playing)
6312 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6318 if (TimeLeft <= 10 && setup.time_limit)
6319 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6321 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6323 if (!TimeLeft && setup.time_limit)
6324 for (i=0; i<MAX_PLAYERS; i++)
6325 KillHero(&stored_player[i]);
6327 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6328 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6333 if (options.debug) /* calculate frames per second */
6335 static unsigned long fps_counter = 0;
6336 static int fps_frames = 0;
6337 unsigned long fps_delay_ms = Counter() - fps_counter;
6341 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6343 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6346 fps_counter = Counter();
6349 redraw_mask |= REDRAW_FPS;
6353 if (stored_player[0].jx != stored_player[0].last_jx ||
6354 stored_player[0].jy != stored_player[0].last_jy)
6355 printf("::: %d, %d, %d, %d, %d\n",
6356 stored_player[0].MovDir,
6357 stored_player[0].MovPos,
6358 stored_player[0].GfxPos,
6359 stored_player[0].Frame,
6360 stored_player[0].StepFrame);
6367 for (i=0; i<MAX_PLAYERS; i++)
6370 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6372 stored_player[i].Frame += move_frames;
6374 if (stored_player[i].MovPos != 0)
6375 stored_player[i].StepFrame += move_frames;
6380 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6382 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6384 local_player->show_envelope = 0;
6389 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6391 int min_x = x, min_y = y, max_x = x, max_y = y;
6394 for (i=0; i<MAX_PLAYERS; i++)
6396 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6398 if (!stored_player[i].active || &stored_player[i] == player)
6401 min_x = MIN(min_x, jx);
6402 min_y = MIN(min_y, jy);
6403 max_x = MAX(max_x, jx);
6404 max_y = MAX(max_y, jy);
6407 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6410 static boolean AllPlayersInVisibleScreen()
6414 for (i=0; i<MAX_PLAYERS; i++)
6416 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6418 if (!stored_player[i].active)
6421 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6428 void ScrollLevel(int dx, int dy)
6430 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6433 BlitBitmap(drawto_field, drawto_field,
6434 FX + TILEX * (dx == -1) - softscroll_offset,
6435 FY + TILEY * (dy == -1) - softscroll_offset,
6436 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6437 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6438 FX + TILEX * (dx == 1) - softscroll_offset,
6439 FY + TILEY * (dy == 1) - softscroll_offset);
6443 x = (dx == 1 ? BX1 : BX2);
6444 for (y=BY1; y <= BY2; y++)
6445 DrawScreenField(x, y);
6450 y = (dy == 1 ? BY1 : BY2);
6451 for (x=BX1; x <= BX2; x++)
6452 DrawScreenField(x, y);
6455 redraw_mask |= REDRAW_FIELD;
6458 static void CheckGravityMovement(struct PlayerInfo *player)
6460 if (game.gravity && !player->programmed_action)
6462 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6463 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6465 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6466 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6467 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6468 int jx = player->jx, jy = player->jy;
6469 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6470 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6471 int new_jx = jx + dx, new_jy = jy + dy;
6472 boolean field_under_player_is_free =
6473 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6474 boolean player_is_moving_to_valid_field =
6475 (IN_LEV_FIELD(new_jx, new_jy) &&
6476 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6477 Feld[new_jx][new_jy] == EL_SAND));
6478 /* !!! extend EL_SAND to anything diggable !!! */
6480 if (field_under_player_is_free &&
6481 !player_is_moving_to_valid_field &&
6482 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6483 player->programmed_action = MV_DOWN;
6489 -----------------------------------------------------------------------------
6490 dx, dy: direction (non-diagonal) to try to move the player to
6491 real_dx, real_dy: direction as read from input device (can be diagonal)
6494 boolean MoveFigureOneStep(struct PlayerInfo *player,
6495 int dx, int dy, int real_dx, int real_dy)
6497 static int change_sides[4][2] =
6499 /* enter side leave side */
6500 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6501 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6502 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6503 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6505 int move_direction = (dx == -1 ? MV_LEFT :
6506 dx == +1 ? MV_RIGHT :
6508 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6509 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6510 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6511 int jx = player->jx, jy = player->jy;
6512 int new_jx = jx + dx, new_jy = jy + dy;
6516 if (!player->active || (!dx && !dy))
6517 return MF_NO_ACTION;
6519 player->MovDir = (dx < 0 ? MV_LEFT :
6522 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6524 if (!IN_LEV_FIELD(new_jx, new_jy))
6525 return MF_NO_ACTION;
6527 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6528 return MF_NO_ACTION;
6531 element = MovingOrBlocked2Element(new_jx, new_jy);
6533 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6536 if (DONT_RUN_INTO(element))
6538 if (element == EL_ACID && dx == 0 && dy == 1)
6541 Feld[jx][jy] = EL_PLAYER_1;
6542 InitMovingField(jx, jy, MV_DOWN);
6543 Store[jx][jy] = EL_ACID;
6544 ContinueMoving(jx, jy);
6548 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6553 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6554 if (can_move != MF_MOVING)
6557 /* check if DigField() has caused relocation of the player */
6558 if (player->jx != jx || player->jy != jy)
6559 return MF_NO_ACTION;
6561 StorePlayer[jx][jy] = 0;
6562 player->last_jx = jx;
6563 player->last_jy = jy;
6564 player->jx = new_jx;
6565 player->jy = new_jy;
6566 StorePlayer[new_jx][new_jy] = player->element_nr;
6569 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6571 ScrollFigure(player, SCROLL_INIT);
6574 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6576 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6577 CE_OTHER_GETS_LEFT);
6578 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6579 CE_LEFT_BY_PLAYER, -1);
6582 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6584 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6585 enter_side, CE_OTHER_GETS_ENTERED);
6586 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6587 CE_ENTERED_BY_PLAYER, -1);
6594 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6596 int jx = player->jx, jy = player->jy;
6597 int old_jx = jx, old_jy = jy;
6598 int moved = MF_NO_ACTION;
6600 if (!player->active || (!dx && !dy))
6604 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6608 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6609 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6613 /* remove the last programmed player action */
6614 player->programmed_action = 0;
6618 /* should only happen if pre-1.2 tape recordings are played */
6619 /* this is only for backward compatibility */
6621 int original_move_delay_value = player->move_delay_value;
6624 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6628 /* scroll remaining steps with finest movement resolution */
6629 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6631 while (player->MovPos)
6633 ScrollFigure(player, SCROLL_GO_ON);
6634 ScrollScreen(NULL, SCROLL_GO_ON);
6640 player->move_delay_value = original_move_delay_value;
6643 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6645 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6646 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6650 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6651 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6657 if (moved & MF_MOVING && !ScreenMovPos &&
6658 (player == local_player || !options.network))
6660 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6661 int offset = (setup.scroll_delay ? 3 : 0);
6663 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6665 /* actual player has left the screen -- scroll in that direction */
6666 if (jx != old_jx) /* player has moved horizontally */
6667 scroll_x += (jx - old_jx);
6668 else /* player has moved vertically */
6669 scroll_y += (jy - old_jy);
6673 if (jx != old_jx) /* player has moved horizontally */
6675 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6676 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6677 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6679 /* don't scroll over playfield boundaries */
6680 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6681 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6683 /* don't scroll more than one field at a time */
6684 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6686 /* don't scroll against the player's moving direction */
6687 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6688 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6689 scroll_x = old_scroll_x;
6691 else /* player has moved vertically */
6693 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6694 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6695 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6697 /* don't scroll over playfield boundaries */
6698 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6699 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6701 /* don't scroll more than one field at a time */
6702 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6704 /* don't scroll against the player's moving direction */
6705 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6706 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6707 scroll_y = old_scroll_y;
6711 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6713 if (!options.network && !AllPlayersInVisibleScreen())
6715 scroll_x = old_scroll_x;
6716 scroll_y = old_scroll_y;
6720 ScrollScreen(player, SCROLL_INIT);
6721 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6728 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6730 if (!(moved & MF_MOVING) && !player->Pushing)
6735 player->StepFrame = 0;
6737 if (moved & MF_MOVING)
6739 if (old_jx != jx && old_jy == jy)
6740 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6741 else if (old_jx == jx && old_jy != jy)
6742 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6744 DrawLevelField(jx, jy); /* for "crumbled sand" */
6746 player->last_move_dir = player->MovDir;
6747 player->is_moving = TRUE;
6749 player->snapped = FALSE;
6753 player->Switching = FALSE;
6758 CheckGravityMovement(player);
6761 player->last_move_dir = MV_NO_MOVING;
6763 player->is_moving = FALSE;
6766 TestIfHeroTouchesBadThing(jx, jy);
6767 TestIfPlayerTouchesCustomElement(jx, jy);
6769 if (!player->active)
6775 void ScrollFigure(struct PlayerInfo *player, int mode)
6777 int jx = player->jx, jy = player->jy;
6778 int last_jx = player->last_jx, last_jy = player->last_jy;
6779 int move_stepsize = TILEX / player->move_delay_value;
6781 if (!player->active || !player->MovPos)
6784 if (mode == SCROLL_INIT)
6786 player->actual_frame_counter = FrameCounter;
6787 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6789 if (Feld[last_jx][last_jy] == EL_EMPTY)
6790 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6797 else if (!FrameReached(&player->actual_frame_counter, 1))
6800 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6801 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6803 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6804 Feld[last_jx][last_jy] = EL_EMPTY;
6806 /* before DrawPlayer() to draw correct player graphic for this case */
6807 if (player->MovPos == 0)
6808 CheckGravityMovement(player);
6811 DrawPlayer(player); /* needed here only to cleanup last field */
6814 if (player->MovPos == 0) /* player reached destination field */
6816 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6818 /* continue with normal speed after quickly moving through gate */
6819 HALVE_PLAYER_SPEED(player);
6821 /* be able to make the next move without delay */
6822 player->move_delay = 0;
6825 player->last_jx = jx;
6826 player->last_jy = jy;
6828 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6829 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
6830 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
6832 DrawPlayer(player); /* needed here only to cleanup last field */
6835 if (local_player->friends_still_needed == 0 ||
6836 IS_SP_ELEMENT(Feld[jx][jy]))
6837 player->LevelSolved = player->GameOver = TRUE;
6840 if (tape.single_step && tape.recording && !tape.pausing &&
6841 !player->programmed_action)
6842 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6846 void ScrollScreen(struct PlayerInfo *player, int mode)
6848 static unsigned long screen_frame_counter = 0;
6850 if (mode == SCROLL_INIT)
6852 /* set scrolling step size according to actual player's moving speed */
6853 ScrollStepSize = TILEX / player->move_delay_value;
6855 screen_frame_counter = FrameCounter;
6856 ScreenMovDir = player->MovDir;
6857 ScreenMovPos = player->MovPos;
6858 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6861 else if (!FrameReached(&screen_frame_counter, 1))
6866 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6867 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6868 redraw_mask |= REDRAW_FIELD;
6871 ScreenMovDir = MV_NO_MOVING;
6874 void TestIfPlayerTouchesCustomElement(int x, int y)
6877 static boolean check_changing = FALSE;
6879 static int xy[4][2] =
6886 static int change_sides[4][2] =
6888 /* center side border side */
6889 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6890 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6891 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6892 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6897 if (check_changing) /* prevent this function from running into a loop */
6900 check_changing = TRUE;
6905 int xx = x + xy[i][0];
6906 int yy = y + xy[i][1];
6907 int center_side = change_sides[i][0];
6908 int border_side = change_sides[i][1];
6910 if (!IN_LEV_FIELD(xx, yy))
6914 if (IS_PLAYER(x, y))
6916 CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
6917 CE_OTHER_GETS_TOUCHED);
6918 CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
6919 CE_TOUCHED_BY_PLAYER, -1);
6921 else if (IS_PLAYER(xx, yy))
6923 CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
6924 CE_OTHER_GETS_TOUCHED);
6925 CheckElementSideChange(x, y, Feld[x][y], center_side,
6926 CE_TOUCHED_BY_PLAYER, -1);
6931 if (IS_PLAYER(x, y))
6933 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6934 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6936 else if (IS_PLAYER(xx, yy))
6938 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6939 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6947 check_changing = FALSE;
6951 void TestIfElementTouchesCustomElement(int x, int y)
6954 static boolean check_changing = FALSE;
6956 static int xy[4][2] =
6963 static int change_sides[4][2] =
6965 /* center side border side */
6966 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6967 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6968 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6969 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6971 boolean change_center_element = FALSE;
6972 int center_element_change_page = 0;
6973 int center_element = Feld[x][y];
6977 if (check_changing) /* prevent this function from running into a loop */
6980 check_changing = TRUE;
6985 int xx = x + xy[i][0];
6986 int yy = y + xy[i][1];
6987 int center_side = change_sides[i][0];
6988 int border_side = change_sides[i][1];
6991 if (!IN_LEV_FIELD(xx, yy))
6994 border_element = Feld[xx][yy];
6996 /* check for change of center element (but change it only once) */
6997 if (IS_CUSTOM_ELEMENT(center_element) &&
6998 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6999 !change_center_element)
7001 for (j=0; j < element_info[center_element].num_change_pages; j++)
7003 struct ElementChangeInfo *change =
7004 &element_info[center_element].change_page[j];
7006 if (change->can_change &&
7007 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7008 change->sides & border_side &&
7009 change->trigger_element == border_element)
7011 change_center_element = TRUE;
7012 center_element_change_page = j;
7019 /* check for change of border element */
7020 if (IS_CUSTOM_ELEMENT(border_element) &&
7021 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
7023 for (j=0; j < element_info[border_element].num_change_pages; j++)
7025 struct ElementChangeInfo *change =
7026 &element_info[border_element].change_page[j];
7028 if (change->can_change &&
7029 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7030 change->sides & center_side &&
7031 change->trigger_element == center_element)
7033 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
7034 CE_OTHER_IS_TOUCHING, j);
7041 if (change_center_element)
7042 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7043 CE_OTHER_IS_TOUCHING, center_element_change_page);
7046 check_changing = FALSE;
7050 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7052 int i, kill_x = -1, kill_y = -1;
7053 static int test_xy[4][2] =
7060 static int test_dir[4] =
7070 int test_x, test_y, test_move_dir, test_element;
7072 test_x = good_x + test_xy[i][0];
7073 test_y = good_y + test_xy[i][1];
7074 if (!IN_LEV_FIELD(test_x, test_y))
7078 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7081 test_element = Feld[test_x][test_y];
7083 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7086 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7087 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7089 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7090 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7098 if (kill_x != -1 || kill_y != -1)
7100 if (IS_PLAYER(good_x, good_y))
7102 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7104 if (player->shield_deadly_time_left > 0)
7105 Bang(kill_x, kill_y);
7106 else if (!PLAYER_PROTECTED(good_x, good_y))
7110 Bang(good_x, good_y);
7114 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7116 int i, kill_x = -1, kill_y = -1;
7117 int bad_element = Feld[bad_x][bad_y];
7118 static int test_xy[4][2] =
7125 static int test_dir[4] =
7133 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7138 int test_x, test_y, test_move_dir, test_element;
7140 test_x = bad_x + test_xy[i][0];
7141 test_y = bad_y + test_xy[i][1];
7142 if (!IN_LEV_FIELD(test_x, test_y))
7146 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7148 test_element = Feld[test_x][test_y];
7150 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7151 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7153 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7154 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7156 /* good thing is player or penguin that does not move away */
7157 if (IS_PLAYER(test_x, test_y))
7159 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7161 if (bad_element == EL_ROBOT && player->is_moving)
7162 continue; /* robot does not kill player if he is moving */
7168 else if (test_element == EL_PENGUIN)
7177 if (kill_x != -1 || kill_y != -1)
7179 if (IS_PLAYER(kill_x, kill_y))
7181 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7184 int dir = player->MovDir;
7185 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7186 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7188 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7189 newx != bad_x && newy != bad_y)
7190 ; /* robot does not kill player if he is moving */
7192 printf("-> %d\n", player->MovDir);
7194 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7195 newx != bad_x && newy != bad_y)
7196 ; /* robot does not kill player if he is moving */
7201 if (player->shield_deadly_time_left > 0)
7203 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7207 Bang(kill_x, kill_y);
7211 void TestIfHeroTouchesBadThing(int x, int y)
7213 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7216 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7218 TestIfGoodThingHitsBadThing(x, y, move_dir);
7221 void TestIfBadThingTouchesHero(int x, int y)
7223 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7226 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7228 TestIfBadThingHitsGoodThing(x, y, move_dir);
7231 void TestIfFriendTouchesBadThing(int x, int y)
7233 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7236 void TestIfBadThingTouchesFriend(int x, int y)
7238 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7241 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7243 int i, kill_x = bad_x, kill_y = bad_y;
7244 static int xy[4][2] =
7256 x = bad_x + xy[i][0];
7257 y = bad_y + xy[i][1];
7258 if (!IN_LEV_FIELD(x, y))
7261 element = Feld[x][y];
7262 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7263 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7271 if (kill_x != bad_x || kill_y != bad_y)
7275 void KillHero(struct PlayerInfo *player)
7277 int jx = player->jx, jy = player->jy;
7279 if (!player->active)
7282 /* remove accessible field at the player's position */
7283 Feld[jx][jy] = EL_EMPTY;
7285 /* deactivate shield (else Bang()/Explode() would not work right) */
7286 player->shield_normal_time_left = 0;
7287 player->shield_deadly_time_left = 0;
7293 static void KillHeroUnlessProtected(int x, int y)
7295 if (!PLAYER_PROTECTED(x, y))
7296 KillHero(PLAYERINFO(x, y));
7299 void BuryHero(struct PlayerInfo *player)
7301 int jx = player->jx, jy = player->jy;
7303 if (!player->active)
7307 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7309 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7311 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7313 player->GameOver = TRUE;
7317 void RemoveHero(struct PlayerInfo *player)
7319 int jx = player->jx, jy = player->jy;
7320 int i, found = FALSE;
7322 player->present = FALSE;
7323 player->active = FALSE;
7325 if (!ExplodeField[jx][jy])
7326 StorePlayer[jx][jy] = 0;
7328 for (i=0; i<MAX_PLAYERS; i++)
7329 if (stored_player[i].active)
7333 AllPlayersGone = TRUE;
7340 =============================================================================
7341 checkDiagonalPushing()
7342 -----------------------------------------------------------------------------
7343 check if diagonal input device direction results in pushing of object
7344 (by checking if the alternative direction is walkable, diggable, ...)
7345 =============================================================================
7348 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7349 int x, int y, int real_dx, int real_dy)
7351 int jx, jy, dx, dy, xx, yy;
7353 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7356 /* diagonal direction: check alternative direction */
7361 xx = jx + (dx == 0 ? real_dx : 0);
7362 yy = jy + (dy == 0 ? real_dy : 0);
7364 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7368 =============================================================================
7370 -----------------------------------------------------------------------------
7371 x, y: field next to player (non-diagonal) to try to dig to
7372 real_dx, real_dy: direction as read from input device (can be diagonal)
7373 =============================================================================
7376 int DigField(struct PlayerInfo *player,
7377 int x, int y, int real_dx, int real_dy, int mode)
7379 static int change_sides[4] =
7381 CH_SIDE_RIGHT, /* moving left */
7382 CH_SIDE_LEFT, /* moving right */
7383 CH_SIDE_BOTTOM, /* moving up */
7384 CH_SIDE_TOP, /* moving down */
7386 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7387 int jx = player->jx, jy = player->jy;
7388 int dx = x - jx, dy = y - jy;
7389 int nextx = x + dx, nexty = y + dy;
7390 int move_direction = (dx == -1 ? MV_LEFT :
7391 dx == +1 ? MV_RIGHT :
7393 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7394 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7397 if (player->MovPos == 0)
7399 player->is_digging = FALSE;
7400 player->is_collecting = FALSE;
7403 if (player->MovPos == 0) /* last pushing move finished */
7404 player->Pushing = FALSE;
7406 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7408 player->Switching = FALSE;
7409 player->push_delay = 0;
7411 return MF_NO_ACTION;
7414 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7415 return MF_NO_ACTION;
7418 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7420 if (IS_TUBE(Feld[jx][jy]) ||
7421 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7425 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7426 int tube_leave_directions[][2] =
7428 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7429 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7430 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7431 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7432 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7433 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7434 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7435 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7436 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7437 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7438 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7439 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7442 while (tube_leave_directions[i][0] != tube_element)
7445 if (tube_leave_directions[i][0] == -1) /* should not happen */
7449 if (!(tube_leave_directions[i][1] & move_direction))
7450 return MF_NO_ACTION; /* tube has no opening in this direction */
7453 element = Feld[x][y];
7455 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7456 game.engine_version >= VERSION_IDENT(2,2,0))
7457 return MF_NO_ACTION;
7462 case EL_ROBOT_WHEEL:
7463 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7466 DrawLevelField(x, y);
7467 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7473 case EL_SP_TERMINAL:
7477 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7479 for (yy=0; yy<lev_fieldy; yy++)
7481 for (xx=0; xx<lev_fieldx; xx++)
7483 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7485 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7486 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7496 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7497 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7498 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7499 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7500 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7501 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7502 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7503 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7504 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7505 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7506 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7507 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7509 if (!PLAYER_SWITCHING(player, x, y))
7511 if (!player->Switching)
7514 player->Switching = TRUE;
7515 player->switch_x = x;
7516 player->switch_y = y;
7518 ToggleBeltSwitch(x, y);
7519 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7526 case EL_SWITCHGATE_SWITCH_UP:
7527 case EL_SWITCHGATE_SWITCH_DOWN:
7529 if (!PLAYER_SWITCHING(player, x, y))
7531 if (!player->Switching)
7534 player->Switching = TRUE;
7535 player->switch_x = x;
7536 player->switch_y = y;
7538 ToggleSwitchgateSwitch(x, y);
7539 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7546 case EL_LIGHT_SWITCH:
7547 case EL_LIGHT_SWITCH_ACTIVE:
7549 if (!PLAYER_SWITCHING(player, x, y))
7551 if (!player->Switching)
7554 player->Switching = TRUE;
7555 player->switch_x = x;
7556 player->switch_y = y;
7558 ToggleLightSwitch(x, y);
7559 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7560 SND_LIGHT_SWITCH_ACTIVATING :
7561 SND_LIGHT_SWITCH_DEACTIVATING);
7568 case EL_TIMEGATE_SWITCH:
7569 ActivateTimegateSwitch(x, y);
7570 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7577 case EL_BALLOON_SWITCH_LEFT:
7578 case EL_BALLOON_SWITCH_RIGHT:
7579 case EL_BALLOON_SWITCH_UP:
7580 case EL_BALLOON_SWITCH_DOWN:
7581 case EL_BALLOON_SWITCH_ANY:
7582 if (element == EL_BALLOON_SWITCH_ANY)
7583 game.balloon_dir = move_direction;
7585 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7586 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7587 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7588 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7590 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7596 case EL_SP_PORT_LEFT:
7597 case EL_SP_PORT_RIGHT:
7599 case EL_SP_PORT_DOWN:
7600 case EL_SP_PORT_HORIZONTAL:
7601 case EL_SP_PORT_VERTICAL:
7602 case EL_SP_PORT_ANY:
7603 case EL_SP_GRAVITY_PORT_LEFT:
7604 case EL_SP_GRAVITY_PORT_RIGHT:
7605 case EL_SP_GRAVITY_PORT_UP:
7606 case EL_SP_GRAVITY_PORT_DOWN:
7608 element != EL_SP_PORT_LEFT &&
7609 element != EL_SP_GRAVITY_PORT_LEFT &&
7610 element != EL_SP_PORT_HORIZONTAL &&
7611 element != EL_SP_PORT_ANY) ||
7613 element != EL_SP_PORT_RIGHT &&
7614 element != EL_SP_GRAVITY_PORT_RIGHT &&
7615 element != EL_SP_PORT_HORIZONTAL &&
7616 element != EL_SP_PORT_ANY) ||
7618 element != EL_SP_PORT_UP &&
7619 element != EL_SP_GRAVITY_PORT_UP &&
7620 element != EL_SP_PORT_VERTICAL &&
7621 element != EL_SP_PORT_ANY) ||
7623 element != EL_SP_PORT_DOWN &&
7624 element != EL_SP_GRAVITY_PORT_DOWN &&
7625 element != EL_SP_PORT_VERTICAL &&
7626 element != EL_SP_PORT_ANY) ||
7627 !IN_LEV_FIELD(nextx, nexty) ||
7628 !IS_FREE(nextx, nexty))
7629 return MF_NO_ACTION;
7631 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7632 element == EL_SP_GRAVITY_PORT_RIGHT ||
7633 element == EL_SP_GRAVITY_PORT_UP ||
7634 element == EL_SP_GRAVITY_PORT_DOWN)
7635 game.gravity = !game.gravity;
7637 /* automatically move to the next field with double speed */
7638 player->programmed_action = move_direction;
7639 DOUBLE_PLAYER_SPEED(player);
7641 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7645 case EL_TUBE_VERTICAL:
7646 case EL_TUBE_HORIZONTAL:
7647 case EL_TUBE_VERTICAL_LEFT:
7648 case EL_TUBE_VERTICAL_RIGHT:
7649 case EL_TUBE_HORIZONTAL_UP:
7650 case EL_TUBE_HORIZONTAL_DOWN:
7651 case EL_TUBE_LEFT_UP:
7652 case EL_TUBE_LEFT_DOWN:
7653 case EL_TUBE_RIGHT_UP:
7654 case EL_TUBE_RIGHT_DOWN:
7657 int tube_enter_directions[][2] =
7659 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7660 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7661 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7662 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7663 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7664 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7665 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7666 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7667 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7668 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7669 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7670 { -1, MV_NO_MOVING }
7673 while (tube_enter_directions[i][0] != element)
7676 if (tube_enter_directions[i][0] == -1) /* should not happen */
7680 if (!(tube_enter_directions[i][1] & move_direction))
7681 return MF_NO_ACTION; /* tube has no opening in this direction */
7683 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7689 Feld[x][y] = EL_LAMP_ACTIVE;
7690 local_player->lights_still_needed--;
7691 DrawLevelField(x, y);
7692 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7698 case EL_TIME_ORB_FULL:
7699 Feld[x][y] = EL_TIME_ORB_EMPTY;
7701 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7702 DrawLevelField(x, y);
7703 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7710 if (IS_WALKABLE(element))
7712 int sound_action = ACTION_WALKING;
7714 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7716 if (!player->key[element - EL_GATE_1])
7717 return MF_NO_ACTION;
7719 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7721 if (!player->key[element - EL_GATE_1_GRAY])
7722 return MF_NO_ACTION;
7724 else if (element == EL_EXIT_OPEN ||
7725 element == EL_SP_EXIT_OPEN ||
7726 element == EL_SP_EXIT_OPENING)
7728 sound_action = ACTION_PASSING; /* player is passing exit */
7730 else if (element == EL_EMPTY)
7732 sound_action = ACTION_MOVING; /* nothing to walk on */
7735 /* play sound from background or player, whatever is available */
7736 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7737 PlaySoundLevelElementAction(x, y, element, sound_action);
7739 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7743 else if (IS_PASSABLE(element))
7745 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7746 return MF_NO_ACTION;
7749 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
7750 return MF_NO_ACTION;
7753 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7755 if (!player->key[element - EL_EM_GATE_1])
7756 return MF_NO_ACTION;
7758 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7760 if (!player->key[element - EL_EM_GATE_1_GRAY])
7761 return MF_NO_ACTION;
7764 /* automatically move to the next field with double speed */
7765 player->programmed_action = move_direction;
7766 DOUBLE_PLAYER_SPEED(player);
7768 PlaySoundLevelAction(x, y, ACTION_PASSING);
7772 else if (IS_DIGGABLE(element))
7776 if (mode != DF_SNAP)
7779 GfxElement[x][y] = GFX_ELEMENT(element);
7782 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7784 player->is_digging = TRUE;
7787 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7789 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7791 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7795 else if (IS_COLLECTIBLE(element))
7799 if (mode != DF_SNAP)
7801 GfxElement[x][y] = element;
7802 player->is_collecting = TRUE;
7805 if (element == EL_SPEED_PILL)
7806 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7807 else if (element == EL_EXTRA_TIME && level.time > 0)
7810 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7812 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7814 player->shield_normal_time_left += 10;
7815 if (element == EL_SHIELD_DEADLY)
7816 player->shield_deadly_time_left += 10;
7818 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7820 if (player->inventory_size < MAX_INVENTORY_SIZE)
7821 player->inventory_element[player->inventory_size++] = element;
7823 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7825 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7826 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7828 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7830 player->dynabomb_count++;
7831 player->dynabombs_left++;
7833 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7835 player->dynabomb_size++;
7837 else if (element == EL_DYNABOMB_INCREASE_POWER)
7839 player->dynabomb_xl = TRUE;
7841 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7842 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7844 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7845 element - EL_KEY_1 : element - EL_EM_KEY_1);
7847 player->key[key_nr] = TRUE;
7849 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7850 el2edimg(EL_KEY_1 + key_nr));
7851 redraw_mask |= REDRAW_DOOR_1;
7853 else if (IS_ENVELOPE(element))
7856 player->show_envelope = element;
7858 ShowEnvelope(element - EL_ENVELOPE_1);
7861 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7865 for (i=0; i < element_info[element].collect_count; i++)
7866 if (player->inventory_size < MAX_INVENTORY_SIZE)
7867 player->inventory_element[player->inventory_size++] = element;
7869 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7870 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7872 else if (element_info[element].collect_count > 0)
7874 local_player->gems_still_needed -=
7875 element_info[element].collect_count;
7876 if (local_player->gems_still_needed < 0)
7877 local_player->gems_still_needed = 0;
7879 DrawText(DX_EMERALDS, DY_EMERALDS,
7880 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7883 RaiseScoreElement(element);
7884 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7886 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7888 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7892 else if (IS_PUSHABLE(element))
7894 if (mode == DF_SNAP && element != EL_BD_ROCK)
7895 return MF_NO_ACTION;
7897 if (CAN_FALL(element) && dy)
7898 return MF_NO_ACTION;
7900 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7901 !(element == EL_SPRING && use_spring_bug))
7902 return MF_NO_ACTION;
7905 /* do not push elements already moving away faster than player */
7906 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
7907 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
7908 return MF_NO_ACTION;
7910 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7911 return MF_NO_ACTION;
7913 if (!player->Pushing &&
7914 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7915 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7917 player->Pushing = TRUE;
7919 if (!(IN_LEV_FIELD(nextx, nexty) &&
7920 (IS_FREE(nextx, nexty) ||
7921 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7922 IS_SB_ELEMENT(element)))))
7923 return MF_NO_ACTION;
7925 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7926 return MF_NO_ACTION;
7928 if (player->push_delay == 0) /* new pushing; restart delay */
7929 player->push_delay = FrameCounter;
7931 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7932 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7933 element != EL_SPRING && element != EL_BALLOON)
7934 return MF_NO_ACTION;
7936 if (IS_SB_ELEMENT(element))
7938 if (element == EL_SOKOBAN_FIELD_FULL)
7940 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7941 local_player->sokobanfields_still_needed++;
7944 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7946 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7947 local_player->sokobanfields_still_needed--;
7950 Feld[x][y] = EL_SOKOBAN_OBJECT;
7952 if (Back[x][y] == Back[nextx][nexty])
7953 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7954 else if (Back[x][y] != 0)
7955 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7958 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7961 if (local_player->sokobanfields_still_needed == 0 &&
7962 game.emulation == EMU_SOKOBAN)
7964 player->LevelSolved = player->GameOver = TRUE;
7965 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7969 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7971 InitMovingField(x, y, move_direction);
7972 GfxAction[x][y] = ACTION_PUSHING;
7974 if (mode == DF_SNAP)
7975 ContinueMoving(x, y);
7977 MovPos[x][y] = (dx != 0 ? dx : dy);
7979 Pushed[x][y] = TRUE;
7980 Pushed[nextx][nexty] = TRUE;
7982 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7983 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7986 CheckTriggeredElementSideChange(x, y, element, dig_side,
7987 CE_OTHER_GETS_PUSHED);
7988 CheckElementSideChange(x, y, element, dig_side,
7989 CE_PUSHED_BY_PLAYER, -1);
7991 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7992 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7997 else if (IS_SWITCHABLE(element))
7999 if (PLAYER_SWITCHING(player, x, y))
8003 PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
8006 if (element == EL_ROBOT_WHEEL)
8008 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
8012 DrawLevelField(x, y);
8015 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
8018 else if (element == EL_SP_TERMINAL)
8023 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
8026 for (yy=0; yy<lev_fieldy; yy++)
8028 for (xx=0; xx<lev_fieldx; xx++)
8030 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
8032 else if (Feld[xx][yy] == EL_SP_TERMINAL)
8033 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
8037 else if (IS_BELT_SWITCH(element))
8040 if (!PLAYER_SWITCHING(player, x, y))
8043 player->Switching = TRUE;
8044 player->switch_x = x;
8045 player->switch_y = y;
8047 ToggleBeltSwitch(x, y);
8050 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
8054 else if (element == EL_SWITCHGATE_SWITCH_UP ||
8055 element == EL_SWITCHGATE_SWITCH_DOWN)
8058 if (!PLAYER_SWITCHING(player, x, y))
8061 player->Switching = TRUE;
8062 player->switch_x = x;
8063 player->switch_y = y;
8065 ToggleSwitchgateSwitch(x, y);
8068 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
8072 else if (element == EL_LIGHT_SWITCH ||
8073 element == EL_LIGHT_SWITCH_ACTIVE)
8076 if (!PLAYER_SWITCHING(player, x, y))
8079 player->Switching = TRUE;
8080 player->switch_x = x;
8081 player->switch_y = y;
8083 ToggleLightSwitch(x, y);
8086 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
8087 SND_LIGHT_SWITCH_ACTIVATING :
8088 SND_LIGHT_SWITCH_DEACTIVATING);
8092 else if (element == EL_TIMEGATE_SWITCH)
8094 ActivateTimegateSwitch(x, y);
8097 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
8100 else if (element == EL_BALLOON_SWITCH_LEFT ||
8101 element == EL_BALLOON_SWITCH_RIGHT ||
8102 element == EL_BALLOON_SWITCH_UP ||
8103 element == EL_BALLOON_SWITCH_DOWN ||
8104 element == EL_BALLOON_SWITCH_ANY)
8106 if (element == EL_BALLOON_SWITCH_ANY)
8107 game.balloon_dir = move_direction;
8109 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
8110 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
8111 element == EL_BALLOON_SWITCH_UP ? MV_UP :
8112 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
8116 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
8119 else if (element == EL_LAMP)
8121 Feld[x][y] = EL_LAMP_ACTIVE;
8122 local_player->lights_still_needed--;
8124 DrawLevelField(x, y);
8127 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
8130 else if (element == EL_TIME_ORB_FULL)
8132 Feld[x][y] = EL_TIME_ORB_EMPTY;
8134 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8136 DrawLevelField(x, y);
8139 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
8148 if (!PLAYER_SWITCHING(player, x, y))
8150 if (!player->Switching)
8153 player->Switching = TRUE;
8154 player->switch_x = x;
8155 player->switch_y = y;
8157 CheckTriggeredElementSideChange(x, y, element, dig_side,
8158 CE_OTHER_IS_SWITCHING);
8159 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
8162 CheckTriggeredElementSideChange(x, y, element, dig_side,
8163 CE_OTHER_GETS_PRESSED);
8164 CheckElementSideChange(x, y, element, dig_side,
8165 CE_PRESSED_BY_PLAYER, -1);
8168 return MF_NO_ACTION;
8171 player->push_delay = 0;
8173 if (Feld[x][y] != element) /* really digged/collected something */
8174 player->is_collecting = !player->is_digging;
8179 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
8181 int jx = player->jx, jy = player->jy;
8182 int x = jx + dx, y = jy + dy;
8183 int snap_direction = (dx == -1 ? MV_LEFT :
8184 dx == +1 ? MV_RIGHT :
8186 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8188 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
8191 if (!player->active || !IN_LEV_FIELD(x, y))
8199 if (player->MovPos == 0)
8200 player->Pushing = FALSE;
8202 player->snapped = FALSE;
8204 if (player->MovPos == 0)
8206 player->is_digging = FALSE;
8207 player->is_collecting = FALSE;
8209 player->is_moving = FALSE;
8214 printf("::: trying to snap...\n");
8220 if (player->snapped)
8223 player->MovDir = snap_direction;
8226 player->is_digging = FALSE;
8227 player->is_collecting = FALSE;
8229 player->is_moving = FALSE;
8233 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8236 player->snapped = TRUE;
8238 player->is_digging = FALSE;
8239 player->is_collecting = FALSE;
8241 player->is_moving = FALSE;
8245 DrawLevelField(x, y);
8251 boolean DropElement(struct PlayerInfo *player)
8253 int jx = player->jx, jy = player->jy;
8256 if (!player->active || player->MovPos)
8259 old_element = Feld[jx][jy];
8261 /* check if player has anything that can be dropped */
8262 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8265 /* check if anything can be dropped at the current position */
8266 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8269 /* collected custom elements can only be dropped on empty fields */
8270 if (player->inventory_size > 0 &&
8271 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8272 && old_element != EL_EMPTY)
8275 if (old_element != EL_EMPTY)
8276 Back[jx][jy] = old_element; /* store old element on this field */
8278 MovDelay[jx][jy] = 96;
8280 ResetGfxAnimation(jx, jy);
8281 ResetRandomAnimationValue(jx, jy);
8283 if (player->inventory_size > 0)
8285 int new_element = player->inventory_element[--player->inventory_size];
8288 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8289 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8292 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8293 EL_DYNAMITE_ACTIVE);
8296 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8297 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8299 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8300 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8302 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8304 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8305 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8307 TestIfElementTouchesCustomElement(jx, jy);
8309 else /* player is dropping a dyna bomb */
8311 player->dynabombs_left--;
8314 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8316 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8317 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8319 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8325 /* ------------------------------------------------------------------------- */
8326 /* game sound playing functions */
8327 /* ------------------------------------------------------------------------- */
8329 static int *loop_sound_frame = NULL;
8330 static int *loop_sound_volume = NULL;
8332 void InitPlaySoundLevel()
8334 int num_sounds = getSoundListSize();
8336 if (loop_sound_frame != NULL)
8337 free(loop_sound_frame);
8339 if (loop_sound_volume != NULL)
8340 free(loop_sound_volume);
8342 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8343 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8346 static void PlaySoundLevel(int x, int y, int nr)
8348 int sx = SCREENX(x), sy = SCREENY(y);
8349 int volume, stereo_position;
8350 int max_distance = 8;
8351 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8353 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8354 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8357 if (!IN_LEV_FIELD(x, y) ||
8358 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8359 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8362 volume = SOUND_MAX_VOLUME;
8364 if (!IN_SCR_FIELD(sx, sy))
8366 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8367 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8369 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8372 stereo_position = (SOUND_MAX_LEFT +
8373 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8374 (SCR_FIELDX + 2 * max_distance));
8376 if (IS_LOOP_SOUND(nr))
8378 /* This assures that quieter loop sounds do not overwrite louder ones,
8379 while restarting sound volume comparison with each new game frame. */
8381 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8384 loop_sound_volume[nr] = volume;
8385 loop_sound_frame[nr] = FrameCounter;
8388 PlaySoundExt(nr, volume, stereo_position, type);
8391 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8393 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8394 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8395 y < LEVELY(BY1) ? LEVELY(BY1) :
8396 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8400 static void PlaySoundLevelAction(int x, int y, int action)
8402 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8405 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8407 int sound_effect = element_info[element].sound[action];
8409 if (sound_effect != SND_UNDEFINED)
8410 PlaySoundLevel(x, y, sound_effect);
8413 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8415 int sound_effect = element_info[Feld[x][y]].sound[action];
8417 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8418 PlaySoundLevel(x, y, sound_effect);
8421 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8423 int sound_effect = element_info[Feld[x][y]].sound[action];
8425 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8426 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8429 void RaiseScore(int value)
8431 local_player->score += value;
8432 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8435 void RaiseScoreElement(int element)
8441 case EL_EMERALD_YELLOW:
8442 case EL_EMERALD_RED:
8443 case EL_EMERALD_PURPLE:
8444 case EL_SP_INFOTRON:
8445 RaiseScore(level.score[SC_EMERALD]);
8448 RaiseScore(level.score[SC_DIAMOND]);
8451 RaiseScore(level.score[SC_CRYSTAL]);
8454 RaiseScore(level.score[SC_PEARL]);
8457 case EL_BD_BUTTERFLY:
8458 case EL_SP_ELECTRON:
8459 RaiseScore(level.score[SC_BUG]);
8463 case EL_SP_SNIKSNAK:
8464 RaiseScore(level.score[SC_SPACESHIP]);
8467 case EL_DARK_YAMYAM:
8468 RaiseScore(level.score[SC_YAMYAM]);
8471 RaiseScore(level.score[SC_ROBOT]);
8474 RaiseScore(level.score[SC_PACMAN]);
8477 RaiseScore(level.score[SC_NUT]);
8480 case EL_SP_DISK_RED:
8481 case EL_DYNABOMB_INCREASE_NUMBER:
8482 case EL_DYNABOMB_INCREASE_SIZE:
8483 case EL_DYNABOMB_INCREASE_POWER:
8484 RaiseScore(level.score[SC_DYNAMITE]);
8486 case EL_SHIELD_NORMAL:
8487 case EL_SHIELD_DEADLY:
8488 RaiseScore(level.score[SC_SHIELD]);
8491 RaiseScore(level.score[SC_TIME_BONUS]);
8497 RaiseScore(level.score[SC_KEY]);
8500 RaiseScore(element_info[element].collect_score);
8505 void RequestQuitGame(boolean ask_if_really_quit)
8507 if (AllPlayersGone ||
8508 !ask_if_really_quit ||
8509 level_editor_test_game ||
8510 Request("Do you really want to quit the game ?",
8511 REQ_ASK | REQ_STAY_CLOSED))
8513 #if defined(PLATFORM_UNIX)
8514 if (options.network)
8515 SendToServer_StopPlaying();
8519 game_status = GAME_MODE_MAIN;
8525 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8530 /* ---------- new game button stuff ---------------------------------------- */
8532 /* graphic position values for game buttons */
8533 #define GAME_BUTTON_XSIZE 30
8534 #define GAME_BUTTON_YSIZE 30
8535 #define GAME_BUTTON_XPOS 5
8536 #define GAME_BUTTON_YPOS 215
8537 #define SOUND_BUTTON_XPOS 5
8538 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8540 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8541 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8542 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8543 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8544 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8545 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8552 } gamebutton_info[NUM_GAME_BUTTONS] =
8555 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8560 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8565 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8570 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8571 SOUND_CTRL_ID_MUSIC,
8572 "background music on/off"
8575 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8576 SOUND_CTRL_ID_LOOPS,
8577 "sound loops on/off"
8580 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8581 SOUND_CTRL_ID_SIMPLE,
8582 "normal sounds on/off"
8586 void CreateGameButtons()
8590 for (i=0; i<NUM_GAME_BUTTONS; i++)
8592 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8593 struct GadgetInfo *gi;
8596 unsigned long event_mask;
8597 int gd_xoffset, gd_yoffset;
8598 int gd_x1, gd_x2, gd_y1, gd_y2;
8601 gd_xoffset = gamebutton_info[i].x;
8602 gd_yoffset = gamebutton_info[i].y;
8603 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8604 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8606 if (id == GAME_CTRL_ID_STOP ||
8607 id == GAME_CTRL_ID_PAUSE ||
8608 id == GAME_CTRL_ID_PLAY)
8610 button_type = GD_TYPE_NORMAL_BUTTON;
8612 event_mask = GD_EVENT_RELEASED;
8613 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8614 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8618 button_type = GD_TYPE_CHECK_BUTTON;
8620 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8621 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8622 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8623 event_mask = GD_EVENT_PRESSED;
8624 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8625 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8628 gi = CreateGadget(GDI_CUSTOM_ID, id,
8629 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8630 GDI_X, DX + gd_xoffset,
8631 GDI_Y, DY + gd_yoffset,
8632 GDI_WIDTH, GAME_BUTTON_XSIZE,
8633 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8634 GDI_TYPE, button_type,
8635 GDI_STATE, GD_BUTTON_UNPRESSED,
8636 GDI_CHECKED, checked,
8637 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8638 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8639 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8640 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8641 GDI_EVENT_MASK, event_mask,
8642 GDI_CALLBACK_ACTION, HandleGameButtons,
8646 Error(ERR_EXIT, "cannot create gadget");
8648 game_gadget[id] = gi;
8652 void FreeGameButtons()
8656 for (i=0; i<NUM_GAME_BUTTONS; i++)
8657 FreeGadget(game_gadget[i]);
8660 static void MapGameButtons()
8664 for (i=0; i<NUM_GAME_BUTTONS; i++)
8665 MapGadget(game_gadget[i]);
8668 void UnmapGameButtons()
8672 for (i=0; i<NUM_GAME_BUTTONS; i++)
8673 UnmapGadget(game_gadget[i]);
8676 static void HandleGameButtons(struct GadgetInfo *gi)
8678 int id = gi->custom_id;
8680 if (game_status != GAME_MODE_PLAYING)
8685 case GAME_CTRL_ID_STOP:
8686 RequestQuitGame(TRUE);
8689 case GAME_CTRL_ID_PAUSE:
8690 if (options.network)
8692 #if defined(PLATFORM_UNIX)
8694 SendToServer_ContinuePlaying();
8696 SendToServer_PausePlaying();
8700 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8703 case GAME_CTRL_ID_PLAY:
8706 #if defined(PLATFORM_UNIX)
8707 if (options.network)
8708 SendToServer_ContinuePlaying();
8712 tape.pausing = FALSE;
8713 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8718 case SOUND_CTRL_ID_MUSIC:
8719 if (setup.sound_music)
8721 setup.sound_music = FALSE;
8724 else if (audio.music_available)
8726 setup.sound = setup.sound_music = TRUE;
8728 SetAudioMode(setup.sound);
8729 PlayMusic(level_nr);
8733 case SOUND_CTRL_ID_LOOPS:
8734 if (setup.sound_loops)
8735 setup.sound_loops = FALSE;
8736 else if (audio.loops_available)
8738 setup.sound = setup.sound_loops = TRUE;
8739 SetAudioMode(setup.sound);
8743 case SOUND_CTRL_ID_SIMPLE:
8744 if (setup.sound_simple)
8745 setup.sound_simple = FALSE;
8746 else if (audio.sound_available)
8748 setup.sound = setup.sound_simple = TRUE;
8749 SetAudioMode(setup.sound);