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 MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
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 boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
165 static boolean MovePlayer(struct PlayerInfo *, int, int);
166 static void ScrollPlayer(struct PlayerInfo *, int);
167 static void ScrollScreen(struct PlayerInfo *, int);
169 static void InitBeltMovement(void);
170 static void CloseAllOpenTimegates(void);
171 static void CheckGravityMovement(struct PlayerInfo *);
172 static void KillHeroUnlessProtected(int, int);
174 static void TestIfPlayerTouchesCustomElement(int, int);
175 static void TestIfElementTouchesCustomElement(int, int);
177 static void ChangeElement(int, int, int);
178 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
179 static boolean CheckTriggeredElementChange(int, int, int, int);
180 static boolean CheckElementSideChange(int, int, int, int, int, int);
181 static boolean CheckElementChange(int, int, int, int);
183 static void PlaySoundLevel(int, int, int);
184 static void PlaySoundLevelNearest(int, int, int);
185 static void PlaySoundLevelAction(int, int, int);
186 static void PlaySoundLevelElementAction(int, int, int, int);
187 static void PlaySoundLevelActionIfLoop(int, int, int);
188 static void StopSoundLevelActionIfLoop(int, int, int);
190 static void MapGameButtons();
191 static void HandleGameButtons(struct GadgetInfo *);
193 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
196 /* ------------------------------------------------------------------------- */
197 /* definition of elements that automatically change to other elements after */
198 /* a specified time, eventually calling a function when changing */
199 /* ------------------------------------------------------------------------- */
201 /* forward declaration for changer functions */
202 static void InitBuggyBase(int x, int y);
203 static void WarnBuggyBase(int x, int y);
205 static void InitTrap(int x, int y);
206 static void ActivateTrap(int x, int y);
207 static void ChangeActiveTrap(int x, int y);
209 static void InitRobotWheel(int x, int y);
210 static void RunRobotWheel(int x, int y);
211 static void StopRobotWheel(int x, int y);
213 static void InitTimegateWheel(int x, int y);
214 static void RunTimegateWheel(int x, int y);
216 struct ChangingElementInfo
221 void (*pre_change_function)(int x, int y);
222 void (*change_function)(int x, int y);
223 void (*post_change_function)(int x, int y);
226 static struct ChangingElementInfo change_delay_list[] =
277 EL_SWITCHGATE_OPENING,
285 EL_SWITCHGATE_CLOSING,
286 EL_SWITCHGATE_CLOSED,
318 EL_ACID_SPLASH_RIGHT,
327 EL_SP_BUGGY_BASE_ACTIVATING,
334 EL_SP_BUGGY_BASE_ACTIVATING,
335 EL_SP_BUGGY_BASE_ACTIVE,
342 EL_SP_BUGGY_BASE_ACTIVE,
366 EL_ROBOT_WHEEL_ACTIVE,
374 EL_TIMEGATE_SWITCH_ACTIVE,
395 int push_delay_fixed, push_delay_random;
400 { EL_BALLOON, 0, 0 },
402 { EL_SOKOBAN_OBJECT, 2, 0 },
403 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
404 { EL_SATELLITE, 2, 0 },
405 { EL_SP_DISK_YELLOW, 2, 0 },
407 { EL_UNDEFINED, 0, 0 },
415 move_stepsize_list[] =
417 { EL_AMOEBA_DROP, 2 },
418 { EL_AMOEBA_DROPPING, 2 },
419 { EL_QUICKSAND_FILLING, 1 },
420 { EL_QUICKSAND_EMPTYING, 1 },
421 { EL_MAGIC_WALL_FILLING, 2 },
422 { EL_BD_MAGIC_WALL_FILLING, 2 },
423 { EL_MAGIC_WALL_EMPTYING, 2 },
424 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
434 collect_count_list[] =
437 { EL_BD_DIAMOND, 1 },
438 { EL_EMERALD_YELLOW, 1 },
439 { EL_EMERALD_RED, 1 },
440 { EL_EMERALD_PURPLE, 1 },
442 { EL_SP_INFOTRON, 1 },
449 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
451 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
452 CH_EVENT_BIT(CE_DELAY))
453 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
454 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
455 IS_JUST_CHANGING(x, y))
457 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
460 void GetPlayerConfig()
462 if (!audio.sound_available)
463 setup.sound_simple = FALSE;
465 if (!audio.loops_available)
466 setup.sound_loops = FALSE;
468 if (!audio.music_available)
469 setup.sound_music = FALSE;
471 if (!video.fullscreen_available)
472 setup.fullscreen = FALSE;
474 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
476 SetAudioMode(setup.sound);
480 static int getBeltNrFromBeltElement(int element)
482 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
483 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
484 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
487 static int getBeltNrFromBeltActiveElement(int element)
489 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
490 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
491 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
494 static int getBeltNrFromBeltSwitchElement(int element)
496 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
497 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
498 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
501 static int getBeltDirNrFromBeltSwitchElement(int element)
503 static int belt_base_element[4] =
505 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
506 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
507 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
508 EL_CONVEYOR_BELT_4_SWITCH_LEFT
511 int belt_nr = getBeltNrFromBeltSwitchElement(element);
512 int belt_dir_nr = element - belt_base_element[belt_nr];
514 return (belt_dir_nr % 3);
517 static int getBeltDirFromBeltSwitchElement(int element)
519 static int belt_move_dir[3] =
526 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
528 return belt_move_dir[belt_dir_nr];
531 static void InitPlayerField(int x, int y, int element, boolean init_game)
533 if (element == EL_SP_MURPHY)
537 if (stored_player[0].present)
539 Feld[x][y] = EL_SP_MURPHY_CLONE;
545 stored_player[0].use_murphy_graphic = TRUE;
548 Feld[x][y] = EL_PLAYER_1;
554 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
555 int jx = player->jx, jy = player->jy;
557 player->present = TRUE;
559 if (!options.network || player->connected)
561 player->active = TRUE;
563 /* remove potentially duplicate players */
564 if (StorePlayer[jx][jy] == Feld[x][y])
565 StorePlayer[jx][jy] = 0;
567 StorePlayer[x][y] = Feld[x][y];
571 printf("Player %d activated.\n", player->element_nr);
572 printf("[Local player is %d and currently %s.]\n",
573 local_player->element_nr,
574 local_player->active ? "active" : "not active");
578 Feld[x][y] = EL_EMPTY;
579 player->jx = player->last_jx = x;
580 player->jy = player->last_jy = y;
584 static void InitField(int x, int y, boolean init_game)
586 int element = Feld[x][y];
595 InitPlayerField(x, y, element, init_game);
599 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
600 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
601 else if (x > 0 && Feld[x-1][y] == EL_ACID)
602 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
603 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
604 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
605 else if (y > 0 && Feld[x][y-1] == EL_ACID)
606 Feld[x][y] = EL_ACID_POOL_BOTTOM;
607 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
608 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
616 case EL_SPACESHIP_RIGHT:
617 case EL_SPACESHIP_UP:
618 case EL_SPACESHIP_LEFT:
619 case EL_SPACESHIP_DOWN:
621 case EL_BD_BUTTERFLY_RIGHT:
622 case EL_BD_BUTTERFLY_UP:
623 case EL_BD_BUTTERFLY_LEFT:
624 case EL_BD_BUTTERFLY_DOWN:
625 case EL_BD_BUTTERFLY:
626 case EL_BD_FIREFLY_RIGHT:
627 case EL_BD_FIREFLY_UP:
628 case EL_BD_FIREFLY_LEFT:
629 case EL_BD_FIREFLY_DOWN:
631 case EL_PACMAN_RIGHT:
655 if (y == lev_fieldy - 1)
657 Feld[x][y] = EL_AMOEBA_GROWING;
658 Store[x][y] = EL_AMOEBA_WET;
662 case EL_DYNAMITE_ACTIVE:
667 local_player->lights_still_needed++;
670 case EL_SOKOBAN_FIELD_EMPTY:
671 local_player->sokobanfields_still_needed++;
675 local_player->friends_still_needed++;
680 MovDir[x][y] = 1 << RND(4);
685 Feld[x][y] = EL_EMPTY;
690 case EL_EM_KEY_1_FILE:
691 Feld[x][y] = EL_EM_KEY_1;
693 case EL_EM_KEY_2_FILE:
694 Feld[x][y] = EL_EM_KEY_2;
696 case EL_EM_KEY_3_FILE:
697 Feld[x][y] = EL_EM_KEY_3;
699 case EL_EM_KEY_4_FILE:
700 Feld[x][y] = EL_EM_KEY_4;
704 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
705 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
706 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
707 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
708 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
709 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
710 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
711 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
712 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
713 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
714 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
715 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
718 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
719 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
720 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
722 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
724 game.belt_dir[belt_nr] = belt_dir;
725 game.belt_dir_nr[belt_nr] = belt_dir_nr;
727 else /* more than one switch -- set it like the first switch */
729 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
734 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
736 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
739 case EL_LIGHT_SWITCH_ACTIVE:
741 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
745 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
751 void DrawGameDoorValues()
755 for (i=0; i<MAX_PLAYERS; i++)
757 if (stored_player[i].key[j])
758 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
759 el2edimg(EL_KEY_1 + j));
761 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
762 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
763 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
764 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
765 DrawText(DX + XX_SCORE, DY + YY_SCORE,
766 int2str(local_player->score, 5), FONT_TEXT_2);
767 DrawText(DX + XX_TIME, DY + YY_TIME,
768 int2str(TimeLeft, 3), FONT_TEXT_2);
773 =============================================================================
775 -----------------------------------------------------------------------------
776 initialize game engine due to level / tape version number
777 =============================================================================
780 static void InitGameEngine()
784 /* set game engine from tape file when re-playing, else from level file */
785 game.engine_version = (tape.playing ? tape.engine_version :
788 /* dynamically adjust element properties according to game engine version */
789 InitElementPropertiesEngine(game.engine_version);
792 printf("level %d: level version == %06d\n", level_nr, level.game_version);
793 printf(" tape version == %06d [%s] [file: %06d]\n",
794 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
796 printf(" => game.engine_version == %06d\n", game.engine_version);
799 /* ---------- initialize player's initial move delay --------------------- */
801 /* dynamically adjust player properties according to game engine version */
802 game.initial_move_delay =
803 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
804 INITIAL_MOVE_DELAY_OFF);
806 /* dynamically adjust player properties according to level information */
807 game.initial_move_delay_value =
808 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
810 /* ---------- initialize changing elements ------------------------------- */
812 /* initialize changing elements information */
813 for (i=0; i < MAX_NUM_ELEMENTS; i++)
815 struct ElementInfo *ei = &element_info[i];
817 /* this pointer might have been changed in the level editor */
818 ei->change = &ei->change_page[0];
820 if (!IS_CUSTOM_ELEMENT(i))
822 ei->change->target_element = EL_EMPTY_SPACE;
823 ei->change->delay_fixed = 0;
824 ei->change->delay_random = 0;
825 ei->change->delay_frames = 1;
828 ei->change_events = CE_BITMASK_DEFAULT;
829 for (j=0; j < NUM_CHANGE_EVENTS; j++)
831 ei->event_page_nr[j] = 0;
832 ei->event_page[j] = &ei->change_page[0];
836 /* add changing elements from pre-defined list */
837 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
839 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
840 struct ElementInfo *ei = &element_info[ch_delay->element];
842 ei->change->target_element = ch_delay->target_element;
843 ei->change->delay_fixed = ch_delay->change_delay;
845 ei->change->pre_change_function = ch_delay->pre_change_function;
846 ei->change->change_function = ch_delay->change_function;
847 ei->change->post_change_function = ch_delay->post_change_function;
849 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
853 /* add change events from custom element configuration */
854 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
856 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
858 for (j=0; j < ei->num_change_pages; j++)
860 if (!ei->change_page[j].can_change)
863 for (k=0; k < NUM_CHANGE_EVENTS; k++)
865 /* only add event page for the first page found with this event */
866 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
867 !(ei->change_events & CH_EVENT_BIT(k)))
869 ei->change_events |= CH_EVENT_BIT(k);
870 ei->event_page_nr[k] = j;
871 ei->event_page[k] = &ei->change_page[j];
879 /* add change events from custom element configuration */
880 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
882 int element = EL_CUSTOM_START + i;
884 /* only add custom elements that change after fixed/random frame delay */
885 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
886 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
890 /* ---------- initialize trigger events ---------------------------------- */
892 /* initialize trigger events information */
893 for (i=0; i<MAX_NUM_ELEMENTS; i++)
894 trigger_events[i] = EP_BITMASK_DEFAULT;
897 /* add trigger events from element change event properties */
898 for (i=0; i<MAX_NUM_ELEMENTS; i++)
900 struct ElementInfo *ei = &element_info[i];
902 for (j=0; j < ei->num_change_pages; j++)
904 if (!ei->change_page[j].can_change)
907 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
909 int trigger_element = ei->change_page[j].trigger_element;
911 trigger_events[trigger_element] |= ei->change_page[j].events;
916 /* add trigger events from element change event properties */
917 for (i=0; i<MAX_NUM_ELEMENTS; i++)
918 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
919 trigger_events[element_info[i].change->trigger_element] |=
920 element_info[i].change->events;
923 /* ---------- initialize push delay -------------------------------------- */
925 /* initialize push delay values to default */
926 for (i=0; i<MAX_NUM_ELEMENTS; i++)
928 if (!IS_CUSTOM_ELEMENT(i))
930 element_info[i].push_delay_fixed = 2;
931 element_info[i].push_delay_random = 8;
935 /* set push delay value for certain elements from pre-defined list */
936 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
938 int e = push_delay_list[i].element;
940 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
941 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
944 /* ---------- initialize move stepsize ----------------------------------- */
946 /* initialize move stepsize values to default */
947 for (i=0; i<MAX_NUM_ELEMENTS; i++)
948 if (!IS_CUSTOM_ELEMENT(i))
949 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
951 /* set move stepsize value for certain elements from pre-defined list */
952 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
954 int e = move_stepsize_list[i].element;
956 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
959 /* ---------- initialize gem count --------------------------------------- */
961 /* initialize gem count values for each element */
962 for (i=0; i<MAX_NUM_ELEMENTS; i++)
963 if (!IS_CUSTOM_ELEMENT(i))
964 element_info[i].collect_count = 0;
966 /* add gem count values for all elements from pre-defined list */
967 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
968 element_info[collect_count_list[i].element].collect_count =
969 collect_count_list[i].count;
974 =============================================================================
976 -----------------------------------------------------------------------------
977 initialize and start new game
978 =============================================================================
983 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
984 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
985 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
992 #if USE_NEW_AMOEBA_CODE
993 printf("Using new amoeba code.\n");
995 printf("Using old amoeba code.\n");
1000 /* don't play tapes over network */
1001 network_playing = (options.network && !tape.playing);
1003 for (i=0; i<MAX_PLAYERS; i++)
1005 struct PlayerInfo *player = &stored_player[i];
1007 player->index_nr = i;
1008 player->element_nr = EL_PLAYER_1 + i;
1010 player->present = FALSE;
1011 player->active = FALSE;
1014 player->effective_action = 0;
1015 player->programmed_action = 0;
1018 player->gems_still_needed = level.gems_needed;
1019 player->sokobanfields_still_needed = 0;
1020 player->lights_still_needed = 0;
1021 player->friends_still_needed = 0;
1024 player->key[j] = FALSE;
1026 player->dynabomb_count = 0;
1027 player->dynabomb_size = 1;
1028 player->dynabombs_left = 0;
1029 player->dynabomb_xl = FALSE;
1031 player->MovDir = MV_NO_MOVING;
1033 player->Pushing = FALSE;
1034 player->Switching = FALSE;
1036 player->GfxDir = MV_NO_MOVING;
1037 player->GfxAction = ACTION_DEFAULT;
1039 player->StepFrame = 0;
1041 player->switch_x = -1;
1042 player->switch_y = -1;
1044 player->use_murphy_graphic = FALSE;
1045 player->use_disk_red_graphic = FALSE;
1047 player->actual_frame_counter = 0;
1049 player->last_move_dir = MV_NO_MOVING;
1051 player->is_moving = FALSE;
1052 player->is_waiting = FALSE;
1053 player->is_digging = FALSE;
1054 player->is_collecting = FALSE;
1056 player->show_envelope = 0;
1058 player->move_delay = game.initial_move_delay;
1059 player->move_delay_value = game.initial_move_delay_value;
1061 player->push_delay = 0;
1062 player->push_delay_value = 5;
1064 player->snapped = FALSE;
1066 player->last_jx = player->last_jy = 0;
1067 player->jx = player->jy = 0;
1069 player->shield_normal_time_left = 0;
1070 player->shield_deadly_time_left = 0;
1072 player->inventory_size = 0;
1074 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1075 SnapField(player, 0, 0);
1077 player->LevelSolved = FALSE;
1078 player->GameOver = FALSE;
1081 network_player_action_received = FALSE;
1083 #if defined(PLATFORM_UNIX)
1084 /* initial null action */
1085 if (network_playing)
1086 SendToServer_MovePlayer(MV_NO_MOVING);
1094 TimeLeft = level.time;
1096 ScreenMovDir = MV_NO_MOVING;
1100 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1102 AllPlayersGone = FALSE;
1104 game.yamyam_content_nr = 0;
1105 game.magic_wall_active = FALSE;
1106 game.magic_wall_time_left = 0;
1107 game.light_time_left = 0;
1108 game.timegate_time_left = 0;
1109 game.switchgate_pos = 0;
1110 game.balloon_dir = MV_NO_MOVING;
1111 game.gravity = level.initial_gravity;
1112 game.explosions_delayed = TRUE;
1114 game.envelope_active = FALSE;
1118 game.belt_dir[i] = MV_NO_MOVING;
1119 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1122 for (i=0; i<MAX_NUM_AMOEBA; i++)
1123 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1125 for (x=0; x<lev_fieldx; x++)
1127 for (y=0; y<lev_fieldy; y++)
1129 Feld[x][y] = level.field[x][y];
1130 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1131 ChangeDelay[x][y] = 0;
1132 ChangePage[x][y] = -1;
1133 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1135 JustStopped[x][y] = 0;
1137 Pushed[x][y] = FALSE;
1139 Changed[x][y] = CE_BITMASK_DEFAULT;
1140 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1142 ExplodePhase[x][y] = 0;
1143 ExplodeField[x][y] = EX_NO_EXPLOSION;
1146 GfxAction[x][y] = ACTION_DEFAULT;
1147 GfxRandom[x][y] = INIT_GFX_RANDOM();
1148 GfxElement[x][y] = EL_UNDEFINED;
1152 for(y=0; y<lev_fieldy; y++)
1154 for(x=0; x<lev_fieldx; x++)
1156 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1158 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1160 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1163 InitField(x, y, TRUE);
1169 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1170 emulate_sb ? EMU_SOKOBAN :
1171 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1173 /* correct non-moving belts to start moving left */
1175 if (game.belt_dir[i] == MV_NO_MOVING)
1176 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1178 /* check if any connected player was not found in playfield */
1179 for (i=0; i<MAX_PLAYERS; i++)
1181 struct PlayerInfo *player = &stored_player[i];
1183 if (player->connected && !player->present)
1185 for (j=0; j<MAX_PLAYERS; j++)
1187 struct PlayerInfo *some_player = &stored_player[j];
1188 int jx = some_player->jx, jy = some_player->jy;
1190 /* assign first free player found that is present in the playfield */
1191 if (some_player->present && !some_player->connected)
1193 player->present = TRUE;
1194 player->active = TRUE;
1195 some_player->present = FALSE;
1197 StorePlayer[jx][jy] = player->element_nr;
1198 player->jx = player->last_jx = jx;
1199 player->jy = player->last_jy = jy;
1209 /* when playing a tape, eliminate all players who do not participate */
1211 for (i=0; i<MAX_PLAYERS; i++)
1213 if (stored_player[i].active && !tape.player_participates[i])
1215 struct PlayerInfo *player = &stored_player[i];
1216 int jx = player->jx, jy = player->jy;
1218 player->active = FALSE;
1219 StorePlayer[jx][jy] = 0;
1220 Feld[jx][jy] = EL_EMPTY;
1224 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1226 /* when in single player mode, eliminate all but the first active player */
1228 for (i=0; i<MAX_PLAYERS; i++)
1230 if (stored_player[i].active)
1232 for (j=i+1; j<MAX_PLAYERS; j++)
1234 if (stored_player[j].active)
1236 struct PlayerInfo *player = &stored_player[j];
1237 int jx = player->jx, jy = player->jy;
1239 player->active = FALSE;
1240 StorePlayer[jx][jy] = 0;
1241 Feld[jx][jy] = EL_EMPTY;
1248 /* when recording the game, store which players take part in the game */
1251 for (i=0; i<MAX_PLAYERS; i++)
1252 if (stored_player[i].active)
1253 tape.player_participates[i] = TRUE;
1258 for (i=0; i<MAX_PLAYERS; i++)
1260 struct PlayerInfo *player = &stored_player[i];
1262 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1267 if (local_player == player)
1268 printf("Player %d is local player.\n", i+1);
1272 if (BorderElement == EL_EMPTY)
1275 SBX_Right = lev_fieldx - SCR_FIELDX;
1277 SBY_Lower = lev_fieldy - SCR_FIELDY;
1282 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1284 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1287 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1288 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1290 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1291 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1293 /* if local player not found, look for custom element that might create
1294 the player (make some assumptions about the right custom element) */
1295 if (!local_player->present)
1297 int start_x = 0, start_y = 0;
1298 int found_rating = 0;
1299 int found_element = EL_UNDEFINED;
1301 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1303 int element = Feld[x][y];
1308 if (!IS_CUSTOM_ELEMENT(element))
1311 if (CAN_CHANGE(element))
1313 for (i=0; i < element_info[element].num_change_pages; i++)
1315 content = element_info[element].change_page[i].target_element;
1316 is_player = ELEM_IS_PLAYER(content);
1318 if (is_player && (found_rating < 3 || element < found_element))
1324 found_element = element;
1329 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1331 content = element_info[element].content[xx][yy];
1332 is_player = ELEM_IS_PLAYER(content);
1334 if (is_player && (found_rating < 2 || element < found_element))
1336 start_x = x + xx - 1;
1337 start_y = y + yy - 1;
1340 found_element = element;
1343 if (!CAN_CHANGE(element))
1346 for (i=0; i < element_info[element].num_change_pages; i++)
1348 content = element_info[element].change_page[i].content[xx][yy];
1349 is_player = ELEM_IS_PLAYER(content);
1351 if (is_player && (found_rating < 1 || element < found_element))
1353 start_x = x + xx - 1;
1354 start_y = y + yy - 1;
1357 found_element = element;
1363 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1364 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1367 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1368 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1374 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1375 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1376 local_player->jx - MIDPOSX);
1378 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1379 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1380 local_player->jy - MIDPOSY);
1382 scroll_x = SBX_Left;
1383 scroll_y = SBY_Upper;
1384 if (local_player->jx >= SBX_Left + MIDPOSX)
1385 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1386 local_player->jx - MIDPOSX :
1388 if (local_player->jy >= SBY_Upper + MIDPOSY)
1389 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1390 local_player->jy - MIDPOSY :
1395 CloseDoor(DOOR_CLOSE_1);
1400 /* after drawing the level, correct some elements */
1401 if (game.timegate_time_left == 0)
1402 CloseAllOpenTimegates();
1404 if (setup.soft_scrolling)
1405 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1407 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1410 /* copy default game door content to main double buffer */
1411 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1412 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1415 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1418 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1419 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1420 BlitBitmap(drawto, drawto,
1421 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1422 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1423 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1424 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1427 DrawGameDoorValues();
1431 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1432 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1433 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1437 /* copy actual game door content to door double buffer for OpenDoor() */
1438 BlitBitmap(drawto, bitmap_db_door,
1439 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1441 OpenDoor(DOOR_OPEN_ALL);
1443 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1444 if (setup.sound_music)
1445 PlayMusic(level_nr);
1447 KeyboardAutoRepeatOffUnlessAutoplay();
1452 printf("Player %d %sactive.\n",
1453 i + 1, (stored_player[i].active ? "" : "not "));
1457 void InitMovDir(int x, int y)
1459 int i, element = Feld[x][y];
1460 static int xy[4][2] =
1467 static int direction[3][4] =
1469 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1470 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1471 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1480 Feld[x][y] = EL_BUG;
1481 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1484 case EL_SPACESHIP_RIGHT:
1485 case EL_SPACESHIP_UP:
1486 case EL_SPACESHIP_LEFT:
1487 case EL_SPACESHIP_DOWN:
1488 Feld[x][y] = EL_SPACESHIP;
1489 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1492 case EL_BD_BUTTERFLY_RIGHT:
1493 case EL_BD_BUTTERFLY_UP:
1494 case EL_BD_BUTTERFLY_LEFT:
1495 case EL_BD_BUTTERFLY_DOWN:
1496 Feld[x][y] = EL_BD_BUTTERFLY;
1497 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1500 case EL_BD_FIREFLY_RIGHT:
1501 case EL_BD_FIREFLY_UP:
1502 case EL_BD_FIREFLY_LEFT:
1503 case EL_BD_FIREFLY_DOWN:
1504 Feld[x][y] = EL_BD_FIREFLY;
1505 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1508 case EL_PACMAN_RIGHT:
1510 case EL_PACMAN_LEFT:
1511 case EL_PACMAN_DOWN:
1512 Feld[x][y] = EL_PACMAN;
1513 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1516 case EL_SP_SNIKSNAK:
1517 MovDir[x][y] = MV_UP;
1520 case EL_SP_ELECTRON:
1521 MovDir[x][y] = MV_LEFT;
1528 Feld[x][y] = EL_MOLE;
1529 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1533 if (IS_CUSTOM_ELEMENT(element))
1535 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1536 MovDir[x][y] = element_info[element].move_direction_initial;
1537 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1538 element_info[element].move_pattern == MV_TURNING_LEFT ||
1539 element_info[element].move_pattern == MV_TURNING_RIGHT)
1540 MovDir[x][y] = 1 << RND(4);
1541 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1542 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1543 else if (element_info[element].move_pattern == MV_VERTICAL)
1544 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1545 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1546 MovDir[x][y] = element_info[element].move_pattern;
1547 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1548 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1552 int x1 = x + xy[i][0];
1553 int y1 = y + xy[i][1];
1555 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1557 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1558 MovDir[x][y] = direction[0][i];
1560 MovDir[x][y] = direction[1][i];
1569 MovDir[x][y] = 1 << RND(4);
1571 if (element != EL_BUG &&
1572 element != EL_SPACESHIP &&
1573 element != EL_BD_BUTTERFLY &&
1574 element != EL_BD_FIREFLY)
1579 int x1 = x + xy[i][0];
1580 int y1 = y + xy[i][1];
1582 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1584 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1586 MovDir[x][y] = direction[0][i];
1589 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1590 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1592 MovDir[x][y] = direction[1][i];
1602 void InitAmoebaNr(int x, int y)
1605 int group_nr = AmoebeNachbarNr(x, y);
1609 for (i=1; i<MAX_NUM_AMOEBA; i++)
1611 if (AmoebaCnt[i] == 0)
1619 AmoebaNr[x][y] = group_nr;
1620 AmoebaCnt[group_nr]++;
1621 AmoebaCnt2[group_nr]++;
1627 boolean raise_level = FALSE;
1629 if (local_player->MovPos)
1633 if (tape.auto_play) /* tape might already be stopped here */
1634 tape.auto_play_level_solved = TRUE;
1636 if (tape.playing && tape.auto_play)
1637 tape.auto_play_level_solved = TRUE;
1640 local_player->LevelSolved = FALSE;
1642 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1646 if (!tape.playing && setup.sound_loops)
1647 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1648 SND_CTRL_PLAY_LOOP);
1650 while (TimeLeft > 0)
1652 if (!tape.playing && !setup.sound_loops)
1653 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1654 if (TimeLeft > 0 && !(TimeLeft % 10))
1655 RaiseScore(level.score[SC_TIME_BONUS]);
1656 if (TimeLeft > 100 && !(TimeLeft % 10))
1660 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1667 if (!tape.playing && setup.sound_loops)
1668 StopSound(SND_GAME_LEVELTIME_BONUS);
1670 else if (level.time == 0) /* level without time limit */
1672 if (!tape.playing && setup.sound_loops)
1673 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1674 SND_CTRL_PLAY_LOOP);
1676 while (TimePlayed < 999)
1678 if (!tape.playing && !setup.sound_loops)
1679 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1680 if (TimePlayed < 999 && !(TimePlayed % 10))
1681 RaiseScore(level.score[SC_TIME_BONUS]);
1682 if (TimePlayed < 900 && !(TimePlayed % 10))
1686 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1693 if (!tape.playing && setup.sound_loops)
1694 StopSound(SND_GAME_LEVELTIME_BONUS);
1697 /* close exit door after last player */
1698 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
1699 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
1701 int element = Feld[ExitX][ExitY];
1703 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
1704 EL_SP_EXIT_CLOSING);
1706 PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
1709 /* Hero disappears */
1710 DrawLevelField(ExitX, ExitY);
1716 CloseDoor(DOOR_CLOSE_1);
1721 SaveTape(tape.level_nr); /* Ask to save tape */
1724 if (level_nr == leveldir_current->handicap_level)
1726 leveldir_current->handicap_level++;
1727 SaveLevelSetup_SeriesInfo();
1730 if (level_editor_test_game)
1731 local_player->score = -1; /* no highscore when playing from editor */
1732 else if (level_nr < leveldir_current->last_level)
1733 raise_level = TRUE; /* advance to next level */
1735 if ((hi_pos = NewHiScore()) >= 0)
1737 game_status = GAME_MODE_SCORES;
1738 DrawHallOfFame(hi_pos);
1747 game_status = GAME_MODE_MAIN;
1764 LoadScore(level_nr);
1766 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1767 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1770 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1772 if (local_player->score > highscore[k].Score)
1774 /* player has made it to the hall of fame */
1776 if (k < MAX_SCORE_ENTRIES - 1)
1778 int m = MAX_SCORE_ENTRIES - 1;
1781 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1782 if (!strcmp(setup.player_name, highscore[l].Name))
1784 if (m == k) /* player's new highscore overwrites his old one */
1790 strcpy(highscore[l].Name, highscore[l - 1].Name);
1791 highscore[l].Score = highscore[l - 1].Score;
1798 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1799 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1800 highscore[k].Score = local_player->score;
1806 else if (!strncmp(setup.player_name, highscore[k].Name,
1807 MAX_PLAYER_NAME_LEN))
1808 break; /* player already there with a higher score */
1814 SaveScore(level_nr);
1819 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1821 if (player->GfxAction != action || player->GfxDir != dir)
1824 printf("Player frame reset! (%d => %d, %d => %d)\n",
1825 player->GfxAction, action, player->GfxDir, dir);
1828 player->GfxAction = action;
1829 player->GfxDir = dir;
1831 player->StepFrame = 0;
1835 static void ResetRandomAnimationValue(int x, int y)
1837 GfxRandom[x][y] = INIT_GFX_RANDOM();
1840 static void ResetGfxAnimation(int x, int y)
1843 GfxAction[x][y] = ACTION_DEFAULT;
1846 void InitMovingField(int x, int y, int direction)
1848 int element = Feld[x][y];
1849 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1850 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1854 if (!JustStopped[x][y] || direction != MovDir[x][y])
1855 ResetGfxAnimation(x, y);
1857 MovDir[newx][newy] = MovDir[x][y] = direction;
1859 if (Feld[newx][newy] == EL_EMPTY)
1860 Feld[newx][newy] = EL_BLOCKED;
1862 if (direction == MV_DOWN && CAN_FALL(element))
1863 GfxAction[x][y] = ACTION_FALLING;
1865 GfxAction[x][y] = ACTION_MOVING;
1867 GfxFrame[newx][newy] = GfxFrame[x][y];
1868 GfxAction[newx][newy] = GfxAction[x][y];
1869 GfxRandom[newx][newy] = GfxRandom[x][y];
1872 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1874 int direction = MovDir[x][y];
1875 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1876 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1882 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1884 int oldx = x, oldy = y;
1885 int direction = MovDir[x][y];
1887 if (direction == MV_LEFT)
1889 else if (direction == MV_RIGHT)
1891 else if (direction == MV_UP)
1893 else if (direction == MV_DOWN)
1896 *comes_from_x = oldx;
1897 *comes_from_y = oldy;
1900 int MovingOrBlocked2Element(int x, int y)
1902 int element = Feld[x][y];
1904 if (element == EL_BLOCKED)
1908 Blocked2Moving(x, y, &oldx, &oldy);
1909 return Feld[oldx][oldy];
1915 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1917 /* like MovingOrBlocked2Element(), but if element is moving
1918 and (x,y) is the field the moving element is just leaving,
1919 return EL_BLOCKED instead of the element value */
1920 int element = Feld[x][y];
1922 if (IS_MOVING(x, y))
1924 if (element == EL_BLOCKED)
1928 Blocked2Moving(x, y, &oldx, &oldy);
1929 return Feld[oldx][oldy];
1938 static void RemoveField(int x, int y)
1940 Feld[x][y] = EL_EMPTY;
1947 ChangeDelay[x][y] = 0;
1948 ChangePage[x][y] = -1;
1949 Pushed[x][y] = FALSE;
1951 GfxElement[x][y] = EL_UNDEFINED;
1952 GfxAction[x][y] = ACTION_DEFAULT;
1955 void RemoveMovingField(int x, int y)
1957 int oldx = x, oldy = y, newx = x, newy = y;
1958 int element = Feld[x][y];
1959 int next_element = EL_UNDEFINED;
1961 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1964 if (IS_MOVING(x, y))
1966 Moving2Blocked(x, y, &newx, &newy);
1967 if (Feld[newx][newy] != EL_BLOCKED)
1970 else if (element == EL_BLOCKED)
1972 Blocked2Moving(x, y, &oldx, &oldy);
1973 if (!IS_MOVING(oldx, oldy))
1977 if (element == EL_BLOCKED &&
1978 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1979 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1980 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1981 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1982 next_element = get_next_element(Feld[oldx][oldy]);
1984 RemoveField(oldx, oldy);
1985 RemoveField(newx, newy);
1987 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1989 if (next_element != EL_UNDEFINED)
1990 Feld[oldx][oldy] = next_element;
1992 DrawLevelField(oldx, oldy);
1993 DrawLevelField(newx, newy);
1996 void DrawDynamite(int x, int y)
1998 int sx = SCREENX(x), sy = SCREENY(y);
1999 int graphic = el2img(Feld[x][y]);
2002 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2005 if (IS_WALKABLE_INSIDE(Back[x][y]))
2009 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2010 else if (Store[x][y])
2011 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2013 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2016 if (Back[x][y] || Store[x][y])
2017 DrawGraphicThruMask(sx, sy, graphic, frame);
2019 DrawGraphic(sx, sy, graphic, frame);
2021 if (game.emulation == EMU_SUPAPLEX)
2022 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2023 else if (Store[x][y])
2024 DrawGraphicThruMask(sx, sy, graphic, frame);
2026 DrawGraphic(sx, sy, graphic, frame);
2030 void CheckDynamite(int x, int y)
2032 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2036 if (MovDelay[x][y] != 0)
2039 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2046 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2048 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2049 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2050 StopSound(SND_DYNAMITE_ACTIVE);
2052 StopSound(SND_DYNABOMB_ACTIVE);
2058 void RelocatePlayer(int x, int y, int element)
2060 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2063 RemoveField(x, y); /* temporarily remove newly placed player */
2064 DrawLevelField(x, y);
2067 if (player->present)
2069 while (player->MovPos)
2071 ScrollPlayer(player, SCROLL_GO_ON);
2072 ScrollScreen(NULL, SCROLL_GO_ON);
2078 Delay(GAME_FRAME_DELAY);
2081 DrawPlayer(player); /* needed here only to cleanup last field */
2082 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2084 player->is_moving = FALSE;
2087 Feld[x][y] = element;
2088 InitPlayerField(x, y, element, TRUE);
2090 if (player == local_player)
2092 int scroll_xx = -999, scroll_yy = -999;
2094 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2097 int fx = FX, fy = FY;
2099 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2100 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2101 local_player->jx - MIDPOSX);
2103 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2104 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2105 local_player->jy - MIDPOSY);
2107 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2108 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2113 fx += dx * TILEX / 2;
2114 fy += dy * TILEY / 2;
2116 ScrollLevel(dx, dy);
2119 /* scroll in two steps of half tile size to make things smoother */
2120 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2122 Delay(GAME_FRAME_DELAY);
2124 /* scroll second step to align at full tile size */
2126 Delay(GAME_FRAME_DELAY);
2131 void Explode(int ex, int ey, int phase, int mode)
2135 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2136 int last_phase = num_phase * delay;
2137 int half_phase = (num_phase / 2) * delay;
2138 int first_phase_after_start = EX_PHASE_START + 1;
2140 if (game.explosions_delayed)
2142 ExplodeField[ex][ey] = mode;
2146 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2148 int center_element = Feld[ex][ey];
2151 /* --- This is only really needed (and now handled) in "Impact()". --- */
2152 /* do not explode moving elements that left the explode field in time */
2153 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2154 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2158 if (mode == EX_NORMAL || mode == EX_CENTER)
2159 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2161 /* remove things displayed in background while burning dynamite */
2162 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2165 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2167 /* put moving element to center field (and let it explode there) */
2168 center_element = MovingOrBlocked2Element(ex, ey);
2169 RemoveMovingField(ex, ey);
2170 Feld[ex][ey] = center_element;
2173 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2175 int xx = x - ex + 1;
2176 int yy = y - ey + 1;
2179 if (!IN_LEV_FIELD(x, y) ||
2180 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2181 (x != ex || y != ey)))
2184 element = Feld[x][y];
2186 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2188 element = MovingOrBlocked2Element(x, y);
2190 if (!IS_EXPLOSION_PROOF(element))
2191 RemoveMovingField(x, y);
2197 if (IS_EXPLOSION_PROOF(element))
2200 /* indestructible elements can only explode in center (but not flames) */
2201 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2202 element == EL_FLAMES)
2207 if ((IS_INDESTRUCTIBLE(element) &&
2208 (game.engine_version < VERSION_IDENT(2,2,0) ||
2209 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2210 element == EL_FLAMES)
2214 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2216 if (IS_ACTIVE_BOMB(element))
2218 /* re-activate things under the bomb like gate or penguin */
2219 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2226 /* save walkable background elements while explosion on same tile */
2228 if (IS_INDESTRUCTIBLE(element))
2229 Back[x][y] = element;
2231 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2232 Back[x][y] = element;
2235 /* ignite explodable elements reached by other explosion */
2236 if (element == EL_EXPLOSION)
2237 element = Store2[x][y];
2240 if (AmoebaNr[x][y] &&
2241 (element == EL_AMOEBA_FULL ||
2242 element == EL_BD_AMOEBA ||
2243 element == EL_AMOEBA_GROWING))
2245 AmoebaCnt[AmoebaNr[x][y]]--;
2246 AmoebaCnt2[AmoebaNr[x][y]]--;
2252 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2254 switch(StorePlayer[ex][ey])
2257 Store[x][y] = EL_EMERALD_RED;
2260 Store[x][y] = EL_EMERALD;
2263 Store[x][y] = EL_EMERALD_PURPLE;
2267 Store[x][y] = EL_EMERALD_YELLOW;
2271 if (game.emulation == EMU_SUPAPLEX)
2272 Store[x][y] = EL_EMPTY;
2274 else if (center_element == EL_MOLE)
2275 Store[x][y] = EL_EMERALD_RED;
2276 else if (center_element == EL_PENGUIN)
2277 Store[x][y] = EL_EMERALD_PURPLE;
2278 else if (center_element == EL_BUG)
2279 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2280 else if (center_element == EL_BD_BUTTERFLY)
2281 Store[x][y] = EL_BD_DIAMOND;
2282 else if (center_element == EL_SP_ELECTRON)
2283 Store[x][y] = EL_SP_INFOTRON;
2284 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2285 Store[x][y] = level.amoeba_content;
2286 else if (center_element == EL_YAMYAM)
2287 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2288 else if (IS_CUSTOM_ELEMENT(center_element) &&
2289 element_info[center_element].content[xx][yy] != EL_EMPTY)
2290 Store[x][y] = element_info[center_element].content[xx][yy];
2291 else if (element == EL_WALL_EMERALD)
2292 Store[x][y] = EL_EMERALD;
2293 else if (element == EL_WALL_DIAMOND)
2294 Store[x][y] = EL_DIAMOND;
2295 else if (element == EL_WALL_BD_DIAMOND)
2296 Store[x][y] = EL_BD_DIAMOND;
2297 else if (element == EL_WALL_EMERALD_YELLOW)
2298 Store[x][y] = EL_EMERALD_YELLOW;
2299 else if (element == EL_WALL_EMERALD_RED)
2300 Store[x][y] = EL_EMERALD_RED;
2301 else if (element == EL_WALL_EMERALD_PURPLE)
2302 Store[x][y] = EL_EMERALD_PURPLE;
2303 else if (element == EL_WALL_PEARL)
2304 Store[x][y] = EL_PEARL;
2305 else if (element == EL_WALL_CRYSTAL)
2306 Store[x][y] = EL_CRYSTAL;
2307 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2308 Store[x][y] = element_info[element].content[1][1];
2310 Store[x][y] = EL_EMPTY;
2312 if (x != ex || y != ey ||
2313 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2314 Store2[x][y] = element;
2317 if (AmoebaNr[x][y] &&
2318 (element == EL_AMOEBA_FULL ||
2319 element == EL_BD_AMOEBA ||
2320 element == EL_AMOEBA_GROWING))
2322 AmoebaCnt[AmoebaNr[x][y]]--;
2323 AmoebaCnt2[AmoebaNr[x][y]]--;
2329 MovDir[x][y] = MovPos[x][y] = 0;
2334 Feld[x][y] = EL_EXPLOSION;
2336 GfxElement[x][y] = center_element;
2338 GfxElement[x][y] = EL_UNDEFINED;
2341 ExplodePhase[x][y] = 1;
2345 if (center_element == EL_YAMYAM)
2346 game.yamyam_content_nr =
2347 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2358 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2362 /* activate this even in non-DEBUG version until cause for crash in
2363 getGraphicAnimationFrame() (see below) is found and eliminated */
2367 if (GfxElement[x][y] == EL_UNDEFINED)
2370 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2371 printf("Explode(): This should never happen!\n");
2374 GfxElement[x][y] = EL_EMPTY;
2378 if (phase == first_phase_after_start)
2380 int element = Store2[x][y];
2382 if (element == EL_BLACK_ORB)
2384 Feld[x][y] = Store2[x][y];
2389 else if (phase == half_phase)
2391 int element = Store2[x][y];
2393 if (IS_PLAYER(x, y))
2394 KillHeroUnlessProtected(x, y);
2395 else if (CAN_EXPLODE_BY_FIRE(element))
2397 Feld[x][y] = Store2[x][y];
2401 else if (element == EL_AMOEBA_TO_DIAMOND)
2402 AmoebeUmwandeln(x, y);
2405 if (phase == last_phase)
2409 element = Feld[x][y] = Store[x][y];
2410 Store[x][y] = Store2[x][y] = 0;
2411 GfxElement[x][y] = EL_UNDEFINED;
2413 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2414 element = Feld[x][y] = Back[x][y];
2417 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2418 ChangeDelay[x][y] = 0;
2419 ChangePage[x][y] = -1;
2421 InitField(x, y, FALSE);
2422 if (CAN_MOVE(element))
2424 DrawLevelField(x, y);
2426 TestIfElementTouchesCustomElement(x, y);
2428 if (GFX_CRUMBLED(element))
2429 DrawLevelFieldCrumbledSandNeighbours(x, y);
2431 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2432 StorePlayer[x][y] = 0;
2434 if (ELEM_IS_PLAYER(element))
2435 RelocatePlayer(x, y, element);
2437 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2440 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2442 int stored = Store[x][y];
2443 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2444 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2447 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2450 DrawLevelFieldCrumbledSand(x, y);
2452 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2454 DrawLevelElement(x, y, Back[x][y]);
2455 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2457 else if (IS_WALKABLE_UNDER(Back[x][y]))
2459 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2460 DrawLevelElementThruMask(x, y, Back[x][y]);
2462 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2463 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2467 void DynaExplode(int ex, int ey)
2470 int dynabomb_size = 1;
2471 boolean dynabomb_xl = FALSE;
2472 struct PlayerInfo *player;
2473 static int xy[4][2] =
2481 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2483 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2484 dynabomb_size = player->dynabomb_size;
2485 dynabomb_xl = player->dynabomb_xl;
2486 player->dynabombs_left++;
2489 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2493 for (j=1; j<=dynabomb_size; j++)
2495 int x = ex + j * xy[i % 4][0];
2496 int y = ey + j * xy[i % 4][1];
2499 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2502 element = Feld[x][y];
2504 /* do not restart explosions of fields with active bombs */
2505 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2508 Explode(x, y, EX_PHASE_START, EX_BORDER);
2510 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2511 if (element != EL_EMPTY &&
2512 element != EL_SAND &&
2513 element != EL_EXPLOSION &&
2520 void Bang(int x, int y)
2523 int element = MovingOrBlocked2Element(x, y);
2525 int element = Feld[x][y];
2529 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2531 if (IS_PLAYER(x, y))
2534 struct PlayerInfo *player = PLAYERINFO(x, y);
2536 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2537 player->element_nr);
2542 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2544 if (game.emulation == EMU_SUPAPLEX)
2545 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2547 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2552 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2560 case EL_BD_BUTTERFLY:
2563 case EL_DARK_YAMYAM:
2567 RaiseScoreElement(element);
2568 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2570 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2571 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2572 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2573 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2574 case EL_DYNABOMB_INCREASE_NUMBER:
2575 case EL_DYNABOMB_INCREASE_SIZE:
2576 case EL_DYNABOMB_INCREASE_POWER:
2581 case EL_LAMP_ACTIVE:
2582 if (IS_PLAYER(x, y))
2583 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2585 Explode(x, y, EX_PHASE_START, EX_CENTER);
2588 if (CAN_EXPLODE_1X1(element))
2589 Explode(x, y, EX_PHASE_START, EX_CENTER);
2591 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2595 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2598 void SplashAcid(int x, int y)
2600 int element = Feld[x][y];
2602 if (element != EL_ACID_SPLASH_LEFT &&
2603 element != EL_ACID_SPLASH_RIGHT)
2605 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2607 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2608 (!IN_LEV_FIELD(x-1, y-1) ||
2609 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2610 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2612 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2613 (!IN_LEV_FIELD(x+1, y-1) ||
2614 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2615 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2619 static void InitBeltMovement()
2621 static int belt_base_element[4] =
2623 EL_CONVEYOR_BELT_1_LEFT,
2624 EL_CONVEYOR_BELT_2_LEFT,
2625 EL_CONVEYOR_BELT_3_LEFT,
2626 EL_CONVEYOR_BELT_4_LEFT
2628 static int belt_base_active_element[4] =
2630 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2631 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2632 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2633 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2638 /* set frame order for belt animation graphic according to belt direction */
2645 int element = belt_base_active_element[belt_nr] + j;
2646 int graphic = el2img(element);
2648 if (game.belt_dir[i] == MV_LEFT)
2649 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2651 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2655 for(y=0; y<lev_fieldy; y++)
2657 for(x=0; x<lev_fieldx; x++)
2659 int element = Feld[x][y];
2663 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2665 int e_belt_nr = getBeltNrFromBeltElement(element);
2668 if (e_belt_nr == belt_nr)
2670 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2672 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2680 static void ToggleBeltSwitch(int x, int y)
2682 static int belt_base_element[4] =
2684 EL_CONVEYOR_BELT_1_LEFT,
2685 EL_CONVEYOR_BELT_2_LEFT,
2686 EL_CONVEYOR_BELT_3_LEFT,
2687 EL_CONVEYOR_BELT_4_LEFT
2689 static int belt_base_active_element[4] =
2691 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2692 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2693 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2694 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2696 static int belt_base_switch_element[4] =
2698 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2699 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2700 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2701 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2703 static int belt_move_dir[4] =
2711 int element = Feld[x][y];
2712 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2713 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2714 int belt_dir = belt_move_dir[belt_dir_nr];
2717 if (!IS_BELT_SWITCH(element))
2720 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2721 game.belt_dir[belt_nr] = belt_dir;
2723 if (belt_dir_nr == 3)
2726 /* set frame order for belt animation graphic according to belt direction */
2729 int element = belt_base_active_element[belt_nr] + i;
2730 int graphic = el2img(element);
2732 if (belt_dir == MV_LEFT)
2733 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2735 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2738 for (yy=0; yy<lev_fieldy; yy++)
2740 for (xx=0; xx<lev_fieldx; xx++)
2742 int element = Feld[xx][yy];
2744 if (IS_BELT_SWITCH(element))
2746 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2748 if (e_belt_nr == belt_nr)
2750 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2751 DrawLevelField(xx, yy);
2754 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2756 int e_belt_nr = getBeltNrFromBeltElement(element);
2758 if (e_belt_nr == belt_nr)
2760 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2762 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2763 DrawLevelField(xx, yy);
2766 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2768 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2770 if (e_belt_nr == belt_nr)
2772 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2774 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2775 DrawLevelField(xx, yy);
2782 static void ToggleSwitchgateSwitch(int x, int y)
2786 game.switchgate_pos = !game.switchgate_pos;
2788 for (yy=0; yy<lev_fieldy; yy++)
2790 for (xx=0; xx<lev_fieldx; xx++)
2792 int element = Feld[xx][yy];
2794 if (element == EL_SWITCHGATE_SWITCH_UP ||
2795 element == EL_SWITCHGATE_SWITCH_DOWN)
2797 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2798 DrawLevelField(xx, yy);
2800 else if (element == EL_SWITCHGATE_OPEN ||
2801 element == EL_SWITCHGATE_OPENING)
2803 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2805 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2807 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2810 else if (element == EL_SWITCHGATE_CLOSED ||
2811 element == EL_SWITCHGATE_CLOSING)
2813 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2815 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2817 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2824 static int getInvisibleActiveFromInvisibleElement(int element)
2826 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2827 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2828 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2832 static int getInvisibleFromInvisibleActiveElement(int element)
2834 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2835 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2836 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2840 static void RedrawAllLightSwitchesAndInvisibleElements()
2844 for (y=0; y<lev_fieldy; y++)
2846 for (x=0; x<lev_fieldx; x++)
2848 int element = Feld[x][y];
2850 if (element == EL_LIGHT_SWITCH &&
2851 game.light_time_left > 0)
2853 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2854 DrawLevelField(x, y);
2856 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2857 game.light_time_left == 0)
2859 Feld[x][y] = EL_LIGHT_SWITCH;
2860 DrawLevelField(x, y);
2862 else if (element == EL_INVISIBLE_STEELWALL ||
2863 element == EL_INVISIBLE_WALL ||
2864 element == EL_INVISIBLE_SAND)
2866 if (game.light_time_left > 0)
2867 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2869 DrawLevelField(x, y);
2871 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2872 element == EL_INVISIBLE_WALL_ACTIVE ||
2873 element == EL_INVISIBLE_SAND_ACTIVE)
2875 if (game.light_time_left == 0)
2876 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2878 DrawLevelField(x, y);
2884 static void ToggleLightSwitch(int x, int y)
2886 int element = Feld[x][y];
2888 game.light_time_left =
2889 (element == EL_LIGHT_SWITCH ?
2890 level.time_light * FRAMES_PER_SECOND : 0);
2892 RedrawAllLightSwitchesAndInvisibleElements();
2895 static void ActivateTimegateSwitch(int x, int y)
2899 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2901 for (yy=0; yy<lev_fieldy; yy++)
2903 for (xx=0; xx<lev_fieldx; xx++)
2905 int element = Feld[xx][yy];
2907 if (element == EL_TIMEGATE_CLOSED ||
2908 element == EL_TIMEGATE_CLOSING)
2910 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2911 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2915 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2917 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2918 DrawLevelField(xx, yy);
2925 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2928 inline static int getElementMoveStepsize(int x, int y)
2930 int element = Feld[x][y];
2931 int direction = MovDir[x][y];
2932 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2933 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2934 int horiz_move = (dx != 0);
2935 int sign = (horiz_move ? dx : dy);
2936 int step = sign * element_info[element].move_stepsize;
2938 /* special values for move stepsize for spring and things on conveyor belt */
2941 if (CAN_FALL(element) &&
2942 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2943 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2944 else if (element == EL_SPRING)
2945 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2951 void Impact(int x, int y)
2953 boolean lastline = (y == lev_fieldy-1);
2954 boolean object_hit = FALSE;
2955 boolean impact = (lastline || object_hit);
2956 int element = Feld[x][y];
2957 int smashed = EL_UNDEFINED;
2959 if (!lastline) /* check if element below was hit */
2961 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2964 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2965 MovDir[x][y + 1] != MV_DOWN ||
2966 MovPos[x][y + 1] <= TILEY / 2));
2968 /* do not smash moving elements that left the smashed field in time */
2969 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2970 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2974 smashed = MovingOrBlocked2Element(x, y + 1);
2976 impact = (lastline || object_hit);
2979 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2985 /* only reset graphic animation if graphic really changes after impact */
2987 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2989 ResetGfxAnimation(x, y);
2990 DrawLevelField(x, y);
2993 if (impact && CAN_EXPLODE_IMPACT(element))
2998 else if (impact && element == EL_PEARL)
3000 Feld[x][y] = EL_PEARL_BREAKING;
3001 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3004 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3006 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3011 if (impact && element == EL_AMOEBA_DROP)
3013 if (object_hit && IS_PLAYER(x, y + 1))
3014 KillHeroUnlessProtected(x, y + 1);
3015 else if (object_hit && smashed == EL_PENGUIN)
3019 Feld[x][y] = EL_AMOEBA_GROWING;
3020 Store[x][y] = EL_AMOEBA_WET;
3022 ResetRandomAnimationValue(x, y);
3027 if (object_hit) /* check which object was hit */
3029 if (CAN_PASS_MAGIC_WALL(element) &&
3030 (smashed == EL_MAGIC_WALL ||
3031 smashed == EL_BD_MAGIC_WALL))
3034 int activated_magic_wall =
3035 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3036 EL_BD_MAGIC_WALL_ACTIVE);
3038 /* activate magic wall / mill */
3039 for (yy=0; yy<lev_fieldy; yy++)
3040 for (xx=0; xx<lev_fieldx; xx++)
3041 if (Feld[xx][yy] == smashed)
3042 Feld[xx][yy] = activated_magic_wall;
3044 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3045 game.magic_wall_active = TRUE;
3047 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3048 SND_MAGIC_WALL_ACTIVATING :
3049 SND_BD_MAGIC_WALL_ACTIVATING));
3052 if (IS_PLAYER(x, y + 1))
3054 if (CAN_SMASH_PLAYER(element))
3056 KillHeroUnlessProtected(x, y + 1);
3060 else if (smashed == EL_PENGUIN)
3062 if (CAN_SMASH_PLAYER(element))
3068 else if (element == EL_BD_DIAMOND)
3070 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3076 else if ((element == EL_SP_INFOTRON ||
3077 element == EL_SP_ZONK) &&
3078 (smashed == EL_SP_SNIKSNAK ||
3079 smashed == EL_SP_ELECTRON ||
3080 smashed == EL_SP_DISK_ORANGE))
3086 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3092 else if (CAN_SMASH_EVERYTHING(element))
3094 if (IS_CLASSIC_ENEMY(smashed) ||
3095 CAN_EXPLODE_SMASHED(smashed))
3100 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3102 if (smashed == EL_LAMP ||
3103 smashed == EL_LAMP_ACTIVE)
3108 else if (smashed == EL_NUT)
3110 Feld[x][y + 1] = EL_NUT_BREAKING;
3111 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3112 RaiseScoreElement(EL_NUT);
3115 else if (smashed == EL_PEARL)
3117 Feld[x][y + 1] = EL_PEARL_BREAKING;
3118 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3121 else if (smashed == EL_DIAMOND)
3123 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3124 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3127 else if (IS_BELT_SWITCH(smashed))
3129 ToggleBeltSwitch(x, y + 1);
3131 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3132 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3134 ToggleSwitchgateSwitch(x, y + 1);
3136 else if (smashed == EL_LIGHT_SWITCH ||
3137 smashed == EL_LIGHT_SWITCH_ACTIVE)
3139 ToggleLightSwitch(x, y + 1);
3143 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3145 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3146 CE_OTHER_IS_SWITCHING);
3147 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3153 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3158 /* play sound of magic wall / mill */
3160 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3161 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3163 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3164 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3165 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3166 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3171 /* play sound of object that hits the ground */
3172 if (lastline || object_hit)
3173 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3176 void TurnRound(int x, int y)
3188 { 0, 0 }, { 0, 0 }, { 0, 0 },
3193 int left, right, back;
3197 { MV_DOWN, MV_UP, MV_RIGHT },
3198 { MV_UP, MV_DOWN, MV_LEFT },
3200 { MV_LEFT, MV_RIGHT, MV_DOWN },
3204 { MV_RIGHT, MV_LEFT, MV_UP }
3207 int element = Feld[x][y];
3208 int old_move_dir = MovDir[x][y];
3209 int left_dir = turn[old_move_dir].left;
3210 int right_dir = turn[old_move_dir].right;
3211 int back_dir = turn[old_move_dir].back;
3213 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3214 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3215 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3216 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3218 int left_x = x + left_dx, left_y = y + left_dy;
3219 int right_x = x + right_dx, right_y = y + right_dy;
3220 int move_x = x + move_dx, move_y = y + move_dy;
3224 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3226 TestIfBadThingTouchesOtherBadThing(x, y);
3228 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3229 MovDir[x][y] = right_dir;
3230 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3231 MovDir[x][y] = left_dir;
3233 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3235 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3238 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3239 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3241 TestIfBadThingTouchesOtherBadThing(x, y);
3243 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3244 MovDir[x][y] = left_dir;
3245 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3246 MovDir[x][y] = right_dir;
3248 if ((element == EL_SPACESHIP ||
3249 element == EL_SP_SNIKSNAK ||
3250 element == EL_SP_ELECTRON)
3251 && MovDir[x][y] != old_move_dir)
3253 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3256 else if (element == EL_YAMYAM)
3258 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3259 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3261 if (can_turn_left && can_turn_right)
3262 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3263 else if (can_turn_left)
3264 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3265 else if (can_turn_right)
3266 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3268 MovDir[x][y] = back_dir;
3270 MovDelay[x][y] = 16 + 16 * RND(3);
3272 else if (element == EL_DARK_YAMYAM)
3274 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3275 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3277 if (can_turn_left && can_turn_right)
3278 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3279 else if (can_turn_left)
3280 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3281 else if (can_turn_right)
3282 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3284 MovDir[x][y] = back_dir;
3286 MovDelay[x][y] = 16 + 16 * RND(3);
3288 else if (element == EL_PACMAN)
3290 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3291 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3293 if (can_turn_left && can_turn_right)
3294 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3295 else if (can_turn_left)
3296 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3297 else if (can_turn_right)
3298 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3300 MovDir[x][y] = back_dir;
3302 MovDelay[x][y] = 6 + RND(40);
3304 else if (element == EL_PIG)
3306 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3307 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3308 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3309 boolean should_turn_left, should_turn_right, should_move_on;
3311 int rnd = RND(rnd_value);
3313 should_turn_left = (can_turn_left &&
3315 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3316 y + back_dy + left_dy)));
3317 should_turn_right = (can_turn_right &&
3319 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3320 y + back_dy + right_dy)));
3321 should_move_on = (can_move_on &&
3324 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3325 y + move_dy + left_dy) ||
3326 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3327 y + move_dy + right_dy)));
3329 if (should_turn_left || should_turn_right || should_move_on)
3331 if (should_turn_left && should_turn_right && should_move_on)
3332 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3333 rnd < 2 * rnd_value / 3 ? right_dir :
3335 else if (should_turn_left && should_turn_right)
3336 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3337 else if (should_turn_left && should_move_on)
3338 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3339 else if (should_turn_right && should_move_on)
3340 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3341 else if (should_turn_left)
3342 MovDir[x][y] = left_dir;
3343 else if (should_turn_right)
3344 MovDir[x][y] = right_dir;
3345 else if (should_move_on)
3346 MovDir[x][y] = old_move_dir;
3348 else if (can_move_on && rnd > rnd_value / 8)
3349 MovDir[x][y] = old_move_dir;
3350 else if (can_turn_left && can_turn_right)
3351 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3352 else if (can_turn_left && rnd > rnd_value / 8)
3353 MovDir[x][y] = left_dir;
3354 else if (can_turn_right && rnd > rnd_value/8)
3355 MovDir[x][y] = right_dir;
3357 MovDir[x][y] = back_dir;
3359 xx = x + move_xy[MovDir[x][y]].x;
3360 yy = y + move_xy[MovDir[x][y]].y;
3362 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3363 MovDir[x][y] = old_move_dir;
3367 else if (element == EL_DRAGON)
3369 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3370 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3371 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3373 int rnd = RND(rnd_value);
3375 if (can_move_on && rnd > rnd_value / 8)
3376 MovDir[x][y] = old_move_dir;
3377 else if (can_turn_left && can_turn_right)
3378 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3379 else if (can_turn_left && rnd > rnd_value / 8)
3380 MovDir[x][y] = left_dir;
3381 else if (can_turn_right && rnd > rnd_value / 8)
3382 MovDir[x][y] = right_dir;
3384 MovDir[x][y] = back_dir;
3386 xx = x + move_xy[MovDir[x][y]].x;
3387 yy = y + move_xy[MovDir[x][y]].y;
3389 if (!IS_FREE(xx, yy))
3390 MovDir[x][y] = old_move_dir;
3394 else if (element == EL_MOLE)
3396 boolean can_move_on =
3397 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3398 IS_AMOEBOID(Feld[move_x][move_y]) ||
3399 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3402 boolean can_turn_left =
3403 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3404 IS_AMOEBOID(Feld[left_x][left_y])));
3406 boolean can_turn_right =
3407 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3408 IS_AMOEBOID(Feld[right_x][right_y])));
3410 if (can_turn_left && can_turn_right)
3411 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3412 else if (can_turn_left)
3413 MovDir[x][y] = left_dir;
3415 MovDir[x][y] = right_dir;
3418 if (MovDir[x][y] != old_move_dir)
3421 else if (element == EL_BALLOON)
3423 MovDir[x][y] = game.balloon_dir;
3426 else if (element == EL_SPRING)
3428 if (MovDir[x][y] & MV_HORIZONTAL &&
3429 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3430 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3431 MovDir[x][y] = MV_NO_MOVING;
3435 else if (element == EL_ROBOT ||
3436 element == EL_SATELLITE ||
3437 element == EL_PENGUIN)
3439 int attr_x = -1, attr_y = -1;
3450 for (i=0; i<MAX_PLAYERS; i++)
3452 struct PlayerInfo *player = &stored_player[i];
3453 int jx = player->jx, jy = player->jy;
3455 if (!player->active)
3459 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3467 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3473 if (element == EL_PENGUIN)
3476 static int xy[4][2] =
3486 int ex = x + xy[i % 4][0];
3487 int ey = y + xy[i % 4][1];
3489 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3498 MovDir[x][y] = MV_NO_MOVING;
3500 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3501 else if (attr_x > x)
3502 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3504 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3505 else if (attr_y > y)
3506 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3508 if (element == EL_ROBOT)
3512 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3513 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3514 Moving2Blocked(x, y, &newx, &newy);
3516 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3517 MovDelay[x][y] = 8 + 8 * !RND(3);
3519 MovDelay[x][y] = 16;
3521 else if (element == EL_PENGUIN)
3527 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3529 boolean first_horiz = RND(2);
3530 int new_move_dir = MovDir[x][y];
3533 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3534 Moving2Blocked(x, y, &newx, &newy);
3536 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3540 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3541 Moving2Blocked(x, y, &newx, &newy);
3543 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3546 MovDir[x][y] = old_move_dir;
3550 else /* (element == EL_SATELLITE) */
3556 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3558 boolean first_horiz = RND(2);
3559 int new_move_dir = MovDir[x][y];
3562 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3563 Moving2Blocked(x, y, &newx, &newy);
3565 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3569 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3570 Moving2Blocked(x, y, &newx, &newy);
3572 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3575 MovDir[x][y] = old_move_dir;
3580 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3581 element_info[element].move_pattern == MV_TURNING_LEFT ||
3582 element_info[element].move_pattern == MV_TURNING_RIGHT)
3584 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3585 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3587 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3588 MovDir[x][y] = left_dir;
3589 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3590 MovDir[x][y] = right_dir;
3591 else if (can_turn_left && can_turn_right)
3592 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3593 else if (can_turn_left)
3594 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3595 else if (can_turn_right)
3596 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3598 MovDir[x][y] = back_dir;
3600 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3602 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3603 element_info[element].move_pattern == MV_VERTICAL)
3605 if (element_info[element].move_pattern & old_move_dir)
3606 MovDir[x][y] = back_dir;
3607 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3608 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3609 else if (element_info[element].move_pattern == MV_VERTICAL)
3610 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3612 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3614 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3616 MovDir[x][y] = element_info[element].move_pattern;
3617 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3619 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3621 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3622 MovDir[x][y] = left_dir;
3623 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3624 MovDir[x][y] = right_dir;
3626 if (MovDir[x][y] != old_move_dir)
3627 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3629 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3631 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3632 MovDir[x][y] = right_dir;
3633 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3634 MovDir[x][y] = left_dir;
3636 if (MovDir[x][y] != old_move_dir)
3637 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3639 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3640 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3642 int attr_x = -1, attr_y = -1;
3645 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3656 for (i=0; i<MAX_PLAYERS; i++)
3658 struct PlayerInfo *player = &stored_player[i];
3659 int jx = player->jx, jy = player->jy;
3661 if (!player->active)
3665 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3673 MovDir[x][y] = MV_NO_MOVING;
3675 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3676 else if (attr_x > x)
3677 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3679 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3680 else if (attr_y > y)
3681 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3683 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3685 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3687 boolean first_horiz = RND(2);
3688 int new_move_dir = MovDir[x][y];
3691 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3692 Moving2Blocked(x, y, &newx, &newy);
3694 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3698 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3699 Moving2Blocked(x, y, &newx, &newy);
3701 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3704 MovDir[x][y] = old_move_dir;
3707 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3709 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3710 MovDir[x][y] = MV_NO_MOVING;
3716 static boolean JustBeingPushed(int x, int y)
3720 for (i=0; i<MAX_PLAYERS; i++)
3722 struct PlayerInfo *player = &stored_player[i];
3724 if (player->active && player->Pushing && player->MovPos)
3726 int next_jx = player->jx + (player->jx - player->last_jx);
3727 int next_jy = player->jy + (player->jy - player->last_jy);
3729 if (x == next_jx && y == next_jy)
3737 void StartMoving(int x, int y)
3739 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3740 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3741 int element = Feld[x][y];
3746 /* !!! this should be handled more generic (not only for mole) !!! */
3747 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3748 GfxAction[x][y] = ACTION_DEFAULT;
3750 if (CAN_FALL(element) && y < lev_fieldy - 1)
3752 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3753 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3754 if (JustBeingPushed(x, y))
3757 if (element == EL_QUICKSAND_FULL)
3759 if (IS_FREE(x, y + 1))
3761 InitMovingField(x, y, MV_DOWN);
3762 started_moving = TRUE;
3764 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3765 Store[x][y] = EL_ROCK;
3767 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3769 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3772 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3774 if (!MovDelay[x][y])
3775 MovDelay[x][y] = TILEY + 1;
3784 Feld[x][y] = EL_QUICKSAND_EMPTY;
3785 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3786 Store[x][y + 1] = Store[x][y];
3789 PlaySoundLevelAction(x, y, ACTION_FILLING);
3791 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3795 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3796 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3798 InitMovingField(x, y, MV_DOWN);
3799 started_moving = TRUE;
3801 Feld[x][y] = EL_QUICKSAND_FILLING;
3802 Store[x][y] = element;
3804 PlaySoundLevelAction(x, y, ACTION_FILLING);
3806 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3809 else if (element == EL_MAGIC_WALL_FULL)
3811 if (IS_FREE(x, y + 1))
3813 InitMovingField(x, y, MV_DOWN);
3814 started_moving = TRUE;
3816 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3817 Store[x][y] = EL_CHANGED(Store[x][y]);
3819 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3821 if (!MovDelay[x][y])
3822 MovDelay[x][y] = TILEY/4 + 1;
3831 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3832 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3833 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3837 else if (element == EL_BD_MAGIC_WALL_FULL)
3839 if (IS_FREE(x, y + 1))
3841 InitMovingField(x, y, MV_DOWN);
3842 started_moving = TRUE;
3844 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3845 Store[x][y] = EL_CHANGED2(Store[x][y]);
3847 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3849 if (!MovDelay[x][y])
3850 MovDelay[x][y] = TILEY/4 + 1;
3859 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3860 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3861 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3865 else if (CAN_PASS_MAGIC_WALL(element) &&
3866 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3867 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3869 InitMovingField(x, y, MV_DOWN);
3870 started_moving = TRUE;
3873 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3874 EL_BD_MAGIC_WALL_FILLING);
3875 Store[x][y] = element;
3878 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3880 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3885 InitMovingField(x, y, MV_DOWN);
3886 started_moving = TRUE;
3888 Store[x][y] = EL_ACID;
3890 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3891 GfxAction[x][y + 1] = ACTION_ACTIVE;
3897 /* TEST: bug where player gets not killed by falling rock ... */
3898 else if (CAN_SMASH(element) &&
3899 (Feld[x][y + 1] == EL_BLOCKED ||
3900 IS_PLAYER(x, y + 1)) &&
3901 JustStopped[x][y] && !Pushed[x][y + 1])
3905 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3906 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3907 JustStopped[x][y] && !Pushed[x][y + 1])
3909 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3915 /* calling "Impact()" here is not only completely unneccessary
3916 (because it already gets called from "ContinueMoving()" in
3917 all relevant situations), but also completely bullshit, because
3918 "JustStopped" also indicates a finished *horizontal* movement;
3919 we must keep this trash for backwards compatibility with older
3925 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3927 if (MovDir[x][y] == MV_NO_MOVING)
3929 InitMovingField(x, y, MV_DOWN);
3930 started_moving = TRUE;
3933 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3935 if (JustStopped[x][y]) /* prevent animation from being restarted */
3936 MovDir[x][y] = MV_DOWN;
3938 InitMovingField(x, y, MV_DOWN);
3939 started_moving = TRUE;
3941 else if (element == EL_AMOEBA_DROP)
3943 Feld[x][y] = EL_AMOEBA_GROWING;
3944 Store[x][y] = EL_AMOEBA_WET;
3946 /* Store[x][y + 1] must be zero, because:
3947 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3950 #if OLD_GAME_BEHAVIOUR
3951 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3953 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3954 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3955 element != EL_DX_SUPABOMB)
3958 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3959 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3960 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3961 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3964 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3965 (IS_FREE(x - 1, y + 1) ||
3966 Feld[x - 1][y + 1] == EL_ACID));
3967 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3968 (IS_FREE(x + 1, y + 1) ||
3969 Feld[x + 1][y + 1] == EL_ACID));
3970 boolean can_fall_any = (can_fall_left || can_fall_right);
3971 boolean can_fall_both = (can_fall_left && can_fall_right);
3973 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3975 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3977 if (slippery_type == SLIPPERY_ONLY_LEFT)
3978 can_fall_right = FALSE;
3979 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3980 can_fall_left = FALSE;
3981 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3982 can_fall_right = FALSE;
3983 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3984 can_fall_left = FALSE;
3986 can_fall_any = (can_fall_left || can_fall_right);
3987 can_fall_both = (can_fall_left && can_fall_right);
3992 if (can_fall_both &&
3993 (game.emulation != EMU_BOULDERDASH &&
3994 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3995 can_fall_left = !(can_fall_right = RND(2));
3997 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3998 started_moving = TRUE;
4001 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4003 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4004 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4005 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4006 int belt_dir = game.belt_dir[belt_nr];
4008 if ((belt_dir == MV_LEFT && left_is_free) ||
4009 (belt_dir == MV_RIGHT && right_is_free))
4011 InitMovingField(x, y, belt_dir);
4012 started_moving = TRUE;
4014 GfxAction[x][y] = ACTION_DEFAULT;
4019 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4020 if (CAN_MOVE(element) && !started_moving)
4025 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4028 if ((element == EL_SATELLITE ||
4029 element == EL_BALLOON ||
4030 element == EL_SPRING)
4031 && JustBeingPushed(x, y))
4037 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4038 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4040 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4042 Moving2Blocked(x, y, &newx, &newy);
4043 if (Feld[newx][newy] == EL_BLOCKED)
4044 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4049 if (!MovDelay[x][y]) /* start new movement phase */
4051 /* all objects that can change their move direction after each step
4052 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4054 if (element != EL_YAMYAM &&
4055 element != EL_DARK_YAMYAM &&
4056 element != EL_PACMAN &&
4057 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4058 element_info[element].move_pattern != MV_TURNING_LEFT &&
4059 element_info[element].move_pattern != MV_TURNING_RIGHT)
4063 if (MovDelay[x][y] && (element == EL_BUG ||
4064 element == EL_SPACESHIP ||
4065 element == EL_SP_SNIKSNAK ||
4066 element == EL_SP_ELECTRON ||
4067 element == EL_MOLE))
4068 DrawLevelField(x, y);
4072 if (MovDelay[x][y]) /* wait some time before next movement */
4077 if (element == EL_YAMYAM)
4080 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4081 DrawLevelElementAnimation(x, y, element);
4085 if (MovDelay[x][y]) /* element still has to wait some time */
4088 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4089 ResetGfxAnimation(x, y);
4091 GfxAction[x][y] = ACTION_WAITING;
4094 if (element == EL_ROBOT ||
4096 element == EL_PACMAN ||
4098 element == EL_YAMYAM ||
4099 element == EL_DARK_YAMYAM)
4102 DrawLevelElementAnimation(x, y, element);
4104 DrawLevelElementAnimationIfNeeded(x, y, element);
4106 PlaySoundLevelAction(x, y, ACTION_WAITING);
4108 else if (element == EL_SP_ELECTRON)
4109 DrawLevelElementAnimationIfNeeded(x, y, element);
4110 else if (element == EL_DRAGON)
4113 int dir = MovDir[x][y];
4114 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4115 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4116 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4117 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4118 dir == MV_UP ? IMG_FLAMES_1_UP :
4119 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4120 int frame = getGraphicAnimationFrame(graphic, -1);
4122 for (i=1; i<=3; i++)
4124 int xx = x + i*dx, yy = y + i*dy;
4125 int sx = SCREENX(xx), sy = SCREENY(yy);
4126 int flame_graphic = graphic + (i - 1);
4128 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4133 int flamed = MovingOrBlocked2Element(xx, yy);
4135 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4138 RemoveMovingField(xx, yy);
4140 Feld[xx][yy] = EL_FLAMES;
4141 if (IN_SCR_FIELD(sx, sy))
4142 DrawGraphic(sx, sy, flame_graphic, frame);
4146 if (Feld[xx][yy] == EL_FLAMES)
4147 Feld[xx][yy] = EL_EMPTY;
4148 DrawLevelField(xx, yy);
4153 if (MovDelay[x][y]) /* element still has to wait some time */
4155 PlaySoundLevelAction(x, y, ACTION_WAITING);
4160 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4161 for all other elements GfxAction will be set by InitMovingField() */
4162 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4163 GfxAction[x][y] = ACTION_MOVING;
4166 /* now make next step */
4168 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4170 if (DONT_COLLIDE_WITH(element) &&
4171 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4172 !PLAYER_PROTECTED(newx, newy))
4175 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4178 /* player killed by element which is deadly when colliding with */
4180 KillHero(PLAYERINFO(newx, newy));
4185 else if ((element == EL_PENGUIN ||
4186 element == EL_ROBOT ||
4187 element == EL_SATELLITE ||
4188 element == EL_BALLOON ||
4189 IS_CUSTOM_ELEMENT(element)) &&
4190 IN_LEV_FIELD(newx, newy) &&
4191 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4194 Store[x][y] = EL_ACID;
4196 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4198 if (Feld[newx][newy] == EL_EXIT_OPEN)
4200 Feld[x][y] = EL_EMPTY;
4201 DrawLevelField(x, y);
4203 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4204 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4205 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4207 local_player->friends_still_needed--;
4208 if (!local_player->friends_still_needed &&
4209 !local_player->GameOver && AllPlayersGone)
4210 local_player->LevelSolved = local_player->GameOver = TRUE;
4214 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4216 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4217 DrawLevelField(newx, newy);
4219 MovDir[x][y] = MV_NO_MOVING;
4221 else if (!IS_FREE(newx, newy))
4223 GfxAction[x][y] = ACTION_WAITING;
4225 if (IS_PLAYER(x, y))
4226 DrawPlayerField(x, y);
4228 DrawLevelField(x, y);
4232 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4234 if (IS_FOOD_PIG(Feld[newx][newy]))
4236 if (IS_MOVING(newx, newy))
4237 RemoveMovingField(newx, newy);
4240 Feld[newx][newy] = EL_EMPTY;
4241 DrawLevelField(newx, newy);
4244 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4246 else if (!IS_FREE(newx, newy))
4248 if (IS_PLAYER(x, y))
4249 DrawPlayerField(x, y);
4251 DrawLevelField(x, y);
4255 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4257 if (!IS_FREE(newx, newy))
4259 if (IS_PLAYER(x, y))
4260 DrawPlayerField(x, y);
4262 DrawLevelField(x, y);
4267 boolean wanna_flame = !RND(10);
4268 int dx = newx - x, dy = newy - y;
4269 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4270 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4271 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4272 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4273 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4274 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4277 IS_CLASSIC_ENEMY(element1) ||
4278 IS_CLASSIC_ENEMY(element2)) &&
4279 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4280 element1 != EL_FLAMES && element2 != EL_FLAMES)
4283 ResetGfxAnimation(x, y);
4284 GfxAction[x][y] = ACTION_ATTACKING;
4287 if (IS_PLAYER(x, y))
4288 DrawPlayerField(x, y);
4290 DrawLevelField(x, y);
4292 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4294 MovDelay[x][y] = 50;
4295 Feld[newx][newy] = EL_FLAMES;
4296 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4297 Feld[newx1][newy1] = EL_FLAMES;
4298 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4299 Feld[newx2][newy2] = EL_FLAMES;
4305 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4306 Feld[newx][newy] == EL_DIAMOND)
4308 if (IS_MOVING(newx, newy))
4309 RemoveMovingField(newx, newy);
4312 Feld[newx][newy] = EL_EMPTY;
4313 DrawLevelField(newx, newy);
4316 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4318 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4319 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4321 if (AmoebaNr[newx][newy])
4323 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4324 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4325 Feld[newx][newy] == EL_BD_AMOEBA)
4326 AmoebaCnt[AmoebaNr[newx][newy]]--;
4329 if (IS_MOVING(newx, newy))
4330 RemoveMovingField(newx, newy);
4333 Feld[newx][newy] = EL_EMPTY;
4334 DrawLevelField(newx, newy);
4337 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4339 else if ((element == EL_PACMAN || element == EL_MOLE)
4340 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4342 if (AmoebaNr[newx][newy])
4344 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4345 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4346 Feld[newx][newy] == EL_BD_AMOEBA)
4347 AmoebaCnt[AmoebaNr[newx][newy]]--;
4350 if (element == EL_MOLE)
4352 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4353 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4355 ResetGfxAnimation(x, y);
4356 GfxAction[x][y] = ACTION_DIGGING;
4357 DrawLevelField(x, y);
4359 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4360 return; /* wait for shrinking amoeba */
4362 else /* element == EL_PACMAN */
4364 Feld[newx][newy] = EL_EMPTY;
4365 DrawLevelField(newx, newy);
4366 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4369 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4370 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4371 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4373 /* wait for shrinking amoeba to completely disappear */
4376 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4378 /* object was running against a wall */
4383 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4384 DrawLevelElementAnimation(x, y, element);
4386 if (element == EL_BUG ||
4387 element == EL_SPACESHIP ||
4388 element == EL_SP_SNIKSNAK)
4389 DrawLevelField(x, y);
4390 else if (element == EL_MOLE)
4391 DrawLevelField(x, y);
4392 else if (element == EL_BD_BUTTERFLY ||
4393 element == EL_BD_FIREFLY)
4394 DrawLevelElementAnimationIfNeeded(x, y, element);
4395 else if (element == EL_SATELLITE)
4396 DrawLevelElementAnimationIfNeeded(x, y, element);
4397 else if (element == EL_SP_ELECTRON)
4398 DrawLevelElementAnimationIfNeeded(x, y, element);
4401 if (DONT_TOUCH(element))
4402 TestIfBadThingTouchesHero(x, y);
4405 PlaySoundLevelAction(x, y, ACTION_WAITING);
4411 InitMovingField(x, y, MovDir[x][y]);
4413 PlaySoundLevelAction(x, y, ACTION_MOVING);
4417 ContinueMoving(x, y);
4420 void ContinueMoving(int x, int y)
4422 int element = Feld[x][y];
4423 int direction = MovDir[x][y];
4424 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4425 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4426 int newx = x + dx, newy = y + dy;
4427 int nextx = newx + dx, nexty = newy + dy;
4428 boolean pushed = Pushed[x][y];
4430 MovPos[x][y] += getElementMoveStepsize(x, y);
4432 if (pushed) /* special case: moving object pushed by player */
4433 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4435 if (ABS(MovPos[x][y]) < TILEX)
4437 DrawLevelField(x, y);
4439 return; /* element is still moving */
4442 /* element reached destination field */
4444 Feld[x][y] = EL_EMPTY;
4445 Feld[newx][newy] = element;
4446 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4448 if (element == EL_MOLE)
4450 Feld[x][y] = EL_SAND;
4452 DrawLevelFieldCrumbledSandNeighbours(x, y);
4454 else if (element == EL_QUICKSAND_FILLING)
4456 element = Feld[newx][newy] = get_next_element(element);
4457 Store[newx][newy] = Store[x][y];
4459 else if (element == EL_QUICKSAND_EMPTYING)
4461 Feld[x][y] = get_next_element(element);
4462 element = Feld[newx][newy] = Store[x][y];
4464 else if (element == EL_MAGIC_WALL_FILLING)
4466 element = Feld[newx][newy] = get_next_element(element);
4467 if (!game.magic_wall_active)
4468 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4469 Store[newx][newy] = Store[x][y];
4471 else if (element == EL_MAGIC_WALL_EMPTYING)
4473 Feld[x][y] = get_next_element(element);
4474 if (!game.magic_wall_active)
4475 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4476 element = Feld[newx][newy] = Store[x][y];
4478 else if (element == EL_BD_MAGIC_WALL_FILLING)
4480 element = Feld[newx][newy] = get_next_element(element);
4481 if (!game.magic_wall_active)
4482 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4483 Store[newx][newy] = Store[x][y];
4485 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4487 Feld[x][y] = get_next_element(element);
4488 if (!game.magic_wall_active)
4489 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4490 element = Feld[newx][newy] = Store[x][y];
4492 else if (element == EL_AMOEBA_DROPPING)
4494 Feld[x][y] = get_next_element(element);
4495 element = Feld[newx][newy] = Store[x][y];
4497 else if (element == EL_SOKOBAN_OBJECT)
4500 Feld[x][y] = Back[x][y];
4502 if (Back[newx][newy])
4503 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4505 Back[x][y] = Back[newx][newy] = 0;
4507 else if (Store[x][y] == EL_ACID)
4509 element = Feld[newx][newy] = EL_ACID;
4513 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4514 MovDelay[newx][newy] = 0;
4516 /* copy element change control values to new field */
4517 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4518 ChangePage[newx][newy] = ChangePage[x][y];
4519 Changed[newx][newy] = Changed[x][y];
4520 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4522 ChangeDelay[x][y] = 0;
4523 ChangePage[x][y] = -1;
4524 Changed[x][y] = CE_BITMASK_DEFAULT;
4525 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4527 /* copy animation control values to new field */
4528 GfxFrame[newx][newy] = GfxFrame[x][y];
4529 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4530 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4532 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4534 ResetGfxAnimation(x, y); /* reset animation values for old field */
4537 /* 2.1.1 (does not work correctly for spring) */
4538 if (!CAN_MOVE(element))
4539 MovDir[newx][newy] = 0;
4543 /* (does not work for falling objects that slide horizontally) */
4544 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4545 MovDir[newx][newy] = 0;
4548 if (!CAN_MOVE(element) ||
4549 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4550 MovDir[newx][newy] = 0;
4553 if (!CAN_MOVE(element) ||
4554 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4555 MovDir[newx][newy] = 0;
4559 DrawLevelField(x, y);
4560 DrawLevelField(newx, newy);
4562 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4564 /* prevent pushed element from moving on in pushed direction */
4565 if (pushed && CAN_MOVE(element) &&
4566 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4567 !(element_info[element].move_pattern & MovDir[newx][newy]))
4568 TurnRound(newx, newy);
4570 if (!pushed) /* special case: moving object pushed by player */
4571 JustStopped[newx][newy] = 3;
4573 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4575 TestIfBadThingTouchesHero(newx, newy);
4576 TestIfBadThingTouchesFriend(newx, newy);
4577 TestIfBadThingTouchesOtherBadThing(newx, newy);
4579 else if (element == EL_PENGUIN)
4580 TestIfFriendTouchesBadThing(newx, newy);
4582 if (CAN_FALL(element) && direction == MV_DOWN &&
4583 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4587 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4591 if (ChangePage[newx][newy] != -1) /* delayed change */
4592 ChangeElement(newx, newy, ChangePage[newx][newy]);
4595 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4596 CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
4599 TestIfPlayerTouchesCustomElement(newx, newy);
4600 TestIfElementTouchesCustomElement(newx, newy);
4603 int AmoebeNachbarNr(int ax, int ay)
4606 int element = Feld[ax][ay];
4608 static int xy[4][2] =
4618 int x = ax + xy[i][0];
4619 int y = ay + xy[i][1];
4621 if (!IN_LEV_FIELD(x, y))
4624 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4625 group_nr = AmoebaNr[x][y];
4631 void AmoebenVereinigen(int ax, int ay)
4633 int i, x, y, xx, yy;
4634 int new_group_nr = AmoebaNr[ax][ay];
4635 static int xy[4][2] =
4643 if (new_group_nr == 0)
4651 if (!IN_LEV_FIELD(x, y))
4654 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4655 Feld[x][y] == EL_BD_AMOEBA ||
4656 Feld[x][y] == EL_AMOEBA_DEAD) &&
4657 AmoebaNr[x][y] != new_group_nr)
4659 int old_group_nr = AmoebaNr[x][y];
4661 if (old_group_nr == 0)
4664 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4665 AmoebaCnt[old_group_nr] = 0;
4666 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4667 AmoebaCnt2[old_group_nr] = 0;
4669 for (yy=0; yy<lev_fieldy; yy++)
4671 for (xx=0; xx<lev_fieldx; xx++)
4673 if (AmoebaNr[xx][yy] == old_group_nr)
4674 AmoebaNr[xx][yy] = new_group_nr;
4681 void AmoebeUmwandeln(int ax, int ay)
4685 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4687 int group_nr = AmoebaNr[ax][ay];
4692 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4693 printf("AmoebeUmwandeln(): This should never happen!\n");
4698 for (y=0; y<lev_fieldy; y++)
4700 for (x=0; x<lev_fieldx; x++)
4702 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4705 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4709 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4710 SND_AMOEBA_TURNING_TO_GEM :
4711 SND_AMOEBA_TURNING_TO_ROCK));
4716 static int xy[4][2] =
4729 if (!IN_LEV_FIELD(x, y))
4732 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4734 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4735 SND_AMOEBA_TURNING_TO_GEM :
4736 SND_AMOEBA_TURNING_TO_ROCK));
4743 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4746 int group_nr = AmoebaNr[ax][ay];
4747 boolean done = FALSE;
4752 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4753 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4758 for (y=0; y<lev_fieldy; y++)
4760 for (x=0; x<lev_fieldx; x++)
4762 if (AmoebaNr[x][y] == group_nr &&
4763 (Feld[x][y] == EL_AMOEBA_DEAD ||
4764 Feld[x][y] == EL_BD_AMOEBA ||
4765 Feld[x][y] == EL_AMOEBA_GROWING))
4768 Feld[x][y] = new_element;
4769 InitField(x, y, FALSE);
4770 DrawLevelField(x, y);
4777 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4778 SND_BD_AMOEBA_TURNING_TO_ROCK :
4779 SND_BD_AMOEBA_TURNING_TO_GEM));
4782 void AmoebeWaechst(int x, int y)
4784 static unsigned long sound_delay = 0;
4785 static unsigned long sound_delay_value = 0;
4787 if (!MovDelay[x][y]) /* start new growing cycle */
4791 if (DelayReached(&sound_delay, sound_delay_value))
4794 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4796 if (Store[x][y] == EL_BD_AMOEBA)
4797 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4799 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4801 sound_delay_value = 30;
4805 if (MovDelay[x][y]) /* wait some time before growing bigger */
4808 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4810 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4811 6 - MovDelay[x][y]);
4813 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4816 if (!MovDelay[x][y])
4818 Feld[x][y] = Store[x][y];
4820 DrawLevelField(x, y);
4825 void AmoebaDisappearing(int x, int y)
4827 static unsigned long sound_delay = 0;
4828 static unsigned long sound_delay_value = 0;
4830 if (!MovDelay[x][y]) /* start new shrinking cycle */
4834 if (DelayReached(&sound_delay, sound_delay_value))
4835 sound_delay_value = 30;
4838 if (MovDelay[x][y]) /* wait some time before shrinking */
4841 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4843 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4844 6 - MovDelay[x][y]);
4846 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4849 if (!MovDelay[x][y])
4851 Feld[x][y] = EL_EMPTY;
4852 DrawLevelField(x, y);
4854 /* don't let mole enter this field in this cycle;
4855 (give priority to objects falling to this field from above) */
4861 void AmoebeAbleger(int ax, int ay)
4864 int element = Feld[ax][ay];
4865 int graphic = el2img(element);
4866 int newax = ax, neway = ay;
4867 static int xy[4][2] =
4875 if (!level.amoeba_speed)
4877 Feld[ax][ay] = EL_AMOEBA_DEAD;
4878 DrawLevelField(ax, ay);
4882 if (IS_ANIMATED(graphic))
4883 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4885 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4886 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4888 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4891 if (MovDelay[ax][ay])
4895 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4898 int x = ax + xy[start][0];
4899 int y = ay + xy[start][1];
4901 if (!IN_LEV_FIELD(x, y))
4904 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4905 if (IS_FREE(x, y) ||
4906 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4912 if (newax == ax && neway == ay)
4915 else /* normal or "filled" (BD style) amoeba */
4918 boolean waiting_for_player = FALSE;
4922 int j = (start + i) % 4;
4923 int x = ax + xy[j][0];
4924 int y = ay + xy[j][1];
4926 if (!IN_LEV_FIELD(x, y))
4929 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4930 if (IS_FREE(x, y) ||
4931 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4937 else if (IS_PLAYER(x, y))
4938 waiting_for_player = TRUE;
4941 if (newax == ax && neway == ay) /* amoeba cannot grow */
4943 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4945 Feld[ax][ay] = EL_AMOEBA_DEAD;
4946 DrawLevelField(ax, ay);
4947 AmoebaCnt[AmoebaNr[ax][ay]]--;
4949 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4951 if (element == EL_AMOEBA_FULL)
4952 AmoebeUmwandeln(ax, ay);
4953 else if (element == EL_BD_AMOEBA)
4954 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4959 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4961 /* amoeba gets larger by growing in some direction */
4963 int new_group_nr = AmoebaNr[ax][ay];
4966 if (new_group_nr == 0)
4968 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4969 printf("AmoebeAbleger(): This should never happen!\n");
4974 AmoebaNr[newax][neway] = new_group_nr;
4975 AmoebaCnt[new_group_nr]++;
4976 AmoebaCnt2[new_group_nr]++;
4978 /* if amoeba touches other amoeba(s) after growing, unify them */
4979 AmoebenVereinigen(newax, neway);
4981 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4983 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4989 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4990 (neway == lev_fieldy - 1 && newax != ax))
4992 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4993 Store[newax][neway] = element;
4995 else if (neway == ay)
4997 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4999 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
5001 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
5006 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5007 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5008 Store[ax][ay] = EL_AMOEBA_DROP;
5009 ContinueMoving(ax, ay);
5013 DrawLevelField(newax, neway);
5016 void Life(int ax, int ay)
5019 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5021 int element = Feld[ax][ay];
5022 int graphic = el2img(element);
5023 boolean changed = FALSE;
5025 if (IS_ANIMATED(graphic))
5026 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5031 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5032 MovDelay[ax][ay] = life_time;
5034 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5037 if (MovDelay[ax][ay])
5041 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5043 int xx = ax+x1, yy = ay+y1;
5046 if (!IN_LEV_FIELD(xx, yy))
5049 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5051 int x = xx+x2, y = yy+y2;
5053 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5056 if (((Feld[x][y] == element ||
5057 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5059 (IS_FREE(x, y) && Stop[x][y]))
5063 if (xx == ax && yy == ay) /* field in the middle */
5065 if (nachbarn < life[0] || nachbarn > life[1])
5067 Feld[xx][yy] = EL_EMPTY;
5069 DrawLevelField(xx, yy);
5070 Stop[xx][yy] = TRUE;
5074 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5075 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5076 { /* free border field */
5077 if (nachbarn >= life[2] && nachbarn <= life[3])
5079 Feld[xx][yy] = element;
5080 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5082 DrawLevelField(xx, yy);
5083 Stop[xx][yy] = TRUE;
5090 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5091 SND_GAME_OF_LIFE_GROWING);
5094 static void InitRobotWheel(int x, int y)
5096 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5099 static void RunRobotWheel(int x, int y)
5101 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5104 static void StopRobotWheel(int x, int y)
5106 if (ZX == x && ZY == y)
5110 static void InitTimegateWheel(int x, int y)
5112 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5115 static void RunTimegateWheel(int x, int y)
5117 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5120 void CheckExit(int x, int y)
5122 if (local_player->gems_still_needed > 0 ||
5123 local_player->sokobanfields_still_needed > 0 ||
5124 local_player->lights_still_needed > 0)
5126 int element = Feld[x][y];
5127 int graphic = el2img(element);
5129 if (IS_ANIMATED(graphic))
5130 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5135 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5138 Feld[x][y] = EL_EXIT_OPENING;
5140 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5143 void CheckExitSP(int x, int y)
5145 if (local_player->gems_still_needed > 0)
5147 int element = Feld[x][y];
5148 int graphic = el2img(element);
5150 if (IS_ANIMATED(graphic))
5151 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5156 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5159 Feld[x][y] = EL_SP_EXIT_OPENING;
5161 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5164 static void CloseAllOpenTimegates()
5168 for (y=0; y<lev_fieldy; y++)
5170 for (x=0; x<lev_fieldx; x++)
5172 int element = Feld[x][y];
5174 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5176 Feld[x][y] = EL_TIMEGATE_CLOSING;
5178 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5180 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5187 void EdelsteinFunkeln(int x, int y)
5189 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5192 if (Feld[x][y] == EL_BD_DIAMOND)
5195 if (MovDelay[x][y] == 0) /* next animation frame */
5196 MovDelay[x][y] = 11 * !SimpleRND(500);
5198 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5202 if (setup.direct_draw && MovDelay[x][y])
5203 SetDrawtoField(DRAW_BUFFERED);
5205 DrawLevelElementAnimation(x, y, Feld[x][y]);
5207 if (MovDelay[x][y] != 0)
5209 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5210 10 - MovDelay[x][y]);
5212 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5214 if (setup.direct_draw)
5218 dest_x = FX + SCREENX(x) * TILEX;
5219 dest_y = FY + SCREENY(y) * TILEY;
5221 BlitBitmap(drawto_field, window,
5222 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5223 SetDrawtoField(DRAW_DIRECT);
5229 void MauerWaechst(int x, int y)
5233 if (!MovDelay[x][y]) /* next animation frame */
5234 MovDelay[x][y] = 3 * delay;
5236 if (MovDelay[x][y]) /* wait some time before next frame */
5240 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5242 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5243 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5245 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5248 if (!MovDelay[x][y])
5250 if (MovDir[x][y] == MV_LEFT)
5252 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5253 DrawLevelField(x - 1, y);
5255 else if (MovDir[x][y] == MV_RIGHT)
5257 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5258 DrawLevelField(x + 1, y);
5260 else if (MovDir[x][y] == MV_UP)
5262 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5263 DrawLevelField(x, y - 1);
5267 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5268 DrawLevelField(x, y + 1);
5271 Feld[x][y] = Store[x][y];
5273 MovDir[x][y] = MV_NO_MOVING;
5274 DrawLevelField(x, y);
5279 void MauerAbleger(int ax, int ay)
5281 int element = Feld[ax][ay];
5282 int graphic = el2img(element);
5283 boolean oben_frei = FALSE, unten_frei = FALSE;
5284 boolean links_frei = FALSE, rechts_frei = FALSE;
5285 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5286 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5287 boolean new_wall = FALSE;
5289 if (IS_ANIMATED(graphic))
5290 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5292 if (!MovDelay[ax][ay]) /* start building new wall */
5293 MovDelay[ax][ay] = 6;
5295 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5298 if (MovDelay[ax][ay])
5302 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5304 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5306 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5308 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5311 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5312 element == EL_EXPANDABLE_WALL_ANY)
5316 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5317 Store[ax][ay-1] = element;
5318 MovDir[ax][ay-1] = MV_UP;
5319 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5320 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5321 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5326 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5327 Store[ax][ay+1] = element;
5328 MovDir[ax][ay+1] = MV_DOWN;
5329 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5330 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5331 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5336 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5337 element == EL_EXPANDABLE_WALL_ANY ||
5338 element == EL_EXPANDABLE_WALL)
5342 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5343 Store[ax-1][ay] = element;
5344 MovDir[ax-1][ay] = MV_LEFT;
5345 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5346 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5347 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5353 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5354 Store[ax+1][ay] = element;
5355 MovDir[ax+1][ay] = MV_RIGHT;
5356 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5357 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5358 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5363 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5364 DrawLevelField(ax, ay);
5366 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5368 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5369 unten_massiv = TRUE;
5370 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5371 links_massiv = TRUE;
5372 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5373 rechts_massiv = TRUE;
5375 if (((oben_massiv && unten_massiv) ||
5376 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5377 element == EL_EXPANDABLE_WALL) &&
5378 ((links_massiv && rechts_massiv) ||
5379 element == EL_EXPANDABLE_WALL_VERTICAL))
5380 Feld[ax][ay] = EL_WALL;
5384 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5386 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5390 void CheckForDragon(int x, int y)
5393 boolean dragon_found = FALSE;
5394 static int xy[4][2] =
5406 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5408 if (IN_LEV_FIELD(xx, yy) &&
5409 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5411 if (Feld[xx][yy] == EL_DRAGON)
5412 dragon_found = TRUE;
5425 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5427 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5429 Feld[xx][yy] = EL_EMPTY;
5430 DrawLevelField(xx, yy);
5439 static void InitBuggyBase(int x, int y)
5441 int element = Feld[x][y];
5442 int activating_delay = FRAMES_PER_SECOND / 4;
5445 (element == EL_SP_BUGGY_BASE ?
5446 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5447 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5449 element == EL_SP_BUGGY_BASE_ACTIVE ?
5450 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5453 static void WarnBuggyBase(int x, int y)
5456 static int xy[4][2] =
5466 int xx = x + xy[i][0], yy = y + xy[i][1];
5468 if (IS_PLAYER(xx, yy))
5470 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5477 static void InitTrap(int x, int y)
5479 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5482 static void ActivateTrap(int x, int y)
5484 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5487 static void ChangeActiveTrap(int x, int y)
5489 int graphic = IMG_TRAP_ACTIVE;
5491 /* if new animation frame was drawn, correct crumbled sand border */
5492 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5493 DrawLevelFieldCrumbledSand(x, y);
5496 static void ChangeElementNowExt(int x, int y, int target_element)
5498 /* check if element under player changes from accessible to unaccessible
5499 (needed for special case of dropping element which then changes) */
5500 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5501 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5508 Feld[x][y] = target_element;
5510 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5512 ResetGfxAnimation(x, y);
5513 ResetRandomAnimationValue(x, y);
5515 InitField(x, y, FALSE);
5516 if (CAN_MOVE(Feld[x][y]))
5519 DrawLevelField(x, y);
5521 if (GFX_CRUMBLED(Feld[x][y]))
5522 DrawLevelFieldCrumbledSandNeighbours(x, y);
5524 TestIfBadThingTouchesHero(x, y);
5525 TestIfPlayerTouchesCustomElement(x, y);
5526 TestIfElementTouchesCustomElement(x, y);
5528 if (ELEM_IS_PLAYER(target_element))
5529 RelocatePlayer(x, y, target_element);
5532 static boolean ChangeElementNow(int x, int y, int element, int page)
5534 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5536 /* always use default change event to prevent running into a loop */
5537 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5538 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5540 /* do not change already changed elements with same change event */
5542 if (Changed[x][y] & ChangeEvent[x][y])
5549 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5551 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5553 if (change->explode)
5560 if (change->use_content)
5562 boolean complete_change = TRUE;
5563 boolean can_change[3][3];
5566 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5568 boolean half_destructible;
5569 int ex = x + xx - 1;
5570 int ey = y + yy - 1;
5573 can_change[xx][yy] = TRUE;
5575 if (ex == x && ey == y) /* do not check changing element itself */
5578 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5580 can_change[xx][yy] = FALSE; /* do not change empty borders */
5585 if (!IN_LEV_FIELD(ex, ey))
5587 can_change[xx][yy] = FALSE;
5588 complete_change = FALSE;
5595 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5596 e = MovingOrBlocked2Element(ex, ey);
5598 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5600 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5601 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5602 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5604 can_change[xx][yy] = FALSE;
5605 complete_change = FALSE;
5609 if (!change->only_complete || complete_change)
5611 boolean something_has_changed = FALSE;
5613 if (change->only_complete && change->use_random_change &&
5614 RND(100) < change->random)
5617 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5619 int ex = x + xx - 1;
5620 int ey = y + yy - 1;
5622 if (can_change[xx][yy] && (!change->use_random_change ||
5623 RND(100) < change->random))
5625 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5626 RemoveMovingField(ex, ey);
5628 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5630 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5632 something_has_changed = TRUE;
5634 /* for symmetry reasons, freeze newly created border elements */
5635 if (ex != x || ey != y)
5636 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5640 if (something_has_changed)
5641 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5646 ChangeElementNowExt(x, y, change->target_element);
5648 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5654 static void ChangeElement(int x, int y, int page)
5656 int element = MovingOrBlocked2Element(x, y);
5657 struct ElementInfo *ei = &element_info[element];
5658 struct ElementChangeInfo *change = &ei->change_page[page];
5662 if (!CAN_CHANGE(element))
5665 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5666 x, y, element, element_info[element].token_name);
5667 printf("ChangeElement(): This should never happen!\n");
5673 if (ChangeDelay[x][y] == 0) /* initialize element change */
5675 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5676 RND(change->delay_random * change->delay_frames)) + 1;
5678 ResetGfxAnimation(x, y);
5679 ResetRandomAnimationValue(x, y);
5681 if (change->pre_change_function)
5682 change->pre_change_function(x, y);
5685 ChangeDelay[x][y]--;
5687 if (ChangeDelay[x][y] != 0) /* continue element change */
5689 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5691 if (IS_ANIMATED(graphic))
5692 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5694 if (change->change_function)
5695 change->change_function(x, y);
5697 else /* finish element change */
5699 if (ChangePage[x][y] != -1) /* remember page from delayed change */
5701 page = ChangePage[x][y];
5702 ChangePage[x][y] = -1;
5705 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5707 ChangeDelay[x][y] = 1; /* try change after next move step */
5708 ChangePage[x][y] = page; /* remember page to use for change */
5713 if (ChangeElementNow(x, y, element, page))
5715 if (change->post_change_function)
5716 change->post_change_function(x, y);
5721 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5722 int trigger_element,
5728 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5731 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5733 int element = EL_CUSTOM_START + i;
5735 boolean change_element = FALSE;
5738 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5741 for (j=0; j < element_info[element].num_change_pages; j++)
5743 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5745 if (change->can_change &&
5746 change->sides & trigger_side &&
5747 change->trigger_element == trigger_element)
5749 change_element = TRUE;
5756 if (!change_element)
5759 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5762 if (x == lx && y == ly) /* do not change trigger element itself */
5766 if (Feld[x][y] == element)
5768 ChangeDelay[x][y] = 1;
5769 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5770 ChangeElement(x, y, page);
5778 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5781 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5785 static boolean CheckElementSideChange(int x, int y, int element, int side,
5786 int trigger_event, int page)
5788 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5791 if (Feld[x][y] == EL_BLOCKED)
5793 Blocked2Moving(x, y, &x, &y);
5794 element = Feld[x][y];
5798 page = element_info[element].event_page_nr[trigger_event];
5800 if (!(element_info[element].change_page[page].sides & side))
5803 ChangeDelay[x][y] = 1;
5804 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5805 ChangeElement(x, y, page);
5810 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5812 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5815 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5817 static byte stored_player_action[MAX_PLAYERS];
5818 static int num_stored_actions = 0;
5819 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5820 int left = player_action & JOY_LEFT;
5821 int right = player_action & JOY_RIGHT;
5822 int up = player_action & JOY_UP;
5823 int down = player_action & JOY_DOWN;
5824 int button1 = player_action & JOY_BUTTON_1;
5825 int button2 = player_action & JOY_BUTTON_2;
5826 int dx = (left ? -1 : right ? 1 : 0);
5827 int dy = (up ? -1 : down ? 1 : 0);
5829 stored_player_action[player->index_nr] = 0;
5830 num_stored_actions++;
5832 if (!player->active || tape.pausing)
5838 snapped = SnapField(player, dx, dy);
5842 dropped = DropElement(player);
5844 moved = MovePlayer(player, dx, dy);
5847 if (tape.single_step && tape.recording && !tape.pausing)
5849 if (button1 || (dropped && !moved))
5851 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5852 SnapField(player, 0, 0); /* stop snapping */
5856 stored_player_action[player->index_nr] = player_action;
5860 /* no actions for this player (no input at player's configured device) */
5862 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5863 SnapField(player, 0, 0);
5864 CheckGravityMovement(player);
5866 if (player->MovPos == 0)
5867 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5869 if (player->MovPos == 0) /* needed for tape.playing */
5870 player->is_moving = FALSE;
5873 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5875 TapeRecordAction(stored_player_action);
5876 num_stored_actions = 0;
5882 static unsigned long action_delay = 0;
5883 unsigned long action_delay_value;
5884 int magic_wall_x = 0, magic_wall_y = 0;
5885 int i, x, y, element, graphic;
5886 byte *recorded_player_action;
5887 byte summarized_player_action = 0;
5889 if (game_status != GAME_MODE_PLAYING)
5892 action_delay_value =
5893 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5895 if (tape.playing && tape.index_search && !tape.pausing)
5896 action_delay_value = 0;
5898 /* ---------- main game synchronization point ---------- */
5900 WaitUntilDelayReached(&action_delay, action_delay_value);
5902 if (network_playing && !network_player_action_received)
5906 printf("DEBUG: try to get network player actions in time\n");
5910 #if defined(PLATFORM_UNIX)
5911 /* last chance to get network player actions without main loop delay */
5915 if (game_status != GAME_MODE_PLAYING)
5918 if (!network_player_action_received)
5922 printf("DEBUG: failed to get network player actions in time\n");
5932 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5934 for (i=0; i<MAX_PLAYERS; i++)
5936 summarized_player_action |= stored_player[i].action;
5938 if (!network_playing)
5939 stored_player[i].effective_action = stored_player[i].action;
5942 #if defined(PLATFORM_UNIX)
5943 if (network_playing)
5944 SendToServer_MovePlayer(summarized_player_action);
5947 if (!options.network && !setup.team_mode)
5948 local_player->effective_action = summarized_player_action;
5950 for (i=0; i<MAX_PLAYERS; i++)
5952 int actual_player_action = stored_player[i].effective_action;
5954 if (stored_player[i].programmed_action)
5955 actual_player_action = stored_player[i].programmed_action;
5957 if (recorded_player_action)
5958 actual_player_action = recorded_player_action[i];
5960 PlayerActions(&stored_player[i], actual_player_action);
5961 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
5964 network_player_action_received = FALSE;
5966 ScrollScreen(NULL, SCROLL_GO_ON);
5972 for (i=0; i<MAX_PLAYERS; i++)
5973 stored_player[i].Frame++;
5977 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5979 for (i=0; i<MAX_PLAYERS; i++)
5981 struct PlayerInfo *player = &stored_player[i];
5985 if (player->active && player->Pushing && player->is_moving &&
5988 ContinueMoving(x, y);
5990 /* continue moving after pushing (this is actually a bug) */
5991 if (!IS_MOVING(x, y))
6000 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6002 Changed[x][y] = CE_BITMASK_DEFAULT;
6003 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6006 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
6008 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
6009 printf("GameActions(): This should never happen!\n");
6011 ChangePage[x][y] = -1;
6016 if (JustStopped[x][y] > 0)
6017 JustStopped[x][y]--;
6022 /* reset finished pushing action (not done in ContinueMoving() to allow
6023 continous pushing animation for elements with zero push delay) */
6024 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
6026 ResetGfxAnimation(x, y);
6027 DrawLevelField(x, y);
6032 if (IS_BLOCKED(x, y))
6036 Blocked2Moving(x, y, &oldx, &oldy);
6037 if (!IS_MOVING(oldx, oldy))
6039 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
6040 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
6041 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
6042 printf("GameActions(): This should never happen!\n");
6048 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6050 element = Feld[x][y];
6052 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6054 graphic = el2img(element);
6060 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
6062 element = graphic = 0;
6066 if (graphic_info[graphic].anim_global_sync)
6067 GfxFrame[x][y] = FrameCounter;
6069 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
6070 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
6071 ResetRandomAnimationValue(x, y);
6073 SetRandomAnimationValue(x, y);
6076 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
6079 if (IS_INACTIVE(element))
6081 if (IS_ANIMATED(graphic))
6082 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6088 /* this may take place after moving, so 'element' may have changed */
6089 if (IS_CHANGING(x, y))
6092 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
6093 element_info[element].event_page_nr[CE_DELAY]);
6095 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6098 element = Feld[x][y];
6099 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6103 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6108 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6110 if (element == EL_MOLE)
6111 printf("::: %d, %d, %d [%d]\n",
6112 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6116 if (element == EL_YAMYAM)
6117 printf("::: %d, %d, %d\n",
6118 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6122 if (IS_ANIMATED(graphic) &&
6126 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6129 if (element == EL_MOLE)
6130 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6134 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6135 EdelsteinFunkeln(x, y);
6137 else if ((element == EL_ACID ||
6138 element == EL_EXIT_OPEN ||
6139 element == EL_SP_EXIT_OPEN ||
6140 element == EL_SP_TERMINAL ||
6141 element == EL_SP_TERMINAL_ACTIVE ||
6142 element == EL_EXTRA_TIME ||
6143 element == EL_SHIELD_NORMAL ||
6144 element == EL_SHIELD_DEADLY) &&
6145 IS_ANIMATED(graphic))
6146 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6147 else if (IS_MOVING(x, y))
6148 ContinueMoving(x, y);
6149 else if (IS_ACTIVE_BOMB(element))
6150 CheckDynamite(x, y);
6152 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6153 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6155 else if (element == EL_AMOEBA_GROWING)
6156 AmoebeWaechst(x, y);
6157 else if (element == EL_AMOEBA_SHRINKING)
6158 AmoebaDisappearing(x, y);
6160 #if !USE_NEW_AMOEBA_CODE
6161 else if (IS_AMOEBALIVE(element))
6162 AmoebeAbleger(x, y);
6165 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6167 else if (element == EL_EXIT_CLOSED)
6169 else if (element == EL_SP_EXIT_CLOSED)
6171 else if (element == EL_EXPANDABLE_WALL_GROWING)
6173 else if (element == EL_EXPANDABLE_WALL ||
6174 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6175 element == EL_EXPANDABLE_WALL_VERTICAL ||
6176 element == EL_EXPANDABLE_WALL_ANY)
6178 else if (element == EL_FLAMES)
6179 CheckForDragon(x, y);
6181 else if (IS_AUTO_CHANGING(element))
6182 ChangeElement(x, y);
6184 else if (element == EL_EXPLOSION)
6185 ; /* drawing of correct explosion animation is handled separately */
6186 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6187 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6190 /* this may take place after moving, so 'element' may have changed */
6191 if (IS_AUTO_CHANGING(Feld[x][y]))
6192 ChangeElement(x, y);
6195 if (IS_BELT_ACTIVE(element))
6196 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6198 if (game.magic_wall_active)
6200 int jx = local_player->jx, jy = local_player->jy;
6202 /* play the element sound at the position nearest to the player */
6203 if ((element == EL_MAGIC_WALL_FULL ||
6204 element == EL_MAGIC_WALL_ACTIVE ||
6205 element == EL_MAGIC_WALL_EMPTYING ||
6206 element == EL_BD_MAGIC_WALL_FULL ||
6207 element == EL_BD_MAGIC_WALL_ACTIVE ||
6208 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6209 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6217 #if USE_NEW_AMOEBA_CODE
6218 /* new experimental amoeba growth stuff */
6220 if (!(FrameCounter % 8))
6223 static unsigned long random = 1684108901;
6225 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6228 x = (random >> 10) % lev_fieldx;
6229 y = (random >> 20) % lev_fieldy;
6231 x = RND(lev_fieldx);
6232 y = RND(lev_fieldy);
6234 element = Feld[x][y];
6236 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6237 if (!IS_PLAYER(x,y) &&
6238 (element == EL_EMPTY ||
6239 element == EL_SAND ||
6240 element == EL_QUICKSAND_EMPTY ||
6241 element == EL_ACID_SPLASH_LEFT ||
6242 element == EL_ACID_SPLASH_RIGHT))
6244 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6245 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6246 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6247 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6248 Feld[x][y] = EL_AMOEBA_DROP;
6251 random = random * 129 + 1;
6257 if (game.explosions_delayed)
6260 game.explosions_delayed = FALSE;
6262 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6264 element = Feld[x][y];
6266 if (ExplodeField[x][y])
6267 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6268 else if (element == EL_EXPLOSION)
6269 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6271 ExplodeField[x][y] = EX_NO_EXPLOSION;
6274 game.explosions_delayed = TRUE;
6277 if (game.magic_wall_active)
6279 if (!(game.magic_wall_time_left % 4))
6281 int element = Feld[magic_wall_x][magic_wall_y];
6283 if (element == EL_BD_MAGIC_WALL_FULL ||
6284 element == EL_BD_MAGIC_WALL_ACTIVE ||
6285 element == EL_BD_MAGIC_WALL_EMPTYING)
6286 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6288 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6291 if (game.magic_wall_time_left > 0)
6293 game.magic_wall_time_left--;
6294 if (!game.magic_wall_time_left)
6296 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6298 element = Feld[x][y];
6300 if (element == EL_MAGIC_WALL_ACTIVE ||
6301 element == EL_MAGIC_WALL_FULL)
6303 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6304 DrawLevelField(x, y);
6306 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6307 element == EL_BD_MAGIC_WALL_FULL)
6309 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6310 DrawLevelField(x, y);
6314 game.magic_wall_active = FALSE;
6319 if (game.light_time_left > 0)
6321 game.light_time_left--;
6323 if (game.light_time_left == 0)
6324 RedrawAllLightSwitchesAndInvisibleElements();
6327 if (game.timegate_time_left > 0)
6329 game.timegate_time_left--;
6331 if (game.timegate_time_left == 0)
6332 CloseAllOpenTimegates();
6335 for (i=0; i<MAX_PLAYERS; i++)
6337 struct PlayerInfo *player = &stored_player[i];
6339 if (SHIELD_ON(player))
6341 if (player->shield_deadly_time_left)
6342 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6343 else if (player->shield_normal_time_left)
6344 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6348 if (TimeFrames >= FRAMES_PER_SECOND)
6353 for (i=0; i<MAX_PLAYERS; i++)
6355 struct PlayerInfo *player = &stored_player[i];
6357 if (SHIELD_ON(player))
6359 player->shield_normal_time_left--;
6361 if (player->shield_deadly_time_left > 0)
6362 player->shield_deadly_time_left--;
6366 if (tape.recording || tape.playing)
6367 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6373 if (TimeLeft <= 10 && setup.time_limit)
6374 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6376 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6378 if (!TimeLeft && setup.time_limit)
6379 for (i=0; i<MAX_PLAYERS; i++)
6380 KillHero(&stored_player[i]);
6382 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6383 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6388 if (options.debug) /* calculate frames per second */
6390 static unsigned long fps_counter = 0;
6391 static int fps_frames = 0;
6392 unsigned long fps_delay_ms = Counter() - fps_counter;
6396 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6398 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6401 fps_counter = Counter();
6404 redraw_mask |= REDRAW_FPS;
6408 if (stored_player[0].jx != stored_player[0].last_jx ||
6409 stored_player[0].jy != stored_player[0].last_jy)
6410 printf("::: %d, %d, %d, %d, %d\n",
6411 stored_player[0].MovDir,
6412 stored_player[0].MovPos,
6413 stored_player[0].GfxPos,
6414 stored_player[0].Frame,
6415 stored_player[0].StepFrame);
6422 for (i=0; i<MAX_PLAYERS; i++)
6425 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6427 stored_player[i].Frame += move_frames;
6429 if (stored_player[i].MovPos != 0)
6430 stored_player[i].StepFrame += move_frames;
6435 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6437 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6439 local_player->show_envelope = 0;
6444 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6446 int min_x = x, min_y = y, max_x = x, max_y = y;
6449 for (i=0; i<MAX_PLAYERS; i++)
6451 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6453 if (!stored_player[i].active || &stored_player[i] == player)
6456 min_x = MIN(min_x, jx);
6457 min_y = MIN(min_y, jy);
6458 max_x = MAX(max_x, jx);
6459 max_y = MAX(max_y, jy);
6462 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6465 static boolean AllPlayersInVisibleScreen()
6469 for (i=0; i<MAX_PLAYERS; i++)
6471 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6473 if (!stored_player[i].active)
6476 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6483 void ScrollLevel(int dx, int dy)
6485 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6488 BlitBitmap(drawto_field, drawto_field,
6489 FX + TILEX * (dx == -1) - softscroll_offset,
6490 FY + TILEY * (dy == -1) - softscroll_offset,
6491 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6492 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6493 FX + TILEX * (dx == 1) - softscroll_offset,
6494 FY + TILEY * (dy == 1) - softscroll_offset);
6498 x = (dx == 1 ? BX1 : BX2);
6499 for (y=BY1; y <= BY2; y++)
6500 DrawScreenField(x, y);
6505 y = (dy == 1 ? BY1 : BY2);
6506 for (x=BX1; x <= BX2; x++)
6507 DrawScreenField(x, y);
6510 redraw_mask |= REDRAW_FIELD;
6513 static void CheckGravityMovement(struct PlayerInfo *player)
6515 if (game.gravity && !player->programmed_action)
6517 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6518 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6520 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6521 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6522 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6523 int jx = player->jx, jy = player->jy;
6524 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6525 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6526 int new_jx = jx + dx, new_jy = jy + dy;
6527 boolean field_under_player_is_free =
6528 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6529 boolean player_is_moving_to_valid_field =
6530 (IN_LEV_FIELD(new_jx, new_jy) &&
6531 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6532 Feld[new_jx][new_jy] == EL_SAND));
6533 /* !!! extend EL_SAND to anything diggable !!! */
6535 if (field_under_player_is_free &&
6536 !player_is_moving_to_valid_field &&
6537 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6538 player->programmed_action = MV_DOWN;
6544 -----------------------------------------------------------------------------
6545 dx, dy: direction (non-diagonal) to try to move the player to
6546 real_dx, real_dy: direction as read from input device (can be diagonal)
6549 boolean MovePlayerOneStep(struct PlayerInfo *player,
6550 int dx, int dy, int real_dx, int real_dy)
6553 static int change_sides[4][2] =
6555 /* enter side leave side */
6556 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6557 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6558 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6559 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6561 int move_direction = (dx == -1 ? MV_LEFT :
6562 dx == +1 ? MV_RIGHT :
6564 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6565 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6566 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6568 int jx = player->jx, jy = player->jy;
6569 int new_jx = jx + dx, new_jy = jy + dy;
6573 if (!player->active || (!dx && !dy))
6574 return MF_NO_ACTION;
6576 player->MovDir = (dx < 0 ? MV_LEFT :
6579 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6581 if (!IN_LEV_FIELD(new_jx, new_jy))
6582 return MF_NO_ACTION;
6584 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6585 return MF_NO_ACTION;
6588 element = MovingOrBlocked2Element(new_jx, new_jy);
6590 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6593 if (DONT_RUN_INTO(element))
6595 if (element == EL_ACID && dx == 0 && dy == 1)
6598 Feld[jx][jy] = EL_PLAYER_1;
6599 InitMovingField(jx, jy, MV_DOWN);
6600 Store[jx][jy] = EL_ACID;
6601 ContinueMoving(jx, jy);
6605 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6610 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6611 if (can_move != MF_MOVING)
6614 /* check if DigField() has caused relocation of the player */
6615 if (player->jx != jx || player->jy != jy)
6616 return MF_NO_ACTION;
6618 StorePlayer[jx][jy] = 0;
6619 player->last_jx = jx;
6620 player->last_jy = jy;
6621 player->jx = new_jx;
6622 player->jy = new_jy;
6623 StorePlayer[new_jx][new_jy] = player->element_nr;
6626 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6628 ScrollPlayer(player, SCROLL_INIT);
6631 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6633 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6634 CE_OTHER_GETS_LEFT);
6635 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6636 CE_LEFT_BY_PLAYER, -1);
6639 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6641 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6642 enter_side, CE_OTHER_GETS_ENTERED);
6643 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6644 CE_ENTERED_BY_PLAYER, -1);
6651 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
6653 int jx = player->jx, jy = player->jy;
6654 int old_jx = jx, old_jy = jy;
6655 int moved = MF_NO_ACTION;
6657 if (!player->active || (!dx && !dy))
6661 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6665 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6666 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6670 /* remove the last programmed player action */
6671 player->programmed_action = 0;
6675 /* should only happen if pre-1.2 tape recordings are played */
6676 /* this is only for backward compatibility */
6678 int original_move_delay_value = player->move_delay_value;
6681 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6685 /* scroll remaining steps with finest movement resolution */
6686 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6688 while (player->MovPos)
6690 ScrollPlayer(player, SCROLL_GO_ON);
6691 ScrollScreen(NULL, SCROLL_GO_ON);
6697 player->move_delay_value = original_move_delay_value;
6700 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6702 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
6703 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
6707 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
6708 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
6714 if (moved & MF_MOVING && !ScreenMovPos &&
6715 (player == local_player || !options.network))
6717 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6718 int offset = (setup.scroll_delay ? 3 : 0);
6720 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6722 /* actual player has left the screen -- scroll in that direction */
6723 if (jx != old_jx) /* player has moved horizontally */
6724 scroll_x += (jx - old_jx);
6725 else /* player has moved vertically */
6726 scroll_y += (jy - old_jy);
6730 if (jx != old_jx) /* player has moved horizontally */
6732 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6733 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6734 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6736 /* don't scroll over playfield boundaries */
6737 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6738 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6740 /* don't scroll more than one field at a time */
6741 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6743 /* don't scroll against the player's moving direction */
6744 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6745 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6746 scroll_x = old_scroll_x;
6748 else /* player has moved vertically */
6750 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6751 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6752 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6754 /* don't scroll over playfield boundaries */
6755 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6756 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6758 /* don't scroll more than one field at a time */
6759 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6761 /* don't scroll against the player's moving direction */
6762 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6763 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6764 scroll_y = old_scroll_y;
6768 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6770 if (!options.network && !AllPlayersInVisibleScreen())
6772 scroll_x = old_scroll_x;
6773 scroll_y = old_scroll_y;
6777 ScrollScreen(player, SCROLL_INIT);
6778 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6785 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6787 if (!(moved & MF_MOVING) && !player->Pushing)
6792 player->StepFrame = 0;
6794 if (moved & MF_MOVING)
6796 if (old_jx != jx && old_jy == jy)
6797 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6798 else if (old_jx == jx && old_jy != jy)
6799 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6801 DrawLevelField(jx, jy); /* for "crumbled sand" */
6803 player->last_move_dir = player->MovDir;
6804 player->is_moving = TRUE;
6806 player->snapped = FALSE;
6810 player->Switching = FALSE;
6816 static int change_sides[4][2] =
6818 /* enter side leave side */
6819 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6820 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6821 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6822 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6824 int move_direction = player->MovDir;
6825 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6826 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6829 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
6831 CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
6832 leave_side, CE_OTHER_GETS_LEFT);
6833 CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
6834 leave_side, CE_LEFT_BY_PLAYER, -1);
6837 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6839 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
6840 enter_side, CE_OTHER_GETS_ENTERED);
6841 CheckElementSideChange(jx, jy, Feld[jx][jy],
6842 enter_side, CE_ENTERED_BY_PLAYER, -1);
6853 CheckGravityMovement(player);
6856 player->last_move_dir = MV_NO_MOVING;
6858 player->is_moving = FALSE;
6861 if (game.engine_version < VERSION_IDENT(3,0,7))
6863 TestIfHeroTouchesBadThing(jx, jy);
6864 TestIfPlayerTouchesCustomElement(jx, jy);
6867 if (!player->active)
6873 void ScrollPlayer(struct PlayerInfo *player, int mode)
6875 int jx = player->jx, jy = player->jy;
6876 int last_jx = player->last_jx, last_jy = player->last_jy;
6877 int move_stepsize = TILEX / player->move_delay_value;
6879 if (!player->active || !player->MovPos)
6882 if (mode == SCROLL_INIT)
6884 player->actual_frame_counter = FrameCounter;
6885 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6887 if (Feld[last_jx][last_jy] == EL_EMPTY)
6888 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6895 else if (!FrameReached(&player->actual_frame_counter, 1))
6898 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6899 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6901 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6902 Feld[last_jx][last_jy] = EL_EMPTY;
6904 /* before DrawPlayer() to draw correct player graphic for this case */
6905 if (player->MovPos == 0)
6906 CheckGravityMovement(player);
6909 DrawPlayer(player); /* needed here only to cleanup last field */
6912 if (player->MovPos == 0) /* player reached destination field */
6914 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6916 /* continue with normal speed after quickly moving through gate */
6917 HALVE_PLAYER_SPEED(player);
6919 /* be able to make the next move without delay */
6920 player->move_delay = 0;
6923 player->last_jx = jx;
6924 player->last_jy = jy;
6926 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6927 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
6928 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
6930 DrawPlayer(player); /* needed here only to cleanup last field */
6933 if (local_player->friends_still_needed == 0 ||
6934 IS_SP_ELEMENT(Feld[jx][jy]))
6935 player->LevelSolved = player->GameOver = TRUE;
6938 if (game.engine_version >= VERSION_IDENT(3,0,7))
6940 TestIfHeroTouchesBadThing(jx, jy);
6941 TestIfPlayerTouchesCustomElement(jx, jy);
6943 if (!player->active)
6947 if (tape.single_step && tape.recording && !tape.pausing &&
6948 !player->programmed_action)
6949 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6953 void ScrollScreen(struct PlayerInfo *player, int mode)
6955 static unsigned long screen_frame_counter = 0;
6957 if (mode == SCROLL_INIT)
6959 /* set scrolling step size according to actual player's moving speed */
6960 ScrollStepSize = TILEX / player->move_delay_value;
6962 screen_frame_counter = FrameCounter;
6963 ScreenMovDir = player->MovDir;
6964 ScreenMovPos = player->MovPos;
6965 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6968 else if (!FrameReached(&screen_frame_counter, 1))
6973 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6974 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6975 redraw_mask |= REDRAW_FIELD;
6978 ScreenMovDir = MV_NO_MOVING;
6981 void TestIfPlayerTouchesCustomElement(int x, int y)
6983 static int xy[4][2] =
6990 static int change_sides[4][2] =
6992 /* center side border side */
6993 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6994 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6995 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6996 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6998 static int touch_dir[4] =
7005 int center_element = Feld[x][y]; /* should always be non-moving! */
7010 int xx = x + xy[i][0];
7011 int yy = y + xy[i][1];
7012 int center_side = change_sides[i][0];
7013 int border_side = change_sides[i][1];
7016 if (!IN_LEV_FIELD(xx, yy))
7019 if (IS_PLAYER(x, y))
7021 if (game.engine_version < VERSION_IDENT(3,0,7))
7022 border_element = Feld[xx][yy]; /* may be moving! */
7023 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
7024 border_element = Feld[xx][yy];
7025 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
7026 border_element = MovingOrBlocked2Element(xx, yy);
7028 continue; /* center and border element do not touch */
7030 CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
7031 CE_OTHER_GETS_TOUCHED);
7032 CheckElementSideChange(xx, yy, border_element, border_side,
7033 CE_TOUCHED_BY_PLAYER, -1);
7035 else if (IS_PLAYER(xx, yy))
7037 if (game.engine_version >= VERSION_IDENT(3,0,7))
7039 struct PlayerInfo *player = PLAYERINFO(xx, yy);
7041 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
7042 continue; /* center and border element do not touch */
7045 CheckTriggeredElementSideChange(x, y, center_element, center_side,
7046 CE_OTHER_GETS_TOUCHED);
7047 CheckElementSideChange(x, y, center_element, center_side,
7048 CE_TOUCHED_BY_PLAYER, -1);
7055 void TestIfElementTouchesCustomElement(int x, int y)
7057 static int xy[4][2] =
7064 static int change_sides[4][2] =
7066 /* center side border side */
7067 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
7068 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
7069 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
7070 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
7072 static int touch_dir[4] =
7079 boolean change_center_element = FALSE;
7080 int center_element_change_page = 0;
7081 int center_element = Feld[x][y]; /* should always be non-moving! */
7086 int xx = x + xy[i][0];
7087 int yy = y + xy[i][1];
7088 int center_side = change_sides[i][0];
7089 int border_side = change_sides[i][1];
7092 if (!IN_LEV_FIELD(xx, yy))
7095 if (game.engine_version < VERSION_IDENT(3,0,7))
7096 border_element = Feld[xx][yy]; /* may be moving! */
7097 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
7098 border_element = Feld[xx][yy];
7099 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
7100 border_element = MovingOrBlocked2Element(xx, yy);
7102 continue; /* center and border element do not touch */
7104 /* check for change of center element (but change it only once) */
7105 if (IS_CUSTOM_ELEMENT(center_element) &&
7106 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
7107 !change_center_element)
7109 for (j=0; j < element_info[center_element].num_change_pages; j++)
7111 struct ElementChangeInfo *change =
7112 &element_info[center_element].change_page[j];
7114 if (change->can_change &&
7115 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7116 change->sides & border_side &&
7117 change->trigger_element == border_element)
7119 change_center_element = TRUE;
7120 center_element_change_page = j;
7127 /* check for change of border element */
7128 if (IS_CUSTOM_ELEMENT(border_element) &&
7129 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
7131 for (j=0; j < element_info[border_element].num_change_pages; j++)
7133 struct ElementChangeInfo *change =
7134 &element_info[border_element].change_page[j];
7136 if (change->can_change &&
7137 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7138 change->sides & center_side &&
7139 change->trigger_element == center_element)
7141 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
7142 CE_OTHER_IS_TOUCHING, j);
7149 if (change_center_element)
7150 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7151 CE_OTHER_IS_TOUCHING, center_element_change_page);
7154 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7156 int i, kill_x = -1, kill_y = -1;
7157 static int test_xy[4][2] =
7164 static int test_dir[4] =
7174 int test_x, test_y, test_move_dir, test_element;
7176 test_x = good_x + test_xy[i][0];
7177 test_y = good_y + test_xy[i][1];
7178 if (!IN_LEV_FIELD(test_x, test_y))
7182 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7185 test_element = Feld[test_x][test_y];
7187 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7190 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7191 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7193 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7194 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7202 if (kill_x != -1 || kill_y != -1)
7204 if (IS_PLAYER(good_x, good_y))
7206 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7208 if (player->shield_deadly_time_left > 0)
7209 Bang(kill_x, kill_y);
7210 else if (!PLAYER_PROTECTED(good_x, good_y))
7214 Bang(good_x, good_y);
7218 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7220 int i, kill_x = -1, kill_y = -1;
7221 int bad_element = Feld[bad_x][bad_y];
7222 static int test_xy[4][2] =
7229 static int touch_dir[4] =
7236 static int test_dir[4] =
7244 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7249 int test_x, test_y, test_move_dir, test_element;
7251 test_x = bad_x + test_xy[i][0];
7252 test_y = bad_y + test_xy[i][1];
7253 if (!IN_LEV_FIELD(test_x, test_y))
7257 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7259 test_element = Feld[test_x][test_y];
7261 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7262 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7264 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7265 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7267 /* good thing is player or penguin that does not move away */
7268 if (IS_PLAYER(test_x, test_y))
7270 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7272 if (bad_element == EL_ROBOT && player->is_moving)
7273 continue; /* robot does not kill player if he is moving */
7275 if (game.engine_version >= VERSION_IDENT(3,0,7))
7277 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
7278 continue; /* center and border element do not touch */
7285 else if (test_element == EL_PENGUIN)
7294 if (kill_x != -1 || kill_y != -1)
7296 if (IS_PLAYER(kill_x, kill_y))
7298 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7300 if (player->shield_deadly_time_left > 0)
7302 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7306 Bang(kill_x, kill_y);
7310 void TestIfHeroTouchesBadThing(int x, int y)
7312 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7315 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7317 TestIfGoodThingHitsBadThing(x, y, move_dir);
7320 void TestIfBadThingTouchesHero(int x, int y)
7322 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7325 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7327 TestIfBadThingHitsGoodThing(x, y, move_dir);
7330 void TestIfFriendTouchesBadThing(int x, int y)
7332 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7335 void TestIfBadThingTouchesFriend(int x, int y)
7337 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7340 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7342 int i, kill_x = bad_x, kill_y = bad_y;
7343 static int xy[4][2] =
7355 x = bad_x + xy[i][0];
7356 y = bad_y + xy[i][1];
7357 if (!IN_LEV_FIELD(x, y))
7360 element = Feld[x][y];
7361 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7362 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7370 if (kill_x != bad_x || kill_y != bad_y)
7374 void KillHero(struct PlayerInfo *player)
7376 int jx = player->jx, jy = player->jy;
7378 if (!player->active)
7381 /* remove accessible field at the player's position */
7382 Feld[jx][jy] = EL_EMPTY;
7384 /* deactivate shield (else Bang()/Explode() would not work right) */
7385 player->shield_normal_time_left = 0;
7386 player->shield_deadly_time_left = 0;
7392 static void KillHeroUnlessProtected(int x, int y)
7394 if (!PLAYER_PROTECTED(x, y))
7395 KillHero(PLAYERINFO(x, y));
7398 void BuryHero(struct PlayerInfo *player)
7400 int jx = player->jx, jy = player->jy;
7402 if (!player->active)
7406 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7408 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7410 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7412 player->GameOver = TRUE;
7416 void RemoveHero(struct PlayerInfo *player)
7418 int jx = player->jx, jy = player->jy;
7419 int i, found = FALSE;
7421 player->present = FALSE;
7422 player->active = FALSE;
7424 if (!ExplodeField[jx][jy])
7425 StorePlayer[jx][jy] = 0;
7427 for (i=0; i<MAX_PLAYERS; i++)
7428 if (stored_player[i].active)
7432 AllPlayersGone = TRUE;
7439 =============================================================================
7440 checkDiagonalPushing()
7441 -----------------------------------------------------------------------------
7442 check if diagonal input device direction results in pushing of object
7443 (by checking if the alternative direction is walkable, diggable, ...)
7444 =============================================================================
7447 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7448 int x, int y, int real_dx, int real_dy)
7450 int jx, jy, dx, dy, xx, yy;
7452 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7455 /* diagonal direction: check alternative direction */
7460 xx = jx + (dx == 0 ? real_dx : 0);
7461 yy = jy + (dy == 0 ? real_dy : 0);
7463 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7467 =============================================================================
7469 -----------------------------------------------------------------------------
7470 x, y: field next to player (non-diagonal) to try to dig to
7471 real_dx, real_dy: direction as read from input device (can be diagonal)
7472 =============================================================================
7475 int DigField(struct PlayerInfo *player,
7476 int x, int y, int real_dx, int real_dy, int mode)
7478 static int change_sides[4] =
7480 CH_SIDE_RIGHT, /* moving left */
7481 CH_SIDE_LEFT, /* moving right */
7482 CH_SIDE_BOTTOM, /* moving up */
7483 CH_SIDE_TOP, /* moving down */
7485 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7486 int jx = player->jx, jy = player->jy;
7487 int dx = x - jx, dy = y - jy;
7488 int nextx = x + dx, nexty = y + dy;
7489 int move_direction = (dx == -1 ? MV_LEFT :
7490 dx == +1 ? MV_RIGHT :
7492 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7493 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7496 if (player->MovPos == 0)
7498 player->is_digging = FALSE;
7499 player->is_collecting = FALSE;
7502 if (player->MovPos == 0) /* last pushing move finished */
7503 player->Pushing = FALSE;
7505 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7507 player->Switching = FALSE;
7508 player->push_delay = 0;
7510 return MF_NO_ACTION;
7513 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7514 return MF_NO_ACTION;
7517 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7519 if (IS_TUBE(Feld[jx][jy]) ||
7520 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7524 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7525 int tube_leave_directions[][2] =
7527 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7528 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7529 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7530 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7531 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7532 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7533 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7534 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7535 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7536 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7537 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7538 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7541 while (tube_leave_directions[i][0] != tube_element)
7544 if (tube_leave_directions[i][0] == -1) /* should not happen */
7548 if (!(tube_leave_directions[i][1] & move_direction))
7549 return MF_NO_ACTION; /* tube has no opening in this direction */
7552 element = Feld[x][y];
7554 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7555 game.engine_version >= VERSION_IDENT(2,2,0))
7556 return MF_NO_ACTION;
7561 case EL_ROBOT_WHEEL:
7562 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7565 DrawLevelField(x, y);
7566 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7572 case EL_SP_TERMINAL:
7576 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7578 for (yy=0; yy<lev_fieldy; yy++)
7580 for (xx=0; xx<lev_fieldx; xx++)
7582 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7584 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7585 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7595 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7596 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7597 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7598 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7599 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7600 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7601 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7602 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7603 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7604 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7605 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7606 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7608 if (!PLAYER_SWITCHING(player, x, y))
7610 if (!player->Switching)
7613 player->Switching = TRUE;
7614 player->switch_x = x;
7615 player->switch_y = y;
7617 ToggleBeltSwitch(x, y);
7618 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7625 case EL_SWITCHGATE_SWITCH_UP:
7626 case EL_SWITCHGATE_SWITCH_DOWN:
7628 if (!PLAYER_SWITCHING(player, x, y))
7630 if (!player->Switching)
7633 player->Switching = TRUE;
7634 player->switch_x = x;
7635 player->switch_y = y;
7637 ToggleSwitchgateSwitch(x, y);
7638 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7645 case EL_LIGHT_SWITCH:
7646 case EL_LIGHT_SWITCH_ACTIVE:
7648 if (!PLAYER_SWITCHING(player, x, y))
7650 if (!player->Switching)
7653 player->Switching = TRUE;
7654 player->switch_x = x;
7655 player->switch_y = y;
7657 ToggleLightSwitch(x, y);
7658 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7659 SND_LIGHT_SWITCH_ACTIVATING :
7660 SND_LIGHT_SWITCH_DEACTIVATING);
7667 case EL_TIMEGATE_SWITCH:
7668 ActivateTimegateSwitch(x, y);
7669 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7676 case EL_BALLOON_SWITCH_LEFT:
7677 case EL_BALLOON_SWITCH_RIGHT:
7678 case EL_BALLOON_SWITCH_UP:
7679 case EL_BALLOON_SWITCH_DOWN:
7680 case EL_BALLOON_SWITCH_ANY:
7681 if (element == EL_BALLOON_SWITCH_ANY)
7682 game.balloon_dir = move_direction;
7684 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7685 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7686 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7687 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7689 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7695 case EL_SP_PORT_LEFT:
7696 case EL_SP_PORT_RIGHT:
7698 case EL_SP_PORT_DOWN:
7699 case EL_SP_PORT_HORIZONTAL:
7700 case EL_SP_PORT_VERTICAL:
7701 case EL_SP_PORT_ANY:
7702 case EL_SP_GRAVITY_PORT_LEFT:
7703 case EL_SP_GRAVITY_PORT_RIGHT:
7704 case EL_SP_GRAVITY_PORT_UP:
7705 case EL_SP_GRAVITY_PORT_DOWN:
7707 element != EL_SP_PORT_LEFT &&
7708 element != EL_SP_GRAVITY_PORT_LEFT &&
7709 element != EL_SP_PORT_HORIZONTAL &&
7710 element != EL_SP_PORT_ANY) ||
7712 element != EL_SP_PORT_RIGHT &&
7713 element != EL_SP_GRAVITY_PORT_RIGHT &&
7714 element != EL_SP_PORT_HORIZONTAL &&
7715 element != EL_SP_PORT_ANY) ||
7717 element != EL_SP_PORT_UP &&
7718 element != EL_SP_GRAVITY_PORT_UP &&
7719 element != EL_SP_PORT_VERTICAL &&
7720 element != EL_SP_PORT_ANY) ||
7722 element != EL_SP_PORT_DOWN &&
7723 element != EL_SP_GRAVITY_PORT_DOWN &&
7724 element != EL_SP_PORT_VERTICAL &&
7725 element != EL_SP_PORT_ANY) ||
7726 !IN_LEV_FIELD(nextx, nexty) ||
7727 !IS_FREE(nextx, nexty))
7728 return MF_NO_ACTION;
7730 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7731 element == EL_SP_GRAVITY_PORT_RIGHT ||
7732 element == EL_SP_GRAVITY_PORT_UP ||
7733 element == EL_SP_GRAVITY_PORT_DOWN)
7734 game.gravity = !game.gravity;
7736 /* automatically move to the next field with double speed */
7737 player->programmed_action = move_direction;
7738 DOUBLE_PLAYER_SPEED(player);
7740 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7744 case EL_TUBE_VERTICAL:
7745 case EL_TUBE_HORIZONTAL:
7746 case EL_TUBE_VERTICAL_LEFT:
7747 case EL_TUBE_VERTICAL_RIGHT:
7748 case EL_TUBE_HORIZONTAL_UP:
7749 case EL_TUBE_HORIZONTAL_DOWN:
7750 case EL_TUBE_LEFT_UP:
7751 case EL_TUBE_LEFT_DOWN:
7752 case EL_TUBE_RIGHT_UP:
7753 case EL_TUBE_RIGHT_DOWN:
7756 int tube_enter_directions[][2] =
7758 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7759 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7760 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7761 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7762 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7763 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7764 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7765 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7766 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7767 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7768 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7769 { -1, MV_NO_MOVING }
7772 while (tube_enter_directions[i][0] != element)
7775 if (tube_enter_directions[i][0] == -1) /* should not happen */
7779 if (!(tube_enter_directions[i][1] & move_direction))
7780 return MF_NO_ACTION; /* tube has no opening in this direction */
7782 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7788 Feld[x][y] = EL_LAMP_ACTIVE;
7789 local_player->lights_still_needed--;
7790 DrawLevelField(x, y);
7791 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7797 case EL_TIME_ORB_FULL:
7798 Feld[x][y] = EL_TIME_ORB_EMPTY;
7800 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7801 DrawLevelField(x, y);
7802 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7809 if (IS_WALKABLE(element))
7811 int sound_action = ACTION_WALKING;
7813 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7815 if (!player->key[element - EL_GATE_1])
7816 return MF_NO_ACTION;
7818 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7820 if (!player->key[element - EL_GATE_1_GRAY])
7821 return MF_NO_ACTION;
7823 else if (element == EL_EXIT_OPEN ||
7824 element == EL_SP_EXIT_OPEN ||
7825 element == EL_SP_EXIT_OPENING)
7827 sound_action = ACTION_PASSING; /* player is passing exit */
7829 else if (element == EL_EMPTY)
7831 sound_action = ACTION_MOVING; /* nothing to walk on */
7834 /* play sound from background or player, whatever is available */
7835 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7836 PlaySoundLevelElementAction(x, y, element, sound_action);
7838 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7842 else if (IS_PASSABLE(element))
7844 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7845 return MF_NO_ACTION;
7848 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
7849 return MF_NO_ACTION;
7852 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7854 if (!player->key[element - EL_EM_GATE_1])
7855 return MF_NO_ACTION;
7857 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7859 if (!player->key[element - EL_EM_GATE_1_GRAY])
7860 return MF_NO_ACTION;
7863 /* automatically move to the next field with double speed */
7864 player->programmed_action = move_direction;
7865 DOUBLE_PLAYER_SPEED(player);
7867 PlaySoundLevelAction(x, y, ACTION_PASSING);
7871 else if (IS_DIGGABLE(element))
7875 if (mode != DF_SNAP)
7878 GfxElement[x][y] = GFX_ELEMENT(element);
7881 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7883 player->is_digging = TRUE;
7886 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7888 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7890 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7894 else if (IS_COLLECTIBLE(element))
7898 if (mode != DF_SNAP)
7900 GfxElement[x][y] = element;
7901 player->is_collecting = TRUE;
7904 if (element == EL_SPEED_PILL)
7905 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7906 else if (element == EL_EXTRA_TIME && level.time > 0)
7909 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7911 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7913 player->shield_normal_time_left += 10;
7914 if (element == EL_SHIELD_DEADLY)
7915 player->shield_deadly_time_left += 10;
7917 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7919 if (player->inventory_size < MAX_INVENTORY_SIZE)
7920 player->inventory_element[player->inventory_size++] = element;
7922 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7924 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7925 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7927 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7929 player->dynabomb_count++;
7930 player->dynabombs_left++;
7932 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7934 player->dynabomb_size++;
7936 else if (element == EL_DYNABOMB_INCREASE_POWER)
7938 player->dynabomb_xl = TRUE;
7940 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7941 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7943 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7944 element - EL_KEY_1 : element - EL_EM_KEY_1);
7946 player->key[key_nr] = TRUE;
7948 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7949 el2edimg(EL_KEY_1 + key_nr));
7950 redraw_mask |= REDRAW_DOOR_1;
7952 else if (IS_ENVELOPE(element))
7955 player->show_envelope = element;
7957 ShowEnvelope(element - EL_ENVELOPE_1);
7960 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7964 for (i=0; i < element_info[element].collect_count; i++)
7965 if (player->inventory_size < MAX_INVENTORY_SIZE)
7966 player->inventory_element[player->inventory_size++] = element;
7968 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7969 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7971 else if (element_info[element].collect_count > 0)
7973 local_player->gems_still_needed -=
7974 element_info[element].collect_count;
7975 if (local_player->gems_still_needed < 0)
7976 local_player->gems_still_needed = 0;
7978 DrawText(DX_EMERALDS, DY_EMERALDS,
7979 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7982 RaiseScoreElement(element);
7983 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7985 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7987 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7991 else if (IS_PUSHABLE(element))
7993 if (mode == DF_SNAP && element != EL_BD_ROCK)
7994 return MF_NO_ACTION;
7996 if (CAN_FALL(element) && dy)
7997 return MF_NO_ACTION;
7999 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
8000 !(element == EL_SPRING && use_spring_bug))
8001 return MF_NO_ACTION;
8004 /* do not push elements already moving away faster than player */
8005 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
8006 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
8007 return MF_NO_ACTION;
8009 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
8010 return MF_NO_ACTION;
8012 if (!player->Pushing &&
8013 game.engine_version >= RELEASE_IDENT(2,2,0,7))
8014 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8016 player->Pushing = TRUE;
8018 if (!(IN_LEV_FIELD(nextx, nexty) &&
8019 (IS_FREE(nextx, nexty) ||
8020 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
8021 IS_SB_ELEMENT(element)))))
8022 return MF_NO_ACTION;
8024 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
8025 return MF_NO_ACTION;
8027 if (player->push_delay == 0) /* new pushing; restart delay */
8028 player->push_delay = FrameCounter;
8030 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
8031 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
8032 element != EL_SPRING && element != EL_BALLOON)
8033 return MF_NO_ACTION;
8035 if (IS_SB_ELEMENT(element))
8037 if (element == EL_SOKOBAN_FIELD_FULL)
8039 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
8040 local_player->sokobanfields_still_needed++;
8043 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
8045 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
8046 local_player->sokobanfields_still_needed--;
8049 Feld[x][y] = EL_SOKOBAN_OBJECT;
8051 if (Back[x][y] == Back[nextx][nexty])
8052 PlaySoundLevelAction(x, y, ACTION_PUSHING);
8053 else if (Back[x][y] != 0)
8054 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
8057 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
8060 if (local_player->sokobanfields_still_needed == 0 &&
8061 game.emulation == EMU_SOKOBAN)
8063 player->LevelSolved = player->GameOver = TRUE;
8064 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
8068 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
8070 InitMovingField(x, y, move_direction);
8071 GfxAction[x][y] = ACTION_PUSHING;
8073 if (mode == DF_SNAP)
8074 ContinueMoving(x, y);
8076 MovPos[x][y] = (dx != 0 ? dx : dy);
8078 Pushed[x][y] = TRUE;
8079 Pushed[nextx][nexty] = TRUE;
8081 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
8082 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8085 CheckTriggeredElementSideChange(x, y, element, dig_side,
8086 CE_OTHER_GETS_PUSHED);
8087 CheckElementSideChange(x, y, element, dig_side,
8088 CE_PUSHED_BY_PLAYER, -1);
8090 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
8091 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
8096 else if (IS_SWITCHABLE(element))
8098 if (PLAYER_SWITCHING(player, x, y))
8102 PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
8105 if (element == EL_ROBOT_WHEEL)
8107 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
8111 DrawLevelField(x, y);
8114 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
8117 else if (element == EL_SP_TERMINAL)
8122 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
8125 for (yy=0; yy<lev_fieldy; yy++)
8127 for (xx=0; xx<lev_fieldx; xx++)
8129 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
8131 else if (Feld[xx][yy] == EL_SP_TERMINAL)
8132 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
8136 else if (IS_BELT_SWITCH(element))
8139 if (!PLAYER_SWITCHING(player, x, y))
8142 player->Switching = TRUE;
8143 player->switch_x = x;
8144 player->switch_y = y;
8146 ToggleBeltSwitch(x, y);
8149 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
8153 else if (element == EL_SWITCHGATE_SWITCH_UP ||
8154 element == EL_SWITCHGATE_SWITCH_DOWN)
8157 if (!PLAYER_SWITCHING(player, x, y))
8160 player->Switching = TRUE;
8161 player->switch_x = x;
8162 player->switch_y = y;
8164 ToggleSwitchgateSwitch(x, y);
8167 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
8171 else if (element == EL_LIGHT_SWITCH ||
8172 element == EL_LIGHT_SWITCH_ACTIVE)
8175 if (!PLAYER_SWITCHING(player, x, y))
8178 player->Switching = TRUE;
8179 player->switch_x = x;
8180 player->switch_y = y;
8182 ToggleLightSwitch(x, y);
8185 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
8186 SND_LIGHT_SWITCH_ACTIVATING :
8187 SND_LIGHT_SWITCH_DEACTIVATING);
8191 else if (element == EL_TIMEGATE_SWITCH)
8193 ActivateTimegateSwitch(x, y);
8196 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
8199 else if (element == EL_BALLOON_SWITCH_LEFT ||
8200 element == EL_BALLOON_SWITCH_RIGHT ||
8201 element == EL_BALLOON_SWITCH_UP ||
8202 element == EL_BALLOON_SWITCH_DOWN ||
8203 element == EL_BALLOON_SWITCH_ANY)
8205 if (element == EL_BALLOON_SWITCH_ANY)
8206 game.balloon_dir = move_direction;
8208 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
8209 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
8210 element == EL_BALLOON_SWITCH_UP ? MV_UP :
8211 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
8215 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
8218 else if (element == EL_LAMP)
8220 Feld[x][y] = EL_LAMP_ACTIVE;
8221 local_player->lights_still_needed--;
8223 DrawLevelField(x, y);
8226 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
8229 else if (element == EL_TIME_ORB_FULL)
8231 Feld[x][y] = EL_TIME_ORB_EMPTY;
8233 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8235 DrawLevelField(x, y);
8238 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
8247 if (!PLAYER_SWITCHING(player, x, y))
8249 if (!player->Switching)
8252 player->Switching = TRUE;
8253 player->switch_x = x;
8254 player->switch_y = y;
8256 CheckTriggeredElementSideChange(x, y, element, dig_side,
8257 CE_OTHER_IS_SWITCHING);
8258 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
8261 CheckTriggeredElementSideChange(x, y, element, dig_side,
8262 CE_OTHER_GETS_PRESSED);
8263 CheckElementSideChange(x, y, element, dig_side,
8264 CE_PRESSED_BY_PLAYER, -1);
8267 return MF_NO_ACTION;
8270 player->push_delay = 0;
8272 if (Feld[x][y] != element) /* really digged/collected something */
8273 player->is_collecting = !player->is_digging;
8278 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
8280 int jx = player->jx, jy = player->jy;
8281 int x = jx + dx, y = jy + dy;
8282 int snap_direction = (dx == -1 ? MV_LEFT :
8283 dx == +1 ? MV_RIGHT :
8285 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8287 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
8290 if (!player->active || !IN_LEV_FIELD(x, y))
8298 if (player->MovPos == 0)
8299 player->Pushing = FALSE;
8301 player->snapped = FALSE;
8303 if (player->MovPos == 0)
8305 player->is_digging = FALSE;
8306 player->is_collecting = FALSE;
8308 player->is_moving = FALSE;
8313 printf("::: trying to snap...\n");
8319 if (player->snapped)
8322 player->MovDir = snap_direction;
8325 player->is_digging = FALSE;
8326 player->is_collecting = FALSE;
8328 player->is_moving = FALSE;
8332 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8335 player->snapped = TRUE;
8337 player->is_digging = FALSE;
8338 player->is_collecting = FALSE;
8340 player->is_moving = FALSE;
8344 DrawLevelField(x, y);
8350 boolean DropElement(struct PlayerInfo *player)
8352 int jx = player->jx, jy = player->jy;
8355 if (!player->active || player->MovPos)
8358 old_element = Feld[jx][jy];
8360 /* check if player has anything that can be dropped */
8361 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8364 /* check if anything can be dropped at the current position */
8365 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8368 /* collected custom elements can only be dropped on empty fields */
8369 if (player->inventory_size > 0 &&
8370 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8371 && old_element != EL_EMPTY)
8374 if (old_element != EL_EMPTY)
8375 Back[jx][jy] = old_element; /* store old element on this field */
8377 MovDelay[jx][jy] = 96;
8379 ResetGfxAnimation(jx, jy);
8380 ResetRandomAnimationValue(jx, jy);
8382 if (player->inventory_size > 0)
8384 int new_element = player->inventory_element[--player->inventory_size];
8387 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8388 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8391 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8392 EL_DYNAMITE_ACTIVE);
8395 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8396 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8398 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8399 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8401 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8403 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8404 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8406 TestIfElementTouchesCustomElement(jx, jy);
8408 else /* player is dropping a dyna bomb */
8410 player->dynabombs_left--;
8413 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8415 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8416 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8418 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8424 /* ------------------------------------------------------------------------- */
8425 /* game sound playing functions */
8426 /* ------------------------------------------------------------------------- */
8428 static int *loop_sound_frame = NULL;
8429 static int *loop_sound_volume = NULL;
8431 void InitPlaySoundLevel()
8433 int num_sounds = getSoundListSize();
8435 if (loop_sound_frame != NULL)
8436 free(loop_sound_frame);
8438 if (loop_sound_volume != NULL)
8439 free(loop_sound_volume);
8441 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8442 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8445 static void PlaySoundLevel(int x, int y, int nr)
8447 int sx = SCREENX(x), sy = SCREENY(y);
8448 int volume, stereo_position;
8449 int max_distance = 8;
8450 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8452 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8453 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8456 if (!IN_LEV_FIELD(x, y) ||
8457 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8458 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8461 volume = SOUND_MAX_VOLUME;
8463 if (!IN_SCR_FIELD(sx, sy))
8465 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8466 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8468 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8471 stereo_position = (SOUND_MAX_LEFT +
8472 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8473 (SCR_FIELDX + 2 * max_distance));
8475 if (IS_LOOP_SOUND(nr))
8477 /* This assures that quieter loop sounds do not overwrite louder ones,
8478 while restarting sound volume comparison with each new game frame. */
8480 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8483 loop_sound_volume[nr] = volume;
8484 loop_sound_frame[nr] = FrameCounter;
8487 PlaySoundExt(nr, volume, stereo_position, type);
8490 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8492 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8493 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8494 y < LEVELY(BY1) ? LEVELY(BY1) :
8495 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8499 static void PlaySoundLevelAction(int x, int y, int action)
8501 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8504 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8506 int sound_effect = element_info[element].sound[action];
8508 if (sound_effect != SND_UNDEFINED)
8509 PlaySoundLevel(x, y, sound_effect);
8512 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8514 int sound_effect = element_info[Feld[x][y]].sound[action];
8516 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8517 PlaySoundLevel(x, y, sound_effect);
8520 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8522 int sound_effect = element_info[Feld[x][y]].sound[action];
8524 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8525 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8528 void RaiseScore(int value)
8530 local_player->score += value;
8531 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8534 void RaiseScoreElement(int element)
8540 case EL_EMERALD_YELLOW:
8541 case EL_EMERALD_RED:
8542 case EL_EMERALD_PURPLE:
8543 case EL_SP_INFOTRON:
8544 RaiseScore(level.score[SC_EMERALD]);
8547 RaiseScore(level.score[SC_DIAMOND]);
8550 RaiseScore(level.score[SC_CRYSTAL]);
8553 RaiseScore(level.score[SC_PEARL]);
8556 case EL_BD_BUTTERFLY:
8557 case EL_SP_ELECTRON:
8558 RaiseScore(level.score[SC_BUG]);
8562 case EL_SP_SNIKSNAK:
8563 RaiseScore(level.score[SC_SPACESHIP]);
8566 case EL_DARK_YAMYAM:
8567 RaiseScore(level.score[SC_YAMYAM]);
8570 RaiseScore(level.score[SC_ROBOT]);
8573 RaiseScore(level.score[SC_PACMAN]);
8576 RaiseScore(level.score[SC_NUT]);
8579 case EL_SP_DISK_RED:
8580 case EL_DYNABOMB_INCREASE_NUMBER:
8581 case EL_DYNABOMB_INCREASE_SIZE:
8582 case EL_DYNABOMB_INCREASE_POWER:
8583 RaiseScore(level.score[SC_DYNAMITE]);
8585 case EL_SHIELD_NORMAL:
8586 case EL_SHIELD_DEADLY:
8587 RaiseScore(level.score[SC_SHIELD]);
8590 RaiseScore(level.score[SC_TIME_BONUS]);
8596 RaiseScore(level.score[SC_KEY]);
8599 RaiseScore(element_info[element].collect_score);
8604 void RequestQuitGame(boolean ask_if_really_quit)
8606 if (AllPlayersGone ||
8607 !ask_if_really_quit ||
8608 level_editor_test_game ||
8609 Request("Do you really want to quit the game ?",
8610 REQ_ASK | REQ_STAY_CLOSED))
8612 #if defined(PLATFORM_UNIX)
8613 if (options.network)
8614 SendToServer_StopPlaying();
8618 game_status = GAME_MODE_MAIN;
8624 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8629 /* ---------- new game button stuff ---------------------------------------- */
8631 /* graphic position values for game buttons */
8632 #define GAME_BUTTON_XSIZE 30
8633 #define GAME_BUTTON_YSIZE 30
8634 #define GAME_BUTTON_XPOS 5
8635 #define GAME_BUTTON_YPOS 215
8636 #define SOUND_BUTTON_XPOS 5
8637 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8639 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8640 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8641 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8642 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8643 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8644 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8651 } gamebutton_info[NUM_GAME_BUTTONS] =
8654 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8659 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8664 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8669 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8670 SOUND_CTRL_ID_MUSIC,
8671 "background music on/off"
8674 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8675 SOUND_CTRL_ID_LOOPS,
8676 "sound loops on/off"
8679 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8680 SOUND_CTRL_ID_SIMPLE,
8681 "normal sounds on/off"
8685 void CreateGameButtons()
8689 for (i=0; i<NUM_GAME_BUTTONS; i++)
8691 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8692 struct GadgetInfo *gi;
8695 unsigned long event_mask;
8696 int gd_xoffset, gd_yoffset;
8697 int gd_x1, gd_x2, gd_y1, gd_y2;
8700 gd_xoffset = gamebutton_info[i].x;
8701 gd_yoffset = gamebutton_info[i].y;
8702 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8703 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8705 if (id == GAME_CTRL_ID_STOP ||
8706 id == GAME_CTRL_ID_PAUSE ||
8707 id == GAME_CTRL_ID_PLAY)
8709 button_type = GD_TYPE_NORMAL_BUTTON;
8711 event_mask = GD_EVENT_RELEASED;
8712 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8713 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8717 button_type = GD_TYPE_CHECK_BUTTON;
8719 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8720 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8721 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8722 event_mask = GD_EVENT_PRESSED;
8723 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8724 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8727 gi = CreateGadget(GDI_CUSTOM_ID, id,
8728 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8729 GDI_X, DX + gd_xoffset,
8730 GDI_Y, DY + gd_yoffset,
8731 GDI_WIDTH, GAME_BUTTON_XSIZE,
8732 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8733 GDI_TYPE, button_type,
8734 GDI_STATE, GD_BUTTON_UNPRESSED,
8735 GDI_CHECKED, checked,
8736 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8737 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8738 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8739 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8740 GDI_EVENT_MASK, event_mask,
8741 GDI_CALLBACK_ACTION, HandleGameButtons,
8745 Error(ERR_EXIT, "cannot create gadget");
8747 game_gadget[id] = gi;
8751 void FreeGameButtons()
8755 for (i=0; i<NUM_GAME_BUTTONS; i++)
8756 FreeGadget(game_gadget[i]);
8759 static void MapGameButtons()
8763 for (i=0; i<NUM_GAME_BUTTONS; i++)
8764 MapGadget(game_gadget[i]);
8767 void UnmapGameButtons()
8771 for (i=0; i<NUM_GAME_BUTTONS; i++)
8772 UnmapGadget(game_gadget[i]);
8775 static void HandleGameButtons(struct GadgetInfo *gi)
8777 int id = gi->custom_id;
8779 if (game_status != GAME_MODE_PLAYING)
8784 case GAME_CTRL_ID_STOP:
8785 RequestQuitGame(TRUE);
8788 case GAME_CTRL_ID_PAUSE:
8789 if (options.network)
8791 #if defined(PLATFORM_UNIX)
8793 SendToServer_ContinuePlaying();
8795 SendToServer_PausePlaying();
8799 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8802 case GAME_CTRL_ID_PLAY:
8805 #if defined(PLATFORM_UNIX)
8806 if (options.network)
8807 SendToServer_ContinuePlaying();
8811 tape.pausing = FALSE;
8812 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8817 case SOUND_CTRL_ID_MUSIC:
8818 if (setup.sound_music)
8820 setup.sound_music = FALSE;
8823 else if (audio.music_available)
8825 setup.sound = setup.sound_music = TRUE;
8827 SetAudioMode(setup.sound);
8828 PlayMusic(level_nr);
8832 case SOUND_CTRL_ID_LOOPS:
8833 if (setup.sound_loops)
8834 setup.sound_loops = FALSE;
8835 else if (audio.loops_available)
8837 setup.sound = setup.sound_loops = TRUE;
8838 SetAudioMode(setup.sound);
8842 case SOUND_CTRL_ID_SIMPLE:
8843 if (setup.sound_simple)
8844 setup.sound_simple = FALSE;
8845 else if (audio.sound_available)
8847 setup.sound = setup.sound_simple = TRUE;
8848 SetAudioMode(setup.sound);