1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
175 static void PlaySoundLevel(int, int, int);
176 static void PlaySoundLevelNearest(int, int, int);
177 static void PlaySoundLevelAction(int, int, int);
178 static void PlaySoundLevelElementAction(int, int, int, int);
179 static void PlaySoundLevelActionIfLoop(int, int, int);
180 static void StopSoundLevelActionIfLoop(int, int, int);
182 static void MapGameButtons();
183 static void HandleGameButtons(struct GadgetInfo *);
185 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
188 /* ------------------------------------------------------------------------- */
189 /* definition of elements that automatically change to other elements after */
190 /* a specified time, eventually calling a function when changing */
191 /* ------------------------------------------------------------------------- */
193 /* forward declaration for changer functions */
194 static void InitBuggyBase(int x, int y);
195 static void WarnBuggyBase(int x, int y);
197 static void InitTrap(int x, int y);
198 static void ActivateTrap(int x, int y);
199 static void ChangeActiveTrap(int x, int y);
201 static void InitRobotWheel(int x, int y);
202 static void RunRobotWheel(int x, int y);
203 static void StopRobotWheel(int x, int y);
205 static void InitTimegateWheel(int x, int y);
206 static void RunTimegateWheel(int x, int y);
208 struct ChangingElementInfo
213 void (*pre_change_function)(int x, int y);
214 void (*change_function)(int x, int y);
215 void (*post_change_function)(int x, int y);
218 static struct ChangingElementInfo change_delay_list[] =
245 EL_SWITCHGATE_OPENING,
253 EL_SWITCHGATE_CLOSING,
254 EL_SWITCHGATE_CLOSED,
286 EL_ACID_SPLASH_RIGHT,
295 EL_SP_BUGGY_BASE_ACTIVATING,
302 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVE,
310 EL_SP_BUGGY_BASE_ACTIVE,
334 EL_ROBOT_WHEEL_ACTIVE,
342 EL_TIMEGATE_SWITCH_ACTIVE,
363 int push_delay_fixed, push_delay_random;
368 { EL_BALLOON, 0, 0 },
370 { EL_SOKOBAN_OBJECT, 2, 0 },
371 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
372 { EL_SATELLITE, 2, 0 },
373 { EL_SP_DISK_YELLOW, 2, 0 },
375 { EL_UNDEFINED, 0, 0 },
383 move_stepsize_list[] =
385 { EL_AMOEBA_DROP, 2 },
386 { EL_AMOEBA_DROPPING, 2 },
387 { EL_QUICKSAND_FILLING, 1 },
388 { EL_QUICKSAND_EMPTYING, 1 },
389 { EL_MAGIC_WALL_FILLING, 2 },
390 { EL_BD_MAGIC_WALL_FILLING, 2 },
391 { EL_MAGIC_WALL_EMPTYING, 2 },
392 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
402 collect_count_list[] =
405 { EL_BD_DIAMOND, 1 },
406 { EL_EMERALD_YELLOW, 1 },
407 { EL_EMERALD_RED, 1 },
408 { EL_EMERALD_PURPLE, 1 },
410 { EL_SP_INFOTRON, 1 },
417 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
419 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
420 CH_EVENT_BIT(CE_DELAY))
421 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
422 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
423 IS_JUST_CHANGING(x, y))
425 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
428 void GetPlayerConfig()
430 if (!audio.sound_available)
431 setup.sound_simple = FALSE;
433 if (!audio.loops_available)
434 setup.sound_loops = FALSE;
436 if (!audio.music_available)
437 setup.sound_music = FALSE;
439 if (!video.fullscreen_available)
440 setup.fullscreen = FALSE;
442 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
444 SetAudioMode(setup.sound);
448 static int getBeltNrFromBeltElement(int element)
450 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
451 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
452 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
455 static int getBeltNrFromBeltActiveElement(int element)
457 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
458 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
459 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
462 static int getBeltNrFromBeltSwitchElement(int element)
464 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
465 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
466 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
469 static int getBeltDirNrFromBeltSwitchElement(int element)
471 static int belt_base_element[4] =
473 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
476 EL_CONVEYOR_BELT_4_SWITCH_LEFT
479 int belt_nr = getBeltNrFromBeltSwitchElement(element);
480 int belt_dir_nr = element - belt_base_element[belt_nr];
482 return (belt_dir_nr % 3);
485 static int getBeltDirFromBeltSwitchElement(int element)
487 static int belt_move_dir[3] =
494 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
496 return belt_move_dir[belt_dir_nr];
499 static void InitPlayerField(int x, int y, int element, boolean init_game)
501 if (element == EL_SP_MURPHY)
505 if (stored_player[0].present)
507 Feld[x][y] = EL_SP_MURPHY_CLONE;
513 stored_player[0].use_murphy_graphic = TRUE;
516 Feld[x][y] = EL_PLAYER_1;
522 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
523 int jx = player->jx, jy = player->jy;
525 player->present = TRUE;
527 if (!options.network || player->connected)
529 player->active = TRUE;
531 /* remove potentially duplicate players */
532 if (StorePlayer[jx][jy] == Feld[x][y])
533 StorePlayer[jx][jy] = 0;
535 StorePlayer[x][y] = Feld[x][y];
539 printf("Player %d activated.\n", player->element_nr);
540 printf("[Local player is %d and currently %s.]\n",
541 local_player->element_nr,
542 local_player->active ? "active" : "not active");
546 Feld[x][y] = EL_EMPTY;
547 player->jx = player->last_jx = x;
548 player->jy = player->last_jy = y;
552 static void InitField(int x, int y, boolean init_game)
554 int element = Feld[x][y];
563 InitPlayerField(x, y, element, init_game);
567 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
568 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
569 else if (x > 0 && Feld[x-1][y] == EL_ACID)
570 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
571 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
572 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
573 else if (y > 0 && Feld[x][y-1] == EL_ACID)
574 Feld[x][y] = EL_ACID_POOL_BOTTOM;
575 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
576 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
584 case EL_SPACESHIP_RIGHT:
585 case EL_SPACESHIP_UP:
586 case EL_SPACESHIP_LEFT:
587 case EL_SPACESHIP_DOWN:
589 case EL_BD_BUTTERFLY_RIGHT:
590 case EL_BD_BUTTERFLY_UP:
591 case EL_BD_BUTTERFLY_LEFT:
592 case EL_BD_BUTTERFLY_DOWN:
593 case EL_BD_BUTTERFLY:
594 case EL_BD_FIREFLY_RIGHT:
595 case EL_BD_FIREFLY_UP:
596 case EL_BD_FIREFLY_LEFT:
597 case EL_BD_FIREFLY_DOWN:
599 case EL_PACMAN_RIGHT:
623 if (y == lev_fieldy - 1)
625 Feld[x][y] = EL_AMOEBA_GROWING;
626 Store[x][y] = EL_AMOEBA_WET;
630 case EL_DYNAMITE_ACTIVE:
635 local_player->lights_still_needed++;
638 case EL_SOKOBAN_FIELD_EMPTY:
639 local_player->sokobanfields_still_needed++;
643 local_player->friends_still_needed++;
648 MovDir[x][y] = 1 << RND(4);
652 Feld[x][y] = EL_EMPTY;
655 case EL_EM_KEY_1_FILE:
656 Feld[x][y] = EL_EM_KEY_1;
658 case EL_EM_KEY_2_FILE:
659 Feld[x][y] = EL_EM_KEY_2;
661 case EL_EM_KEY_3_FILE:
662 Feld[x][y] = EL_EM_KEY_3;
664 case EL_EM_KEY_4_FILE:
665 Feld[x][y] = EL_EM_KEY_4;
668 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
669 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
670 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
671 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
672 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
673 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
674 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
675 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
676 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
677 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
678 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
679 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
682 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
683 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
684 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
686 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
688 game.belt_dir[belt_nr] = belt_dir;
689 game.belt_dir_nr[belt_nr] = belt_dir_nr;
691 else /* more than one switch -- set it like the first switch */
693 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
698 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
700 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
703 case EL_LIGHT_SWITCH_ACTIVE:
705 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
709 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
715 void DrawGameDoorValues()
719 for (i=0; i<MAX_PLAYERS; i++)
721 if (stored_player[i].key[j])
722 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
723 el2edimg(EL_KEY_1 + j));
725 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
726 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
727 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
728 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
729 DrawText(DX + XX_SCORE, DY + YY_SCORE,
730 int2str(local_player->score, 5), FONT_TEXT_2);
731 DrawText(DX + XX_TIME, DY + YY_TIME,
732 int2str(TimeLeft, 3), FONT_TEXT_2);
737 =============================================================================
739 -----------------------------------------------------------------------------
740 initialize game engine due to level / tape version number
741 =============================================================================
744 static void InitGameEngine()
748 /* set game engine from tape file when re-playing, else from level file */
749 game.engine_version = (tape.playing ? tape.engine_version :
752 /* dynamically adjust element properties according to game engine version */
753 InitElementPropertiesEngine(game.engine_version);
756 printf("level %d: level version == %06d\n", level_nr, level.game_version);
757 printf(" tape version == %06d [%s] [file: %06d]\n",
758 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
760 printf(" => game.engine_version == %06d\n", game.engine_version);
763 /* ---------- initialize player's initial move delay --------------------- */
765 /* dynamically adjust player properties according to game engine version */
766 game.initial_move_delay =
767 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
768 INITIAL_MOVE_DELAY_OFF);
770 /* dynamically adjust player properties according to level information */
771 game.initial_move_delay_value =
772 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
774 /* ---------- initialize changing elements ------------------------------- */
776 /* initialize changing elements information */
777 for (i=0; i < MAX_NUM_ELEMENTS; i++)
779 struct ElementInfo *ei = &element_info[i];
781 /* this pointer might have been changed in the level editor */
782 ei->change = &ei->change_page[0];
784 if (!IS_CUSTOM_ELEMENT(i))
786 ei->change->target_element = EL_EMPTY_SPACE;
787 ei->change->delay_fixed = 0;
788 ei->change->delay_random = 0;
789 ei->change->delay_frames = 1;
792 ei->change_events = CE_BITMASK_DEFAULT;
793 for (j=0; j < NUM_CHANGE_EVENTS; j++)
795 ei->event_page_num[j] = 0;
796 ei->event_page[j] = &ei->change_page[0];
800 /* add changing elements from pre-defined list */
801 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
803 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
804 struct ElementInfo *ei = &element_info[ch_delay->element];
806 ei->change->target_element = ch_delay->target_element;
807 ei->change->delay_fixed = ch_delay->change_delay;
809 ei->change->pre_change_function = ch_delay->pre_change_function;
810 ei->change->change_function = ch_delay->change_function;
811 ei->change->post_change_function = ch_delay->post_change_function;
813 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
817 /* add change events from custom element configuration */
818 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
820 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
822 for (j=0; j < ei->num_change_pages; j++)
824 if (!ei->change_page[j].can_change)
827 for (k=0; k < NUM_CHANGE_EVENTS; k++)
829 /* only add event page for the first page found with this event */
830 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
831 !(ei->change_events & CH_EVENT_BIT(k)))
833 ei->change_events |= CH_EVENT_BIT(k);
834 ei->event_page_num[k] = j;
835 ei->event_page[k] = &ei->change_page[j];
843 /* add change events from custom element configuration */
844 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
846 int element = EL_CUSTOM_START + i;
848 /* only add custom elements that change after fixed/random frame delay */
849 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
850 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
854 /* ---------- initialize trigger events ---------------------------------- */
856 /* initialize trigger events information */
857 for (i=0; i<MAX_NUM_ELEMENTS; i++)
858 trigger_events[i] = EP_BITMASK_DEFAULT;
861 /* add trigger events from element change event properties */
862 for (i=0; i<MAX_NUM_ELEMENTS; i++)
864 struct ElementInfo *ei = &element_info[i];
866 for (j=0; j < ei->num_change_pages; j++)
868 if (!ei->change_page->can_change)
871 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
873 int trigger_element = ei->change_page[j].trigger_element;
875 trigger_events[trigger_element] |= ei->change_page[j].events;
880 /* add trigger events from element change event properties */
881 for (i=0; i<MAX_NUM_ELEMENTS; i++)
882 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
883 trigger_events[element_info[i].change->trigger_element] |=
884 element_info[i].change->events;
887 /* ---------- initialize push delay -------------------------------------- */
889 /* initialize push delay values to default */
890 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
894 element_info[i].push_delay_fixed = 2;
895 element_info[i].push_delay_random = 8;
899 /* set push delay value for certain elements from pre-defined list */
900 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
902 int e = push_delay_list[i].element;
904 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
905 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
908 /* ---------- initialize move stepsize ----------------------------------- */
910 /* initialize move stepsize values to default */
911 for (i=0; i<MAX_NUM_ELEMENTS; i++)
912 if (!IS_CUSTOM_ELEMENT(i))
913 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
915 /* set move stepsize value for certain elements from pre-defined list */
916 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
918 int e = move_stepsize_list[i].element;
920 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
923 /* ---------- initialize gem count --------------------------------------- */
925 /* initialize gem count values for each element */
926 for (i=0; i<MAX_NUM_ELEMENTS; i++)
927 if (!IS_CUSTOM_ELEMENT(i))
928 element_info[i].collect_count = 0;
930 /* add gem count values for all elements from pre-defined list */
931 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
932 element_info[collect_count_list[i].element].collect_count =
933 collect_count_list[i].count;
938 =============================================================================
940 -----------------------------------------------------------------------------
941 initialize and start new game
942 =============================================================================
947 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
948 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
949 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
956 #if USE_NEW_AMOEBA_CODE
957 printf("Using new amoeba code.\n");
959 printf("Using old amoeba code.\n");
964 /* don't play tapes over network */
965 network_playing = (options.network && !tape.playing);
967 for (i=0; i<MAX_PLAYERS; i++)
969 struct PlayerInfo *player = &stored_player[i];
971 player->index_nr = i;
972 player->element_nr = EL_PLAYER_1 + i;
974 player->present = FALSE;
975 player->active = FALSE;
978 player->effective_action = 0;
979 player->programmed_action = 0;
982 player->gems_still_needed = level.gems_needed;
983 player->sokobanfields_still_needed = 0;
984 player->lights_still_needed = 0;
985 player->friends_still_needed = 0;
988 player->key[j] = FALSE;
990 player->dynabomb_count = 0;
991 player->dynabomb_size = 1;
992 player->dynabombs_left = 0;
993 player->dynabomb_xl = FALSE;
995 player->MovDir = MV_NO_MOVING;
997 player->Pushing = FALSE;
998 player->Switching = FALSE;
1000 player->GfxDir = MV_NO_MOVING;
1001 player->GfxAction = ACTION_DEFAULT;
1003 player->StepFrame = 0;
1005 player->use_murphy_graphic = FALSE;
1006 player->use_disk_red_graphic = FALSE;
1008 player->actual_frame_counter = 0;
1010 player->last_move_dir = MV_NO_MOVING;
1012 player->is_moving = FALSE;
1013 player->is_waiting = FALSE;
1014 player->is_digging = FALSE;
1015 player->is_collecting = FALSE;
1017 player->move_delay = game.initial_move_delay;
1018 player->move_delay_value = game.initial_move_delay_value;
1020 player->push_delay = 0;
1021 player->push_delay_value = 5;
1023 player->snapped = FALSE;
1025 player->last_jx = player->last_jy = 0;
1026 player->jx = player->jy = 0;
1028 player->shield_normal_time_left = 0;
1029 player->shield_deadly_time_left = 0;
1031 player->inventory_size = 0;
1033 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1034 SnapField(player, 0, 0);
1036 player->LevelSolved = FALSE;
1037 player->GameOver = FALSE;
1040 network_player_action_received = FALSE;
1042 #if defined(PLATFORM_UNIX)
1043 /* initial null action */
1044 if (network_playing)
1045 SendToServer_MovePlayer(MV_NO_MOVING);
1053 TimeLeft = level.time;
1055 ScreenMovDir = MV_NO_MOVING;
1059 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1061 AllPlayersGone = FALSE;
1063 game.yamyam_content_nr = 0;
1064 game.magic_wall_active = FALSE;
1065 game.magic_wall_time_left = 0;
1066 game.light_time_left = 0;
1067 game.timegate_time_left = 0;
1068 game.switchgate_pos = 0;
1069 game.balloon_dir = MV_NO_MOVING;
1070 game.explosions_delayed = TRUE;
1074 game.belt_dir[i] = MV_NO_MOVING;
1075 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1078 for (i=0; i<MAX_NUM_AMOEBA; i++)
1079 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1081 for (x=0; x<lev_fieldx; x++)
1083 for (y=0; y<lev_fieldy; y++)
1085 Feld[x][y] = level.field[x][y];
1086 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1087 ChangeDelay[x][y] = 0;
1088 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1090 JustStopped[x][y] = 0;
1092 Pushed[x][y] = FALSE;
1093 Changing[x][y] = FALSE;
1094 ExplodePhase[x][y] = 0;
1095 ExplodeField[x][y] = EX_NO_EXPLOSION;
1098 GfxAction[x][y] = ACTION_DEFAULT;
1099 GfxRandom[x][y] = INIT_GFX_RANDOM();
1100 GfxElement[x][y] = EL_UNDEFINED;
1104 for(y=0; y<lev_fieldy; y++)
1106 for(x=0; x<lev_fieldx; x++)
1108 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1110 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1112 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1115 InitField(x, y, TRUE);
1121 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1122 emulate_sb ? EMU_SOKOBAN :
1123 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1125 /* correct non-moving belts to start moving left */
1127 if (game.belt_dir[i] == MV_NO_MOVING)
1128 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1130 /* check if any connected player was not found in playfield */
1131 for (i=0; i<MAX_PLAYERS; i++)
1133 struct PlayerInfo *player = &stored_player[i];
1135 if (player->connected && !player->present)
1137 for (j=0; j<MAX_PLAYERS; j++)
1139 struct PlayerInfo *some_player = &stored_player[j];
1140 int jx = some_player->jx, jy = some_player->jy;
1142 /* assign first free player found that is present in the playfield */
1143 if (some_player->present && !some_player->connected)
1145 player->present = TRUE;
1146 player->active = TRUE;
1147 some_player->present = FALSE;
1149 StorePlayer[jx][jy] = player->element_nr;
1150 player->jx = player->last_jx = jx;
1151 player->jy = player->last_jy = jy;
1161 /* when playing a tape, eliminate all players who do not participate */
1163 for (i=0; i<MAX_PLAYERS; i++)
1165 if (stored_player[i].active && !tape.player_participates[i])
1167 struct PlayerInfo *player = &stored_player[i];
1168 int jx = player->jx, jy = player->jy;
1170 player->active = FALSE;
1171 StorePlayer[jx][jy] = 0;
1172 Feld[jx][jy] = EL_EMPTY;
1176 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1178 /* when in single player mode, eliminate all but the first active player */
1180 for (i=0; i<MAX_PLAYERS; i++)
1182 if (stored_player[i].active)
1184 for (j=i+1; j<MAX_PLAYERS; j++)
1186 if (stored_player[j].active)
1188 struct PlayerInfo *player = &stored_player[j];
1189 int jx = player->jx, jy = player->jy;
1191 player->active = FALSE;
1192 StorePlayer[jx][jy] = 0;
1193 Feld[jx][jy] = EL_EMPTY;
1200 /* when recording the game, store which players take part in the game */
1203 for (i=0; i<MAX_PLAYERS; i++)
1204 if (stored_player[i].active)
1205 tape.player_participates[i] = TRUE;
1210 for (i=0; i<MAX_PLAYERS; i++)
1212 struct PlayerInfo *player = &stored_player[i];
1214 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1219 if (local_player == player)
1220 printf("Player %d is local player.\n", i+1);
1224 if (BorderElement == EL_EMPTY)
1227 SBX_Right = lev_fieldx - SCR_FIELDX;
1229 SBY_Lower = lev_fieldy - SCR_FIELDY;
1234 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1236 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1239 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1240 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1242 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1243 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1245 /* if local player not found, look for custom element that might create
1246 the player (make some assumptions about the right custom element) */
1247 if (!local_player->present)
1249 int start_x = 0, start_y = 0;
1250 int found_rating = 0;
1251 int found_element = EL_UNDEFINED;
1253 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1255 int element = Feld[x][y];
1260 if (!IS_CUSTOM_ELEMENT(element))
1263 if (CAN_CHANGE(element))
1265 for (i=0; i < element_info[element].num_change_pages; i++)
1267 content = element_info[element].change_page[i].target_element;
1268 is_player = ELEM_IS_PLAYER(content);
1270 if (is_player && (found_rating < 3 || element < found_element))
1276 found_element = element;
1281 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1283 content = element_info[element].content[xx][yy];
1284 is_player = ELEM_IS_PLAYER(content);
1286 if (is_player && (found_rating < 2 || element < found_element))
1288 start_x = x + xx - 1;
1289 start_y = y + yy - 1;
1292 found_element = element;
1295 if (!CAN_CHANGE(element))
1298 for (i=0; i < element_info[element].num_change_pages; i++)
1300 content = element_info[element].change_page[i].content[xx][yy];
1301 is_player = ELEM_IS_PLAYER(content);
1303 if (is_player && (found_rating < 1 || element < found_element))
1305 start_x = x + xx - 1;
1306 start_y = y + yy - 1;
1309 found_element = element;
1315 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1316 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1319 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1320 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1326 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1327 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1328 local_player->jx - MIDPOSX);
1330 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1331 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1332 local_player->jy - MIDPOSY);
1334 scroll_x = SBX_Left;
1335 scroll_y = SBY_Upper;
1336 if (local_player->jx >= SBX_Left + MIDPOSX)
1337 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1338 local_player->jx - MIDPOSX :
1340 if (local_player->jy >= SBY_Upper + MIDPOSY)
1341 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1342 local_player->jy - MIDPOSY :
1347 CloseDoor(DOOR_CLOSE_1);
1352 /* after drawing the level, correct some elements */
1353 if (game.timegate_time_left == 0)
1354 CloseAllOpenTimegates();
1356 if (setup.soft_scrolling)
1357 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1359 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1362 /* copy default game door content to main double buffer */
1363 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1364 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1367 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1370 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1371 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1372 BlitBitmap(drawto, drawto,
1373 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1374 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1375 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1376 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1379 DrawGameDoorValues();
1383 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1384 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1385 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1389 /* copy actual game door content to door double buffer for OpenDoor() */
1390 BlitBitmap(drawto, bitmap_db_door,
1391 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1393 OpenDoor(DOOR_OPEN_ALL);
1395 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1396 if (setup.sound_music)
1397 PlayMusic(level_nr);
1399 KeyboardAutoRepeatOffUnlessAutoplay();
1404 printf("Player %d %sactive.\n",
1405 i + 1, (stored_player[i].active ? "" : "not "));
1409 void InitMovDir(int x, int y)
1411 int i, element = Feld[x][y];
1412 static int xy[4][2] =
1419 static int direction[3][4] =
1421 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1422 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1423 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1432 Feld[x][y] = EL_BUG;
1433 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1436 case EL_SPACESHIP_RIGHT:
1437 case EL_SPACESHIP_UP:
1438 case EL_SPACESHIP_LEFT:
1439 case EL_SPACESHIP_DOWN:
1440 Feld[x][y] = EL_SPACESHIP;
1441 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1444 case EL_BD_BUTTERFLY_RIGHT:
1445 case EL_BD_BUTTERFLY_UP:
1446 case EL_BD_BUTTERFLY_LEFT:
1447 case EL_BD_BUTTERFLY_DOWN:
1448 Feld[x][y] = EL_BD_BUTTERFLY;
1449 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1452 case EL_BD_FIREFLY_RIGHT:
1453 case EL_BD_FIREFLY_UP:
1454 case EL_BD_FIREFLY_LEFT:
1455 case EL_BD_FIREFLY_DOWN:
1456 Feld[x][y] = EL_BD_FIREFLY;
1457 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1460 case EL_PACMAN_RIGHT:
1462 case EL_PACMAN_LEFT:
1463 case EL_PACMAN_DOWN:
1464 Feld[x][y] = EL_PACMAN;
1465 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1468 case EL_SP_SNIKSNAK:
1469 MovDir[x][y] = MV_UP;
1472 case EL_SP_ELECTRON:
1473 MovDir[x][y] = MV_LEFT;
1480 Feld[x][y] = EL_MOLE;
1481 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1485 if (IS_CUSTOM_ELEMENT(element))
1487 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1488 MovDir[x][y] = element_info[element].move_direction_initial;
1489 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1490 element_info[element].move_pattern == MV_TURNING_LEFT ||
1491 element_info[element].move_pattern == MV_TURNING_RIGHT)
1492 MovDir[x][y] = 1 << RND(4);
1493 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1494 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1495 else if (element_info[element].move_pattern == MV_VERTICAL)
1496 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1497 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1498 MovDir[x][y] = element_info[element].move_pattern;
1499 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1500 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1504 int x1 = x + xy[i][0];
1505 int y1 = y + xy[i][1];
1507 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1509 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1510 MovDir[x][y] = direction[0][i];
1512 MovDir[x][y] = direction[1][i];
1521 MovDir[x][y] = 1 << RND(4);
1523 if (element != EL_BUG &&
1524 element != EL_SPACESHIP &&
1525 element != EL_BD_BUTTERFLY &&
1526 element != EL_BD_FIREFLY)
1531 int x1 = x + xy[i][0];
1532 int y1 = y + xy[i][1];
1534 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1536 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1538 MovDir[x][y] = direction[0][i];
1541 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1542 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1544 MovDir[x][y] = direction[1][i];
1554 void InitAmoebaNr(int x, int y)
1557 int group_nr = AmoebeNachbarNr(x, y);
1561 for (i=1; i<MAX_NUM_AMOEBA; i++)
1563 if (AmoebaCnt[i] == 0)
1571 AmoebaNr[x][y] = group_nr;
1572 AmoebaCnt[group_nr]++;
1573 AmoebaCnt2[group_nr]++;
1579 boolean raise_level = FALSE;
1581 if (local_player->MovPos)
1584 if (tape.playing && tape.auto_play)
1585 tape.auto_play_level_solved = TRUE;
1587 local_player->LevelSolved = FALSE;
1589 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1593 if (!tape.playing && setup.sound_loops)
1594 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1595 SND_CTRL_PLAY_LOOP);
1597 while (TimeLeft > 0)
1599 if (!tape.playing && !setup.sound_loops)
1600 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1601 if (TimeLeft > 0 && !(TimeLeft % 10))
1602 RaiseScore(level.score[SC_TIME_BONUS]);
1603 if (TimeLeft > 100 && !(TimeLeft % 10))
1607 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1614 if (!tape.playing && setup.sound_loops)
1615 StopSound(SND_GAME_LEVELTIME_BONUS);
1617 else if (level.time == 0) /* level without time limit */
1619 if (!tape.playing && setup.sound_loops)
1620 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1621 SND_CTRL_PLAY_LOOP);
1623 while (TimePlayed < 999)
1625 if (!tape.playing && !setup.sound_loops)
1626 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1627 if (TimePlayed < 999 && !(TimePlayed % 10))
1628 RaiseScore(level.score[SC_TIME_BONUS]);
1629 if (TimePlayed < 900 && !(TimePlayed % 10))
1633 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1640 if (!tape.playing && setup.sound_loops)
1641 StopSound(SND_GAME_LEVELTIME_BONUS);
1644 /* Hero disappears */
1645 DrawLevelField(ExitX, ExitY);
1651 CloseDoor(DOOR_CLOSE_1);
1656 SaveTape(tape.level_nr); /* Ask to save tape */
1659 if (level_nr == leveldir_current->handicap_level)
1661 leveldir_current->handicap_level++;
1662 SaveLevelSetup_SeriesInfo();
1665 if (level_editor_test_game)
1666 local_player->score = -1; /* no highscore when playing from editor */
1667 else if (level_nr < leveldir_current->last_level)
1668 raise_level = TRUE; /* advance to next level */
1670 if ((hi_pos = NewHiScore()) >= 0)
1672 game_status = GAME_MODE_SCORES;
1673 DrawHallOfFame(hi_pos);
1682 game_status = GAME_MODE_MAIN;
1699 LoadScore(level_nr);
1701 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1702 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1705 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1707 if (local_player->score > highscore[k].Score)
1709 /* player has made it to the hall of fame */
1711 if (k < MAX_SCORE_ENTRIES - 1)
1713 int m = MAX_SCORE_ENTRIES - 1;
1716 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1717 if (!strcmp(setup.player_name, highscore[l].Name))
1719 if (m == k) /* player's new highscore overwrites his old one */
1725 strcpy(highscore[l].Name, highscore[l - 1].Name);
1726 highscore[l].Score = highscore[l - 1].Score;
1733 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1734 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1735 highscore[k].Score = local_player->score;
1741 else if (!strncmp(setup.player_name, highscore[k].Name,
1742 MAX_PLAYER_NAME_LEN))
1743 break; /* player already there with a higher score */
1749 SaveScore(level_nr);
1754 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1756 if (player->GfxAction != action || player->GfxDir != dir)
1759 printf("Player frame reset! (%d => %d, %d => %d)\n",
1760 player->GfxAction, action, player->GfxDir, dir);
1763 player->GfxAction = action;
1764 player->GfxDir = dir;
1766 player->StepFrame = 0;
1770 static void ResetRandomAnimationValue(int x, int y)
1772 GfxRandom[x][y] = INIT_GFX_RANDOM();
1775 static void ResetGfxAnimation(int x, int y)
1778 GfxAction[x][y] = ACTION_DEFAULT;
1781 void InitMovingField(int x, int y, int direction)
1783 int element = Feld[x][y];
1784 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1785 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1789 if (!JustStopped[x][y] || direction != MovDir[x][y])
1790 ResetGfxAnimation(x, y);
1792 MovDir[newx][newy] = MovDir[x][y] = direction;
1794 if (Feld[newx][newy] == EL_EMPTY)
1795 Feld[newx][newy] = EL_BLOCKED;
1797 if (direction == MV_DOWN && CAN_FALL(element))
1798 GfxAction[x][y] = ACTION_FALLING;
1800 GfxAction[x][y] = ACTION_MOVING;
1802 GfxFrame[newx][newy] = GfxFrame[x][y];
1803 GfxAction[newx][newy] = GfxAction[x][y];
1804 GfxRandom[newx][newy] = GfxRandom[x][y];
1807 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1809 int direction = MovDir[x][y];
1810 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1811 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1817 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1819 int oldx = x, oldy = y;
1820 int direction = MovDir[x][y];
1822 if (direction == MV_LEFT)
1824 else if (direction == MV_RIGHT)
1826 else if (direction == MV_UP)
1828 else if (direction == MV_DOWN)
1831 *comes_from_x = oldx;
1832 *comes_from_y = oldy;
1835 int MovingOrBlocked2Element(int x, int y)
1837 int element = Feld[x][y];
1839 if (element == EL_BLOCKED)
1843 Blocked2Moving(x, y, &oldx, &oldy);
1844 return Feld[oldx][oldy];
1850 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1852 /* like MovingOrBlocked2Element(), but if element is moving
1853 and (x,y) is the field the moving element is just leaving,
1854 return EL_BLOCKED instead of the element value */
1855 int element = Feld[x][y];
1857 if (IS_MOVING(x, y))
1859 if (element == EL_BLOCKED)
1863 Blocked2Moving(x, y, &oldx, &oldy);
1864 return Feld[oldx][oldy];
1873 static void RemoveField(int x, int y)
1875 Feld[x][y] = EL_EMPTY;
1882 ChangeDelay[x][y] = 0;
1883 Pushed[x][y] = FALSE;
1885 GfxElement[x][y] = EL_UNDEFINED;
1886 GfxAction[x][y] = ACTION_DEFAULT;
1889 void RemoveMovingField(int x, int y)
1891 int oldx = x, oldy = y, newx = x, newy = y;
1892 int element = Feld[x][y];
1893 int next_element = EL_UNDEFINED;
1895 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1898 if (IS_MOVING(x, y))
1900 Moving2Blocked(x, y, &newx, &newy);
1901 if (Feld[newx][newy] != EL_BLOCKED)
1904 else if (element == EL_BLOCKED)
1906 Blocked2Moving(x, y, &oldx, &oldy);
1907 if (!IS_MOVING(oldx, oldy))
1911 if (element == EL_BLOCKED &&
1912 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1913 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1914 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1915 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1916 next_element = get_next_element(Feld[oldx][oldy]);
1918 RemoveField(oldx, oldy);
1919 RemoveField(newx, newy);
1921 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1923 if (next_element != EL_UNDEFINED)
1924 Feld[oldx][oldy] = next_element;
1926 DrawLevelField(oldx, oldy);
1927 DrawLevelField(newx, newy);
1930 void DrawDynamite(int x, int y)
1932 int sx = SCREENX(x), sy = SCREENY(y);
1933 int graphic = el2img(Feld[x][y]);
1936 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1939 if (IS_WALKABLE_INSIDE(Back[x][y]))
1943 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1944 else if (Store[x][y])
1945 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1947 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1950 if (Back[x][y] || Store[x][y])
1951 DrawGraphicThruMask(sx, sy, graphic, frame);
1953 DrawGraphic(sx, sy, graphic, frame);
1955 if (game.emulation == EMU_SUPAPLEX)
1956 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1957 else if (Store[x][y])
1958 DrawGraphicThruMask(sx, sy, graphic, frame);
1960 DrawGraphic(sx, sy, graphic, frame);
1964 void CheckDynamite(int x, int y)
1966 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1970 if (MovDelay[x][y] != 0)
1973 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1980 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1982 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1983 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1984 StopSound(SND_DYNAMITE_ACTIVE);
1986 StopSound(SND_DYNABOMB_ACTIVE);
1996 /* open envelope window horizontally */
1997 for (i = 2; i <= level.envelope_xsize + 2; i += 2)
1999 int startx = (SXSIZE / MINI_TILEX - i) / 2;
2000 int starty = (SYSIZE / MINI_TILEY) / 2 - 1;
2002 SetDrawtoField(DRAW_BUFFERED);
2004 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2006 SetDrawtoField(DRAW_BACKBUFFER);
2008 for (y=0; y < 2; y++) for (x=0; x < i; x++)
2010 int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0);
2011 int ey = (y == 0 ? -1 : y == 1 ? +1 : 0);
2013 DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
2016 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2019 Delay(GAME_FRAME_DELAY);
2022 /* open envelope window vertically */
2023 for (i = 2; i <= level.envelope_ysize + 2; i += 2)
2025 int xsize = level.envelope_xsize + 2;
2026 int startx = (SXSIZE / MINI_TILEX - (xsize - 1)) / 2;
2027 int starty = (SYSIZE / MINI_TILEY - i) / 2;
2029 SetDrawtoField(DRAW_BUFFERED);
2031 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2033 SetDrawtoField(DRAW_BACKBUFFER);
2035 for (y=0; y < i; y++) for (x=0; x < xsize; x++)
2037 int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0);
2038 int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0);
2040 DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
2043 DrawTextToTextArea(SX + (startx + 1) * MINI_TILEX,
2044 SY + (starty + 1) * MINI_TILEY, level.envelope,
2045 FONT_TEXT_1, level.envelope_xsize, i - 2);
2047 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2050 Delay(GAME_FRAME_DELAY);
2056 WaitForEventToContinue();
2058 /* close envelope window vertically */
2059 for (i = level.envelope_ysize + 2; i >= 2; i -= 2)
2061 int xsize = level.envelope_xsize + 2;
2062 int startx = (SXSIZE / MINI_TILEX - (xsize - 1)) / 2;
2063 int starty = (SYSIZE / MINI_TILEY - i) / 2;
2065 SetDrawtoField(DRAW_BUFFERED);
2067 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2069 SetDrawtoField(DRAW_BACKBUFFER);
2071 for (y=0; y < i; y++) for (x=0; x < xsize; x++)
2073 int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0);
2074 int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0);
2076 DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
2079 DrawTextToTextArea(SX + (startx + 1) * MINI_TILEX,
2080 SY + (starty + 1) * MINI_TILEY, level.envelope,
2081 FONT_TEXT_1, level.envelope_xsize, i - 2);
2083 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2086 Delay(GAME_FRAME_DELAY);
2089 /* close envelope window horizontally */
2090 for (i = level.envelope_xsize + 2; i >= 2; i -= 2)
2092 int startx = (SXSIZE / MINI_TILEX - i) / 2;
2093 int starty = (SYSIZE / MINI_TILEY) / 2 - 1;
2095 SetDrawtoField(DRAW_BUFFERED);
2097 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2099 SetDrawtoField(DRAW_BACKBUFFER);
2101 for (y=0; y < 2; y++) for (x=0; x < i; x++)
2103 int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0);
2104 int ey = (y == 0 ? -1 : y == 1 ? +1 : 0);
2106 DrawEnvelopeBorder(startx + x, starty + y, ex, ey);
2109 redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
2112 Delay(GAME_FRAME_DELAY);
2115 SetDrawtoField(DRAW_BUFFERED);
2117 redraw_mask |= REDRAW_FIELD;
2121 void RelocatePlayer(int x, int y, int element)
2123 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2125 if (player->present)
2127 while (player->MovPos)
2129 ScrollFigure(player, SCROLL_GO_ON);
2130 ScrollScreen(NULL, SCROLL_GO_ON);
2136 RemoveField(player->jx, player->jy);
2137 DrawLevelField(player->jx, player->jy);
2140 InitPlayerField(x, y, element, TRUE);
2142 if (player == local_player)
2144 int scroll_xx = -999, scroll_yy = -999;
2146 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2149 int fx = FX, fy = FY;
2151 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2152 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2153 local_player->jx - MIDPOSX);
2155 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2156 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2157 local_player->jy - MIDPOSY);
2159 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2160 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2165 fx += dx * TILEX / 2;
2166 fy += dy * TILEY / 2;
2168 ScrollLevel(dx, dy);
2171 /* scroll in to steps of half tile size to make things smoother */
2172 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2174 Delay(GAME_FRAME_DELAY);
2176 /* scroll second step to align at full tile size */
2178 Delay(GAME_FRAME_DELAY);
2183 void Explode(int ex, int ey, int phase, int mode)
2187 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2188 int last_phase = num_phase * delay;
2189 int half_phase = (num_phase / 2) * delay;
2190 int first_phase_after_start = EX_PHASE_START + 1;
2192 if (game.explosions_delayed)
2194 ExplodeField[ex][ey] = mode;
2198 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2200 int center_element = Feld[ex][ey];
2203 /* --- This is only really needed (and now handled) in "Impact()". --- */
2204 /* do not explode moving elements that left the explode field in time */
2205 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2206 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2210 if (mode == EX_NORMAL || mode == EX_CENTER)
2211 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2213 /* remove things displayed in background while burning dynamite */
2214 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2217 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2219 /* put moving element to center field (and let it explode there) */
2220 center_element = MovingOrBlocked2Element(ex, ey);
2221 RemoveMovingField(ex, ey);
2222 Feld[ex][ey] = center_element;
2225 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2227 int xx = x - ex + 1;
2228 int yy = y - ey + 1;
2231 if (!IN_LEV_FIELD(x, y) ||
2232 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2233 (x != ex || y != ey)))
2236 element = Feld[x][y];
2238 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2240 element = MovingOrBlocked2Element(x, y);
2242 if (!IS_EXPLOSION_PROOF(element))
2243 RemoveMovingField(x, y);
2249 if (IS_EXPLOSION_PROOF(element))
2252 /* indestructible elements can only explode in center (but not flames) */
2253 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2254 element == EL_FLAMES)
2259 if ((IS_INDESTRUCTIBLE(element) &&
2260 (game.engine_version < VERSION_IDENT(2,2,0) ||
2261 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2262 element == EL_FLAMES)
2266 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2268 if (IS_ACTIVE_BOMB(element))
2270 /* re-activate things under the bomb like gate or penguin */
2271 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2278 /* save walkable background elements while explosion on same tile */
2280 if (IS_INDESTRUCTIBLE(element))
2281 Back[x][y] = element;
2283 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2284 Back[x][y] = element;
2287 /* ignite explodable elements reached by other explosion */
2288 if (element == EL_EXPLOSION)
2289 element = Store2[x][y];
2292 if (AmoebaNr[x][y] &&
2293 (element == EL_AMOEBA_FULL ||
2294 element == EL_BD_AMOEBA ||
2295 element == EL_AMOEBA_GROWING))
2297 AmoebaCnt[AmoebaNr[x][y]]--;
2298 AmoebaCnt2[AmoebaNr[x][y]]--;
2304 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2306 switch(StorePlayer[ex][ey])
2309 Store[x][y] = EL_EMERALD_RED;
2312 Store[x][y] = EL_EMERALD;
2315 Store[x][y] = EL_EMERALD_PURPLE;
2319 Store[x][y] = EL_EMERALD_YELLOW;
2323 if (game.emulation == EMU_SUPAPLEX)
2324 Store[x][y] = EL_EMPTY;
2326 else if (center_element == EL_MOLE)
2327 Store[x][y] = EL_EMERALD_RED;
2328 else if (center_element == EL_PENGUIN)
2329 Store[x][y] = EL_EMERALD_PURPLE;
2330 else if (center_element == EL_BUG)
2331 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2332 else if (center_element == EL_BD_BUTTERFLY)
2333 Store[x][y] = EL_BD_DIAMOND;
2334 else if (center_element == EL_SP_ELECTRON)
2335 Store[x][y] = EL_SP_INFOTRON;
2336 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2337 Store[x][y] = level.amoeba_content;
2338 else if (center_element == EL_YAMYAM)
2339 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2340 else if (IS_CUSTOM_ELEMENT(center_element) &&
2341 element_info[center_element].content[xx][yy] != EL_EMPTY)
2342 Store[x][y] = element_info[center_element].content[xx][yy];
2343 else if (element == EL_WALL_EMERALD)
2344 Store[x][y] = EL_EMERALD;
2345 else if (element == EL_WALL_DIAMOND)
2346 Store[x][y] = EL_DIAMOND;
2347 else if (element == EL_WALL_BD_DIAMOND)
2348 Store[x][y] = EL_BD_DIAMOND;
2349 else if (element == EL_WALL_EMERALD_YELLOW)
2350 Store[x][y] = EL_EMERALD_YELLOW;
2351 else if (element == EL_WALL_EMERALD_RED)
2352 Store[x][y] = EL_EMERALD_RED;
2353 else if (element == EL_WALL_EMERALD_PURPLE)
2354 Store[x][y] = EL_EMERALD_PURPLE;
2355 else if (element == EL_WALL_PEARL)
2356 Store[x][y] = EL_PEARL;
2357 else if (element == EL_WALL_CRYSTAL)
2358 Store[x][y] = EL_CRYSTAL;
2359 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2360 Store[x][y] = element_info[element].content[1][1];
2362 Store[x][y] = EL_EMPTY;
2364 if (x != ex || y != ey ||
2365 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2366 Store2[x][y] = element;
2369 if (AmoebaNr[x][y] &&
2370 (element == EL_AMOEBA_FULL ||
2371 element == EL_BD_AMOEBA ||
2372 element == EL_AMOEBA_GROWING))
2374 AmoebaCnt[AmoebaNr[x][y]]--;
2375 AmoebaCnt2[AmoebaNr[x][y]]--;
2381 MovDir[x][y] = MovPos[x][y] = 0;
2386 Feld[x][y] = EL_EXPLOSION;
2388 GfxElement[x][y] = center_element;
2390 GfxElement[x][y] = EL_UNDEFINED;
2393 ExplodePhase[x][y] = 1;
2397 if (center_element == EL_YAMYAM)
2398 game.yamyam_content_nr =
2399 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2410 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2412 if (phase == first_phase_after_start)
2414 int element = Store2[x][y];
2416 if (element == EL_BLACK_ORB)
2418 Feld[x][y] = Store2[x][y];
2423 else if (phase == half_phase)
2425 int element = Store2[x][y];
2427 if (IS_PLAYER(x, y))
2428 KillHeroUnlessProtected(x, y);
2429 else if (CAN_EXPLODE_BY_FIRE(element))
2431 Feld[x][y] = Store2[x][y];
2435 else if (element == EL_AMOEBA_TO_DIAMOND)
2436 AmoebeUmwandeln(x, y);
2439 if (phase == last_phase)
2443 element = Feld[x][y] = Store[x][y];
2444 Store[x][y] = Store2[x][y] = 0;
2445 GfxElement[x][y] = EL_UNDEFINED;
2447 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2448 element = Feld[x][y] = Back[x][y];
2451 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2452 InitField(x, y, FALSE);
2453 if (CAN_MOVE(element))
2455 DrawLevelField(x, y);
2457 if (CAN_BE_CRUMBLED(element))
2458 DrawLevelFieldCrumbledSandNeighbours(x, y);
2460 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2461 StorePlayer[x][y] = 0;
2463 if (ELEM_IS_PLAYER(element))
2464 RelocatePlayer(x, y, element);
2466 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2469 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2471 int stored = Store[x][y];
2472 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2473 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2476 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2479 DrawLevelFieldCrumbledSand(x, y);
2481 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2483 DrawLevelElement(x, y, Back[x][y]);
2484 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2486 else if (IS_WALKABLE_UNDER(Back[x][y]))
2488 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2489 DrawLevelElementThruMask(x, y, Back[x][y]);
2491 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2492 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2496 void DynaExplode(int ex, int ey)
2499 int dynabomb_size = 1;
2500 boolean dynabomb_xl = FALSE;
2501 struct PlayerInfo *player;
2502 static int xy[4][2] =
2510 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2512 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2513 dynabomb_size = player->dynabomb_size;
2514 dynabomb_xl = player->dynabomb_xl;
2515 player->dynabombs_left++;
2518 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2522 for (j=1; j<=dynabomb_size; j++)
2524 int x = ex + j * xy[i % 4][0];
2525 int y = ey + j * xy[i % 4][1];
2528 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2531 element = Feld[x][y];
2533 /* do not restart explosions of fields with active bombs */
2534 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2537 Explode(x, y, EX_PHASE_START, EX_BORDER);
2539 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2540 if (element != EL_EMPTY &&
2541 element != EL_SAND &&
2542 element != EL_EXPLOSION &&
2549 void Bang(int x, int y)
2552 int element = MovingOrBlocked2Element(x, y);
2554 int element = Feld[x][y];
2557 if (IS_PLAYER(x, y))
2559 struct PlayerInfo *player = PLAYERINFO(x, y);
2561 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2562 player->element_nr);
2567 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2569 if (game.emulation == EMU_SUPAPLEX)
2570 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2572 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2577 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2585 case EL_BD_BUTTERFLY:
2588 case EL_DARK_YAMYAM:
2592 RaiseScoreElement(element);
2593 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2595 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2596 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2597 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2598 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2599 case EL_DYNABOMB_INCREASE_NUMBER:
2600 case EL_DYNABOMB_INCREASE_SIZE:
2601 case EL_DYNABOMB_INCREASE_POWER:
2606 case EL_LAMP_ACTIVE:
2607 if (IS_PLAYER(x, y))
2608 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2610 Explode(x, y, EX_PHASE_START, EX_CENTER);
2613 if (CAN_EXPLODE_1X1(element))
2614 Explode(x, y, EX_PHASE_START, EX_CENTER);
2616 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2620 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2623 void SplashAcid(int x, int y)
2625 int element = Feld[x][y];
2627 if (element != EL_ACID_SPLASH_LEFT &&
2628 element != EL_ACID_SPLASH_RIGHT)
2630 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2632 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2633 (!IN_LEV_FIELD(x-1, y-1) ||
2634 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2635 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2637 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2638 (!IN_LEV_FIELD(x+1, y-1) ||
2639 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2640 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2644 static void InitBeltMovement()
2646 static int belt_base_element[4] =
2648 EL_CONVEYOR_BELT_1_LEFT,
2649 EL_CONVEYOR_BELT_2_LEFT,
2650 EL_CONVEYOR_BELT_3_LEFT,
2651 EL_CONVEYOR_BELT_4_LEFT
2653 static int belt_base_active_element[4] =
2655 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2656 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2657 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2658 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2663 /* set frame order for belt animation graphic according to belt direction */
2670 int element = belt_base_active_element[belt_nr] + j;
2671 int graphic = el2img(element);
2673 if (game.belt_dir[i] == MV_LEFT)
2674 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2676 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2680 for(y=0; y<lev_fieldy; y++)
2682 for(x=0; x<lev_fieldx; x++)
2684 int element = Feld[x][y];
2688 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2690 int e_belt_nr = getBeltNrFromBeltElement(element);
2693 if (e_belt_nr == belt_nr)
2695 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2697 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2705 static void ToggleBeltSwitch(int x, int y)
2707 static int belt_base_element[4] =
2709 EL_CONVEYOR_BELT_1_LEFT,
2710 EL_CONVEYOR_BELT_2_LEFT,
2711 EL_CONVEYOR_BELT_3_LEFT,
2712 EL_CONVEYOR_BELT_4_LEFT
2714 static int belt_base_active_element[4] =
2716 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2717 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2718 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2719 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2721 static int belt_base_switch_element[4] =
2723 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2724 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2725 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2726 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2728 static int belt_move_dir[4] =
2736 int element = Feld[x][y];
2737 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2738 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2739 int belt_dir = belt_move_dir[belt_dir_nr];
2742 if (!IS_BELT_SWITCH(element))
2745 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2746 game.belt_dir[belt_nr] = belt_dir;
2748 if (belt_dir_nr == 3)
2751 /* set frame order for belt animation graphic according to belt direction */
2754 int element = belt_base_active_element[belt_nr] + i;
2755 int graphic = el2img(element);
2757 if (belt_dir == MV_LEFT)
2758 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2760 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2763 for (yy=0; yy<lev_fieldy; yy++)
2765 for (xx=0; xx<lev_fieldx; xx++)
2767 int element = Feld[xx][yy];
2769 if (IS_BELT_SWITCH(element))
2771 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2773 if (e_belt_nr == belt_nr)
2775 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2776 DrawLevelField(xx, yy);
2779 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2781 int e_belt_nr = getBeltNrFromBeltElement(element);
2783 if (e_belt_nr == belt_nr)
2785 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2787 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2788 DrawLevelField(xx, yy);
2791 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2793 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2795 if (e_belt_nr == belt_nr)
2797 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2799 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2800 DrawLevelField(xx, yy);
2807 static void ToggleSwitchgateSwitch(int x, int y)
2811 game.switchgate_pos = !game.switchgate_pos;
2813 for (yy=0; yy<lev_fieldy; yy++)
2815 for (xx=0; xx<lev_fieldx; xx++)
2817 int element = Feld[xx][yy];
2819 if (element == EL_SWITCHGATE_SWITCH_UP ||
2820 element == EL_SWITCHGATE_SWITCH_DOWN)
2822 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2823 DrawLevelField(xx, yy);
2825 else if (element == EL_SWITCHGATE_OPEN ||
2826 element == EL_SWITCHGATE_OPENING)
2828 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2830 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2832 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2835 else if (element == EL_SWITCHGATE_CLOSED ||
2836 element == EL_SWITCHGATE_CLOSING)
2838 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2840 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2842 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2849 static int getInvisibleActiveFromInvisibleElement(int element)
2851 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2852 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2853 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2857 static int getInvisibleFromInvisibleActiveElement(int element)
2859 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2860 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2861 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2865 static void RedrawAllLightSwitchesAndInvisibleElements()
2869 for (y=0; y<lev_fieldy; y++)
2871 for (x=0; x<lev_fieldx; x++)
2873 int element = Feld[x][y];
2875 if (element == EL_LIGHT_SWITCH &&
2876 game.light_time_left > 0)
2878 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2879 DrawLevelField(x, y);
2881 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2882 game.light_time_left == 0)
2884 Feld[x][y] = EL_LIGHT_SWITCH;
2885 DrawLevelField(x, y);
2887 else if (element == EL_INVISIBLE_STEELWALL ||
2888 element == EL_INVISIBLE_WALL ||
2889 element == EL_INVISIBLE_SAND)
2891 if (game.light_time_left > 0)
2892 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2894 DrawLevelField(x, y);
2896 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2897 element == EL_INVISIBLE_WALL_ACTIVE ||
2898 element == EL_INVISIBLE_SAND_ACTIVE)
2900 if (game.light_time_left == 0)
2901 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2903 DrawLevelField(x, y);
2909 static void ToggleLightSwitch(int x, int y)
2911 int element = Feld[x][y];
2913 game.light_time_left =
2914 (element == EL_LIGHT_SWITCH ?
2915 level.time_light * FRAMES_PER_SECOND : 0);
2917 RedrawAllLightSwitchesAndInvisibleElements();
2920 static void ActivateTimegateSwitch(int x, int y)
2924 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2926 for (yy=0; yy<lev_fieldy; yy++)
2928 for (xx=0; xx<lev_fieldx; xx++)
2930 int element = Feld[xx][yy];
2932 if (element == EL_TIMEGATE_CLOSED ||
2933 element == EL_TIMEGATE_CLOSING)
2935 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2936 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2940 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2942 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2943 DrawLevelField(xx, yy);
2950 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2953 inline static int getElementMoveStepsize(int x, int y)
2955 int element = Feld[x][y];
2956 int direction = MovDir[x][y];
2957 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2958 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2959 int horiz_move = (dx != 0);
2960 int sign = (horiz_move ? dx : dy);
2961 int step = sign * element_info[element].move_stepsize;
2963 /* special values for move stepsize for spring and things on conveyor belt */
2966 if (CAN_FALL(element) &&
2967 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2968 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2969 else if (element == EL_SPRING)
2970 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2976 void Impact(int x, int y)
2978 boolean lastline = (y == lev_fieldy-1);
2979 boolean object_hit = FALSE;
2980 boolean impact = (lastline || object_hit);
2981 int element = Feld[x][y];
2982 int smashed = EL_UNDEFINED;
2984 if (!lastline) /* check if element below was hit */
2986 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2989 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2990 MovDir[x][y + 1] != MV_DOWN ||
2991 MovPos[x][y + 1] <= TILEY / 2));
2993 /* do not smash moving elements that left the smashed field in time */
2994 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2995 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2999 smashed = MovingOrBlocked2Element(x, y + 1);
3001 impact = (lastline || object_hit);
3004 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3010 /* only reset graphic animation if graphic really changes after impact */
3012 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3014 ResetGfxAnimation(x, y);
3015 DrawLevelField(x, y);
3018 if (impact && CAN_EXPLODE_IMPACT(element))
3023 else if (impact && element == EL_PEARL)
3025 Feld[x][y] = EL_PEARL_BREAKING;
3026 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3029 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3031 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3036 if (impact && element == EL_AMOEBA_DROP)
3038 if (object_hit && IS_PLAYER(x, y + 1))
3039 KillHeroUnlessProtected(x, y + 1);
3040 else if (object_hit && smashed == EL_PENGUIN)
3044 Feld[x][y] = EL_AMOEBA_GROWING;
3045 Store[x][y] = EL_AMOEBA_WET;
3047 ResetRandomAnimationValue(x, y);
3052 if (object_hit) /* check which object was hit */
3054 if (CAN_PASS_MAGIC_WALL(element) &&
3055 (smashed == EL_MAGIC_WALL ||
3056 smashed == EL_BD_MAGIC_WALL))
3059 int activated_magic_wall =
3060 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3061 EL_BD_MAGIC_WALL_ACTIVE);
3063 /* activate magic wall / mill */
3064 for (yy=0; yy<lev_fieldy; yy++)
3065 for (xx=0; xx<lev_fieldx; xx++)
3066 if (Feld[xx][yy] == smashed)
3067 Feld[xx][yy] = activated_magic_wall;
3069 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3070 game.magic_wall_active = TRUE;
3072 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3073 SND_MAGIC_WALL_ACTIVATING :
3074 SND_BD_MAGIC_WALL_ACTIVATING));
3077 if (IS_PLAYER(x, y + 1))
3079 if (CAN_SMASH_PLAYER(element))
3081 KillHeroUnlessProtected(x, y + 1);
3085 else if (smashed == EL_PENGUIN)
3087 if (CAN_SMASH_PLAYER(element))
3093 else if (element == EL_BD_DIAMOND)
3095 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3101 else if ((element == EL_SP_INFOTRON ||
3102 element == EL_SP_ZONK) &&
3103 (smashed == EL_SP_SNIKSNAK ||
3104 smashed == EL_SP_ELECTRON ||
3105 smashed == EL_SP_DISK_ORANGE))
3111 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3117 else if (CAN_SMASH_EVERYTHING(element))
3119 if (IS_CLASSIC_ENEMY(smashed) ||
3120 CAN_EXPLODE_SMASHED(smashed))
3125 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3127 if (smashed == EL_LAMP ||
3128 smashed == EL_LAMP_ACTIVE)
3133 else if (smashed == EL_NUT)
3135 Feld[x][y + 1] = EL_NUT_BREAKING;
3136 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3137 RaiseScoreElement(EL_NUT);
3140 else if (smashed == EL_PEARL)
3142 Feld[x][y + 1] = EL_PEARL_BREAKING;
3143 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3146 else if (smashed == EL_DIAMOND)
3148 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3149 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3152 else if (IS_BELT_SWITCH(smashed))
3154 ToggleBeltSwitch(x, y + 1);
3156 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3157 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3159 ToggleSwitchgateSwitch(x, y + 1);
3161 else if (smashed == EL_LIGHT_SWITCH ||
3162 smashed == EL_LIGHT_SWITCH_ACTIVE)
3164 ToggleLightSwitch(x, y + 1);
3168 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3173 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3178 /* play sound of magic wall / mill */
3180 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3181 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3183 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3184 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3185 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3186 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3191 /* play sound of object that hits the ground */
3192 if (lastline || object_hit)
3193 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3196 void TurnRound(int x, int y)
3208 { 0, 0 }, { 0, 0 }, { 0, 0 },
3213 int left, right, back;
3217 { MV_DOWN, MV_UP, MV_RIGHT },
3218 { MV_UP, MV_DOWN, MV_LEFT },
3220 { MV_LEFT, MV_RIGHT, MV_DOWN },
3224 { MV_RIGHT, MV_LEFT, MV_UP }
3227 int element = Feld[x][y];
3228 int old_move_dir = MovDir[x][y];
3229 int left_dir = turn[old_move_dir].left;
3230 int right_dir = turn[old_move_dir].right;
3231 int back_dir = turn[old_move_dir].back;
3233 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3234 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3235 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3236 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3238 int left_x = x + left_dx, left_y = y + left_dy;
3239 int right_x = x + right_dx, right_y = y + right_dy;
3240 int move_x = x + move_dx, move_y = y + move_dy;
3244 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3246 TestIfBadThingTouchesOtherBadThing(x, y);
3248 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3249 MovDir[x][y] = right_dir;
3250 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3251 MovDir[x][y] = left_dir;
3253 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3255 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3258 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3259 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3261 TestIfBadThingTouchesOtherBadThing(x, y);
3263 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3264 MovDir[x][y] = left_dir;
3265 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3266 MovDir[x][y] = right_dir;
3268 if ((element == EL_SPACESHIP ||
3269 element == EL_SP_SNIKSNAK ||
3270 element == EL_SP_ELECTRON)
3271 && MovDir[x][y] != old_move_dir)
3273 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3276 else if (element == EL_YAMYAM)
3278 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3279 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3281 if (can_turn_left && can_turn_right)
3282 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3283 else if (can_turn_left)
3284 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3285 else if (can_turn_right)
3286 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3288 MovDir[x][y] = back_dir;
3290 MovDelay[x][y] = 16 + 16 * RND(3);
3292 else if (element == EL_DARK_YAMYAM)
3294 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3295 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3297 if (can_turn_left && can_turn_right)
3298 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3299 else if (can_turn_left)
3300 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3301 else if (can_turn_right)
3302 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3304 MovDir[x][y] = back_dir;
3306 MovDelay[x][y] = 16 + 16 * RND(3);
3308 else if (element == EL_PACMAN)
3310 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3311 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3313 if (can_turn_left && can_turn_right)
3314 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3315 else if (can_turn_left)
3316 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3317 else if (can_turn_right)
3318 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3320 MovDir[x][y] = back_dir;
3322 MovDelay[x][y] = 6 + RND(40);
3324 else if (element == EL_PIG)
3326 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3327 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3328 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3329 boolean should_turn_left, should_turn_right, should_move_on;
3331 int rnd = RND(rnd_value);
3333 should_turn_left = (can_turn_left &&
3335 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3336 y + back_dy + left_dy)));
3337 should_turn_right = (can_turn_right &&
3339 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3340 y + back_dy + right_dy)));
3341 should_move_on = (can_move_on &&
3344 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3345 y + move_dy + left_dy) ||
3346 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3347 y + move_dy + right_dy)));
3349 if (should_turn_left || should_turn_right || should_move_on)
3351 if (should_turn_left && should_turn_right && should_move_on)
3352 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3353 rnd < 2 * rnd_value / 3 ? right_dir :
3355 else if (should_turn_left && should_turn_right)
3356 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3357 else if (should_turn_left && should_move_on)
3358 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3359 else if (should_turn_right && should_move_on)
3360 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3361 else if (should_turn_left)
3362 MovDir[x][y] = left_dir;
3363 else if (should_turn_right)
3364 MovDir[x][y] = right_dir;
3365 else if (should_move_on)
3366 MovDir[x][y] = old_move_dir;
3368 else if (can_move_on && rnd > rnd_value / 8)
3369 MovDir[x][y] = old_move_dir;
3370 else if (can_turn_left && can_turn_right)
3371 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3372 else if (can_turn_left && rnd > rnd_value / 8)
3373 MovDir[x][y] = left_dir;
3374 else if (can_turn_right && rnd > rnd_value/8)
3375 MovDir[x][y] = right_dir;
3377 MovDir[x][y] = back_dir;
3379 xx = x + move_xy[MovDir[x][y]].x;
3380 yy = y + move_xy[MovDir[x][y]].y;
3382 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3383 MovDir[x][y] = old_move_dir;
3387 else if (element == EL_DRAGON)
3389 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3390 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3391 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3393 int rnd = RND(rnd_value);
3395 if (can_move_on && rnd > rnd_value / 8)
3396 MovDir[x][y] = old_move_dir;
3397 else if (can_turn_left && can_turn_right)
3398 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3399 else if (can_turn_left && rnd > rnd_value / 8)
3400 MovDir[x][y] = left_dir;
3401 else if (can_turn_right && rnd > rnd_value / 8)
3402 MovDir[x][y] = right_dir;
3404 MovDir[x][y] = back_dir;
3406 xx = x + move_xy[MovDir[x][y]].x;
3407 yy = y + move_xy[MovDir[x][y]].y;
3409 if (!IS_FREE(xx, yy))
3410 MovDir[x][y] = old_move_dir;
3414 else if (element == EL_MOLE)
3416 boolean can_move_on =
3417 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3418 IS_AMOEBOID(Feld[move_x][move_y]) ||
3419 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3422 boolean can_turn_left =
3423 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3424 IS_AMOEBOID(Feld[left_x][left_y])));
3426 boolean can_turn_right =
3427 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3428 IS_AMOEBOID(Feld[right_x][right_y])));
3430 if (can_turn_left && can_turn_right)
3431 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3432 else if (can_turn_left)
3433 MovDir[x][y] = left_dir;
3435 MovDir[x][y] = right_dir;
3438 if (MovDir[x][y] != old_move_dir)
3441 else if (element == EL_BALLOON)
3443 MovDir[x][y] = game.balloon_dir;
3446 else if (element == EL_SPRING)
3448 if (MovDir[x][y] & MV_HORIZONTAL &&
3449 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3450 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3451 MovDir[x][y] = MV_NO_MOVING;
3455 else if (element == EL_ROBOT ||
3456 element == EL_SATELLITE ||
3457 element == EL_PENGUIN)
3459 int attr_x = -1, attr_y = -1;
3470 for (i=0; i<MAX_PLAYERS; i++)
3472 struct PlayerInfo *player = &stored_player[i];
3473 int jx = player->jx, jy = player->jy;
3475 if (!player->active)
3479 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3487 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3493 if (element == EL_PENGUIN)
3496 static int xy[4][2] =
3506 int ex = x + xy[i % 4][0];
3507 int ey = y + xy[i % 4][1];
3509 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3518 MovDir[x][y] = MV_NO_MOVING;
3520 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3521 else if (attr_x > x)
3522 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3524 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3525 else if (attr_y > y)
3526 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3528 if (element == EL_ROBOT)
3532 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3533 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3534 Moving2Blocked(x, y, &newx, &newy);
3536 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3537 MovDelay[x][y] = 8 + 8 * !RND(3);
3539 MovDelay[x][y] = 16;
3541 else if (element == EL_PENGUIN)
3547 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3549 boolean first_horiz = RND(2);
3550 int new_move_dir = MovDir[x][y];
3553 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3554 Moving2Blocked(x, y, &newx, &newy);
3556 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3560 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3561 Moving2Blocked(x, y, &newx, &newy);
3563 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3566 MovDir[x][y] = old_move_dir;
3570 else /* (element == EL_SATELLITE) */
3576 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3578 boolean first_horiz = RND(2);
3579 int new_move_dir = MovDir[x][y];
3582 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3583 Moving2Blocked(x, y, &newx, &newy);
3585 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3589 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3590 Moving2Blocked(x, y, &newx, &newy);
3592 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3595 MovDir[x][y] = old_move_dir;
3600 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3601 element_info[element].move_pattern == MV_TURNING_LEFT ||
3602 element_info[element].move_pattern == MV_TURNING_RIGHT)
3604 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3605 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3607 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3608 MovDir[x][y] = left_dir;
3609 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3610 MovDir[x][y] = right_dir;
3611 else if (can_turn_left && can_turn_right)
3612 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3613 else if (can_turn_left)
3614 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3615 else if (can_turn_right)
3616 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3618 MovDir[x][y] = back_dir;
3620 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3622 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3623 element_info[element].move_pattern == MV_VERTICAL)
3625 if (element_info[element].move_pattern & old_move_dir)
3626 MovDir[x][y] = back_dir;
3627 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3628 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3629 else if (element_info[element].move_pattern == MV_VERTICAL)
3630 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3632 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3634 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3636 MovDir[x][y] = element_info[element].move_pattern;
3637 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3639 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3641 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3642 MovDir[x][y] = left_dir;
3643 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3644 MovDir[x][y] = right_dir;
3646 if (MovDir[x][y] != old_move_dir)
3647 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3649 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3651 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3652 MovDir[x][y] = right_dir;
3653 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3654 MovDir[x][y] = left_dir;
3656 if (MovDir[x][y] != old_move_dir)
3657 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3659 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3660 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3662 int attr_x = -1, attr_y = -1;
3665 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3676 for (i=0; i<MAX_PLAYERS; i++)
3678 struct PlayerInfo *player = &stored_player[i];
3679 int jx = player->jx, jy = player->jy;
3681 if (!player->active)
3685 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3693 MovDir[x][y] = MV_NO_MOVING;
3695 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3696 else if (attr_x > x)
3697 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3699 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3700 else if (attr_y > y)
3701 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3703 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3705 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3707 boolean first_horiz = RND(2);
3708 int new_move_dir = MovDir[x][y];
3711 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3712 Moving2Blocked(x, y, &newx, &newy);
3714 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3718 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3719 Moving2Blocked(x, y, &newx, &newy);
3721 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3724 MovDir[x][y] = old_move_dir;
3729 static boolean JustBeingPushed(int x, int y)
3733 for (i=0; i<MAX_PLAYERS; i++)
3735 struct PlayerInfo *player = &stored_player[i];
3737 if (player->active && player->Pushing && player->MovPos)
3739 int next_jx = player->jx + (player->jx - player->last_jx);
3740 int next_jy = player->jy + (player->jy - player->last_jy);
3742 if (x == next_jx && y == next_jy)
3750 void StartMoving(int x, int y)
3752 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3753 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3754 int element = Feld[x][y];
3759 /* !!! this should be handled more generic (not only for mole) !!! */
3760 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3761 GfxAction[x][y] = ACTION_DEFAULT;
3763 if (CAN_FALL(element) && y < lev_fieldy - 1)
3765 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3766 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3767 if (JustBeingPushed(x, y))
3770 if (element == EL_QUICKSAND_FULL)
3772 if (IS_FREE(x, y + 1))
3774 InitMovingField(x, y, MV_DOWN);
3775 started_moving = TRUE;
3777 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3778 Store[x][y] = EL_ROCK;
3780 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3782 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3785 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3787 if (!MovDelay[x][y])
3788 MovDelay[x][y] = TILEY + 1;
3797 Feld[x][y] = EL_QUICKSAND_EMPTY;
3798 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3799 Store[x][y + 1] = Store[x][y];
3802 PlaySoundLevelAction(x, y, ACTION_FILLING);
3804 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3808 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3809 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3811 InitMovingField(x, y, MV_DOWN);
3812 started_moving = TRUE;
3814 Feld[x][y] = EL_QUICKSAND_FILLING;
3815 Store[x][y] = element;
3817 PlaySoundLevelAction(x, y, ACTION_FILLING);
3819 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3822 else if (element == EL_MAGIC_WALL_FULL)
3824 if (IS_FREE(x, y + 1))
3826 InitMovingField(x, y, MV_DOWN);
3827 started_moving = TRUE;
3829 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3830 Store[x][y] = EL_CHANGED(Store[x][y]);
3832 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3834 if (!MovDelay[x][y])
3835 MovDelay[x][y] = TILEY/4 + 1;
3844 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3845 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3846 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3850 else if (element == EL_BD_MAGIC_WALL_FULL)
3852 if (IS_FREE(x, y + 1))
3854 InitMovingField(x, y, MV_DOWN);
3855 started_moving = TRUE;
3857 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3858 Store[x][y] = EL_CHANGED2(Store[x][y]);
3860 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3862 if (!MovDelay[x][y])
3863 MovDelay[x][y] = TILEY/4 + 1;
3872 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3873 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3874 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3878 else if (CAN_PASS_MAGIC_WALL(element) &&
3879 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3880 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3882 InitMovingField(x, y, MV_DOWN);
3883 started_moving = TRUE;
3886 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3887 EL_BD_MAGIC_WALL_FILLING);
3888 Store[x][y] = element;
3891 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3893 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3898 InitMovingField(x, y, MV_DOWN);
3899 started_moving = TRUE;
3901 Store[x][y] = EL_ACID;
3903 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3904 GfxAction[x][y + 1] = ACTION_ACTIVE;
3909 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3910 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3911 JustStopped[x][y] && !Pushed[x][y + 1])
3913 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3917 /* calling "Impact()" here is not only completely unneccessary
3918 (because it already gets called from "ContinueMoving()" in
3919 all relevant situations), but also completely bullshit, because
3920 "JustStopped" also indicates a finished *horizontal* movement;
3921 we must keep this trash for backwards compatibility with older
3927 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3929 if (MovDir[x][y] == MV_NO_MOVING)
3931 InitMovingField(x, y, MV_DOWN);
3932 started_moving = TRUE;
3935 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3937 if (JustStopped[x][y]) /* prevent animation from being restarted */
3938 MovDir[x][y] = MV_DOWN;
3940 InitMovingField(x, y, MV_DOWN);
3941 started_moving = TRUE;
3943 else if (element == EL_AMOEBA_DROP)
3945 Feld[x][y] = EL_AMOEBA_GROWING;
3946 Store[x][y] = EL_AMOEBA_WET;
3948 /* Store[x][y + 1] must be zero, because:
3949 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3952 #if OLD_GAME_BEHAVIOUR
3953 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3955 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3956 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3957 element != EL_DX_SUPABOMB)
3960 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3961 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3962 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3963 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3966 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3967 (IS_FREE(x - 1, y + 1) ||
3968 Feld[x - 1][y + 1] == EL_ACID));
3969 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3970 (IS_FREE(x + 1, y + 1) ||
3971 Feld[x + 1][y + 1] == EL_ACID));
3972 boolean can_fall_any = (can_fall_left || can_fall_right);
3973 boolean can_fall_both = (can_fall_left && can_fall_right);
3975 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3977 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3979 if (slippery_type == SLIPPERY_ONLY_LEFT)
3980 can_fall_right = FALSE;
3981 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3982 can_fall_left = FALSE;
3983 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3984 can_fall_right = FALSE;
3985 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3986 can_fall_left = FALSE;
3988 can_fall_any = (can_fall_left || can_fall_right);
3989 can_fall_both = (can_fall_left && can_fall_right);
3994 if (can_fall_both &&
3995 (game.emulation != EMU_BOULDERDASH &&
3996 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3997 can_fall_left = !(can_fall_right = RND(2));
3999 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4000 started_moving = TRUE;
4003 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4005 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4006 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4007 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4008 int belt_dir = game.belt_dir[belt_nr];
4010 if ((belt_dir == MV_LEFT && left_is_free) ||
4011 (belt_dir == MV_RIGHT && right_is_free))
4013 InitMovingField(x, y, belt_dir);
4014 started_moving = TRUE;
4016 GfxAction[x][y] = ACTION_DEFAULT;
4021 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4022 if (CAN_MOVE(element) && !started_moving)
4026 if ((element == EL_SATELLITE ||
4027 element == EL_BALLOON ||
4028 element == EL_SPRING)
4029 && JustBeingPushed(x, y))
4034 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4035 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4037 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4039 Moving2Blocked(x, y, &newx, &newy);
4040 if (Feld[newx][newy] == EL_BLOCKED)
4041 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4046 if (!MovDelay[x][y]) /* start new movement phase */
4048 /* all objects that can change their move direction after each step
4049 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4051 if (element != EL_YAMYAM &&
4052 element != EL_DARK_YAMYAM &&
4053 element != EL_PACMAN &&
4054 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4055 element_info[element].move_pattern != MV_TURNING_LEFT &&
4056 element_info[element].move_pattern != MV_TURNING_RIGHT)
4060 if (MovDelay[x][y] && (element == EL_BUG ||
4061 element == EL_SPACESHIP ||
4062 element == EL_SP_SNIKSNAK ||
4063 element == EL_SP_ELECTRON ||
4064 element == EL_MOLE))
4065 DrawLevelField(x, y);
4069 if (MovDelay[x][y]) /* wait some time before next movement */
4074 if (element == EL_YAMYAM)
4077 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4078 DrawLevelElementAnimation(x, y, element);
4082 if (MovDelay[x][y]) /* element still has to wait some time */
4085 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4086 ResetGfxAnimation(x, y);
4088 GfxAction[x][y] = ACTION_WAITING;
4091 if (element == EL_ROBOT ||
4093 element == EL_PACMAN ||
4095 element == EL_YAMYAM ||
4096 element == EL_DARK_YAMYAM)
4099 DrawLevelElementAnimation(x, y, element);
4101 DrawLevelElementAnimationIfNeeded(x, y, element);
4103 PlaySoundLevelAction(x, y, ACTION_WAITING);
4105 else if (element == EL_SP_ELECTRON)
4106 DrawLevelElementAnimationIfNeeded(x, y, element);
4107 else if (element == EL_DRAGON)
4110 int dir = MovDir[x][y];
4111 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4112 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4113 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4114 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4115 dir == MV_UP ? IMG_FLAMES_1_UP :
4116 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4117 int frame = getGraphicAnimationFrame(graphic, -1);
4119 for (i=1; i<=3; i++)
4121 int xx = x + i*dx, yy = y + i*dy;
4122 int sx = SCREENX(xx), sy = SCREENY(yy);
4123 int flame_graphic = graphic + (i - 1);
4125 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4130 int flamed = MovingOrBlocked2Element(xx, yy);
4132 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4135 RemoveMovingField(xx, yy);
4137 Feld[xx][yy] = EL_FLAMES;
4138 if (IN_SCR_FIELD(sx, sy))
4139 DrawGraphic(sx, sy, flame_graphic, frame);
4143 if (Feld[xx][yy] == EL_FLAMES)
4144 Feld[xx][yy] = EL_EMPTY;
4145 DrawLevelField(xx, yy);
4150 if (MovDelay[x][y]) /* element still has to wait some time */
4152 PlaySoundLevelAction(x, y, ACTION_WAITING);
4157 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4158 for all other elements GfxAction will be set by InitMovingField() */
4159 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4160 GfxAction[x][y] = ACTION_MOVING;
4163 /* now make next step */
4165 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4167 if (DONT_COLLIDE_WITH(element) &&
4168 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4169 !PLAYER_PROTECTED(newx, newy))
4172 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4175 /* player killed by element which is deadly when colliding with */
4177 KillHero(PLAYERINFO(newx, newy));
4182 else if ((element == EL_PENGUIN ||
4183 element == EL_ROBOT ||
4184 element == EL_SATELLITE ||
4185 element == EL_BALLOON ||
4186 IS_CUSTOM_ELEMENT(element)) &&
4187 IN_LEV_FIELD(newx, newy) &&
4188 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4191 Store[x][y] = EL_ACID;
4193 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4195 if (Feld[newx][newy] == EL_EXIT_OPEN)
4197 Feld[x][y] = EL_EMPTY;
4198 DrawLevelField(x, y);
4200 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4201 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4202 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4204 local_player->friends_still_needed--;
4205 if (!local_player->friends_still_needed &&
4206 !local_player->GameOver && AllPlayersGone)
4207 local_player->LevelSolved = local_player->GameOver = TRUE;
4211 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4213 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4214 DrawLevelField(newx, newy);
4216 MovDir[x][y] = MV_NO_MOVING;
4218 else if (!IS_FREE(newx, newy))
4220 GfxAction[x][y] = ACTION_WAITING;
4222 if (IS_PLAYER(x, y))
4223 DrawPlayerField(x, y);
4225 DrawLevelField(x, y);
4229 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4231 if (IS_FOOD_PIG(Feld[newx][newy]))
4233 if (IS_MOVING(newx, newy))
4234 RemoveMovingField(newx, newy);
4237 Feld[newx][newy] = EL_EMPTY;
4238 DrawLevelField(newx, newy);
4241 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4243 else if (!IS_FREE(newx, newy))
4245 if (IS_PLAYER(x, y))
4246 DrawPlayerField(x, y);
4248 DrawLevelField(x, y);
4252 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4254 if (!IS_FREE(newx, newy))
4256 if (IS_PLAYER(x, y))
4257 DrawPlayerField(x, y);
4259 DrawLevelField(x, y);
4264 boolean wanna_flame = !RND(10);
4265 int dx = newx - x, dy = newy - y;
4266 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4267 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4268 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4269 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4270 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4271 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4274 IS_CLASSIC_ENEMY(element1) ||
4275 IS_CLASSIC_ENEMY(element2)) &&
4276 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4277 element1 != EL_FLAMES && element2 != EL_FLAMES)
4279 if (IS_PLAYER(x, y))
4280 DrawPlayerField(x, y);
4282 DrawLevelField(x, y);
4284 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4286 MovDelay[x][y] = 50;
4287 Feld[newx][newy] = EL_FLAMES;
4288 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4289 Feld[newx1][newy1] = EL_FLAMES;
4290 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4291 Feld[newx2][newy2] = EL_FLAMES;
4296 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4297 Feld[newx][newy] == EL_DIAMOND)
4299 if (IS_MOVING(newx, newy))
4300 RemoveMovingField(newx, newy);
4303 Feld[newx][newy] = EL_EMPTY;
4304 DrawLevelField(newx, newy);
4307 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4309 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4310 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4312 if (AmoebaNr[newx][newy])
4314 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4315 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4316 Feld[newx][newy] == EL_BD_AMOEBA)
4317 AmoebaCnt[AmoebaNr[newx][newy]]--;
4320 if (IS_MOVING(newx, newy))
4321 RemoveMovingField(newx, newy);
4324 Feld[newx][newy] = EL_EMPTY;
4325 DrawLevelField(newx, newy);
4328 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4330 else if ((element == EL_PACMAN || element == EL_MOLE)
4331 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4333 if (AmoebaNr[newx][newy])
4335 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4336 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4337 Feld[newx][newy] == EL_BD_AMOEBA)
4338 AmoebaCnt[AmoebaNr[newx][newy]]--;
4341 if (element == EL_MOLE)
4343 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4344 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4346 ResetGfxAnimation(x, y);
4347 GfxAction[x][y] = ACTION_DIGGING;
4348 DrawLevelField(x, y);
4350 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4351 return; /* wait for shrinking amoeba */
4353 else /* element == EL_PACMAN */
4355 Feld[newx][newy] = EL_EMPTY;
4356 DrawLevelField(newx, newy);
4357 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4360 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4361 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4362 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4364 /* wait for shrinking amoeba to completely disappear */
4367 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4369 /* object was running against a wall */
4374 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4375 DrawLevelElementAnimation(x, y, element);
4377 if (element == EL_BUG ||
4378 element == EL_SPACESHIP ||
4379 element == EL_SP_SNIKSNAK)
4380 DrawLevelField(x, y);
4381 else if (element == EL_MOLE)
4382 DrawLevelField(x, y);
4383 else if (element == EL_BD_BUTTERFLY ||
4384 element == EL_BD_FIREFLY)
4385 DrawLevelElementAnimationIfNeeded(x, y, element);
4386 else if (element == EL_SATELLITE)
4387 DrawLevelElementAnimationIfNeeded(x, y, element);
4388 else if (element == EL_SP_ELECTRON)
4389 DrawLevelElementAnimationIfNeeded(x, y, element);
4392 if (DONT_TOUCH(element))
4393 TestIfBadThingTouchesHero(x, y);
4396 PlaySoundLevelAction(x, y, ACTION_WAITING);
4402 InitMovingField(x, y, MovDir[x][y]);
4404 PlaySoundLevelAction(x, y, ACTION_MOVING);
4408 ContinueMoving(x, y);
4411 void ContinueMoving(int x, int y)
4413 int element = Feld[x][y];
4414 int direction = MovDir[x][y];
4415 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4416 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4417 int newx = x + dx, newy = y + dy;
4418 int nextx = newx + dx, nexty = newy + dy;
4419 boolean pushed = Pushed[x][y];
4421 MovPos[x][y] += getElementMoveStepsize(x, y);
4423 if (pushed) /* special case: moving object pushed by player */
4424 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4426 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4428 Feld[x][y] = EL_EMPTY;
4429 Feld[newx][newy] = element;
4430 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4432 if (element == EL_MOLE)
4434 Feld[x][y] = EL_SAND;
4436 DrawLevelFieldCrumbledSandNeighbours(x, y);
4438 else if (element == EL_QUICKSAND_FILLING)
4440 element = Feld[newx][newy] = get_next_element(element);
4441 Store[newx][newy] = Store[x][y];
4443 else if (element == EL_QUICKSAND_EMPTYING)
4445 Feld[x][y] = get_next_element(element);
4446 element = Feld[newx][newy] = Store[x][y];
4448 else if (element == EL_MAGIC_WALL_FILLING)
4450 element = Feld[newx][newy] = get_next_element(element);
4451 if (!game.magic_wall_active)
4452 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4453 Store[newx][newy] = Store[x][y];
4455 else if (element == EL_MAGIC_WALL_EMPTYING)
4457 Feld[x][y] = get_next_element(element);
4458 if (!game.magic_wall_active)
4459 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4460 element = Feld[newx][newy] = Store[x][y];
4462 else if (element == EL_BD_MAGIC_WALL_FILLING)
4464 element = Feld[newx][newy] = get_next_element(element);
4465 if (!game.magic_wall_active)
4466 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4467 Store[newx][newy] = Store[x][y];
4469 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4471 Feld[x][y] = get_next_element(element);
4472 if (!game.magic_wall_active)
4473 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4474 element = Feld[newx][newy] = Store[x][y];
4476 else if (element == EL_AMOEBA_DROPPING)
4478 Feld[x][y] = get_next_element(element);
4479 element = Feld[newx][newy] = Store[x][y];
4481 else if (element == EL_SOKOBAN_OBJECT)
4484 Feld[x][y] = Back[x][y];
4486 if (Back[newx][newy])
4487 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4489 Back[x][y] = Back[newx][newy] = 0;
4491 else if (Store[x][y] == EL_ACID)
4493 element = Feld[newx][newy] = EL_ACID;
4497 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4498 MovDelay[newx][newy] = 0;
4500 /* copy element change control values to new field */
4501 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4503 /* copy animation control values to new field */
4504 GfxFrame[newx][newy] = GfxFrame[x][y];
4505 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4506 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4508 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4510 ResetGfxAnimation(x, y); /* reset animation values for old field */
4513 /* 2.1.1 (does not work correctly for spring) */
4514 if (!CAN_MOVE(element))
4515 MovDir[newx][newy] = 0;
4519 /* (does not work for falling objects that slide horizontally) */
4520 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4521 MovDir[newx][newy] = 0;
4524 if (!CAN_MOVE(element) ||
4525 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4526 MovDir[newx][newy] = 0;
4529 if (!CAN_MOVE(element) ||
4530 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4531 MovDir[newx][newy] = 0;
4535 DrawLevelField(x, y);
4536 DrawLevelField(newx, newy);
4538 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4540 if (!pushed) /* special case: moving object pushed by player */
4541 JustStopped[newx][newy] = 3;
4543 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4545 TestIfBadThingTouchesHero(newx, newy);
4546 TestIfBadThingTouchesFriend(newx, newy);
4547 TestIfBadThingTouchesOtherBadThing(newx, newy);
4549 else if (element == EL_PENGUIN)
4550 TestIfFriendTouchesBadThing(newx, newy);
4552 if (CAN_FALL(element) && direction == MV_DOWN &&
4553 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4556 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4557 CheckElementChange(newx, newy, element, CE_COLLISION);
4559 TestIfPlayerTouchesCustomElement(newx, newy);
4560 TestIfElementTouchesCustomElement(newx, newy);
4562 else /* still moving on */
4564 DrawLevelField(x, y);
4568 int AmoebeNachbarNr(int ax, int ay)
4571 int element = Feld[ax][ay];
4573 static int xy[4][2] =
4583 int x = ax + xy[i][0];
4584 int y = ay + xy[i][1];
4586 if (!IN_LEV_FIELD(x, y))
4589 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4590 group_nr = AmoebaNr[x][y];
4596 void AmoebenVereinigen(int ax, int ay)
4598 int i, x, y, xx, yy;
4599 int new_group_nr = AmoebaNr[ax][ay];
4600 static int xy[4][2] =
4608 if (new_group_nr == 0)
4616 if (!IN_LEV_FIELD(x, y))
4619 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4620 Feld[x][y] == EL_BD_AMOEBA ||
4621 Feld[x][y] == EL_AMOEBA_DEAD) &&
4622 AmoebaNr[x][y] != new_group_nr)
4624 int old_group_nr = AmoebaNr[x][y];
4626 if (old_group_nr == 0)
4629 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4630 AmoebaCnt[old_group_nr] = 0;
4631 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4632 AmoebaCnt2[old_group_nr] = 0;
4634 for (yy=0; yy<lev_fieldy; yy++)
4636 for (xx=0; xx<lev_fieldx; xx++)
4638 if (AmoebaNr[xx][yy] == old_group_nr)
4639 AmoebaNr[xx][yy] = new_group_nr;
4646 void AmoebeUmwandeln(int ax, int ay)
4650 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4652 int group_nr = AmoebaNr[ax][ay];
4657 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4658 printf("AmoebeUmwandeln(): This should never happen!\n");
4663 for (y=0; y<lev_fieldy; y++)
4665 for (x=0; x<lev_fieldx; x++)
4667 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4670 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4674 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4675 SND_AMOEBA_TURNING_TO_GEM :
4676 SND_AMOEBA_TURNING_TO_ROCK));
4681 static int xy[4][2] =
4694 if (!IN_LEV_FIELD(x, y))
4697 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4699 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4700 SND_AMOEBA_TURNING_TO_GEM :
4701 SND_AMOEBA_TURNING_TO_ROCK));
4708 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4711 int group_nr = AmoebaNr[ax][ay];
4712 boolean done = FALSE;
4717 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4718 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4723 for (y=0; y<lev_fieldy; y++)
4725 for (x=0; x<lev_fieldx; x++)
4727 if (AmoebaNr[x][y] == group_nr &&
4728 (Feld[x][y] == EL_AMOEBA_DEAD ||
4729 Feld[x][y] == EL_BD_AMOEBA ||
4730 Feld[x][y] == EL_AMOEBA_GROWING))
4733 Feld[x][y] = new_element;
4734 InitField(x, y, FALSE);
4735 DrawLevelField(x, y);
4742 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4743 SND_BD_AMOEBA_TURNING_TO_ROCK :
4744 SND_BD_AMOEBA_TURNING_TO_GEM));
4747 void AmoebeWaechst(int x, int y)
4749 static unsigned long sound_delay = 0;
4750 static unsigned long sound_delay_value = 0;
4752 if (!MovDelay[x][y]) /* start new growing cycle */
4756 if (DelayReached(&sound_delay, sound_delay_value))
4759 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4761 if (Store[x][y] == EL_BD_AMOEBA)
4762 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4764 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4766 sound_delay_value = 30;
4770 if (MovDelay[x][y]) /* wait some time before growing bigger */
4773 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4775 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4776 6 - MovDelay[x][y]);
4778 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4781 if (!MovDelay[x][y])
4783 Feld[x][y] = Store[x][y];
4785 DrawLevelField(x, y);
4790 void AmoebaDisappearing(int x, int y)
4792 static unsigned long sound_delay = 0;
4793 static unsigned long sound_delay_value = 0;
4795 if (!MovDelay[x][y]) /* start new shrinking cycle */
4799 if (DelayReached(&sound_delay, sound_delay_value))
4800 sound_delay_value = 30;
4803 if (MovDelay[x][y]) /* wait some time before shrinking */
4806 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4808 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4809 6 - MovDelay[x][y]);
4811 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4814 if (!MovDelay[x][y])
4816 Feld[x][y] = EL_EMPTY;
4817 DrawLevelField(x, y);
4819 /* don't let mole enter this field in this cycle;
4820 (give priority to objects falling to this field from above) */
4826 void AmoebeAbleger(int ax, int ay)
4829 int element = Feld[ax][ay];
4830 int graphic = el2img(element);
4831 int newax = ax, neway = ay;
4832 static int xy[4][2] =
4840 if (!level.amoeba_speed)
4842 Feld[ax][ay] = EL_AMOEBA_DEAD;
4843 DrawLevelField(ax, ay);
4847 if (IS_ANIMATED(graphic))
4848 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4850 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4851 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4853 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4856 if (MovDelay[ax][ay])
4860 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4863 int x = ax + xy[start][0];
4864 int y = ay + xy[start][1];
4866 if (!IN_LEV_FIELD(x, y))
4869 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4870 if (IS_FREE(x, y) ||
4871 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4877 if (newax == ax && neway == ay)
4880 else /* normal or "filled" (BD style) amoeba */
4883 boolean waiting_for_player = FALSE;
4887 int j = (start + i) % 4;
4888 int x = ax + xy[j][0];
4889 int y = ay + xy[j][1];
4891 if (!IN_LEV_FIELD(x, y))
4894 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4895 if (IS_FREE(x, y) ||
4896 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4902 else if (IS_PLAYER(x, y))
4903 waiting_for_player = TRUE;
4906 if (newax == ax && neway == ay) /* amoeba cannot grow */
4908 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4910 Feld[ax][ay] = EL_AMOEBA_DEAD;
4911 DrawLevelField(ax, ay);
4912 AmoebaCnt[AmoebaNr[ax][ay]]--;
4914 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4916 if (element == EL_AMOEBA_FULL)
4917 AmoebeUmwandeln(ax, ay);
4918 else if (element == EL_BD_AMOEBA)
4919 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4924 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4926 /* amoeba gets larger by growing in some direction */
4928 int new_group_nr = AmoebaNr[ax][ay];
4931 if (new_group_nr == 0)
4933 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4934 printf("AmoebeAbleger(): This should never happen!\n");
4939 AmoebaNr[newax][neway] = new_group_nr;
4940 AmoebaCnt[new_group_nr]++;
4941 AmoebaCnt2[new_group_nr]++;
4943 /* if amoeba touches other amoeba(s) after growing, unify them */
4944 AmoebenVereinigen(newax, neway);
4946 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4948 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4954 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4955 (neway == lev_fieldy - 1 && newax != ax))
4957 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4958 Store[newax][neway] = element;
4960 else if (neway == ay)
4962 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4964 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4966 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4971 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4972 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4973 Store[ax][ay] = EL_AMOEBA_DROP;
4974 ContinueMoving(ax, ay);
4978 DrawLevelField(newax, neway);
4981 void Life(int ax, int ay)
4984 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4986 int element = Feld[ax][ay];
4987 int graphic = el2img(element);
4988 boolean changed = FALSE;
4990 if (IS_ANIMATED(graphic))
4991 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4996 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4997 MovDelay[ax][ay] = life_time;
4999 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5002 if (MovDelay[ax][ay])
5006 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5008 int xx = ax+x1, yy = ay+y1;
5011 if (!IN_LEV_FIELD(xx, yy))
5014 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5016 int x = xx+x2, y = yy+y2;
5018 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5021 if (((Feld[x][y] == element ||
5022 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5024 (IS_FREE(x, y) && Stop[x][y]))
5028 if (xx == ax && yy == ay) /* field in the middle */
5030 if (nachbarn < life[0] || nachbarn > life[1])
5032 Feld[xx][yy] = EL_EMPTY;
5034 DrawLevelField(xx, yy);
5035 Stop[xx][yy] = TRUE;
5039 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5040 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5041 { /* free border field */
5042 if (nachbarn >= life[2] && nachbarn <= life[3])
5044 Feld[xx][yy] = element;
5045 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5047 DrawLevelField(xx, yy);
5048 Stop[xx][yy] = TRUE;
5055 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5056 SND_GAME_OF_LIFE_GROWING);
5059 static void InitRobotWheel(int x, int y)
5061 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5064 static void RunRobotWheel(int x, int y)
5066 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5069 static void StopRobotWheel(int x, int y)
5071 if (ZX == x && ZY == y)
5075 static void InitTimegateWheel(int x, int y)
5077 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5080 static void RunTimegateWheel(int x, int y)
5082 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5085 void CheckExit(int x, int y)
5087 if (local_player->gems_still_needed > 0 ||
5088 local_player->sokobanfields_still_needed > 0 ||
5089 local_player->lights_still_needed > 0)
5091 int element = Feld[x][y];
5092 int graphic = el2img(element);
5094 if (IS_ANIMATED(graphic))
5095 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5100 Feld[x][y] = EL_EXIT_OPENING;
5102 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5105 void CheckExitSP(int x, int y)
5107 if (local_player->gems_still_needed > 0)
5109 int element = Feld[x][y];
5110 int graphic = el2img(element);
5112 if (IS_ANIMATED(graphic))
5113 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5118 Feld[x][y] = EL_SP_EXIT_OPEN;
5120 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5123 static void CloseAllOpenTimegates()
5127 for (y=0; y<lev_fieldy; y++)
5129 for (x=0; x<lev_fieldx; x++)
5131 int element = Feld[x][y];
5133 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5135 Feld[x][y] = EL_TIMEGATE_CLOSING;
5137 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5139 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5146 void EdelsteinFunkeln(int x, int y)
5148 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5151 if (Feld[x][y] == EL_BD_DIAMOND)
5154 if (MovDelay[x][y] == 0) /* next animation frame */
5155 MovDelay[x][y] = 11 * !SimpleRND(500);
5157 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5161 if (setup.direct_draw && MovDelay[x][y])
5162 SetDrawtoField(DRAW_BUFFERED);
5164 DrawLevelElementAnimation(x, y, Feld[x][y]);
5166 if (MovDelay[x][y] != 0)
5168 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5169 10 - MovDelay[x][y]);
5171 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5173 if (setup.direct_draw)
5177 dest_x = FX + SCREENX(x) * TILEX;
5178 dest_y = FY + SCREENY(y) * TILEY;
5180 BlitBitmap(drawto_field, window,
5181 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5182 SetDrawtoField(DRAW_DIRECT);
5188 void MauerWaechst(int x, int y)
5192 if (!MovDelay[x][y]) /* next animation frame */
5193 MovDelay[x][y] = 3 * delay;
5195 if (MovDelay[x][y]) /* wait some time before next frame */
5199 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5201 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5202 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5204 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5207 if (!MovDelay[x][y])
5209 if (MovDir[x][y] == MV_LEFT)
5211 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5212 DrawLevelField(x - 1, y);
5214 else if (MovDir[x][y] == MV_RIGHT)
5216 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5217 DrawLevelField(x + 1, y);
5219 else if (MovDir[x][y] == MV_UP)
5221 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5222 DrawLevelField(x, y - 1);
5226 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5227 DrawLevelField(x, y + 1);
5230 Feld[x][y] = Store[x][y];
5232 MovDir[x][y] = MV_NO_MOVING;
5233 DrawLevelField(x, y);
5238 void MauerAbleger(int ax, int ay)
5240 int element = Feld[ax][ay];
5241 int graphic = el2img(element);
5242 boolean oben_frei = FALSE, unten_frei = FALSE;
5243 boolean links_frei = FALSE, rechts_frei = FALSE;
5244 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5245 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5246 boolean new_wall = FALSE;
5248 if (IS_ANIMATED(graphic))
5249 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5251 if (!MovDelay[ax][ay]) /* start building new wall */
5252 MovDelay[ax][ay] = 6;
5254 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5257 if (MovDelay[ax][ay])
5261 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5263 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5265 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5267 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5270 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5271 element == EL_EXPANDABLE_WALL_ANY)
5275 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5276 Store[ax][ay-1] = element;
5277 MovDir[ax][ay-1] = MV_UP;
5278 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5279 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5280 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5285 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5286 Store[ax][ay+1] = element;
5287 MovDir[ax][ay+1] = MV_DOWN;
5288 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5289 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5290 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5295 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5296 element == EL_EXPANDABLE_WALL_ANY ||
5297 element == EL_EXPANDABLE_WALL)
5301 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5302 Store[ax-1][ay] = element;
5303 MovDir[ax-1][ay] = MV_LEFT;
5304 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5305 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5306 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5312 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5313 Store[ax+1][ay] = element;
5314 MovDir[ax+1][ay] = MV_RIGHT;
5315 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5316 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5317 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5322 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5323 DrawLevelField(ax, ay);
5325 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5327 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5328 unten_massiv = TRUE;
5329 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5330 links_massiv = TRUE;
5331 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5332 rechts_massiv = TRUE;
5334 if (((oben_massiv && unten_massiv) ||
5335 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5336 element == EL_EXPANDABLE_WALL) &&
5337 ((links_massiv && rechts_massiv) ||
5338 element == EL_EXPANDABLE_WALL_VERTICAL))
5339 Feld[ax][ay] = EL_WALL;
5343 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5345 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5349 void CheckForDragon(int x, int y)
5352 boolean dragon_found = FALSE;
5353 static int xy[4][2] =
5365 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5367 if (IN_LEV_FIELD(xx, yy) &&
5368 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5370 if (Feld[xx][yy] == EL_DRAGON)
5371 dragon_found = TRUE;
5384 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5386 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5388 Feld[xx][yy] = EL_EMPTY;
5389 DrawLevelField(xx, yy);
5398 static void InitBuggyBase(int x, int y)
5400 int element = Feld[x][y];
5401 int activating_delay = FRAMES_PER_SECOND / 4;
5404 (element == EL_SP_BUGGY_BASE ?
5405 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5406 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5408 element == EL_SP_BUGGY_BASE_ACTIVE ?
5409 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5412 static void WarnBuggyBase(int x, int y)
5415 static int xy[4][2] =
5425 int xx = x + xy[i][0], yy = y + xy[i][1];
5427 if (IS_PLAYER(xx, yy))
5429 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5436 static void InitTrap(int x, int y)
5438 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5441 static void ActivateTrap(int x, int y)
5443 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5446 static void ChangeActiveTrap(int x, int y)
5448 int graphic = IMG_TRAP_ACTIVE;
5450 /* if new animation frame was drawn, correct crumbled sand border */
5451 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5452 DrawLevelFieldCrumbledSand(x, y);
5455 static void ChangeElementNowExt(int x, int y, int target_element)
5457 /* check if element under player changes from accessible to unaccessible
5458 (needed for special case of dropping element which then changes) */
5459 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5460 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5467 Feld[x][y] = target_element;
5469 ResetGfxAnimation(x, y);
5470 ResetRandomAnimationValue(x, y);
5472 InitField(x, y, FALSE);
5473 if (CAN_MOVE(Feld[x][y]))
5476 DrawLevelField(x, y);
5478 if (CAN_BE_CRUMBLED(Feld[x][y]))
5479 DrawLevelFieldCrumbledSandNeighbours(x, y);
5481 TestIfBadThingTouchesHero(x, y);
5482 TestIfPlayerTouchesCustomElement(x, y);
5483 TestIfElementTouchesCustomElement(x, y);
5485 if (ELEM_IS_PLAYER(target_element))
5486 RelocatePlayer(x, y, target_element);
5489 static void ChangeElementNow(int x, int y, int element, int page)
5491 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5493 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5495 if (change->explode)
5501 if (change->use_content)
5503 boolean complete_change = TRUE;
5504 boolean can_change[3][3];
5507 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5509 boolean half_destructible;
5510 int ex = x + xx - 1;
5511 int ey = y + yy - 1;
5514 can_change[xx][yy] = TRUE;
5516 if (ex == x && ey == y) /* do not check changing element itself */
5519 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5521 can_change[xx][yy] = FALSE; /* do not change empty borders */
5526 if (!IN_LEV_FIELD(ex, ey))
5528 can_change[xx][yy] = FALSE;
5529 complete_change = FALSE;
5536 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5537 e = MovingOrBlocked2Element(ex, ey);
5539 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5541 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5542 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5543 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5545 can_change[xx][yy] = FALSE;
5546 complete_change = FALSE;
5550 if (!change->only_complete || complete_change)
5552 boolean something_has_changed = FALSE;
5554 if (change->only_complete && change->use_random_change &&
5555 RND(100) < change->random)
5558 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5560 int ex = x + xx - 1;
5561 int ey = y + yy - 1;
5563 if (can_change[xx][yy] && (!change->use_random_change ||
5564 RND(100) < change->random))
5566 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5567 RemoveMovingField(ex, ey);
5569 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5571 something_has_changed = TRUE;
5573 /* for symmetry reasons, stop newly created border elements */
5574 if (ex != x || ey != y)
5575 Stop[ex][ey] = TRUE;
5579 if (something_has_changed)
5580 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5585 ChangeElementNowExt(x, y, change->target_element);
5587 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5591 static void ChangeElement(int x, int y, int page)
5593 int element = MovingOrBlocked2Element(x, y);
5594 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5596 if (ChangeDelay[x][y] == 0) /* initialize element change */
5598 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5599 RND(change->delay_random * change->delay_frames)) + 1;
5601 ResetGfxAnimation(x, y);
5602 ResetRandomAnimationValue(x, y);
5604 if (change->pre_change_function)
5605 change->pre_change_function(x, y);
5608 ChangeDelay[x][y]--;
5610 if (ChangeDelay[x][y] != 0) /* continue element change */
5612 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5614 if (IS_ANIMATED(graphic))
5615 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5617 if (change->change_function)
5618 change->change_function(x, y);
5620 else /* finish element change */
5622 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5624 ChangeDelay[x][y] = 1; /* try change after next move step */
5629 ChangeElementNow(x, y, element, page);
5631 if (change->post_change_function)
5632 change->post_change_function(x, y);
5636 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5641 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5644 /* prevent this function from running into a loop */
5645 if (trigger_event == CE_OTHER_IS_CHANGING)
5646 Changing[lx][ly] = TRUE;
5648 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5650 int element = EL_CUSTOM_START + i;
5653 boolean change_element = FALSE;
5656 if (!CAN_CHANGE(element) ||
5657 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5660 for (j=0; j < element_info[element].num_change_pages; j++)
5662 if (element_info[element].change_page[j].trigger_element ==
5665 change_element = TRUE;
5672 if (!change_element)
5676 if (!CAN_CHANGE(element) ||
5677 !HAS_ANY_CHANGE_EVENT(element, trigger_event) ||
5678 element_info[element].change->trigger_element != trigger_element)
5682 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5684 if (x == lx && y == ly) /* do not change trigger element itself */
5687 if (Changing[x][y]) /* do not change just changing elements */
5690 if (Feld[x][y] == element)
5692 ChangeDelay[x][y] = 1;
5693 ChangeElement(x, y, page);
5695 Changing[x][y] = TRUE; /* do not change just changed elements */
5700 /* reset change prevention array */
5701 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5702 Changing[x][y] = FALSE;
5707 static boolean CheckElementChangeExt(int x, int y, int element,
5708 int trigger_event, int page)
5710 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5713 if (Feld[x][y] == EL_BLOCKED)
5714 Blocked2Moving(x, y, &x, &y);
5716 ChangeDelay[x][y] = 1;
5717 ChangeElement(x, y, page);
5722 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5724 int page = element_info[element].event_page_num[trigger_event];
5726 return CheckElementChangeExt(x, y, element, trigger_event, page);
5729 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5731 static byte stored_player_action[MAX_PLAYERS];
5732 static int num_stored_actions = 0;
5733 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5734 int left = player_action & JOY_LEFT;
5735 int right = player_action & JOY_RIGHT;
5736 int up = player_action & JOY_UP;
5737 int down = player_action & JOY_DOWN;
5738 int button1 = player_action & JOY_BUTTON_1;
5739 int button2 = player_action & JOY_BUTTON_2;
5740 int dx = (left ? -1 : right ? 1 : 0);
5741 int dy = (up ? -1 : down ? 1 : 0);
5743 stored_player_action[player->index_nr] = 0;
5744 num_stored_actions++;
5746 if (!player->active || tape.pausing)
5752 snapped = SnapField(player, dx, dy);
5756 dropped = DropElement(player);
5758 moved = MoveFigure(player, dx, dy);
5761 if (tape.single_step && tape.recording && !tape.pausing)
5763 if (button1 || (dropped && !moved))
5765 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5766 SnapField(player, 0, 0); /* stop snapping */
5770 stored_player_action[player->index_nr] = player_action;
5774 /* no actions for this player (no input at player's configured device) */
5776 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5777 SnapField(player, 0, 0);
5778 CheckGravityMovement(player);
5780 if (player->MovPos == 0)
5781 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5783 if (player->MovPos == 0) /* needed for tape.playing */
5784 player->is_moving = FALSE;
5787 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5789 TapeRecordAction(stored_player_action);
5790 num_stored_actions = 0;
5796 static unsigned long action_delay = 0;
5797 unsigned long action_delay_value;
5798 int magic_wall_x = 0, magic_wall_y = 0;
5799 int i, x, y, element, graphic;
5800 byte *recorded_player_action;
5801 byte summarized_player_action = 0;
5803 if (game_status != GAME_MODE_PLAYING)
5806 action_delay_value =
5807 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5809 if (tape.playing && tape.index_search && !tape.pausing)
5810 action_delay_value = 0;
5812 /* ---------- main game synchronization point ---------- */
5814 WaitUntilDelayReached(&action_delay, action_delay_value);
5816 if (network_playing && !network_player_action_received)
5820 printf("DEBUG: try to get network player actions in time\n");
5824 #if defined(PLATFORM_UNIX)
5825 /* last chance to get network player actions without main loop delay */
5829 if (game_status != GAME_MODE_PLAYING)
5832 if (!network_player_action_received)
5836 printf("DEBUG: failed to get network player actions in time\n");
5846 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5848 for (i=0; i<MAX_PLAYERS; i++)
5850 summarized_player_action |= stored_player[i].action;
5852 if (!network_playing)
5853 stored_player[i].effective_action = stored_player[i].action;
5856 #if defined(PLATFORM_UNIX)
5857 if (network_playing)
5858 SendToServer_MovePlayer(summarized_player_action);
5861 if (!options.network && !setup.team_mode)
5862 local_player->effective_action = summarized_player_action;
5864 for (i=0; i<MAX_PLAYERS; i++)
5866 int actual_player_action = stored_player[i].effective_action;
5868 if (stored_player[i].programmed_action)
5869 actual_player_action = stored_player[i].programmed_action;
5871 if (recorded_player_action)
5872 actual_player_action = recorded_player_action[i];
5874 PlayerActions(&stored_player[i], actual_player_action);
5875 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5878 network_player_action_received = FALSE;
5880 ScrollScreen(NULL, SCROLL_GO_ON);
5886 for (i=0; i<MAX_PLAYERS; i++)
5887 stored_player[i].Frame++;
5891 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5893 for (i=0; i<MAX_PLAYERS; i++)
5895 struct PlayerInfo *player = &stored_player[i];
5899 if (player->active && player->Pushing && player->is_moving &&
5902 ContinueMoving(x, y);
5904 /* continue moving after pushing (this is actually a bug) */
5905 if (!IS_MOVING(x, y))
5914 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5917 if (JustStopped[x][y] > 0)
5918 JustStopped[x][y]--;
5923 /* reset finished pushing action (not done in ContinueMoving() to allow
5924 continous pushing animation for elements without push delay) */
5925 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5927 ResetGfxAnimation(x, y);
5928 DrawLevelField(x, y);
5933 if (IS_BLOCKED(x, y))
5937 Blocked2Moving(x, y, &oldx, &oldy);
5938 if (!IS_MOVING(oldx, oldy))
5940 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5941 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5942 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5943 printf("GameActions(): This should never happen!\n");
5949 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5951 element = Feld[x][y];
5953 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5955 graphic = el2img(element);
5961 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5963 element = graphic = 0;
5967 if (graphic_info[graphic].anim_global_sync)
5968 GfxFrame[x][y] = FrameCounter;
5970 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5971 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5972 ResetRandomAnimationValue(x, y);
5974 SetRandomAnimationValue(x, y);
5977 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5980 if (IS_INACTIVE(element))
5982 if (IS_ANIMATED(graphic))
5983 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5989 /* this may take place after moving, so 'element' may have changed */
5990 if (IS_CHANGING(x, y))
5992 ChangeElement(x, y, element_info[element].event_page_num[CE_DELAY]);
5993 element = Feld[x][y];
5994 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5998 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6003 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6005 if (element == EL_MOLE)
6006 printf("::: %d, %d, %d [%d]\n",
6007 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6011 if (element == EL_YAMYAM)
6012 printf("::: %d, %d, %d\n",
6013 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6017 if (IS_ANIMATED(graphic) &&
6021 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6024 if (element == EL_MOLE)
6025 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6029 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6030 EdelsteinFunkeln(x, y);
6032 else if ((element == EL_ACID ||
6033 element == EL_EXIT_OPEN ||
6034 element == EL_SP_EXIT_OPEN ||
6035 element == EL_SP_TERMINAL ||
6036 element == EL_SP_TERMINAL_ACTIVE ||
6037 element == EL_EXTRA_TIME ||
6038 element == EL_SHIELD_NORMAL ||
6039 element == EL_SHIELD_DEADLY) &&
6040 IS_ANIMATED(graphic))
6041 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6042 else if (IS_MOVING(x, y))
6043 ContinueMoving(x, y);
6044 else if (IS_ACTIVE_BOMB(element))
6045 CheckDynamite(x, y);
6047 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6048 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6050 else if (element == EL_AMOEBA_GROWING)
6051 AmoebeWaechst(x, y);
6052 else if (element == EL_AMOEBA_SHRINKING)
6053 AmoebaDisappearing(x, y);
6055 #if !USE_NEW_AMOEBA_CODE
6056 else if (IS_AMOEBALIVE(element))
6057 AmoebeAbleger(x, y);
6060 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6062 else if (element == EL_EXIT_CLOSED)
6064 else if (element == EL_SP_EXIT_CLOSED)
6066 else if (element == EL_EXPANDABLE_WALL_GROWING)
6068 else if (element == EL_EXPANDABLE_WALL ||
6069 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6070 element == EL_EXPANDABLE_WALL_VERTICAL ||
6071 element == EL_EXPANDABLE_WALL_ANY)
6073 else if (element == EL_FLAMES)
6074 CheckForDragon(x, y);
6076 else if (IS_AUTO_CHANGING(element))
6077 ChangeElement(x, y);
6079 else if (element == EL_EXPLOSION)
6080 ; /* drawing of correct explosion animation is handled separately */
6081 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6082 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6085 /* this may take place after moving, so 'element' may have changed */
6086 if (IS_AUTO_CHANGING(Feld[x][y]))
6087 ChangeElement(x, y);
6090 if (IS_BELT_ACTIVE(element))
6091 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6093 if (game.magic_wall_active)
6095 int jx = local_player->jx, jy = local_player->jy;
6097 /* play the element sound at the position nearest to the player */
6098 if ((element == EL_MAGIC_WALL_FULL ||
6099 element == EL_MAGIC_WALL_ACTIVE ||
6100 element == EL_MAGIC_WALL_EMPTYING ||
6101 element == EL_BD_MAGIC_WALL_FULL ||
6102 element == EL_BD_MAGIC_WALL_ACTIVE ||
6103 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6104 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6112 #if USE_NEW_AMOEBA_CODE
6113 /* new experimental amoeba growth stuff */
6115 if (!(FrameCounter % 8))
6118 static unsigned long random = 1684108901;
6120 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6123 x = (random >> 10) % lev_fieldx;
6124 y = (random >> 20) % lev_fieldy;
6126 x = RND(lev_fieldx);
6127 y = RND(lev_fieldy);
6129 element = Feld[x][y];
6131 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6132 if (!IS_PLAYER(x,y) &&
6133 (element == EL_EMPTY ||
6134 element == EL_SAND ||
6135 element == EL_QUICKSAND_EMPTY ||
6136 element == EL_ACID_SPLASH_LEFT ||
6137 element == EL_ACID_SPLASH_RIGHT))
6139 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6140 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6141 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6142 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6143 Feld[x][y] = EL_AMOEBA_DROP;
6146 random = random * 129 + 1;
6152 if (game.explosions_delayed)
6155 game.explosions_delayed = FALSE;
6157 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6159 element = Feld[x][y];
6161 if (ExplodeField[x][y])
6162 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6163 else if (element == EL_EXPLOSION)
6164 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6166 ExplodeField[x][y] = EX_NO_EXPLOSION;
6169 game.explosions_delayed = TRUE;
6172 if (game.magic_wall_active)
6174 if (!(game.magic_wall_time_left % 4))
6176 int element = Feld[magic_wall_x][magic_wall_y];
6178 if (element == EL_BD_MAGIC_WALL_FULL ||
6179 element == EL_BD_MAGIC_WALL_ACTIVE ||
6180 element == EL_BD_MAGIC_WALL_EMPTYING)
6181 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6183 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6186 if (game.magic_wall_time_left > 0)
6188 game.magic_wall_time_left--;
6189 if (!game.magic_wall_time_left)
6191 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6193 element = Feld[x][y];
6195 if (element == EL_MAGIC_WALL_ACTIVE ||
6196 element == EL_MAGIC_WALL_FULL)
6198 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6199 DrawLevelField(x, y);
6201 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6202 element == EL_BD_MAGIC_WALL_FULL)
6204 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6205 DrawLevelField(x, y);
6209 game.magic_wall_active = FALSE;
6214 if (game.light_time_left > 0)
6216 game.light_time_left--;
6218 if (game.light_time_left == 0)
6219 RedrawAllLightSwitchesAndInvisibleElements();
6222 if (game.timegate_time_left > 0)
6224 game.timegate_time_left--;
6226 if (game.timegate_time_left == 0)
6227 CloseAllOpenTimegates();
6230 for (i=0; i<MAX_PLAYERS; i++)
6232 struct PlayerInfo *player = &stored_player[i];
6234 if (SHIELD_ON(player))
6236 if (player->shield_deadly_time_left)
6237 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6238 else if (player->shield_normal_time_left)
6239 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6243 if (TimeFrames >= (1000 / GameFrameDelay))
6248 for (i=0; i<MAX_PLAYERS; i++)
6250 struct PlayerInfo *player = &stored_player[i];
6252 if (SHIELD_ON(player))
6254 player->shield_normal_time_left--;
6256 if (player->shield_deadly_time_left > 0)
6257 player->shield_deadly_time_left--;
6261 if (tape.recording || tape.playing)
6262 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6268 if (TimeLeft <= 10 && setup.time_limit)
6269 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6271 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6273 if (!TimeLeft && setup.time_limit)
6274 for (i=0; i<MAX_PLAYERS; i++)
6275 KillHero(&stored_player[i]);
6277 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6278 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6283 if (options.debug) /* calculate frames per second */
6285 static unsigned long fps_counter = 0;
6286 static int fps_frames = 0;
6287 unsigned long fps_delay_ms = Counter() - fps_counter;
6291 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6293 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6296 fps_counter = Counter();
6299 redraw_mask |= REDRAW_FPS;
6303 if (stored_player[0].jx != stored_player[0].last_jx ||
6304 stored_player[0].jy != stored_player[0].last_jy)
6305 printf("::: %d, %d, %d, %d, %d\n",
6306 stored_player[0].MovDir,
6307 stored_player[0].MovPos,
6308 stored_player[0].GfxPos,
6309 stored_player[0].Frame,
6310 stored_player[0].StepFrame);
6317 for (i=0; i<MAX_PLAYERS; i++)
6320 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6322 stored_player[i].Frame += move_frames;
6324 if (stored_player[i].MovPos != 0)
6325 stored_player[i].StepFrame += move_frames;
6330 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6332 int min_x = x, min_y = y, max_x = x, max_y = y;
6335 for (i=0; i<MAX_PLAYERS; i++)
6337 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6339 if (!stored_player[i].active || &stored_player[i] == player)
6342 min_x = MIN(min_x, jx);
6343 min_y = MIN(min_y, jy);
6344 max_x = MAX(max_x, jx);
6345 max_y = MAX(max_y, jy);
6348 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6351 static boolean AllPlayersInVisibleScreen()
6355 for (i=0; i<MAX_PLAYERS; i++)
6357 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6359 if (!stored_player[i].active)
6362 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6369 void ScrollLevel(int dx, int dy)
6371 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6374 BlitBitmap(drawto_field, drawto_field,
6375 FX + TILEX * (dx == -1) - softscroll_offset,
6376 FY + TILEY * (dy == -1) - softscroll_offset,
6377 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6378 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6379 FX + TILEX * (dx == 1) - softscroll_offset,
6380 FY + TILEY * (dy == 1) - softscroll_offset);
6384 x = (dx == 1 ? BX1 : BX2);
6385 for (y=BY1; y <= BY2; y++)
6386 DrawScreenField(x, y);
6391 y = (dy == 1 ? BY1 : BY2);
6392 for (x=BX1; x <= BX2; x++)
6393 DrawScreenField(x, y);
6396 redraw_mask |= REDRAW_FIELD;
6399 static void CheckGravityMovement(struct PlayerInfo *player)
6401 if (level.gravity && !player->programmed_action)
6403 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6404 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6406 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6407 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6408 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6409 int jx = player->jx, jy = player->jy;
6410 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6411 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6412 int new_jx = jx + dx, new_jy = jy + dy;
6413 boolean field_under_player_is_free =
6414 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6415 boolean player_is_moving_to_valid_field =
6416 (IN_LEV_FIELD(new_jx, new_jy) &&
6417 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6418 Feld[new_jx][new_jy] == EL_SAND));
6419 /* !!! extend EL_SAND to anything diggable !!! */
6421 if (field_under_player_is_free &&
6422 !player_is_moving_to_valid_field &&
6423 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6424 player->programmed_action = MV_DOWN;
6430 -----------------------------------------------------------------------------
6431 dx, dy: direction (non-diagonal) to try to move the player to
6432 real_dx, real_dy: direction as read from input device (can be diagonal)
6435 boolean MoveFigureOneStep(struct PlayerInfo *player,
6436 int dx, int dy, int real_dx, int real_dy)
6438 int jx = player->jx, jy = player->jy;
6439 int new_jx = jx+dx, new_jy = jy+dy;
6443 if (!player->active || (!dx && !dy))
6444 return MF_NO_ACTION;
6446 player->MovDir = (dx < 0 ? MV_LEFT :
6449 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6451 if (!IN_LEV_FIELD(new_jx, new_jy))
6452 return MF_NO_ACTION;
6454 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6455 return MF_NO_ACTION;
6458 element = MovingOrBlocked2Element(new_jx, new_jy);
6460 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6463 if (DONT_RUN_INTO(element))
6465 if (element == EL_ACID && dx == 0 && dy == 1)
6468 Feld[jx][jy] = EL_PLAYER_1;
6469 InitMovingField(jx, jy, MV_DOWN);
6470 Store[jx][jy] = EL_ACID;
6471 ContinueMoving(jx, jy);
6475 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6480 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6481 if (can_move != MF_MOVING)
6484 /* check if DigField() has caused relocation of the player */
6485 if (player->jx != jx || player->jy != jy)
6486 return MF_NO_ACTION;
6488 StorePlayer[jx][jy] = 0;
6489 player->last_jx = jx;
6490 player->last_jy = jy;
6491 jx = player->jx = new_jx;
6492 jy = player->jy = new_jy;
6493 StorePlayer[jx][jy] = player->element_nr;
6496 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6498 ScrollFigure(player, SCROLL_INIT);
6503 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6505 int jx = player->jx, jy = player->jy;
6506 int old_jx = jx, old_jy = jy;
6507 int moved = MF_NO_ACTION;
6509 if (!player->active || (!dx && !dy))
6513 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6517 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6518 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6522 /* remove the last programmed player action */
6523 player->programmed_action = 0;
6527 /* should only happen if pre-1.2 tape recordings are played */
6528 /* this is only for backward compatibility */
6530 int original_move_delay_value = player->move_delay_value;
6533 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6537 /* scroll remaining steps with finest movement resolution */
6538 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6540 while (player->MovPos)
6542 ScrollFigure(player, SCROLL_GO_ON);
6543 ScrollScreen(NULL, SCROLL_GO_ON);
6549 player->move_delay_value = original_move_delay_value;
6552 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6554 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6555 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6559 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6560 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6566 if (moved & MF_MOVING && !ScreenMovPos &&
6567 (player == local_player || !options.network))
6569 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6570 int offset = (setup.scroll_delay ? 3 : 0);
6572 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6574 /* actual player has left the screen -- scroll in that direction */
6575 if (jx != old_jx) /* player has moved horizontally */
6576 scroll_x += (jx - old_jx);
6577 else /* player has moved vertically */
6578 scroll_y += (jy - old_jy);
6582 if (jx != old_jx) /* player has moved horizontally */
6584 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6585 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6586 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6588 /* don't scroll over playfield boundaries */
6589 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6590 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6592 /* don't scroll more than one field at a time */
6593 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6595 /* don't scroll against the player's moving direction */
6596 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6597 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6598 scroll_x = old_scroll_x;
6600 else /* player has moved vertically */
6602 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6603 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6604 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6606 /* don't scroll over playfield boundaries */
6607 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6608 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6610 /* don't scroll more than one field at a time */
6611 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6613 /* don't scroll against the player's moving direction */
6614 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6615 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6616 scroll_y = old_scroll_y;
6620 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6622 if (!options.network && !AllPlayersInVisibleScreen())
6624 scroll_x = old_scroll_x;
6625 scroll_y = old_scroll_y;
6629 ScrollScreen(player, SCROLL_INIT);
6630 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6637 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6639 if (!(moved & MF_MOVING) && !player->Pushing)
6644 player->StepFrame = 0;
6646 if (moved & MF_MOVING)
6648 if (old_jx != jx && old_jy == jy)
6649 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6650 else if (old_jx == jx && old_jy != jy)
6651 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6653 DrawLevelField(jx, jy); /* for "crumbled sand" */
6655 player->last_move_dir = player->MovDir;
6656 player->is_moving = TRUE;
6658 player->snapped = FALSE;
6663 CheckGravityMovement(player);
6666 player->last_move_dir = MV_NO_MOVING;
6668 player->is_moving = FALSE;
6671 TestIfHeroTouchesBadThing(jx, jy);
6672 TestIfPlayerTouchesCustomElement(jx, jy);
6674 if (!player->active)
6680 void ScrollFigure(struct PlayerInfo *player, int mode)
6682 int jx = player->jx, jy = player->jy;
6683 int last_jx = player->last_jx, last_jy = player->last_jy;
6684 int move_stepsize = TILEX / player->move_delay_value;
6686 if (!player->active || !player->MovPos)
6689 if (mode == SCROLL_INIT)
6691 player->actual_frame_counter = FrameCounter;
6692 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6694 if (Feld[last_jx][last_jy] == EL_EMPTY)
6695 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6702 else if (!FrameReached(&player->actual_frame_counter, 1))
6705 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6706 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6708 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6709 Feld[last_jx][last_jy] = EL_EMPTY;
6711 /* before DrawPlayer() to draw correct player graphic for this case */
6712 if (player->MovPos == 0)
6713 CheckGravityMovement(player);
6716 DrawPlayer(player); /* needed here only to cleanup last field */
6719 if (player->MovPos == 0)
6721 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6723 /* continue with normal speed after quickly moving through gate */
6724 HALVE_PLAYER_SPEED(player);
6726 /* be able to make the next move without delay */
6727 player->move_delay = 0;
6730 player->last_jx = jx;
6731 player->last_jy = jy;
6733 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6734 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6736 DrawPlayer(player); /* needed here only to cleanup last field */
6739 if (local_player->friends_still_needed == 0 ||
6740 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6741 player->LevelSolved = player->GameOver = TRUE;
6744 if (tape.single_step && tape.recording && !tape.pausing &&
6745 !player->programmed_action)
6746 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6750 void ScrollScreen(struct PlayerInfo *player, int mode)
6752 static unsigned long screen_frame_counter = 0;
6754 if (mode == SCROLL_INIT)
6756 /* set scrolling step size according to actual player's moving speed */
6757 ScrollStepSize = TILEX / player->move_delay_value;
6759 screen_frame_counter = FrameCounter;
6760 ScreenMovDir = player->MovDir;
6761 ScreenMovPos = player->MovPos;
6762 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6765 else if (!FrameReached(&screen_frame_counter, 1))
6770 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6771 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6772 redraw_mask |= REDRAW_FIELD;
6775 ScreenMovDir = MV_NO_MOVING;
6778 void TestIfPlayerTouchesCustomElement(int x, int y)
6780 static boolean check_changing = FALSE;
6781 static int xy[4][2] =
6790 if (check_changing) /* prevent this function from running into a loop */
6793 check_changing = TRUE;
6797 int xx = x + xy[i][0];
6798 int yy = y + xy[i][1];
6800 if (!IN_LEV_FIELD(xx, yy))
6803 if (IS_PLAYER(x, y))
6805 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6806 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6808 else if (IS_PLAYER(xx, yy))
6810 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6811 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6817 check_changing = FALSE;
6820 void TestIfElementTouchesCustomElement(int x, int y)
6822 static boolean check_changing = FALSE;
6823 static int xy[4][2] =
6830 boolean change_center_element = FALSE;
6831 int center_element_change_page = 0;
6832 int center_element = Feld[x][y];
6835 if (check_changing) /* prevent this function from running into a loop */
6838 check_changing = TRUE;
6842 int xx = x + xy[i][0];
6843 int yy = y + xy[i][1];
6846 if (!IN_LEV_FIELD(xx, yy))
6849 border_element = Feld[xx][yy];
6851 /* check for change of center element (but change it only once) */
6852 if (IS_CUSTOM_ELEMENT(center_element) &&
6853 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
6854 !change_center_element)
6856 for (j=0; j < element_info[center_element].num_change_pages; j++)
6858 struct ElementChangeInfo *change =
6859 &element_info[center_element].change_page[j];
6861 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6862 change->trigger_element == border_element)
6864 change_center_element = TRUE;
6865 center_element_change_page = j;
6872 /* check for change of border element */
6873 if (IS_CUSTOM_ELEMENT(border_element) &&
6874 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
6876 for (j=0; j < element_info[border_element].num_change_pages; j++)
6878 struct ElementChangeInfo *change =
6879 &element_info[border_element].change_page[j];
6881 if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
6882 change->trigger_element == center_element)
6884 CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j);
6891 if (change_center_element)
6892 CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING,
6893 center_element_change_page);
6895 check_changing = FALSE;
6898 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6900 int i, kill_x = -1, kill_y = -1;
6901 static int test_xy[4][2] =
6908 static int test_dir[4] =
6918 int test_x, test_y, test_move_dir, test_element;
6920 test_x = good_x + test_xy[i][0];
6921 test_y = good_y + test_xy[i][1];
6922 if (!IN_LEV_FIELD(test_x, test_y))
6926 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6929 test_element = Feld[test_x][test_y];
6931 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6934 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6935 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6937 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6938 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6946 if (kill_x != -1 || kill_y != -1)
6948 if (IS_PLAYER(good_x, good_y))
6950 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6952 if (player->shield_deadly_time_left > 0)
6953 Bang(kill_x, kill_y);
6954 else if (!PLAYER_PROTECTED(good_x, good_y))
6958 Bang(good_x, good_y);
6962 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6964 int i, kill_x = -1, kill_y = -1;
6965 int bad_element = Feld[bad_x][bad_y];
6966 static int test_xy[4][2] =
6973 static int test_dir[4] =
6981 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6986 int test_x, test_y, test_move_dir, test_element;
6988 test_x = bad_x + test_xy[i][0];
6989 test_y = bad_y + test_xy[i][1];
6990 if (!IN_LEV_FIELD(test_x, test_y))
6994 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6996 test_element = Feld[test_x][test_y];
6998 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6999 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7001 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7002 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7004 /* good thing is player or penguin that does not move away */
7005 if (IS_PLAYER(test_x, test_y))
7007 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7009 if (bad_element == EL_ROBOT && player->is_moving)
7010 continue; /* robot does not kill player if he is moving */
7016 else if (test_element == EL_PENGUIN)
7025 if (kill_x != -1 || kill_y != -1)
7027 if (IS_PLAYER(kill_x, kill_y))
7029 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7032 int dir = player->MovDir;
7033 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7034 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7036 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7037 newx != bad_x && newy != bad_y)
7038 ; /* robot does not kill player if he is moving */
7040 printf("-> %d\n", player->MovDir);
7042 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7043 newx != bad_x && newy != bad_y)
7044 ; /* robot does not kill player if he is moving */
7049 if (player->shield_deadly_time_left > 0)
7051 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7055 Bang(kill_x, kill_y);
7059 void TestIfHeroTouchesBadThing(int x, int y)
7061 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7064 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7066 TestIfGoodThingHitsBadThing(x, y, move_dir);
7069 void TestIfBadThingTouchesHero(int x, int y)
7071 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7074 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7076 TestIfBadThingHitsGoodThing(x, y, move_dir);
7079 void TestIfFriendTouchesBadThing(int x, int y)
7081 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7084 void TestIfBadThingTouchesFriend(int x, int y)
7086 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7089 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7091 int i, kill_x = bad_x, kill_y = bad_y;
7092 static int xy[4][2] =
7104 x = bad_x + xy[i][0];
7105 y = bad_y + xy[i][1];
7106 if (!IN_LEV_FIELD(x, y))
7109 element = Feld[x][y];
7110 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7111 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7119 if (kill_x != bad_x || kill_y != bad_y)
7123 void KillHero(struct PlayerInfo *player)
7125 int jx = player->jx, jy = player->jy;
7127 if (!player->active)
7130 /* remove accessible field at the player's position */
7131 Feld[jx][jy] = EL_EMPTY;
7133 /* deactivate shield (else Bang()/Explode() would not work right) */
7134 player->shield_normal_time_left = 0;
7135 player->shield_deadly_time_left = 0;
7141 static void KillHeroUnlessProtected(int x, int y)
7143 if (!PLAYER_PROTECTED(x, y))
7144 KillHero(PLAYERINFO(x, y));
7147 void BuryHero(struct PlayerInfo *player)
7149 int jx = player->jx, jy = player->jy;
7151 if (!player->active)
7155 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7157 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7159 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7161 player->GameOver = TRUE;
7165 void RemoveHero(struct PlayerInfo *player)
7167 int jx = player->jx, jy = player->jy;
7168 int i, found = FALSE;
7170 player->present = FALSE;
7171 player->active = FALSE;
7173 if (!ExplodeField[jx][jy])
7174 StorePlayer[jx][jy] = 0;
7176 for (i=0; i<MAX_PLAYERS; i++)
7177 if (stored_player[i].active)
7181 AllPlayersGone = TRUE;
7188 =============================================================================
7189 checkDiagonalPushing()
7190 -----------------------------------------------------------------------------
7191 check if diagonal input device direction results in pushing of object
7192 (by checking if the alternative direction is walkable, diggable, ...)
7193 =============================================================================
7196 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7197 int x, int y, int real_dx, int real_dy)
7199 int jx, jy, dx, dy, xx, yy;
7201 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7204 /* diagonal direction: check alternative direction */
7209 xx = jx + (dx == 0 ? real_dx : 0);
7210 yy = jy + (dy == 0 ? real_dy : 0);
7212 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7216 =============================================================================
7218 -----------------------------------------------------------------------------
7219 x, y: field next to player (non-diagonal) to try to dig to
7220 real_dx, real_dy: direction as read from input device (can be diagonal)
7221 =============================================================================
7224 int DigField(struct PlayerInfo *player,
7225 int x, int y, int real_dx, int real_dy, int mode)
7227 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7228 int jx = player->jx, jy = player->jy;
7229 int dx = x - jx, dy = y - jy;
7230 int nextx = x + dx, nexty = y + dy;
7231 int move_direction = (dx == -1 ? MV_LEFT :
7232 dx == +1 ? MV_RIGHT :
7234 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7237 if (player->MovPos == 0)
7239 player->is_digging = FALSE;
7240 player->is_collecting = FALSE;
7243 if (player->MovPos == 0) /* last pushing move finished */
7244 player->Pushing = FALSE;
7246 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7248 player->Switching = FALSE;
7249 player->push_delay = 0;
7251 return MF_NO_ACTION;
7254 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7255 return MF_NO_ACTION;
7258 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7260 if (IS_TUBE(Feld[jx][jy]) ||
7261 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7265 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7266 int tube_leave_directions[][2] =
7268 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7269 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7270 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7271 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7272 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7273 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7274 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7275 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7276 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7277 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7278 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7279 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7282 while (tube_leave_directions[i][0] != tube_element)
7285 if (tube_leave_directions[i][0] == -1) /* should not happen */
7289 if (!(tube_leave_directions[i][1] & move_direction))
7290 return MF_NO_ACTION; /* tube has no opening in this direction */
7293 element = Feld[x][y];
7295 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7296 game.engine_version >= VERSION_IDENT(2,2,0))
7297 return MF_NO_ACTION;
7301 case EL_ROBOT_WHEEL:
7302 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7305 DrawLevelField(x, y);
7306 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7310 case EL_SP_TERMINAL:
7314 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7316 for (yy=0; yy<lev_fieldy; yy++)
7318 for (xx=0; xx<lev_fieldx; xx++)
7320 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7322 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7323 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7331 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7332 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7333 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7334 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7335 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7336 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7337 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7338 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7339 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7340 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7341 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7342 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7343 if (!player->Switching)
7345 player->Switching = TRUE;
7346 ToggleBeltSwitch(x, y);
7347 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7352 case EL_SWITCHGATE_SWITCH_UP:
7353 case EL_SWITCHGATE_SWITCH_DOWN:
7354 if (!player->Switching)
7356 player->Switching = TRUE;
7357 ToggleSwitchgateSwitch(x, y);
7358 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7363 case EL_LIGHT_SWITCH:
7364 case EL_LIGHT_SWITCH_ACTIVE:
7365 if (!player->Switching)
7367 player->Switching = TRUE;
7368 ToggleLightSwitch(x, y);
7369 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7370 SND_LIGHT_SWITCH_ACTIVATING :
7371 SND_LIGHT_SWITCH_DEACTIVATING);
7376 case EL_TIMEGATE_SWITCH:
7377 ActivateTimegateSwitch(x, y);
7378 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7383 case EL_BALLOON_SWITCH_LEFT:
7384 case EL_BALLOON_SWITCH_RIGHT:
7385 case EL_BALLOON_SWITCH_UP:
7386 case EL_BALLOON_SWITCH_DOWN:
7387 case EL_BALLOON_SWITCH_ANY:
7388 if (element == EL_BALLOON_SWITCH_ANY)
7389 game.balloon_dir = move_direction;
7391 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7392 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7393 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7394 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7396 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7401 case EL_SP_PORT_LEFT:
7402 case EL_SP_PORT_RIGHT:
7404 case EL_SP_PORT_DOWN:
7405 case EL_SP_PORT_HORIZONTAL:
7406 case EL_SP_PORT_VERTICAL:
7407 case EL_SP_PORT_ANY:
7408 case EL_SP_GRAVITY_PORT_LEFT:
7409 case EL_SP_GRAVITY_PORT_RIGHT:
7410 case EL_SP_GRAVITY_PORT_UP:
7411 case EL_SP_GRAVITY_PORT_DOWN:
7413 element != EL_SP_PORT_LEFT &&
7414 element != EL_SP_GRAVITY_PORT_LEFT &&
7415 element != EL_SP_PORT_HORIZONTAL &&
7416 element != EL_SP_PORT_ANY) ||
7418 element != EL_SP_PORT_RIGHT &&
7419 element != EL_SP_GRAVITY_PORT_RIGHT &&
7420 element != EL_SP_PORT_HORIZONTAL &&
7421 element != EL_SP_PORT_ANY) ||
7423 element != EL_SP_PORT_UP &&
7424 element != EL_SP_GRAVITY_PORT_UP &&
7425 element != EL_SP_PORT_VERTICAL &&
7426 element != EL_SP_PORT_ANY) ||
7428 element != EL_SP_PORT_DOWN &&
7429 element != EL_SP_GRAVITY_PORT_DOWN &&
7430 element != EL_SP_PORT_VERTICAL &&
7431 element != EL_SP_PORT_ANY) ||
7432 !IN_LEV_FIELD(nextx, nexty) ||
7433 !IS_FREE(nextx, nexty))
7434 return MF_NO_ACTION;
7436 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7437 element == EL_SP_GRAVITY_PORT_RIGHT ||
7438 element == EL_SP_GRAVITY_PORT_UP ||
7439 element == EL_SP_GRAVITY_PORT_DOWN)
7440 level.gravity = !level.gravity;
7442 /* automatically move to the next field with double speed */
7443 player->programmed_action = move_direction;
7444 DOUBLE_PLAYER_SPEED(player);
7446 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7450 case EL_TUBE_VERTICAL:
7451 case EL_TUBE_HORIZONTAL:
7452 case EL_TUBE_VERTICAL_LEFT:
7453 case EL_TUBE_VERTICAL_RIGHT:
7454 case EL_TUBE_HORIZONTAL_UP:
7455 case EL_TUBE_HORIZONTAL_DOWN:
7456 case EL_TUBE_LEFT_UP:
7457 case EL_TUBE_LEFT_DOWN:
7458 case EL_TUBE_RIGHT_UP:
7459 case EL_TUBE_RIGHT_DOWN:
7462 int tube_enter_directions[][2] =
7464 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7465 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7466 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7467 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7468 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7469 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7470 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7471 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7472 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7473 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7474 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7475 { -1, MV_NO_MOVING }
7478 while (tube_enter_directions[i][0] != element)
7481 if (tube_enter_directions[i][0] == -1) /* should not happen */
7485 if (!(tube_enter_directions[i][1] & move_direction))
7486 return MF_NO_ACTION; /* tube has no opening in this direction */
7488 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7493 Feld[x][y] = EL_LAMP_ACTIVE;
7494 local_player->lights_still_needed--;
7495 DrawLevelField(x, y);
7496 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7500 case EL_TIME_ORB_FULL:
7501 Feld[x][y] = EL_TIME_ORB_EMPTY;
7503 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7504 DrawLevelField(x, y);
7505 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7511 if (IS_WALKABLE(element))
7513 int sound_action = ACTION_WALKING;
7515 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7517 if (!player->key[element - EL_GATE_1])
7518 return MF_NO_ACTION;
7520 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7522 if (!player->key[element - EL_GATE_1_GRAY])
7523 return MF_NO_ACTION;
7525 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7527 sound_action = ACTION_PASSING; /* player is passing exit */
7529 else if (element == EL_EMPTY)
7531 sound_action = ACTION_MOVING; /* nothing to walk on */
7534 /* play sound from background or player, whatever is available */
7535 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7536 PlaySoundLevelElementAction(x, y, element, sound_action);
7538 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7542 else if (IS_PASSABLE(element))
7544 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7545 return MF_NO_ACTION;
7547 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7549 if (!player->key[element - EL_EM_GATE_1])
7550 return MF_NO_ACTION;
7552 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7554 if (!player->key[element - EL_EM_GATE_1_GRAY])
7555 return MF_NO_ACTION;
7558 /* automatically move to the next field with double speed */
7559 player->programmed_action = move_direction;
7560 DOUBLE_PLAYER_SPEED(player);
7562 PlaySoundLevelAction(x, y, ACTION_PASSING);
7566 else if (IS_DIGGABLE(element))
7570 if (mode != DF_SNAP)
7573 GfxElement[x][y] = GFX_ELEMENT(element);
7576 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7578 player->is_digging = TRUE;
7581 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7585 else if (IS_COLLECTIBLE(element))
7589 if (mode != DF_SNAP)
7591 GfxElement[x][y] = element;
7592 player->is_collecting = TRUE;
7595 if (element == EL_SPEED_PILL)
7596 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7597 else if (element == EL_EXTRA_TIME && level.time > 0)
7600 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7602 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7604 player->shield_normal_time_left += 10;
7605 if (element == EL_SHIELD_DEADLY)
7606 player->shield_deadly_time_left += 10;
7608 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7610 if (player->inventory_size < MAX_INVENTORY_SIZE)
7611 player->inventory_element[player->inventory_size++] = element;
7613 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7615 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7616 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7618 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7620 player->dynabomb_count++;
7621 player->dynabombs_left++;
7623 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7625 player->dynabomb_size++;
7627 else if (element == EL_DYNABOMB_INCREASE_POWER)
7629 player->dynabomb_xl = TRUE;
7631 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7632 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7634 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7635 element - EL_KEY_1 : element - EL_EM_KEY_1);
7637 player->key[key_nr] = TRUE;
7639 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7640 el2edimg(EL_KEY_1 + key_nr));
7641 redraw_mask |= REDRAW_DOOR_1;
7643 else if (element == EL_ENVELOPE)
7647 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7651 for (i=0; i < element_info[element].collect_count; i++)
7652 if (player->inventory_size < MAX_INVENTORY_SIZE)
7653 player->inventory_element[player->inventory_size++] = element;
7655 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7656 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7658 else if (element_info[element].collect_count > 0)
7660 local_player->gems_still_needed -=
7661 element_info[element].collect_count;
7662 if (local_player->gems_still_needed < 0)
7663 local_player->gems_still_needed = 0;
7665 DrawText(DX_EMERALDS, DY_EMERALDS,
7666 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7669 RaiseScoreElement(element);
7670 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7672 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7676 else if (IS_PUSHABLE(element))
7678 if (mode == DF_SNAP && element != EL_BD_ROCK)
7679 return MF_NO_ACTION;
7681 if (CAN_FALL(element) && dy)
7682 return MF_NO_ACTION;
7684 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7685 !(element == EL_SPRING && use_spring_bug))
7686 return MF_NO_ACTION;
7688 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7689 return MF_NO_ACTION;
7691 if (!player->Pushing &&
7692 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7693 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7695 player->Pushing = TRUE;
7697 if (!(IN_LEV_FIELD(nextx, nexty) &&
7698 (IS_FREE(nextx, nexty) ||
7699 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7700 IS_SB_ELEMENT(element)))))
7701 return MF_NO_ACTION;
7703 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7704 return MF_NO_ACTION;
7706 if (player->push_delay == 0) /* new pushing; restart delay */
7707 player->push_delay = FrameCounter;
7709 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7710 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7711 element != EL_SPRING && element != EL_BALLOON)
7712 return MF_NO_ACTION;
7714 if (IS_SB_ELEMENT(element))
7716 if (element == EL_SOKOBAN_FIELD_FULL)
7718 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7719 local_player->sokobanfields_still_needed++;
7722 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7724 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7725 local_player->sokobanfields_still_needed--;
7728 Feld[x][y] = EL_SOKOBAN_OBJECT;
7730 if (Back[x][y] == Back[nextx][nexty])
7731 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7732 else if (Back[x][y] != 0)
7733 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7736 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7739 if (local_player->sokobanfields_still_needed == 0 &&
7740 game.emulation == EMU_SOKOBAN)
7742 player->LevelSolved = player->GameOver = TRUE;
7743 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7747 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7749 InitMovingField(x, y, move_direction);
7750 GfxAction[x][y] = ACTION_PUSHING;
7752 if (mode == DF_SNAP)
7753 ContinueMoving(x, y);
7755 MovPos[x][y] = (dx != 0 ? dx : dy);
7757 Pushed[x][y] = TRUE;
7758 Pushed[nextx][nexty] = TRUE;
7760 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7761 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7763 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7764 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7770 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7771 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7774 return MF_NO_ACTION;
7777 player->push_delay = 0;
7779 if (Feld[x][y] != element) /* really digged/collected something */
7780 player->is_collecting = !player->is_digging;
7785 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7787 int jx = player->jx, jy = player->jy;
7788 int x = jx + dx, y = jy + dy;
7789 int snap_direction = (dx == -1 ? MV_LEFT :
7790 dx == +1 ? MV_RIGHT :
7792 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7794 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7797 if (!player->active || !IN_LEV_FIELD(x, y))
7805 if (player->MovPos == 0)
7806 player->Pushing = FALSE;
7808 player->snapped = FALSE;
7810 if (player->MovPos == 0)
7812 player->is_digging = FALSE;
7813 player->is_collecting = FALSE;
7815 player->is_moving = FALSE;
7820 printf("::: trying to snap...\n");
7826 if (player->snapped)
7829 player->MovDir = snap_direction;
7832 player->is_digging = FALSE;
7833 player->is_collecting = FALSE;
7835 player->is_moving = FALSE;
7839 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7842 player->snapped = TRUE;
7844 player->is_digging = FALSE;
7845 player->is_collecting = FALSE;
7847 player->is_moving = FALSE;
7851 DrawLevelField(x, y);
7857 boolean DropElement(struct PlayerInfo *player)
7859 int jx = player->jx, jy = player->jy;
7862 if (!player->active || player->MovPos)
7865 old_element = Feld[jx][jy];
7867 /* check if player has anything that can be dropped */
7868 if (player->inventory_size == 0 && player->dynabombs_left == 0)
7871 /* check if anything can be dropped at the current position */
7872 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
7875 /* collected custom elements can only be dropped on empty fields */
7876 if (player->inventory_size > 0 &&
7877 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
7878 && old_element != EL_EMPTY)
7881 if (old_element != EL_EMPTY)
7882 Back[jx][jy] = old_element; /* store old element on this field */
7884 MovDelay[jx][jy] = 96;
7886 ResetGfxAnimation(jx, jy);
7887 ResetRandomAnimationValue(jx, jy);
7889 if (player->inventory_size > 0)
7891 int new_element = player->inventory_element[--player->inventory_size];
7894 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
7895 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
7898 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7899 EL_DYNAMITE_ACTIVE);
7902 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7903 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7905 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7906 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7908 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7910 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
7911 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
7913 else /* player is dropping a dyna bomb */
7915 player->dynabombs_left--;
7918 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7920 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7921 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7923 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7929 /* ------------------------------------------------------------------------- */
7930 /* game sound playing functions */
7931 /* ------------------------------------------------------------------------- */
7933 static int *loop_sound_frame = NULL;
7934 static int *loop_sound_volume = NULL;
7936 void InitPlaySoundLevel()
7938 int num_sounds = getSoundListSize();
7940 if (loop_sound_frame != NULL)
7941 free(loop_sound_frame);
7943 if (loop_sound_volume != NULL)
7944 free(loop_sound_volume);
7946 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7947 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7950 static void PlaySoundLevel(int x, int y, int nr)
7952 int sx = SCREENX(x), sy = SCREENY(y);
7953 int volume, stereo_position;
7954 int max_distance = 8;
7955 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7957 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7958 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7961 if (!IN_LEV_FIELD(x, y) ||
7962 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7963 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7966 volume = SOUND_MAX_VOLUME;
7968 if (!IN_SCR_FIELD(sx, sy))
7970 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7971 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7973 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7976 stereo_position = (SOUND_MAX_LEFT +
7977 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7978 (SCR_FIELDX + 2 * max_distance));
7980 if (IS_LOOP_SOUND(nr))
7982 /* This assures that quieter loop sounds do not overwrite louder ones,
7983 while restarting sound volume comparison with each new game frame. */
7985 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7988 loop_sound_volume[nr] = volume;
7989 loop_sound_frame[nr] = FrameCounter;
7992 PlaySoundExt(nr, volume, stereo_position, type);
7995 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7997 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7998 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7999 y < LEVELY(BY1) ? LEVELY(BY1) :
8000 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8004 static void PlaySoundLevelAction(int x, int y, int action)
8006 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8009 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8011 int sound_effect = element_info[element].sound[action];
8013 if (sound_effect != SND_UNDEFINED)
8014 PlaySoundLevel(x, y, sound_effect);
8017 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8019 int sound_effect = element_info[Feld[x][y]].sound[action];
8021 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8022 PlaySoundLevel(x, y, sound_effect);
8025 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8027 int sound_effect = element_info[Feld[x][y]].sound[action];
8029 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8030 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8033 void RaiseScore(int value)
8035 local_player->score += value;
8036 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8039 void RaiseScoreElement(int element)
8045 case EL_EMERALD_YELLOW:
8046 case EL_EMERALD_RED:
8047 case EL_EMERALD_PURPLE:
8048 case EL_SP_INFOTRON:
8049 RaiseScore(level.score[SC_EMERALD]);
8052 RaiseScore(level.score[SC_DIAMOND]);
8055 RaiseScore(level.score[SC_CRYSTAL]);
8058 RaiseScore(level.score[SC_PEARL]);
8061 case EL_BD_BUTTERFLY:
8062 case EL_SP_ELECTRON:
8063 RaiseScore(level.score[SC_BUG]);
8067 case EL_SP_SNIKSNAK:
8068 RaiseScore(level.score[SC_SPACESHIP]);
8071 case EL_DARK_YAMYAM:
8072 RaiseScore(level.score[SC_YAMYAM]);
8075 RaiseScore(level.score[SC_ROBOT]);
8078 RaiseScore(level.score[SC_PACMAN]);
8081 RaiseScore(level.score[SC_NUT]);
8084 case EL_SP_DISK_RED:
8085 case EL_DYNABOMB_INCREASE_NUMBER:
8086 case EL_DYNABOMB_INCREASE_SIZE:
8087 case EL_DYNABOMB_INCREASE_POWER:
8088 RaiseScore(level.score[SC_DYNAMITE]);
8090 case EL_SHIELD_NORMAL:
8091 case EL_SHIELD_DEADLY:
8092 RaiseScore(level.score[SC_SHIELD]);
8095 RaiseScore(level.score[SC_TIME_BONUS]);
8101 RaiseScore(level.score[SC_KEY]);
8104 RaiseScore(element_info[element].collect_score);
8109 void RequestQuitGame(boolean ask_if_really_quit)
8111 if (AllPlayersGone ||
8112 !ask_if_really_quit ||
8113 level_editor_test_game ||
8114 Request("Do you really want to quit the game ?",
8115 REQ_ASK | REQ_STAY_CLOSED))
8117 #if defined(PLATFORM_UNIX)
8118 if (options.network)
8119 SendToServer_StopPlaying();
8123 game_status = GAME_MODE_MAIN;
8129 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8134 /* ---------- new game button stuff ---------------------------------------- */
8136 /* graphic position values for game buttons */
8137 #define GAME_BUTTON_XSIZE 30
8138 #define GAME_BUTTON_YSIZE 30
8139 #define GAME_BUTTON_XPOS 5
8140 #define GAME_BUTTON_YPOS 215
8141 #define SOUND_BUTTON_XPOS 5
8142 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8144 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8145 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8146 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8147 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8148 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8149 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8156 } gamebutton_info[NUM_GAME_BUTTONS] =
8159 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8164 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8169 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8174 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8175 SOUND_CTRL_ID_MUSIC,
8176 "background music on/off"
8179 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8180 SOUND_CTRL_ID_LOOPS,
8181 "sound loops on/off"
8184 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8185 SOUND_CTRL_ID_SIMPLE,
8186 "normal sounds on/off"
8190 void CreateGameButtons()
8194 for (i=0; i<NUM_GAME_BUTTONS; i++)
8196 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8197 struct GadgetInfo *gi;
8200 unsigned long event_mask;
8201 int gd_xoffset, gd_yoffset;
8202 int gd_x1, gd_x2, gd_y1, gd_y2;
8205 gd_xoffset = gamebutton_info[i].x;
8206 gd_yoffset = gamebutton_info[i].y;
8207 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8208 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8210 if (id == GAME_CTRL_ID_STOP ||
8211 id == GAME_CTRL_ID_PAUSE ||
8212 id == GAME_CTRL_ID_PLAY)
8214 button_type = GD_TYPE_NORMAL_BUTTON;
8216 event_mask = GD_EVENT_RELEASED;
8217 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8218 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8222 button_type = GD_TYPE_CHECK_BUTTON;
8224 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8225 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8226 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8227 event_mask = GD_EVENT_PRESSED;
8228 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8229 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8232 gi = CreateGadget(GDI_CUSTOM_ID, id,
8233 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8234 GDI_X, DX + gd_xoffset,
8235 GDI_Y, DY + gd_yoffset,
8236 GDI_WIDTH, GAME_BUTTON_XSIZE,
8237 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8238 GDI_TYPE, button_type,
8239 GDI_STATE, GD_BUTTON_UNPRESSED,
8240 GDI_CHECKED, checked,
8241 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8242 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8243 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8244 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8245 GDI_EVENT_MASK, event_mask,
8246 GDI_CALLBACK_ACTION, HandleGameButtons,
8250 Error(ERR_EXIT, "cannot create gadget");
8252 game_gadget[id] = gi;
8256 void FreeGameButtons()
8260 for (i=0; i<NUM_GAME_BUTTONS; i++)
8261 FreeGadget(game_gadget[i]);
8264 static void MapGameButtons()
8268 for (i=0; i<NUM_GAME_BUTTONS; i++)
8269 MapGadget(game_gadget[i]);
8272 void UnmapGameButtons()
8276 for (i=0; i<NUM_GAME_BUTTONS; i++)
8277 UnmapGadget(game_gadget[i]);
8280 static void HandleGameButtons(struct GadgetInfo *gi)
8282 int id = gi->custom_id;
8284 if (game_status != GAME_MODE_PLAYING)
8289 case GAME_CTRL_ID_STOP:
8290 RequestQuitGame(TRUE);
8293 case GAME_CTRL_ID_PAUSE:
8294 if (options.network)
8296 #if defined(PLATFORM_UNIX)
8298 SendToServer_ContinuePlaying();
8300 SendToServer_PausePlaying();
8304 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8307 case GAME_CTRL_ID_PLAY:
8310 #if defined(PLATFORM_UNIX)
8311 if (options.network)
8312 SendToServer_ContinuePlaying();
8316 tape.pausing = FALSE;
8317 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8322 case SOUND_CTRL_ID_MUSIC:
8323 if (setup.sound_music)
8325 setup.sound_music = FALSE;
8328 else if (audio.music_available)
8330 setup.sound = setup.sound_music = TRUE;
8332 SetAudioMode(setup.sound);
8333 PlayMusic(level_nr);
8337 case SOUND_CTRL_ID_LOOPS:
8338 if (setup.sound_loops)
8339 setup.sound_loops = FALSE;
8340 else if (audio.loops_available)
8342 setup.sound = setup.sound_loops = TRUE;
8343 SetAudioMode(setup.sound);
8347 case SOUND_CTRL_ID_SIMPLE:
8348 if (setup.sound_simple)
8349 setup.sound_simple = FALSE;
8350 else if (audio.sound_available)
8352 setup.sound = setup.sound_simple = TRUE;
8353 SetAudioMode(setup.sound);