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 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementDoIt(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
355 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
356 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
358 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
359 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
360 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
361 IS_JUST_CHANGING(x, y))
362 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
365 void GetPlayerConfig()
367 if (!audio.sound_available)
370 if (!audio.loops_available)
371 setup.sound_loops = FALSE;
373 if (!audio.music_available)
374 setup.sound_music = FALSE;
376 if (!video.fullscreen_available)
377 setup.fullscreen = FALSE;
379 setup.sound_simple = setup.sound;
381 SetAudioMode(setup.sound);
385 static int getBeltNrFromBeltElement(int element)
387 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
388 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
389 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
392 static int getBeltNrFromBeltActiveElement(int element)
394 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
395 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
396 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
399 static int getBeltNrFromBeltSwitchElement(int element)
401 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
402 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
403 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
406 static int getBeltDirNrFromBeltSwitchElement(int element)
408 static int belt_base_element[4] =
410 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
411 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
412 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
413 EL_CONVEYOR_BELT_4_SWITCH_LEFT
416 int belt_nr = getBeltNrFromBeltSwitchElement(element);
417 int belt_dir_nr = element - belt_base_element[belt_nr];
419 return (belt_dir_nr % 3);
422 static int getBeltDirFromBeltSwitchElement(int element)
424 static int belt_move_dir[3] =
431 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
433 return belt_move_dir[belt_dir_nr];
436 static void InitField(int x, int y, boolean init_game)
438 int element = Feld[x][y];
445 if (stored_player[0].present)
447 Feld[x][y] = EL_SP_MURPHY_CLONE;
452 stored_player[0].use_murphy_graphic = TRUE;
455 Feld[x][y] = EL_PLAYER_1;
464 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
465 int jx = player->jx, jy = player->jy;
467 player->present = TRUE;
469 if (!options.network || player->connected)
471 player->active = TRUE;
473 /* remove potentially duplicate players */
474 if (StorePlayer[jx][jy] == Feld[x][y])
475 StorePlayer[jx][jy] = 0;
477 StorePlayer[x][y] = Feld[x][y];
481 printf("Player %d activated.\n", player->element_nr);
482 printf("[Local player is %d and currently %s.]\n",
483 local_player->element_nr,
484 local_player->active ? "active" : "not active");
488 Feld[x][y] = EL_EMPTY;
489 player->jx = player->last_jx = x;
490 player->jy = player->last_jy = y;
495 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
496 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
497 else if (x > 0 && Feld[x-1][y] == EL_ACID)
498 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
499 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
500 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
501 else if (y > 0 && Feld[x][y-1] == EL_ACID)
502 Feld[x][y] = EL_ACID_POOL_BOTTOM;
503 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
504 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
512 case EL_SPACESHIP_RIGHT:
513 case EL_SPACESHIP_UP:
514 case EL_SPACESHIP_LEFT:
515 case EL_SPACESHIP_DOWN:
517 case EL_BD_BUTTERFLY_RIGHT:
518 case EL_BD_BUTTERFLY_UP:
519 case EL_BD_BUTTERFLY_LEFT:
520 case EL_BD_BUTTERFLY_DOWN:
521 case EL_BD_BUTTERFLY:
522 case EL_BD_FIREFLY_RIGHT:
523 case EL_BD_FIREFLY_UP:
524 case EL_BD_FIREFLY_LEFT:
525 case EL_BD_FIREFLY_DOWN:
527 case EL_PACMAN_RIGHT:
551 if (y == lev_fieldy - 1)
553 Feld[x][y] = EL_AMOEBA_GROWING;
554 Store[x][y] = EL_AMOEBA_WET;
558 case EL_DYNAMITE_ACTIVE:
563 local_player->lights_still_needed++;
566 case EL_SOKOBAN_FIELD_EMPTY:
567 local_player->sokobanfields_still_needed++;
571 local_player->friends_still_needed++;
576 MovDir[x][y] = 1 << RND(4);
580 Feld[x][y] = EL_EMPTY;
583 case EL_EM_KEY_1_FILE:
584 Feld[x][y] = EL_EM_KEY_1;
586 case EL_EM_KEY_2_FILE:
587 Feld[x][y] = EL_EM_KEY_2;
589 case EL_EM_KEY_3_FILE:
590 Feld[x][y] = EL_EM_KEY_3;
592 case EL_EM_KEY_4_FILE:
593 Feld[x][y] = EL_EM_KEY_4;
596 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
597 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
598 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
599 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
600 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
601 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
602 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
603 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
604 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
605 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
606 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
607 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
610 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
611 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
612 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
614 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
616 game.belt_dir[belt_nr] = belt_dir;
617 game.belt_dir_nr[belt_nr] = belt_dir_nr;
619 else /* more than one switch -- set it like the first switch */
621 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
626 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
628 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
631 case EL_LIGHT_SWITCH_ACTIVE:
633 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
637 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
643 void DrawGameDoorValues()
647 for (i=0; i<MAX_PLAYERS; i++)
649 if (stored_player[i].key[j])
650 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
651 el2edimg(EL_KEY_1 + j));
653 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
654 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
655 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
656 int2str(local_player->dynamite, 3), FONT_TEXT_2);
657 DrawText(DX + XX_SCORE, DY + YY_SCORE,
658 int2str(local_player->score, 5), FONT_TEXT_2);
659 DrawText(DX + XX_TIME, DY + YY_TIME,
660 int2str(TimeLeft, 3), FONT_TEXT_2);
665 =============================================================================
667 -----------------------------------------------------------------------------
668 initialize game engine due to level / tape version number
669 =============================================================================
672 static void InitGameEngine()
676 /* set game engine from tape file when re-playing, else from level file */
677 game.engine_version = (tape.playing ? tape.engine_version :
680 /* dynamically adjust element properties according to game engine version */
681 InitElementPropertiesEngine(game.engine_version);
684 printf("level %d: level version == %06d\n", level_nr, level.game_version);
685 printf(" tape version == %06d [%s] [file: %06d]\n",
686 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
688 printf(" => game.engine_version == %06d\n", game.engine_version);
691 /* dynamically adjust player properties according to game engine version */
692 game.initial_move_delay =
693 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
694 INITIAL_MOVE_DELAY_OFF);
696 /* dynamically adjust player properties according to level information */
697 game.initial_move_delay_value =
698 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
700 /* initialize changing elements information */
701 for (i=0; i<MAX_NUM_ELEMENTS; i++)
703 changing_element[i].base_element = EL_UNDEFINED;
704 changing_element[i].next_element = EL_UNDEFINED;
705 changing_element[i].change_delay = -1;
706 changing_element[i].pre_change_function = NULL;
707 changing_element[i].change_function = NULL;
708 changing_element[i].post_change_function = NULL;
711 /* add changing elements from pre-defined list */
713 while (changing_element_list[i].base_element != EL_UNDEFINED)
715 struct ChangingElementInfo *ce = &changing_element_list[i];
716 int element = ce->base_element;
718 changing_element[element].base_element = ce->base_element;
719 changing_element[element].next_element = ce->next_element;
720 changing_element[element].change_delay = ce->change_delay;
721 changing_element[element].pre_change_function = ce->pre_change_function;
722 changing_element[element].change_function = ce->change_function;
723 changing_element[element].post_change_function = ce->post_change_function;
728 /* add changing elements from custom element configuration */
729 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
731 int element = EL_CUSTOM_START + i;
732 struct ElementChangeInfo *change = &element_info[element].change;
734 /* only add custom elements that change after fixed/random frame delay */
735 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
738 changing_element[element].base_element = element;
739 changing_element[element].next_element = change->successor;
740 changing_element[element].change_delay = (change->delay_fixed *
741 change->delay_frames);
744 /* initialize trigger events information */
745 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 trigger_events[i] = EP_BITMASK_DEFAULT;
748 /* add trigger events from element change event properties */
749 for (i=0; i<MAX_NUM_ELEMENTS; i++)
750 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
751 trigger_events[element_info[i].change.trigger] |=
752 element_info[i].change.events;
754 /* set push delay value for all non-custom elements */
755 for (i=0; i<MAX_NUM_ELEMENTS; i++)
757 if (!IS_CUSTOM_ELEMENT(i))
759 if (i == EL_SPRING ||
762 element_info[i].push_delay_fixed = 0;
763 element_info[i].push_delay_random = 0;
765 else if (i == EL_SOKOBAN_OBJECT ||
766 i == EL_SOKOBAN_FIELD_FULL ||
768 i == EL_SP_DISK_YELLOW)
770 element_info[i].push_delay_fixed = 2;
771 element_info[i].push_delay_random = 0;
775 element_info[i].push_delay_fixed = 2;
776 element_info[i].push_delay_random = 8;
784 =============================================================================
786 -----------------------------------------------------------------------------
787 initialize and start new game
788 =============================================================================
793 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
794 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
795 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
802 #if USE_NEW_AMOEBA_CODE
803 printf("Using new amoeba code.\n");
805 printf("Using old amoeba code.\n");
810 /* don't play tapes over network */
811 network_playing = (options.network && !tape.playing);
813 for (i=0; i<MAX_PLAYERS; i++)
815 struct PlayerInfo *player = &stored_player[i];
817 player->index_nr = i;
818 player->element_nr = EL_PLAYER_1 + i;
820 player->present = FALSE;
821 player->active = FALSE;
824 player->effective_action = 0;
825 player->programmed_action = 0;
828 player->gems_still_needed = level.gems_needed;
829 player->sokobanfields_still_needed = 0;
830 player->lights_still_needed = 0;
831 player->friends_still_needed = 0;
834 player->key[j] = FALSE;
836 player->dynamite = 0;
837 player->dynabomb_count = 0;
838 player->dynabomb_size = 1;
839 player->dynabombs_left = 0;
840 player->dynabomb_xl = FALSE;
842 player->MovDir = MV_NO_MOVING;
844 player->Pushing = FALSE;
845 player->Switching = FALSE;
847 player->GfxDir = MV_NO_MOVING;
848 player->GfxAction = ACTION_DEFAULT;
850 player->StepFrame = 0;
852 player->use_murphy_graphic = FALSE;
853 player->use_disk_red_graphic = FALSE;
855 player->actual_frame_counter = 0;
857 player->last_move_dir = MV_NO_MOVING;
859 player->is_moving = FALSE;
860 player->is_waiting = FALSE;
861 player->is_digging = FALSE;
862 player->is_collecting = FALSE;
864 player->move_delay = game.initial_move_delay;
865 player->move_delay_value = game.initial_move_delay_value;
867 player->push_delay = 0;
868 player->push_delay_value = 5;
870 player->snapped = FALSE;
872 player->last_jx = player->last_jy = 0;
873 player->jx = player->jy = 0;
875 player->shield_normal_time_left = 0;
876 player->shield_deadly_time_left = 0;
878 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
879 SnapField(player, 0, 0);
881 player->LevelSolved = FALSE;
882 player->GameOver = FALSE;
885 network_player_action_received = FALSE;
887 #if defined(PLATFORM_UNIX)
888 /* initial null action */
890 SendToServer_MovePlayer(MV_NO_MOVING);
898 TimeLeft = level.time;
900 ScreenMovDir = MV_NO_MOVING;
904 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
906 AllPlayersGone = FALSE;
908 game.yamyam_content_nr = 0;
909 game.magic_wall_active = FALSE;
910 game.magic_wall_time_left = 0;
911 game.light_time_left = 0;
912 game.timegate_time_left = 0;
913 game.switchgate_pos = 0;
914 game.balloon_dir = MV_NO_MOVING;
915 game.explosions_delayed = TRUE;
919 game.belt_dir[i] = MV_NO_MOVING;
920 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
923 for (i=0; i<MAX_NUM_AMOEBA; i++)
924 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
926 for (x=0; x<lev_fieldx; x++)
928 for (y=0; y<lev_fieldy; y++)
930 Feld[x][y] = Ur[x][y];
931 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
932 ChangeDelay[x][y] = 0;
933 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
935 JustStopped[x][y] = 0;
937 Pushed[x][y] = FALSE;
938 ExplodePhase[x][y] = 0;
939 ExplodeField[x][y] = EX_NO_EXPLOSION;
942 GfxAction[x][y] = ACTION_DEFAULT;
943 GfxRandom[x][y] = INIT_GFX_RANDOM();
944 GfxElement[x][y] = EL_UNDEFINED;
948 for(y=0; y<lev_fieldy; y++)
950 for(x=0; x<lev_fieldx; x++)
952 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
954 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
956 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
959 InitField(x, y, TRUE);
965 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
966 emulate_sb ? EMU_SOKOBAN :
967 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
969 /* correct non-moving belts to start moving left */
971 if (game.belt_dir[i] == MV_NO_MOVING)
972 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
974 /* check if any connected player was not found in playfield */
975 for (i=0; i<MAX_PLAYERS; i++)
977 struct PlayerInfo *player = &stored_player[i];
979 if (player->connected && !player->present)
981 for (j=0; j<MAX_PLAYERS; j++)
983 struct PlayerInfo *some_player = &stored_player[j];
984 int jx = some_player->jx, jy = some_player->jy;
986 /* assign first free player found that is present in the playfield */
987 if (some_player->present && !some_player->connected)
989 player->present = TRUE;
990 player->active = TRUE;
991 some_player->present = FALSE;
993 StorePlayer[jx][jy] = player->element_nr;
994 player->jx = player->last_jx = jx;
995 player->jy = player->last_jy = jy;
1005 /* when playing a tape, eliminate all players who do not participate */
1007 for (i=0; i<MAX_PLAYERS; i++)
1009 if (stored_player[i].active && !tape.player_participates[i])
1011 struct PlayerInfo *player = &stored_player[i];
1012 int jx = player->jx, jy = player->jy;
1014 player->active = FALSE;
1015 StorePlayer[jx][jy] = 0;
1016 Feld[jx][jy] = EL_EMPTY;
1020 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1022 /* when in single player mode, eliminate all but the first active player */
1024 for (i=0; i<MAX_PLAYERS; i++)
1026 if (stored_player[i].active)
1028 for (j=i+1; j<MAX_PLAYERS; j++)
1030 if (stored_player[j].active)
1032 struct PlayerInfo *player = &stored_player[j];
1033 int jx = player->jx, jy = player->jy;
1035 player->active = FALSE;
1036 StorePlayer[jx][jy] = 0;
1037 Feld[jx][jy] = EL_EMPTY;
1044 /* when recording the game, store which players take part in the game */
1047 for (i=0; i<MAX_PLAYERS; i++)
1048 if (stored_player[i].active)
1049 tape.player_participates[i] = TRUE;
1054 for (i=0; i<MAX_PLAYERS; i++)
1056 struct PlayerInfo *player = &stored_player[i];
1058 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1063 if (local_player == player)
1064 printf("Player %d is local player.\n", i+1);
1068 if (BorderElement == EL_EMPTY)
1071 SBX_Right = lev_fieldx - SCR_FIELDX;
1073 SBY_Lower = lev_fieldy - SCR_FIELDY;
1078 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1080 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1083 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1084 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1086 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1087 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1089 scroll_x = SBX_Left;
1090 scroll_y = SBY_Upper;
1091 if (local_player->jx >= SBX_Left + MIDPOSX)
1092 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1093 local_player->jx - MIDPOSX :
1095 if (local_player->jy >= SBY_Upper + MIDPOSY)
1096 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1097 local_player->jy - MIDPOSY :
1100 CloseDoor(DOOR_CLOSE_1);
1105 /* after drawing the level, correct some elements */
1106 if (game.timegate_time_left == 0)
1107 CloseAllOpenTimegates();
1109 if (setup.soft_scrolling)
1110 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1112 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1115 /* copy default game door content to main double buffer */
1116 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1117 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1120 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1123 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1124 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1125 BlitBitmap(drawto, drawto,
1126 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1127 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1128 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1129 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1132 DrawGameDoorValues();
1136 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1137 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1138 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1142 /* copy actual game door content to door double buffer for OpenDoor() */
1143 BlitBitmap(drawto, bitmap_db_door,
1144 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1146 OpenDoor(DOOR_OPEN_ALL);
1148 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1149 if (setup.sound_music)
1150 PlayMusic(level_nr);
1152 KeyboardAutoRepeatOffUnlessAutoplay();
1157 printf("Player %d %sactive.\n",
1158 i + 1, (stored_player[i].active ? "" : "not "));
1162 void InitMovDir(int x, int y)
1164 int i, element = Feld[x][y];
1165 static int xy[4][2] =
1172 static int direction[3][4] =
1174 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1175 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1176 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1185 Feld[x][y] = EL_BUG;
1186 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1189 case EL_SPACESHIP_RIGHT:
1190 case EL_SPACESHIP_UP:
1191 case EL_SPACESHIP_LEFT:
1192 case EL_SPACESHIP_DOWN:
1193 Feld[x][y] = EL_SPACESHIP;
1194 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1197 case EL_BD_BUTTERFLY_RIGHT:
1198 case EL_BD_BUTTERFLY_UP:
1199 case EL_BD_BUTTERFLY_LEFT:
1200 case EL_BD_BUTTERFLY_DOWN:
1201 Feld[x][y] = EL_BD_BUTTERFLY;
1202 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1205 case EL_BD_FIREFLY_RIGHT:
1206 case EL_BD_FIREFLY_UP:
1207 case EL_BD_FIREFLY_LEFT:
1208 case EL_BD_FIREFLY_DOWN:
1209 Feld[x][y] = EL_BD_FIREFLY;
1210 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1213 case EL_PACMAN_RIGHT:
1215 case EL_PACMAN_LEFT:
1216 case EL_PACMAN_DOWN:
1217 Feld[x][y] = EL_PACMAN;
1218 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1221 case EL_SP_SNIKSNAK:
1222 MovDir[x][y] = MV_UP;
1225 case EL_SP_ELECTRON:
1226 MovDir[x][y] = MV_LEFT;
1233 Feld[x][y] = EL_MOLE;
1234 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1238 if (IS_CUSTOM_ELEMENT(element))
1240 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1241 MovDir[x][y] = element_info[element].move_direction_initial;
1242 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1243 element_info[element].move_pattern == MV_TURNING_LEFT ||
1244 element_info[element].move_pattern == MV_TURNING_RIGHT)
1245 MovDir[x][y] = 1 << RND(4);
1246 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1247 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1248 else if (element_info[element].move_pattern == MV_VERTICAL)
1249 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1250 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1251 MovDir[x][y] = element_info[element].move_pattern;
1252 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1253 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1257 int x1 = x + xy[i][0];
1258 int y1 = y + xy[i][1];
1260 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1262 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1263 MovDir[x][y] = direction[0][i];
1265 MovDir[x][y] = direction[1][i];
1274 MovDir[x][y] = 1 << RND(4);
1276 if (element != EL_BUG &&
1277 element != EL_SPACESHIP &&
1278 element != EL_BD_BUTTERFLY &&
1279 element != EL_BD_FIREFLY)
1284 int x1 = x + xy[i][0];
1285 int y1 = y + xy[i][1];
1287 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1289 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1291 MovDir[x][y] = direction[0][i];
1294 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1295 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1297 MovDir[x][y] = direction[1][i];
1307 void InitAmoebaNr(int x, int y)
1310 int group_nr = AmoebeNachbarNr(x, y);
1314 for (i=1; i<MAX_NUM_AMOEBA; i++)
1316 if (AmoebaCnt[i] == 0)
1324 AmoebaNr[x][y] = group_nr;
1325 AmoebaCnt[group_nr]++;
1326 AmoebaCnt2[group_nr]++;
1332 boolean raise_level = FALSE;
1334 if (local_player->MovPos)
1337 if (tape.playing && tape.auto_play)
1338 tape.auto_play_level_solved = TRUE;
1340 local_player->LevelSolved = FALSE;
1342 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1346 if (!tape.playing && setup.sound_loops)
1347 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1348 SND_CTRL_PLAY_LOOP);
1350 while (TimeLeft > 0)
1352 if (!tape.playing && !setup.sound_loops)
1353 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1354 if (TimeLeft > 0 && !(TimeLeft % 10))
1355 RaiseScore(level.score[SC_TIME_BONUS]);
1356 if (TimeLeft > 100 && !(TimeLeft % 10))
1360 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1367 if (!tape.playing && setup.sound_loops)
1368 StopSound(SND_GAME_LEVELTIME_BONUS);
1370 else if (level.time == 0) /* level without time limit */
1372 if (!tape.playing && setup.sound_loops)
1373 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1374 SND_CTRL_PLAY_LOOP);
1376 while (TimePlayed < 999)
1378 if (!tape.playing && !setup.sound_loops)
1379 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1380 if (TimePlayed < 999 && !(TimePlayed % 10))
1381 RaiseScore(level.score[SC_TIME_BONUS]);
1382 if (TimePlayed < 900 && !(TimePlayed % 10))
1386 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1393 if (!tape.playing && setup.sound_loops)
1394 StopSound(SND_GAME_LEVELTIME_BONUS);
1397 /* Hero disappears */
1398 DrawLevelField(ExitX, ExitY);
1404 CloseDoor(DOOR_CLOSE_1);
1409 SaveTape(tape.level_nr); /* Ask to save tape */
1412 if (level_nr == leveldir_current->handicap_level)
1414 leveldir_current->handicap_level++;
1415 SaveLevelSetup_SeriesInfo();
1418 if (level_editor_test_game)
1419 local_player->score = -1; /* no highscore when playing from editor */
1420 else if (level_nr < leveldir_current->last_level)
1421 raise_level = TRUE; /* advance to next level */
1423 if ((hi_pos = NewHiScore()) >= 0)
1425 game_status = GAME_MODE_SCORES;
1426 DrawHallOfFame(hi_pos);
1435 game_status = GAME_MODE_MAIN;
1452 LoadScore(level_nr);
1454 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1455 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1458 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1460 if (local_player->score > highscore[k].Score)
1462 /* player has made it to the hall of fame */
1464 if (k < MAX_SCORE_ENTRIES - 1)
1466 int m = MAX_SCORE_ENTRIES - 1;
1469 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1470 if (!strcmp(setup.player_name, highscore[l].Name))
1472 if (m == k) /* player's new highscore overwrites his old one */
1478 strcpy(highscore[l].Name, highscore[l - 1].Name);
1479 highscore[l].Score = highscore[l - 1].Score;
1486 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1487 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1488 highscore[k].Score = local_player->score;
1494 else if (!strncmp(setup.player_name, highscore[k].Name,
1495 MAX_PLAYER_NAME_LEN))
1496 break; /* player already there with a higher score */
1502 SaveScore(level_nr);
1507 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1509 if (player->GfxAction != action || player->GfxDir != dir)
1512 printf("Player frame reset! (%d => %d, %d => %d)\n",
1513 player->GfxAction, action, player->GfxDir, dir);
1516 player->GfxAction = action;
1517 player->GfxDir = dir;
1519 player->StepFrame = 0;
1523 static void ResetRandomAnimationValue(int x, int y)
1525 GfxRandom[x][y] = INIT_GFX_RANDOM();
1528 static void ResetGfxAnimation(int x, int y)
1531 GfxAction[x][y] = ACTION_DEFAULT;
1534 void InitMovingField(int x, int y, int direction)
1536 int element = Feld[x][y];
1537 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1538 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1542 if (!JustStopped[x][y] || direction != MovDir[x][y])
1543 ResetGfxAnimation(x, y);
1545 MovDir[newx][newy] = MovDir[x][y] = direction;
1547 if (Feld[newx][newy] == EL_EMPTY)
1548 Feld[newx][newy] = EL_BLOCKED;
1550 if (direction == MV_DOWN && CAN_FALL(element))
1551 GfxAction[x][y] = ACTION_FALLING;
1553 GfxAction[x][y] = ACTION_MOVING;
1555 GfxFrame[newx][newy] = GfxFrame[x][y];
1556 GfxAction[newx][newy] = GfxAction[x][y];
1557 GfxRandom[newx][newy] = GfxRandom[x][y];
1560 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1562 int direction = MovDir[x][y];
1563 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1564 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1570 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1572 int oldx = x, oldy = y;
1573 int direction = MovDir[x][y];
1575 if (direction == MV_LEFT)
1577 else if (direction == MV_RIGHT)
1579 else if (direction == MV_UP)
1581 else if (direction == MV_DOWN)
1584 *comes_from_x = oldx;
1585 *comes_from_y = oldy;
1588 int MovingOrBlocked2Element(int x, int y)
1590 int element = Feld[x][y];
1592 if (element == EL_BLOCKED)
1596 Blocked2Moving(x, y, &oldx, &oldy);
1597 return Feld[oldx][oldy];
1603 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1605 /* like MovingOrBlocked2Element(), but if element is moving
1606 and (x,y) is the field the moving element is just leaving,
1607 return EL_BLOCKED instead of the element value */
1608 int element = Feld[x][y];
1610 if (IS_MOVING(x, y))
1612 if (element == EL_BLOCKED)
1616 Blocked2Moving(x, y, &oldx, &oldy);
1617 return Feld[oldx][oldy];
1626 static void RemoveField(int x, int y)
1628 Feld[x][y] = EL_EMPTY;
1629 GfxElement[x][y] = EL_UNDEFINED;
1633 ChangeDelay[x][y] = 0;
1634 Pushed[x][y] = FALSE;
1637 void RemoveMovingField(int x, int y)
1639 int oldx = x, oldy = y, newx = x, newy = y;
1641 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1644 if (IS_MOVING(x, y))
1646 Moving2Blocked(x, y, &newx, &newy);
1647 if (Feld[newx][newy] != EL_BLOCKED)
1650 else if (Feld[x][y] == EL_BLOCKED)
1652 Blocked2Moving(x, y, &oldx, &oldy);
1653 if (!IS_MOVING(oldx, oldy))
1657 if (Feld[x][y] == EL_BLOCKED &&
1658 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1659 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1660 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1661 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1662 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1664 Feld[oldx][oldy] = EL_EMPTY;
1666 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1668 Feld[newx][newy] = EL_EMPTY;
1669 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1670 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1671 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1672 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1674 DrawLevelField(oldx, oldy);
1675 DrawLevelField(newx, newy);
1678 void DrawDynamite(int x, int y)
1680 int sx = SCREENX(x), sy = SCREENY(y);
1681 int graphic = el2img(Feld[x][y]);
1684 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1687 if (IS_WALKABLE_INSIDE(Back[x][y]))
1691 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1692 else if (Store[x][y])
1693 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1695 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1698 if (Back[x][y] || Store[x][y])
1699 DrawGraphicThruMask(sx, sy, graphic, frame);
1701 DrawGraphic(sx, sy, graphic, frame);
1703 if (game.emulation == EMU_SUPAPLEX)
1704 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1705 else if (Store[x][y])
1706 DrawGraphicThruMask(sx, sy, graphic, frame);
1708 DrawGraphic(sx, sy, graphic, frame);
1712 void CheckDynamite(int x, int y)
1714 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1718 if (MovDelay[x][y] != 0)
1721 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1728 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1730 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1731 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1732 StopSound(SND_DYNAMITE_ACTIVE);
1734 StopSound(SND_DYNABOMB_ACTIVE);
1740 void Explode(int ex, int ey, int phase, int mode)
1744 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1745 int last_phase = num_phase * delay;
1746 int half_phase = (num_phase / 2) * delay;
1747 int first_phase_after_start = EX_PHASE_START + 1;
1749 if (game.explosions_delayed)
1751 ExplodeField[ex][ey] = mode;
1755 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1757 int center_element = Feld[ex][ey];
1759 /* remove things displayed in background while burning dynamite */
1760 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1763 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1765 /* put moving element to center field (and let it explode there) */
1766 center_element = MovingOrBlocked2Element(ex, ey);
1767 RemoveMovingField(ex, ey);
1768 Feld[ex][ey] = center_element;
1771 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1775 if (!IN_LEV_FIELD(x, y) ||
1776 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1777 (x != ex || y != ey)))
1780 element = Feld[x][y];
1782 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1784 element = MovingOrBlocked2Element(x, y);
1785 RemoveMovingField(x, y);
1789 if (IS_EXPLOSION_PROOF(element))
1792 if ((IS_INDESTRUCTIBLE(element) &&
1793 (game.engine_version < VERSION_IDENT(2,2,0) ||
1794 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1795 element == EL_FLAMES)
1799 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1801 if (IS_ACTIVE_BOMB(element))
1803 /* re-activate things under the bomb like gate or penguin */
1804 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1811 /* save walkable background elements while explosion on same tile */
1812 if (IS_INDESTRUCTIBLE(element))
1813 Back[x][y] = element;
1815 /* ignite explodable elements reached by other explosion */
1816 if (element == EL_EXPLOSION)
1817 element = Store2[x][y];
1819 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1821 switch(StorePlayer[ex][ey])
1824 Store[x][y] = EL_EMERALD_RED;
1827 Store[x][y] = EL_EMERALD;
1830 Store[x][y] = EL_EMERALD_PURPLE;
1834 Store[x][y] = EL_EMERALD_YELLOW;
1838 if (game.emulation == EMU_SUPAPLEX)
1839 Store[x][y] = EL_EMPTY;
1841 else if (center_element == EL_MOLE)
1842 Store[x][y] = EL_EMERALD_RED;
1843 else if (center_element == EL_PENGUIN)
1844 Store[x][y] = EL_EMERALD_PURPLE;
1845 else if (center_element == EL_BUG)
1846 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1847 else if (center_element == EL_BD_BUTTERFLY)
1848 Store[x][y] = EL_BD_DIAMOND;
1849 else if (center_element == EL_SP_ELECTRON)
1850 Store[x][y] = EL_SP_INFOTRON;
1851 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1852 Store[x][y] = level.amoeba_content;
1853 else if (center_element == EL_YAMYAM)
1855 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1856 else if (IS_CUSTOM_ELEMENT(center_element))
1858 element_info[center_element].content[x - ex + 1][y - ey + 1];
1859 else if (element == EL_WALL_EMERALD)
1860 Store[x][y] = EL_EMERALD;
1861 else if (element == EL_WALL_DIAMOND)
1862 Store[x][y] = EL_DIAMOND;
1863 else if (element == EL_WALL_BD_DIAMOND)
1864 Store[x][y] = EL_BD_DIAMOND;
1865 else if (element == EL_WALL_EMERALD_YELLOW)
1866 Store[x][y] = EL_EMERALD_YELLOW;
1867 else if (element == EL_WALL_EMERALD_RED)
1868 Store[x][y] = EL_EMERALD_RED;
1869 else if (element == EL_WALL_EMERALD_PURPLE)
1870 Store[x][y] = EL_EMERALD_PURPLE;
1871 else if (element == EL_WALL_PEARL)
1872 Store[x][y] = EL_PEARL;
1873 else if (element == EL_WALL_CRYSTAL)
1874 Store[x][y] = EL_CRYSTAL;
1876 Store[x][y] = EL_EMPTY;
1878 if (x != ex || y != ey ||
1879 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1880 Store2[x][y] = element;
1882 if (AmoebaNr[x][y] &&
1883 (element == EL_AMOEBA_FULL ||
1884 element == EL_BD_AMOEBA ||
1885 element == EL_AMOEBA_GROWING))
1887 AmoebaCnt[AmoebaNr[x][y]]--;
1888 AmoebaCnt2[AmoebaNr[x][y]]--;
1891 Feld[x][y] = EL_EXPLOSION;
1893 GfxElement[x][y] = center_element;
1895 GfxElement[x][y] = EL_UNDEFINED;
1897 MovDir[x][y] = MovPos[x][y] = 0;
1899 ExplodePhase[x][y] = 1;
1903 if (center_element == EL_YAMYAM)
1904 game.yamyam_content_nr =
1905 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1916 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1918 if (phase == first_phase_after_start)
1920 int element = Store2[x][y];
1922 if (element == EL_BLACK_ORB)
1924 Feld[x][y] = Store2[x][y];
1929 else if (phase == half_phase)
1931 int element = Store2[x][y];
1933 if (IS_PLAYER(x, y))
1934 KillHeroUnlessProtected(x, y);
1935 else if (CAN_EXPLODE_BY_FIRE(element))
1937 Feld[x][y] = Store2[x][y];
1941 else if (element == EL_AMOEBA_TO_DIAMOND)
1942 AmoebeUmwandeln(x, y);
1945 if (phase == last_phase)
1949 element = Feld[x][y] = Store[x][y];
1950 Store[x][y] = Store2[x][y] = 0;
1951 GfxElement[x][y] = EL_UNDEFINED;
1953 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1954 element = Feld[x][y] = Back[x][y];
1957 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1958 InitField(x, y, FALSE);
1959 if (CAN_MOVE(element))
1961 DrawLevelField(x, y);
1963 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1964 StorePlayer[x][y] = 0;
1966 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1969 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1971 int stored = Store[x][y];
1972 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1973 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1976 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1979 DrawLevelFieldCrumbledSand(x, y);
1981 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1983 DrawLevelElement(x, y, Back[x][y]);
1984 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1986 else if (IS_WALKABLE_UNDER(Back[x][y]))
1988 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1989 DrawLevelElementThruMask(x, y, Back[x][y]);
1991 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1992 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1996 void DynaExplode(int ex, int ey)
1999 int dynabomb_size = 1;
2000 boolean dynabomb_xl = FALSE;
2001 struct PlayerInfo *player;
2002 static int xy[4][2] =
2010 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2012 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2013 dynabomb_size = player->dynabomb_size;
2014 dynabomb_xl = player->dynabomb_xl;
2015 player->dynabombs_left++;
2018 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2022 for (j=1; j<=dynabomb_size; j++)
2024 int x = ex + j * xy[i % 4][0];
2025 int y = ey + j * xy[i % 4][1];
2028 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2031 element = Feld[x][y];
2033 /* do not restart explosions of fields with active bombs */
2034 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2037 Explode(x, y, EX_PHASE_START, EX_BORDER);
2039 if (element != EL_EMPTY &&
2040 element != EL_SAND &&
2041 element != EL_EXPLOSION &&
2048 void Bang(int x, int y)
2050 int element = Feld[x][y];
2052 if (IS_PLAYER(x, y))
2054 struct PlayerInfo *player = PLAYERINFO(x, y);
2056 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2057 player->element_nr);
2061 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2063 if (game.emulation == EMU_SUPAPLEX)
2064 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2066 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2070 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2078 case EL_BD_BUTTERFLY:
2081 case EL_DARK_YAMYAM:
2085 RaiseScoreElement(element);
2086 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2088 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2089 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2090 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2091 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2092 case EL_DYNABOMB_INCREASE_NUMBER:
2093 case EL_DYNABOMB_INCREASE_SIZE:
2094 case EL_DYNABOMB_INCREASE_POWER:
2099 case EL_LAMP_ACTIVE:
2100 if (IS_PLAYER(x, y))
2101 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2103 Explode(x, y, EX_PHASE_START, EX_CENTER);
2106 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2110 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2113 void SplashAcid(int x, int y)
2115 int element = Feld[x][y];
2117 if (element != EL_ACID_SPLASH_LEFT &&
2118 element != EL_ACID_SPLASH_RIGHT)
2120 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2122 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2123 (!IN_LEV_FIELD(x-1, y-1) ||
2124 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2125 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2127 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2128 (!IN_LEV_FIELD(x+1, y-1) ||
2129 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2130 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2134 static void InitBeltMovement()
2136 static int belt_base_element[4] =
2138 EL_CONVEYOR_BELT_1_LEFT,
2139 EL_CONVEYOR_BELT_2_LEFT,
2140 EL_CONVEYOR_BELT_3_LEFT,
2141 EL_CONVEYOR_BELT_4_LEFT
2143 static int belt_base_active_element[4] =
2145 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2146 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2147 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2148 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2153 /* set frame order for belt animation graphic according to belt direction */
2160 int element = belt_base_active_element[belt_nr] + j;
2161 int graphic = el2img(element);
2163 if (game.belt_dir[i] == MV_LEFT)
2164 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2166 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2170 for(y=0; y<lev_fieldy; y++)
2172 for(x=0; x<lev_fieldx; x++)
2174 int element = Feld[x][y];
2178 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2180 int e_belt_nr = getBeltNrFromBeltElement(element);
2183 if (e_belt_nr == belt_nr)
2185 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2187 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2195 static void ToggleBeltSwitch(int x, int y)
2197 static int belt_base_element[4] =
2199 EL_CONVEYOR_BELT_1_LEFT,
2200 EL_CONVEYOR_BELT_2_LEFT,
2201 EL_CONVEYOR_BELT_3_LEFT,
2202 EL_CONVEYOR_BELT_4_LEFT
2204 static int belt_base_active_element[4] =
2206 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2207 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2208 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2209 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2211 static int belt_base_switch_element[4] =
2213 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2214 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2215 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2216 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2218 static int belt_move_dir[4] =
2226 int element = Feld[x][y];
2227 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2228 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2229 int belt_dir = belt_move_dir[belt_dir_nr];
2232 if (!IS_BELT_SWITCH(element))
2235 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2236 game.belt_dir[belt_nr] = belt_dir;
2238 if (belt_dir_nr == 3)
2241 /* set frame order for belt animation graphic according to belt direction */
2244 int element = belt_base_active_element[belt_nr] + i;
2245 int graphic = el2img(element);
2247 if (belt_dir == MV_LEFT)
2248 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2250 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2253 for (yy=0; yy<lev_fieldy; yy++)
2255 for (xx=0; xx<lev_fieldx; xx++)
2257 int element = Feld[xx][yy];
2259 if (IS_BELT_SWITCH(element))
2261 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2263 if (e_belt_nr == belt_nr)
2265 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2266 DrawLevelField(xx, yy);
2269 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2271 int e_belt_nr = getBeltNrFromBeltElement(element);
2273 if (e_belt_nr == belt_nr)
2275 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2277 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2278 DrawLevelField(xx, yy);
2281 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2283 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2285 if (e_belt_nr == belt_nr)
2287 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2289 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2290 DrawLevelField(xx, yy);
2297 static void ToggleSwitchgateSwitch(int x, int y)
2301 game.switchgate_pos = !game.switchgate_pos;
2303 for (yy=0; yy<lev_fieldy; yy++)
2305 for (xx=0; xx<lev_fieldx; xx++)
2307 int element = Feld[xx][yy];
2309 if (element == EL_SWITCHGATE_SWITCH_UP ||
2310 element == EL_SWITCHGATE_SWITCH_DOWN)
2312 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2313 DrawLevelField(xx, yy);
2315 else if (element == EL_SWITCHGATE_OPEN ||
2316 element == EL_SWITCHGATE_OPENING)
2318 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2320 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2322 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2325 else if (element == EL_SWITCHGATE_CLOSED ||
2326 element == EL_SWITCHGATE_CLOSING)
2328 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2330 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2332 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2339 static int getInvisibleActiveFromInvisibleElement(int element)
2341 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2342 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2343 EL_INVISIBLE_SAND_ACTIVE);
2346 static int getInvisibleFromInvisibleActiveElement(int element)
2348 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2349 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2353 static void RedrawAllLightSwitchesAndInvisibleElements()
2357 for (y=0; y<lev_fieldy; y++)
2359 for (x=0; x<lev_fieldx; x++)
2361 int element = Feld[x][y];
2363 if (element == EL_LIGHT_SWITCH &&
2364 game.light_time_left > 0)
2366 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2367 DrawLevelField(x, y);
2369 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2370 game.light_time_left == 0)
2372 Feld[x][y] = EL_LIGHT_SWITCH;
2373 DrawLevelField(x, y);
2375 else if (element == EL_INVISIBLE_STEELWALL ||
2376 element == EL_INVISIBLE_WALL ||
2377 element == EL_INVISIBLE_SAND)
2379 if (game.light_time_left > 0)
2380 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2382 DrawLevelField(x, y);
2384 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2385 element == EL_INVISIBLE_WALL_ACTIVE ||
2386 element == EL_INVISIBLE_SAND_ACTIVE)
2388 if (game.light_time_left == 0)
2389 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2391 DrawLevelField(x, y);
2397 static void ToggleLightSwitch(int x, int y)
2399 int element = Feld[x][y];
2401 game.light_time_left =
2402 (element == EL_LIGHT_SWITCH ?
2403 level.time_light * FRAMES_PER_SECOND : 0);
2405 RedrawAllLightSwitchesAndInvisibleElements();
2408 static void ActivateTimegateSwitch(int x, int y)
2412 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2414 for (yy=0; yy<lev_fieldy; yy++)
2416 for (xx=0; xx<lev_fieldx; xx++)
2418 int element = Feld[xx][yy];
2420 if (element == EL_TIMEGATE_CLOSED ||
2421 element == EL_TIMEGATE_CLOSING)
2423 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2424 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2428 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2430 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2431 DrawLevelField(xx, yy);
2438 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2441 void Impact(int x, int y)
2443 boolean lastline = (y == lev_fieldy-1);
2444 boolean object_hit = FALSE;
2445 boolean impact = (lastline || object_hit);
2446 int element = Feld[x][y];
2447 int smashed = EL_UNDEFINED;
2449 if (!lastline) /* check if element below was hit */
2451 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2454 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2455 MovDir[x][y + 1] != MV_DOWN ||
2456 MovPos[x][y + 1] <= TILEY / 2));
2458 smashed = MovingOrBlocked2Element(x, y + 1);
2460 impact = (lastline || object_hit);
2463 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2471 ResetGfxAnimation(x, y);
2472 DrawLevelField(x, y);
2475 if (impact && CAN_EXPLODE_IMPACT(element))
2480 else if (impact && element == EL_PEARL)
2482 Feld[x][y] = EL_PEARL_BREAKING;
2483 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2486 else if (impact && CAN_CHANGE(element) &&
2487 HAS_CHANGE_EVENT(element, CE_IMPACT))
2489 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2491 ChangeElementDoIt(x, y, element_info[element].change.successor);
2496 if (impact && element == EL_AMOEBA_DROP)
2498 if (object_hit && IS_PLAYER(x, y + 1))
2499 KillHeroUnlessProtected(x, y + 1);
2500 else if (object_hit && smashed == EL_PENGUIN)
2504 Feld[x][y] = EL_AMOEBA_GROWING;
2505 Store[x][y] = EL_AMOEBA_WET;
2507 ResetRandomAnimationValue(x, y);
2512 if (object_hit) /* check which object was hit */
2514 if (CAN_PASS_MAGIC_WALL(element) &&
2515 (smashed == EL_MAGIC_WALL ||
2516 smashed == EL_BD_MAGIC_WALL))
2519 int activated_magic_wall =
2520 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2521 EL_BD_MAGIC_WALL_ACTIVE);
2523 /* activate magic wall / mill */
2524 for (yy=0; yy<lev_fieldy; yy++)
2525 for (xx=0; xx<lev_fieldx; xx++)
2526 if (Feld[xx][yy] == smashed)
2527 Feld[xx][yy] = activated_magic_wall;
2529 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2530 game.magic_wall_active = TRUE;
2532 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2533 SND_MAGIC_WALL_ACTIVATING :
2534 SND_BD_MAGIC_WALL_ACTIVATING));
2537 if (IS_PLAYER(x, y + 1))
2539 if (CAN_SMASH_PLAYER(element))
2541 KillHeroUnlessProtected(x, y + 1);
2545 else if (smashed == EL_PENGUIN)
2547 if (CAN_SMASH_PLAYER(element))
2553 else if (element == EL_BD_DIAMOND)
2555 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2561 else if ((element == EL_SP_INFOTRON ||
2562 element == EL_SP_ZONK) &&
2563 (smashed == EL_SP_SNIKSNAK ||
2564 smashed == EL_SP_ELECTRON ||
2565 smashed == EL_SP_DISK_ORANGE))
2570 else if (CAN_SMASH_EVERYTHING(element))
2572 if (IS_CLASSIC_ENEMY(smashed) ||
2573 CAN_EXPLODE_SMASHED(smashed))
2578 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2580 if (smashed == EL_LAMP ||
2581 smashed == EL_LAMP_ACTIVE)
2586 else if (smashed == EL_NUT)
2588 Feld[x][y + 1] = EL_NUT_BREAKING;
2589 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2590 RaiseScoreElement(EL_NUT);
2593 else if (smashed == EL_PEARL)
2595 Feld[x][y + 1] = EL_PEARL_BREAKING;
2596 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2599 else if (smashed == EL_DIAMOND)
2601 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2602 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2605 else if (IS_BELT_SWITCH(smashed))
2607 ToggleBeltSwitch(x, y + 1);
2609 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2610 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2612 ToggleSwitchgateSwitch(x, y + 1);
2614 else if (smashed == EL_LIGHT_SWITCH ||
2615 smashed == EL_LIGHT_SWITCH_ACTIVE)
2617 ToggleLightSwitch(x, y + 1);
2619 else if (CAN_CHANGE(smashed) &&
2620 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2622 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2628 /* play sound of magic wall / mill */
2630 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2631 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2633 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2634 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2635 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2636 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2641 /* play sound of object that hits the ground */
2642 if (lastline || object_hit)
2643 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2646 void TurnRound(int x, int y)
2658 { 0, 0 }, { 0, 0 }, { 0, 0 },
2663 int left, right, back;
2667 { MV_DOWN, MV_UP, MV_RIGHT },
2668 { MV_UP, MV_DOWN, MV_LEFT },
2670 { MV_LEFT, MV_RIGHT, MV_DOWN },
2674 { MV_RIGHT, MV_LEFT, MV_UP }
2677 int element = Feld[x][y];
2678 int old_move_dir = MovDir[x][y];
2679 int left_dir = turn[old_move_dir].left;
2680 int right_dir = turn[old_move_dir].right;
2681 int back_dir = turn[old_move_dir].back;
2683 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2684 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2685 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2686 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2688 int left_x = x + left_dx, left_y = y + left_dy;
2689 int right_x = x + right_dx, right_y = y + right_dy;
2690 int move_x = x + move_dx, move_y = y + move_dy;
2694 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2696 TestIfBadThingTouchesOtherBadThing(x, y);
2698 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2699 MovDir[x][y] = right_dir;
2700 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2701 MovDir[x][y] = left_dir;
2703 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2705 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2708 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2709 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2711 TestIfBadThingTouchesOtherBadThing(x, y);
2713 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2714 MovDir[x][y] = left_dir;
2715 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2716 MovDir[x][y] = right_dir;
2718 if ((element == EL_SPACESHIP ||
2719 element == EL_SP_SNIKSNAK ||
2720 element == EL_SP_ELECTRON)
2721 && MovDir[x][y] != old_move_dir)
2723 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2726 else if (element == EL_YAMYAM)
2728 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2729 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2731 if (can_turn_left && can_turn_right)
2732 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2733 else if (can_turn_left)
2734 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2735 else if (can_turn_right)
2736 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2738 MovDir[x][y] = back_dir;
2740 MovDelay[x][y] = 16 + 16 * RND(3);
2742 else if (element == EL_DARK_YAMYAM)
2744 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2745 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2747 if (can_turn_left && can_turn_right)
2748 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2749 else if (can_turn_left)
2750 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2751 else if (can_turn_right)
2752 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2754 MovDir[x][y] = back_dir;
2756 MovDelay[x][y] = 16 + 16 * RND(3);
2758 else if (element == EL_PACMAN)
2760 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2761 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2763 if (can_turn_left && can_turn_right)
2764 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2765 else if (can_turn_left)
2766 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2767 else if (can_turn_right)
2768 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2770 MovDir[x][y] = back_dir;
2772 MovDelay[x][y] = 6 + RND(40);
2774 else if (element == EL_PIG)
2776 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2777 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2778 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2779 boolean should_turn_left, should_turn_right, should_move_on;
2781 int rnd = RND(rnd_value);
2783 should_turn_left = (can_turn_left &&
2785 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2786 y + back_dy + left_dy)));
2787 should_turn_right = (can_turn_right &&
2789 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2790 y + back_dy + right_dy)));
2791 should_move_on = (can_move_on &&
2794 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2795 y + move_dy + left_dy) ||
2796 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2797 y + move_dy + right_dy)));
2799 if (should_turn_left || should_turn_right || should_move_on)
2801 if (should_turn_left && should_turn_right && should_move_on)
2802 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2803 rnd < 2 * rnd_value / 3 ? right_dir :
2805 else if (should_turn_left && should_turn_right)
2806 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2807 else if (should_turn_left && should_move_on)
2808 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2809 else if (should_turn_right && should_move_on)
2810 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2811 else if (should_turn_left)
2812 MovDir[x][y] = left_dir;
2813 else if (should_turn_right)
2814 MovDir[x][y] = right_dir;
2815 else if (should_move_on)
2816 MovDir[x][y] = old_move_dir;
2818 else if (can_move_on && rnd > rnd_value / 8)
2819 MovDir[x][y] = old_move_dir;
2820 else if (can_turn_left && can_turn_right)
2821 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2822 else if (can_turn_left && rnd > rnd_value / 8)
2823 MovDir[x][y] = left_dir;
2824 else if (can_turn_right && rnd > rnd_value/8)
2825 MovDir[x][y] = right_dir;
2827 MovDir[x][y] = back_dir;
2829 xx = x + move_xy[MovDir[x][y]].x;
2830 yy = y + move_xy[MovDir[x][y]].y;
2832 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2833 MovDir[x][y] = old_move_dir;
2837 else if (element == EL_DRAGON)
2839 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2840 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2841 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2843 int rnd = RND(rnd_value);
2845 if (can_move_on && rnd > rnd_value / 8)
2846 MovDir[x][y] = old_move_dir;
2847 else if (can_turn_left && can_turn_right)
2848 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2849 else if (can_turn_left && rnd > rnd_value / 8)
2850 MovDir[x][y] = left_dir;
2851 else if (can_turn_right && rnd > rnd_value / 8)
2852 MovDir[x][y] = right_dir;
2854 MovDir[x][y] = back_dir;
2856 xx = x + move_xy[MovDir[x][y]].x;
2857 yy = y + move_xy[MovDir[x][y]].y;
2859 if (!IS_FREE(xx, yy))
2860 MovDir[x][y] = old_move_dir;
2864 else if (element == EL_MOLE)
2866 boolean can_move_on =
2867 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2868 IS_AMOEBOID(Feld[move_x][move_y]) ||
2869 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2872 boolean can_turn_left =
2873 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2874 IS_AMOEBOID(Feld[left_x][left_y])));
2876 boolean can_turn_right =
2877 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2878 IS_AMOEBOID(Feld[right_x][right_y])));
2880 if (can_turn_left && can_turn_right)
2881 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2882 else if (can_turn_left)
2883 MovDir[x][y] = left_dir;
2885 MovDir[x][y] = right_dir;
2888 if (MovDir[x][y] != old_move_dir)
2891 else if (element == EL_BALLOON)
2893 MovDir[x][y] = game.balloon_dir;
2896 else if (element == EL_SPRING)
2898 if (MovDir[x][y] & MV_HORIZONTAL &&
2899 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2900 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2901 MovDir[x][y] = MV_NO_MOVING;
2905 else if (element == EL_ROBOT ||
2906 element == EL_SATELLITE ||
2907 element == EL_PENGUIN)
2909 int attr_x = -1, attr_y = -1;
2920 for (i=0; i<MAX_PLAYERS; i++)
2922 struct PlayerInfo *player = &stored_player[i];
2923 int jx = player->jx, jy = player->jy;
2925 if (!player->active)
2929 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
2937 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2943 if (element == EL_PENGUIN)
2946 static int xy[4][2] =
2956 int ex = x + xy[i % 4][0];
2957 int ey = y + xy[i % 4][1];
2959 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2968 MovDir[x][y] = MV_NO_MOVING;
2970 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2971 else if (attr_x > x)
2972 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2974 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2975 else if (attr_y > y)
2976 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2978 if (element == EL_ROBOT)
2982 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2983 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2984 Moving2Blocked(x, y, &newx, &newy);
2986 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2987 MovDelay[x][y] = 8 + 8 * !RND(3);
2989 MovDelay[x][y] = 16;
2991 else if (element == EL_PENGUIN)
2997 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2999 boolean first_horiz = RND(2);
3000 int new_move_dir = MovDir[x][y];
3003 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3004 Moving2Blocked(x, y, &newx, &newy);
3006 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3010 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3011 Moving2Blocked(x, y, &newx, &newy);
3013 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3016 MovDir[x][y] = old_move_dir;
3020 else /* (element == EL_SATELLITE) */
3026 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3028 boolean first_horiz = RND(2);
3029 int new_move_dir = MovDir[x][y];
3032 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3033 Moving2Blocked(x, y, &newx, &newy);
3035 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3039 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3040 Moving2Blocked(x, y, &newx, &newy);
3042 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3045 MovDir[x][y] = old_move_dir;
3050 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3051 element_info[element].move_pattern == MV_TURNING_LEFT ||
3052 element_info[element].move_pattern == MV_TURNING_RIGHT)
3054 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3055 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3057 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3058 MovDir[x][y] = left_dir;
3059 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3060 MovDir[x][y] = right_dir;
3061 else if (can_turn_left && can_turn_right)
3062 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3063 else if (can_turn_left)
3064 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3065 else if (can_turn_right)
3066 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3068 MovDir[x][y] = back_dir;
3070 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3072 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3073 element_info[element].move_pattern == MV_VERTICAL)
3075 if (element_info[element].move_pattern & old_move_dir)
3076 MovDir[x][y] = back_dir;
3077 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3078 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3079 else if (element_info[element].move_pattern == MV_VERTICAL)
3080 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3082 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3084 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3086 MovDir[x][y] = element_info[element].move_pattern;
3087 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3089 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3091 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3092 MovDir[x][y] = left_dir;
3093 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3094 MovDir[x][y] = right_dir;
3096 if (MovDir[x][y] != old_move_dir)
3097 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3099 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3101 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3102 MovDir[x][y] = right_dir;
3103 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3104 MovDir[x][y] = left_dir;
3106 if (MovDir[x][y] != old_move_dir)
3107 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3109 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3110 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3112 int attr_x = -1, attr_y = -1;
3115 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3126 for (i=0; i<MAX_PLAYERS; i++)
3128 struct PlayerInfo *player = &stored_player[i];
3129 int jx = player->jx, jy = player->jy;
3131 if (!player->active)
3135 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3143 MovDir[x][y] = MV_NO_MOVING;
3145 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3146 else if (attr_x > x)
3147 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3149 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3150 else if (attr_y > y)
3151 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3153 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3155 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3157 boolean first_horiz = RND(2);
3158 int new_move_dir = MovDir[x][y];
3161 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3162 Moving2Blocked(x, y, &newx, &newy);
3164 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3168 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3169 Moving2Blocked(x, y, &newx, &newy);
3171 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3174 MovDir[x][y] = old_move_dir;
3179 static boolean JustBeingPushed(int x, int y)
3183 for (i=0; i<MAX_PLAYERS; i++)
3185 struct PlayerInfo *player = &stored_player[i];
3187 if (player->active && player->Pushing && player->MovPos)
3189 int next_jx = player->jx + (player->jx - player->last_jx);
3190 int next_jy = player->jy + (player->jy - player->last_jy);
3192 if (x == next_jx && y == next_jy)
3200 void StartMoving(int x, int y)
3202 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3203 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3204 int element = Feld[x][y];
3209 GfxAction[x][y] = ACTION_DEFAULT;
3211 if (CAN_FALL(element) && y < lev_fieldy - 1)
3213 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3214 if (JustBeingPushed(x, y))
3217 if (element == EL_QUICKSAND_FULL)
3219 if (IS_FREE(x, y + 1))
3221 InitMovingField(x, y, MV_DOWN);
3222 started_moving = TRUE;
3224 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3225 Store[x][y] = EL_ROCK;
3227 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3229 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3232 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3234 if (!MovDelay[x][y])
3235 MovDelay[x][y] = TILEY + 1;
3244 Feld[x][y] = EL_QUICKSAND_EMPTY;
3245 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3246 Store[x][y + 1] = Store[x][y];
3249 PlaySoundLevelAction(x, y, ACTION_FILLING);
3251 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3255 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3256 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3258 InitMovingField(x, y, MV_DOWN);
3259 started_moving = TRUE;
3261 Feld[x][y] = EL_QUICKSAND_FILLING;
3262 Store[x][y] = element;
3264 PlaySoundLevelAction(x, y, ACTION_FILLING);
3266 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3269 else if (element == EL_MAGIC_WALL_FULL)
3271 if (IS_FREE(x, y + 1))
3273 InitMovingField(x, y, MV_DOWN);
3274 started_moving = TRUE;
3276 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3277 Store[x][y] = EL_CHANGED(Store[x][y]);
3279 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3281 if (!MovDelay[x][y])
3282 MovDelay[x][y] = TILEY/4 + 1;
3291 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3292 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3293 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3297 else if (element == EL_BD_MAGIC_WALL_FULL)
3299 if (IS_FREE(x, y + 1))
3301 InitMovingField(x, y, MV_DOWN);
3302 started_moving = TRUE;
3304 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3305 Store[x][y] = EL_CHANGED2(Store[x][y]);
3307 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3309 if (!MovDelay[x][y])
3310 MovDelay[x][y] = TILEY/4 + 1;
3319 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3320 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3321 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3325 else if (CAN_PASS_MAGIC_WALL(element) &&
3326 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3327 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3329 InitMovingField(x, y, MV_DOWN);
3330 started_moving = TRUE;
3333 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3334 EL_BD_MAGIC_WALL_FILLING);
3335 Store[x][y] = element;
3338 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3340 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3345 InitMovingField(x, y, MV_DOWN);
3346 started_moving = TRUE;
3348 Store[x][y] = EL_ACID;
3350 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3351 GfxAction[x][y + 1] = ACTION_ACTIVE;
3356 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3357 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3358 JustStopped[x][y] && !Pushed[x][y + 1])
3360 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3365 printf("::: %d\n", MovDir[x][y]);
3371 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3373 if (MovDir[x][y] == MV_NO_MOVING)
3375 InitMovingField(x, y, MV_DOWN);
3376 started_moving = TRUE;
3379 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3381 if (JustStopped[x][y]) /* prevent animation from being restarted */
3382 MovDir[x][y] = MV_DOWN;
3384 InitMovingField(x, y, MV_DOWN);
3385 started_moving = TRUE;
3387 else if (element == EL_AMOEBA_DROP)
3389 Feld[x][y] = EL_AMOEBA_GROWING;
3390 Store[x][y] = EL_AMOEBA_WET;
3392 /* Store[x][y + 1] must be zero, because:
3393 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3396 #if OLD_GAME_BEHAVIOUR
3397 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3399 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3400 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3401 element != EL_DX_SUPABOMB)
3404 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3405 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3406 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3407 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3410 boolean left = (x>0 && IS_FREE(x-1, y) &&
3411 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3412 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3413 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3417 if (left && right &&
3418 (game.emulation != EMU_BOULDERDASH &&
3419 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3420 left = !(right = RND(2));
3422 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3423 started_moving = TRUE;
3426 if (element == EL_BOMB)
3427 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3431 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3433 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3434 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3435 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3436 int belt_dir = game.belt_dir[belt_nr];
3438 if ((belt_dir == MV_LEFT && left_is_free) ||
3439 (belt_dir == MV_RIGHT && right_is_free))
3441 InitMovingField(x, y, belt_dir);
3442 started_moving = TRUE;
3444 GfxAction[x][y] = ACTION_DEFAULT;
3449 /* not "else if" because of EL_SPRING */
3450 if (CAN_MOVE(element) && !started_moving)
3454 if ((element == EL_SATELLITE ||
3455 element == EL_BALLOON ||
3456 element == EL_SPRING)
3457 && JustBeingPushed(x, y))
3462 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3463 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3465 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3467 Moving2Blocked(x, y, &newx, &newy);
3468 if (Feld[newx][newy] == EL_BLOCKED)
3469 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3474 if (!MovDelay[x][y]) /* start new movement phase */
3476 /* all objects that can change their move direction after each step
3477 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3479 if (element != EL_YAMYAM &&
3480 element != EL_DARK_YAMYAM &&
3481 element != EL_PACMAN &&
3482 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3483 element_info[element].move_pattern != MV_TURNING_LEFT &&
3484 element_info[element].move_pattern != MV_TURNING_RIGHT)
3488 if (MovDelay[x][y] && (element == EL_BUG ||
3489 element == EL_SPACESHIP ||
3490 element == EL_SP_SNIKSNAK ||
3491 element == EL_SP_ELECTRON ||
3492 element == EL_MOLE))
3493 DrawLevelField(x, y);
3497 if (MovDelay[x][y]) /* wait some time before next movement */
3502 if (element == EL_YAMYAM)
3505 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3506 DrawLevelElementAnimation(x, y, element);
3510 if (MovDelay[x][y]) /* element still has to wait some time */
3513 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3514 ResetGfxAnimation(x, y);
3516 GfxAction[x][y] = ACTION_WAITING;
3519 if (element == EL_ROBOT ||
3521 element == EL_PACMAN ||
3523 element == EL_YAMYAM ||
3524 element == EL_DARK_YAMYAM)
3527 DrawLevelElementAnimation(x, y, element);
3529 DrawLevelElementAnimationIfNeeded(x, y, element);
3531 PlaySoundLevelAction(x, y, ACTION_WAITING);
3533 else if (element == EL_SP_ELECTRON)
3534 DrawLevelElementAnimationIfNeeded(x, y, element);
3535 else if (element == EL_DRAGON)
3538 int dir = MovDir[x][y];
3539 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3540 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3541 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3542 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3543 dir == MV_UP ? IMG_FLAMES_1_UP :
3544 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3545 int frame = getGraphicAnimationFrame(graphic, -1);
3547 for (i=1; i<=3; i++)
3549 int xx = x + i*dx, yy = y + i*dy;
3550 int sx = SCREENX(xx), sy = SCREENY(yy);
3551 int flame_graphic = graphic + (i - 1);
3553 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3558 int flamed = MovingOrBlocked2Element(xx, yy);
3560 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3563 RemoveMovingField(xx, yy);
3565 Feld[xx][yy] = EL_FLAMES;
3566 if (IN_SCR_FIELD(sx, sy))
3567 DrawGraphic(sx, sy, flame_graphic, frame);
3571 if (Feld[xx][yy] == EL_FLAMES)
3572 Feld[xx][yy] = EL_EMPTY;
3573 DrawLevelField(xx, yy);
3578 if (MovDelay[x][y]) /* element still has to wait some time */
3580 PlaySoundLevelAction(x, y, ACTION_WAITING);
3585 GfxAction[x][y] = ACTION_MOVING;
3588 /* now make next step */
3590 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3592 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3593 !PLAYER_PROTECTED(newx, newy))
3596 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3599 /* player killed by element which is deadly when colliding with */
3601 KillHero(PLAYERINFO(newx, newy));
3606 else if ((element == EL_PENGUIN ||
3607 element == EL_ROBOT ||
3608 element == EL_SATELLITE ||
3609 element == EL_BALLOON ||
3610 IS_CUSTOM_ELEMENT(element)) &&
3611 IN_LEV_FIELD(newx, newy) &&
3612 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3615 Store[x][y] = EL_ACID;
3617 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3619 if (Feld[newx][newy] == EL_EXIT_OPEN)
3621 Feld[x][y] = EL_EMPTY;
3622 DrawLevelField(x, y);
3624 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3625 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3626 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3628 local_player->friends_still_needed--;
3629 if (!local_player->friends_still_needed &&
3630 !local_player->GameOver && AllPlayersGone)
3631 local_player->LevelSolved = local_player->GameOver = TRUE;
3635 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3637 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3638 DrawLevelField(newx, newy);
3640 MovDir[x][y] = MV_NO_MOVING;
3642 else if (!IS_FREE(newx, newy))
3644 GfxAction[x][y] = ACTION_WAITING;
3646 if (IS_PLAYER(x, y))
3647 DrawPlayerField(x, y);
3649 DrawLevelField(x, y);
3653 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3655 if (IS_FOOD_PIG(Feld[newx][newy]))
3657 if (IS_MOVING(newx, newy))
3658 RemoveMovingField(newx, newy);
3661 Feld[newx][newy] = EL_EMPTY;
3662 DrawLevelField(newx, newy);
3665 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3667 else if (!IS_FREE(newx, newy))
3669 if (IS_PLAYER(x, y))
3670 DrawPlayerField(x, y);
3672 DrawLevelField(x, y);
3676 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3678 if (!IS_FREE(newx, newy))
3680 if (IS_PLAYER(x, y))
3681 DrawPlayerField(x, y);
3683 DrawLevelField(x, y);
3688 boolean wanna_flame = !RND(10);
3689 int dx = newx - x, dy = newy - y;
3690 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3691 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3692 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3693 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3694 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3695 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3698 IS_CLASSIC_ENEMY(element1) ||
3699 IS_CLASSIC_ENEMY(element2)) &&
3700 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3701 element1 != EL_FLAMES && element2 != EL_FLAMES)
3703 if (IS_PLAYER(x, y))
3704 DrawPlayerField(x, y);
3706 DrawLevelField(x, y);
3708 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3710 MovDelay[x][y] = 50;
3711 Feld[newx][newy] = EL_FLAMES;
3712 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3713 Feld[newx1][newy1] = EL_FLAMES;
3714 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3715 Feld[newx2][newy2] = EL_FLAMES;
3720 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3721 Feld[newx][newy] == EL_DIAMOND)
3723 if (IS_MOVING(newx, newy))
3724 RemoveMovingField(newx, newy);
3727 Feld[newx][newy] = EL_EMPTY;
3728 DrawLevelField(newx, newy);
3731 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3733 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3734 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3736 if (AmoebaNr[newx][newy])
3738 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3739 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3740 Feld[newx][newy] == EL_BD_AMOEBA)
3741 AmoebaCnt[AmoebaNr[newx][newy]]--;
3744 if (IS_MOVING(newx, newy))
3745 RemoveMovingField(newx, newy);
3748 Feld[newx][newy] = EL_EMPTY;
3749 DrawLevelField(newx, newy);
3752 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3754 else if ((element == EL_PACMAN || element == EL_MOLE)
3755 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3757 if (AmoebaNr[newx][newy])
3759 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3760 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3761 Feld[newx][newy] == EL_BD_AMOEBA)
3762 AmoebaCnt[AmoebaNr[newx][newy]]--;
3765 if (element == EL_MOLE)
3767 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3768 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3769 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3770 return; /* wait for shrinking amoeba */
3772 else /* element == EL_PACMAN */
3774 Feld[newx][newy] = EL_EMPTY;
3775 DrawLevelField(newx, newy);
3776 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3779 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3780 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3781 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3783 /* wait for shrinking amoeba to completely disappear */
3786 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3788 /* object was running against a wall */
3793 DrawLevelElementAnimation(x, y, element);
3795 if (element == EL_BUG ||
3796 element == EL_SPACESHIP ||
3797 element == EL_SP_SNIKSNAK)
3798 DrawLevelField(x, y);
3799 else if (element == EL_MOLE)
3800 DrawLevelField(x, y);
3801 else if (element == EL_BD_BUTTERFLY ||
3802 element == EL_BD_FIREFLY)
3803 DrawLevelElementAnimationIfNeeded(x, y, element);
3804 else if (element == EL_SATELLITE)
3805 DrawLevelElementAnimationIfNeeded(x, y, element);
3806 else if (element == EL_SP_ELECTRON)
3807 DrawLevelElementAnimationIfNeeded(x, y, element);
3810 if (DONT_TOUCH(element))
3811 TestIfBadThingTouchesHero(x, y);
3814 PlaySoundLevelAction(x, y, ACTION_WAITING);
3820 InitMovingField(x, y, MovDir[x][y]);
3822 PlaySoundLevelAction(x, y, ACTION_MOVING);
3826 ContinueMoving(x, y);
3829 void ContinueMoving(int x, int y)
3831 int element = Feld[x][y];
3832 int direction = MovDir[x][y];
3833 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3834 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3835 int horiz_move = (dx != 0);
3836 int newx = x + dx, newy = y + dy;
3837 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3838 struct PlayerInfo *player = (IS_PLAYER(x, y) ? PLAYERINFO(x, y) : NULL);
3840 boolean pushing = (player != NULL && player->Pushing && player->MovPos != 0);
3842 boolean pushing = (player != NULL && player->Pushing && player->is_moving);
3846 if (player && player->is_moving && player->MovPos == 0)
3847 printf("::: !!!\n");
3850 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3852 else if (element == EL_QUICKSAND_FILLING ||
3853 element == EL_QUICKSAND_EMPTYING)
3855 else if (element == EL_MAGIC_WALL_FILLING ||
3856 element == EL_BD_MAGIC_WALL_FILLING ||
3857 element == EL_MAGIC_WALL_EMPTYING ||
3858 element == EL_BD_MAGIC_WALL_EMPTYING)
3860 else if (CAN_FALL(element) && horiz_move &&
3861 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3863 else if (element == EL_SPRING && horiz_move)
3865 else if (IS_CUSTOM_ELEMENT(element))
3866 step = SIGN(step) * element_info[element].move_stepsize;
3868 #if OLD_GAME_BEHAVIOUR
3869 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3873 MovPos[x][y] += step;
3877 if (Pushed[x][y]) /* special case: moving object pushed by player */
3879 if (pushing) /* special case: moving object pushed by player */
3882 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
3884 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->GfxPos));
3889 if (element == EL_SPRING)
3890 printf("::: spring moves %d [%d: %d, %d, %d/%d]\n",
3893 (player?player->Pushing:-42),
3894 (player?player->is_moving:-42),
3895 (player?player->MovPos:-42),
3896 (player?player->GfxPos:-42));
3899 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3901 Feld[x][y] = EL_EMPTY;
3902 Feld[newx][newy] = element;
3903 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3905 if (element == EL_MOLE)
3908 static int xy[4][2] =
3916 Feld[x][y] = EL_SAND;
3917 DrawLevelField(x, y);
3926 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3927 DrawLevelField(xx, yy); /* for "crumbled sand" */
3931 if (element == EL_QUICKSAND_FILLING)
3933 element = Feld[newx][newy] = get_next_element(element);
3934 Store[newx][newy] = Store[x][y];
3936 else if (element == EL_QUICKSAND_EMPTYING)
3938 Feld[x][y] = get_next_element(element);
3939 element = Feld[newx][newy] = Store[x][y];
3941 else if (element == EL_MAGIC_WALL_FILLING)
3943 element = Feld[newx][newy] = get_next_element(element);
3944 if (!game.magic_wall_active)
3945 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3946 Store[newx][newy] = Store[x][y];
3948 else if (element == EL_MAGIC_WALL_EMPTYING)
3950 Feld[x][y] = get_next_element(element);
3951 if (!game.magic_wall_active)
3952 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3953 element = Feld[newx][newy] = Store[x][y];
3955 else if (element == EL_BD_MAGIC_WALL_FILLING)
3957 element = Feld[newx][newy] = get_next_element(element);
3958 if (!game.magic_wall_active)
3959 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3960 Store[newx][newy] = Store[x][y];
3962 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3964 Feld[x][y] = get_next_element(element);
3965 if (!game.magic_wall_active)
3966 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3967 element = Feld[newx][newy] = Store[x][y];
3969 else if (element == EL_AMOEBA_DROPPING)
3971 Feld[x][y] = get_next_element(element);
3972 element = Feld[newx][newy] = Store[x][y];
3974 else if (element == EL_SOKOBAN_OBJECT)
3977 Feld[x][y] = Back[x][y];
3979 if (Back[newx][newy])
3980 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
3982 Back[x][y] = Back[newx][newy] = 0;
3984 else if (Store[x][y] == EL_ACID)
3986 element = Feld[newx][newy] = EL_ACID;
3990 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3991 MovDelay[newx][newy] = 0;
3993 /* copy element change control values to new field */
3994 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3996 /* copy animation control values to new field */
3997 GfxFrame[newx][newy] = GfxFrame[x][y];
3998 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3999 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4001 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4003 ResetGfxAnimation(x, y); /* reset animation values for old field */
4007 if (!CAN_MOVE(element))
4008 MovDir[newx][newy] = 0;
4012 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4013 MovDir[newx][newy] = 0;
4015 if (!CAN_MOVE(element) ||
4016 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4017 MovDir[newx][newy] = 0;
4023 DrawLevelField(x, y);
4024 DrawLevelField(newx, newy);
4027 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) || !pushing)
4029 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4033 JustStopped[newx][newy] = 3;
4035 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4037 TestIfBadThingTouchesHero(newx, newy);
4038 TestIfBadThingTouchesFriend(newx, newy);
4039 TestIfBadThingTouchesOtherBadThing(newx, newy);
4041 else if (element == EL_PENGUIN)
4042 TestIfFriendTouchesBadThing(newx, newy);
4045 if (CAN_FALL(element) && direction == MV_DOWN &&
4046 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4049 if (CAN_SMASH(element) && direction == MV_DOWN &&
4050 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4054 else /* still moving on */
4056 DrawLevelField(x, y);
4060 int AmoebeNachbarNr(int ax, int ay)
4063 int element = Feld[ax][ay];
4065 static int xy[4][2] =
4075 int x = ax + xy[i][0];
4076 int y = ay + xy[i][1];
4078 if (!IN_LEV_FIELD(x, y))
4081 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4082 group_nr = AmoebaNr[x][y];
4088 void AmoebenVereinigen(int ax, int ay)
4090 int i, x, y, xx, yy;
4091 int new_group_nr = AmoebaNr[ax][ay];
4092 static int xy[4][2] =
4100 if (new_group_nr == 0)
4108 if (!IN_LEV_FIELD(x, y))
4111 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4112 Feld[x][y] == EL_BD_AMOEBA ||
4113 Feld[x][y] == EL_AMOEBA_DEAD) &&
4114 AmoebaNr[x][y] != new_group_nr)
4116 int old_group_nr = AmoebaNr[x][y];
4118 if (old_group_nr == 0)
4121 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4122 AmoebaCnt[old_group_nr] = 0;
4123 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4124 AmoebaCnt2[old_group_nr] = 0;
4126 for (yy=0; yy<lev_fieldy; yy++)
4128 for (xx=0; xx<lev_fieldx; xx++)
4130 if (AmoebaNr[xx][yy] == old_group_nr)
4131 AmoebaNr[xx][yy] = new_group_nr;
4138 void AmoebeUmwandeln(int ax, int ay)
4142 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4144 int group_nr = AmoebaNr[ax][ay];
4149 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4150 printf("AmoebeUmwandeln(): This should never happen!\n");
4155 for (y=0; y<lev_fieldy; y++)
4157 for (x=0; x<lev_fieldx; x++)
4159 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4162 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4166 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4167 SND_AMOEBA_TURNING_TO_GEM :
4168 SND_AMOEBA_TURNING_TO_ROCK));
4173 static int xy[4][2] =
4186 if (!IN_LEV_FIELD(x, y))
4189 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4191 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4192 SND_AMOEBA_TURNING_TO_GEM :
4193 SND_AMOEBA_TURNING_TO_ROCK));
4200 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4203 int group_nr = AmoebaNr[ax][ay];
4204 boolean done = FALSE;
4209 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4210 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4215 for (y=0; y<lev_fieldy; y++)
4217 for (x=0; x<lev_fieldx; x++)
4219 if (AmoebaNr[x][y] == group_nr &&
4220 (Feld[x][y] == EL_AMOEBA_DEAD ||
4221 Feld[x][y] == EL_BD_AMOEBA ||
4222 Feld[x][y] == EL_AMOEBA_GROWING))
4225 Feld[x][y] = new_element;
4226 InitField(x, y, FALSE);
4227 DrawLevelField(x, y);
4234 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4235 SND_BD_AMOEBA_TURNING_TO_ROCK :
4236 SND_BD_AMOEBA_TURNING_TO_GEM));
4239 void AmoebeWaechst(int x, int y)
4241 static unsigned long sound_delay = 0;
4242 static unsigned long sound_delay_value = 0;
4244 if (!MovDelay[x][y]) /* start new growing cycle */
4248 if (DelayReached(&sound_delay, sound_delay_value))
4251 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4253 if (Store[x][y] == EL_BD_AMOEBA)
4254 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4256 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4258 sound_delay_value = 30;
4262 if (MovDelay[x][y]) /* wait some time before growing bigger */
4265 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4267 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4268 6 - MovDelay[x][y]);
4270 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4273 if (!MovDelay[x][y])
4275 Feld[x][y] = Store[x][y];
4277 DrawLevelField(x, y);
4282 void AmoebaDisappearing(int x, int y)
4284 static unsigned long sound_delay = 0;
4285 static unsigned long sound_delay_value = 0;
4287 if (!MovDelay[x][y]) /* start new shrinking cycle */
4291 if (DelayReached(&sound_delay, sound_delay_value))
4292 sound_delay_value = 30;
4295 if (MovDelay[x][y]) /* wait some time before shrinking */
4298 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4300 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4301 6 - MovDelay[x][y]);
4303 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4306 if (!MovDelay[x][y])
4308 Feld[x][y] = EL_EMPTY;
4309 DrawLevelField(x, y);
4311 /* don't let mole enter this field in this cycle;
4312 (give priority to objects falling to this field from above) */
4318 void AmoebeAbleger(int ax, int ay)
4321 int element = Feld[ax][ay];
4322 int graphic = el2img(element);
4323 int newax = ax, neway = ay;
4324 static int xy[4][2] =
4332 if (!level.amoeba_speed)
4334 Feld[ax][ay] = EL_AMOEBA_DEAD;
4335 DrawLevelField(ax, ay);
4339 if (IS_ANIMATED(graphic))
4340 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4342 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4343 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4345 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4348 if (MovDelay[ax][ay])
4352 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4355 int x = ax + xy[start][0];
4356 int y = ay + xy[start][1];
4358 if (!IN_LEV_FIELD(x, y))
4361 if (IS_FREE(x, y) ||
4362 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4368 if (newax == ax && neway == ay)
4371 else /* normal or "filled" (BD style) amoeba */
4374 boolean waiting_for_player = FALSE;
4378 int j = (start + i) % 4;
4379 int x = ax + xy[j][0];
4380 int y = ay + xy[j][1];
4382 if (!IN_LEV_FIELD(x, y))
4385 if (IS_FREE(x, y) ||
4386 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4392 else if (IS_PLAYER(x, y))
4393 waiting_for_player = TRUE;
4396 if (newax == ax && neway == ay) /* amoeba cannot grow */
4398 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4400 Feld[ax][ay] = EL_AMOEBA_DEAD;
4401 DrawLevelField(ax, ay);
4402 AmoebaCnt[AmoebaNr[ax][ay]]--;
4404 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4406 if (element == EL_AMOEBA_FULL)
4407 AmoebeUmwandeln(ax, ay);
4408 else if (element == EL_BD_AMOEBA)
4409 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4414 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4416 /* amoeba gets larger by growing in some direction */
4418 int new_group_nr = AmoebaNr[ax][ay];
4421 if (new_group_nr == 0)
4423 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4424 printf("AmoebeAbleger(): This should never happen!\n");
4429 AmoebaNr[newax][neway] = new_group_nr;
4430 AmoebaCnt[new_group_nr]++;
4431 AmoebaCnt2[new_group_nr]++;
4433 /* if amoeba touches other amoeba(s) after growing, unify them */
4434 AmoebenVereinigen(newax, neway);
4436 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4438 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4444 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4445 (neway == lev_fieldy - 1 && newax != ax))
4447 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4448 Store[newax][neway] = element;
4450 else if (neway == ay)
4452 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4454 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4456 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4461 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4462 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4463 Store[ax][ay] = EL_AMOEBA_DROP;
4464 ContinueMoving(ax, ay);
4468 DrawLevelField(newax, neway);
4471 void Life(int ax, int ay)
4474 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4476 int element = Feld[ax][ay];
4477 int graphic = el2img(element);
4478 boolean changed = FALSE;
4480 if (IS_ANIMATED(graphic))
4481 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4486 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4487 MovDelay[ax][ay] = life_time;
4489 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4492 if (MovDelay[ax][ay])
4496 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4498 int xx = ax+x1, yy = ay+y1;
4501 if (!IN_LEV_FIELD(xx, yy))
4504 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4506 int x = xx+x2, y = yy+y2;
4508 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4511 if (((Feld[x][y] == element ||
4512 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4514 (IS_FREE(x, y) && Stop[x][y]))
4518 if (xx == ax && yy == ay) /* field in the middle */
4520 if (nachbarn < life[0] || nachbarn > life[1])
4522 Feld[xx][yy] = EL_EMPTY;
4524 DrawLevelField(xx, yy);
4525 Stop[xx][yy] = TRUE;
4529 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4530 { /* free border field */
4531 if (nachbarn >= life[2] && nachbarn <= life[3])
4533 Feld[xx][yy] = element;
4534 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4536 DrawLevelField(xx, yy);
4537 Stop[xx][yy] = TRUE;
4544 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4545 SND_GAME_OF_LIFE_GROWING);
4548 static void InitRobotWheel(int x, int y)
4550 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4553 static void RunRobotWheel(int x, int y)
4555 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4558 static void StopRobotWheel(int x, int y)
4560 if (ZX == x && ZY == y)
4564 static void InitTimegateWheel(int x, int y)
4566 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4569 static void RunTimegateWheel(int x, int y)
4571 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4574 void CheckExit(int x, int y)
4576 if (local_player->gems_still_needed > 0 ||
4577 local_player->sokobanfields_still_needed > 0 ||
4578 local_player->lights_still_needed > 0)
4580 int element = Feld[x][y];
4581 int graphic = el2img(element);
4583 if (IS_ANIMATED(graphic))
4584 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4589 Feld[x][y] = EL_EXIT_OPENING;
4591 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4594 void CheckExitSP(int x, int y)
4596 if (local_player->gems_still_needed > 0)
4598 int element = Feld[x][y];
4599 int graphic = el2img(element);
4601 if (IS_ANIMATED(graphic))
4602 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4607 Feld[x][y] = EL_SP_EXIT_OPEN;
4609 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4612 static void CloseAllOpenTimegates()
4616 for (y=0; y<lev_fieldy; y++)
4618 for (x=0; x<lev_fieldx; x++)
4620 int element = Feld[x][y];
4622 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4624 Feld[x][y] = EL_TIMEGATE_CLOSING;
4626 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4628 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4635 void EdelsteinFunkeln(int x, int y)
4637 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4640 if (Feld[x][y] == EL_BD_DIAMOND)
4643 if (MovDelay[x][y] == 0) /* next animation frame */
4644 MovDelay[x][y] = 11 * !SimpleRND(500);
4646 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4650 if (setup.direct_draw && MovDelay[x][y])
4651 SetDrawtoField(DRAW_BUFFERED);
4653 DrawLevelElementAnimation(x, y, Feld[x][y]);
4655 if (MovDelay[x][y] != 0)
4657 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4658 10 - MovDelay[x][y]);
4660 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4662 if (setup.direct_draw)
4666 dest_x = FX + SCREENX(x) * TILEX;
4667 dest_y = FY + SCREENY(y) * TILEY;
4669 BlitBitmap(drawto_field, window,
4670 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4671 SetDrawtoField(DRAW_DIRECT);
4677 void MauerWaechst(int x, int y)
4681 if (!MovDelay[x][y]) /* next animation frame */
4682 MovDelay[x][y] = 3 * delay;
4684 if (MovDelay[x][y]) /* wait some time before next frame */
4688 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4690 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4691 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4693 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4696 if (!MovDelay[x][y])
4698 if (MovDir[x][y] == MV_LEFT)
4700 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4701 DrawLevelField(x - 1, y);
4703 else if (MovDir[x][y] == MV_RIGHT)
4705 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4706 DrawLevelField(x + 1, y);
4708 else if (MovDir[x][y] == MV_UP)
4710 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4711 DrawLevelField(x, y - 1);
4715 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4716 DrawLevelField(x, y + 1);
4719 Feld[x][y] = Store[x][y];
4721 MovDir[x][y] = MV_NO_MOVING;
4722 DrawLevelField(x, y);
4727 void MauerAbleger(int ax, int ay)
4729 int element = Feld[ax][ay];
4730 int graphic = el2img(element);
4731 boolean oben_frei = FALSE, unten_frei = FALSE;
4732 boolean links_frei = FALSE, rechts_frei = FALSE;
4733 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4734 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4735 boolean new_wall = FALSE;
4737 if (IS_ANIMATED(graphic))
4738 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4740 if (!MovDelay[ax][ay]) /* start building new wall */
4741 MovDelay[ax][ay] = 6;
4743 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4746 if (MovDelay[ax][ay])
4750 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4752 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4754 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4756 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4759 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4760 element == EL_EXPANDABLE_WALL_ANY)
4764 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4765 Store[ax][ay-1] = element;
4766 MovDir[ax][ay-1] = MV_UP;
4767 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4768 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4769 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4774 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4775 Store[ax][ay+1] = element;
4776 MovDir[ax][ay+1] = MV_DOWN;
4777 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4778 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4779 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4784 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4785 element == EL_EXPANDABLE_WALL_ANY ||
4786 element == EL_EXPANDABLE_WALL)
4790 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4791 Store[ax-1][ay] = element;
4792 MovDir[ax-1][ay] = MV_LEFT;
4793 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4794 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4795 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4801 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4802 Store[ax+1][ay] = element;
4803 MovDir[ax+1][ay] = MV_RIGHT;
4804 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4805 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4806 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4811 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4812 DrawLevelField(ax, ay);
4814 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4816 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4817 unten_massiv = TRUE;
4818 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4819 links_massiv = TRUE;
4820 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4821 rechts_massiv = TRUE;
4823 if (((oben_massiv && unten_massiv) ||
4824 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4825 element == EL_EXPANDABLE_WALL) &&
4826 ((links_massiv && rechts_massiv) ||
4827 element == EL_EXPANDABLE_WALL_VERTICAL))
4828 Feld[ax][ay] = EL_WALL;
4832 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4834 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4838 void CheckForDragon(int x, int y)
4841 boolean dragon_found = FALSE;
4842 static int xy[4][2] =
4854 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4856 if (IN_LEV_FIELD(xx, yy) &&
4857 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4859 if (Feld[xx][yy] == EL_DRAGON)
4860 dragon_found = TRUE;
4873 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4875 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4877 Feld[xx][yy] = EL_EMPTY;
4878 DrawLevelField(xx, yy);
4887 static void InitBuggyBase(int x, int y)
4889 int element = Feld[x][y];
4890 int activating_delay = FRAMES_PER_SECOND / 4;
4893 (element == EL_SP_BUGGY_BASE ?
4894 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4895 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4897 element == EL_SP_BUGGY_BASE_ACTIVE ?
4898 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4901 static void WarnBuggyBase(int x, int y)
4904 static int xy[4][2] =
4914 int xx = x + xy[i][0], yy = y + xy[i][1];
4916 if (IS_PLAYER(xx, yy))
4918 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4925 static void InitTrap(int x, int y)
4927 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4930 static void ActivateTrap(int x, int y)
4932 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4935 static void ChangeActiveTrap(int x, int y)
4937 int graphic = IMG_TRAP_ACTIVE;
4939 /* if new animation frame was drawn, correct crumbled sand border */
4940 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4941 DrawLevelFieldCrumbledSand(x, y);
4944 static void ChangeElementDoIt(int x, int y, int element_new)
4946 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
4949 Feld[x][y] = element_new;
4951 ResetGfxAnimation(x, y);
4952 ResetRandomAnimationValue(x, y);
4954 InitField(x, y, FALSE);
4955 if (CAN_MOVE(Feld[x][y]))
4958 DrawLevelField(x, y);
4960 if (CAN_BE_CRUMBLED(Feld[x][y]))
4962 int sx = SCREENX(x), sy = SCREENY(y);
4963 static int xy[4][2] =
4974 int xx = x + xy[i][0];
4975 int yy = y + xy[i][1];
4976 int sxx = sx + xy[i][0];
4977 int syy = sy + xy[i][1];
4979 if (!IN_LEV_FIELD(xx, yy) ||
4980 !IN_SCR_FIELD(sxx, syy) ||
4981 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4985 DrawLevelField(xx, yy);
4990 static void ChangeElement(int x, int y)
4992 int element = Feld[x][y];
4994 if (ChangeDelay[x][y] == 0) /* initialize element change */
4996 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4998 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5000 int max_random_delay = element_info[element].change.delay_random;
5001 int delay_frames = element_info[element].change.delay_frames;
5003 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5006 ResetGfxAnimation(x, y);
5007 ResetRandomAnimationValue(x, y);
5009 if (changing_element[element].pre_change_function)
5010 changing_element[element].pre_change_function(x, y);
5013 ChangeDelay[x][y]--;
5015 if (ChangeDelay[x][y] != 0) /* continue element change */
5017 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5019 if (IS_ANIMATED(graphic))
5020 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5022 if (changing_element[element].change_function)
5023 changing_element[element].change_function(x, y);
5025 else /* finish element change */
5027 int next_element = changing_element[element].next_element;
5029 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5031 ChangeDelay[x][y] = 1; /* try change after next move step */
5036 if (next_element != EL_UNDEFINED)
5037 ChangeElementDoIt(x, y, next_element);
5039 ChangeElementDoIt(x, y, element_info[element].change.successor);
5041 if (changing_element[element].post_change_function)
5042 changing_element[element].post_change_function(x, y);
5046 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
5050 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5053 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5055 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5056 element_info[i].change.trigger != trigger_element)
5059 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5061 if (Feld[x][y] == i)
5063 ChangeDelay[x][y] = 1;
5064 ChangeElement(x, y);
5070 static void CheckPlayerElementChange(int x, int y, int element,
5073 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5077 ChangeDelay[x][y] = 1;
5078 ChangeElement(x, y);
5080 ChangeElementDoIt(x, y, element_info[element].change.successor);
5084 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5086 static byte stored_player_action[MAX_PLAYERS];
5087 static int num_stored_actions = 0;
5088 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5089 int left = player_action & JOY_LEFT;
5090 int right = player_action & JOY_RIGHT;
5091 int up = player_action & JOY_UP;
5092 int down = player_action & JOY_DOWN;
5093 int button1 = player_action & JOY_BUTTON_1;
5094 int button2 = player_action & JOY_BUTTON_2;
5095 int dx = (left ? -1 : right ? 1 : 0);
5096 int dy = (up ? -1 : down ? 1 : 0);
5098 stored_player_action[player->index_nr] = 0;
5099 num_stored_actions++;
5101 if (!player->active || tape.pausing)
5107 snapped = SnapField(player, dx, dy);
5111 bombed = PlaceBomb(player);
5112 moved = MoveFigure(player, dx, dy);
5115 if (tape.single_step && tape.recording && !tape.pausing)
5117 if (button1 || (bombed && !moved))
5119 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5120 SnapField(player, 0, 0); /* stop snapping */
5124 stored_player_action[player->index_nr] = player_action;
5128 /* no actions for this player (no input at player's configured device) */
5130 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5131 SnapField(player, 0, 0);
5132 CheckGravityMovement(player);
5134 if (player->MovPos == 0)
5137 printf("Trying... Player frame reset\n");
5140 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5143 if (player->MovPos == 0) /* needed for tape.playing */
5144 player->is_moving = FALSE;
5147 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5149 TapeRecordAction(stored_player_action);
5150 num_stored_actions = 0;
5156 static unsigned long action_delay = 0;
5157 unsigned long action_delay_value;
5158 int magic_wall_x = 0, magic_wall_y = 0;
5159 int i, x, y, element, graphic;
5160 byte *recorded_player_action;
5161 byte summarized_player_action = 0;
5163 if (game_status != GAME_MODE_PLAYING)
5166 action_delay_value =
5167 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5169 if (tape.playing && tape.index_search && !tape.pausing)
5170 action_delay_value = 0;
5172 /* ---------- main game synchronization point ---------- */
5174 WaitUntilDelayReached(&action_delay, action_delay_value);
5176 if (network_playing && !network_player_action_received)
5180 printf("DEBUG: try to get network player actions in time\n");
5184 #if defined(PLATFORM_UNIX)
5185 /* last chance to get network player actions without main loop delay */
5189 if (game_status != GAME_MODE_PLAYING)
5192 if (!network_player_action_received)
5196 printf("DEBUG: failed to get network player actions in time\n");
5206 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5208 for (i=0; i<MAX_PLAYERS; i++)
5210 summarized_player_action |= stored_player[i].action;
5212 if (!network_playing)
5213 stored_player[i].effective_action = stored_player[i].action;
5216 #if defined(PLATFORM_UNIX)
5217 if (network_playing)
5218 SendToServer_MovePlayer(summarized_player_action);
5221 if (!options.network && !setup.team_mode)
5222 local_player->effective_action = summarized_player_action;
5224 for (i=0; i<MAX_PLAYERS; i++)
5226 int actual_player_action = stored_player[i].effective_action;
5228 if (stored_player[i].programmed_action)
5229 actual_player_action = stored_player[i].programmed_action;
5231 if (recorded_player_action)
5232 actual_player_action = recorded_player_action[i];
5234 PlayerActions(&stored_player[i], actual_player_action);
5235 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5238 network_player_action_received = FALSE;
5240 ScrollScreen(NULL, SCROLL_GO_ON);
5246 for (i=0; i<MAX_PLAYERS; i++)
5247 stored_player[i].Frame++;
5251 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5253 for (i=0; i<MAX_PLAYERS; i++)
5255 struct PlayerInfo *player = &stored_player[i];
5259 if (player->active && player->Pushing && player->is_moving &&
5262 ContinueMoving(x, y);
5264 /* continue moving after pushing (this is actually a bug) */
5265 if (!IS_MOVING(x, y))
5274 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5277 if (JustStopped[x][y] > 0)
5278 JustStopped[x][y]--;
5283 if (IS_BLOCKED(x, y))
5287 Blocked2Moving(x, y, &oldx, &oldy);
5288 if (!IS_MOVING(oldx, oldy))
5290 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5291 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5292 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5293 printf("GameActions(): This should never happen!\n");
5299 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5301 element = Feld[x][y];
5303 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5305 graphic = el2img(element);
5311 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5313 element = graphic = 0;
5317 if (graphic_info[graphic].anim_global_sync)
5318 GfxFrame[x][y] = FrameCounter;
5320 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5321 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5322 ResetRandomAnimationValue(x, y);
5324 SetRandomAnimationValue(x, y);
5327 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5330 if (IS_INACTIVE(element))
5332 if (IS_ANIMATED(graphic))
5333 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5339 /* this may take place after moving, so 'element' may have changed */
5340 if (IS_CHANGING(x, y))
5342 ChangeElement(x, y);
5343 element = Feld[x][y];
5344 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5348 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5353 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5355 if (element == EL_PACMAN)
5356 printf("::: %d, %d, %d\n",
5357 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5360 if (element == EL_YAMYAM)
5361 printf("::: %d, %d, %d\n",
5362 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5366 if (IS_ANIMATED(graphic) &&
5370 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5373 if (element == EL_YAMYAM)
5374 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5378 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5379 EdelsteinFunkeln(x, y);
5381 else if ((element == EL_ACID ||
5382 element == EL_EXIT_OPEN ||
5383 element == EL_SP_EXIT_OPEN ||
5384 element == EL_SP_TERMINAL ||
5385 element == EL_SP_TERMINAL_ACTIVE ||
5386 element == EL_EXTRA_TIME ||
5387 element == EL_SHIELD_NORMAL ||
5388 element == EL_SHIELD_DEADLY) &&
5389 IS_ANIMATED(graphic))
5390 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5391 else if (IS_MOVING(x, y))
5392 ContinueMoving(x, y);
5393 else if (IS_ACTIVE_BOMB(element))
5394 CheckDynamite(x, y);
5396 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5397 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5399 else if (element == EL_AMOEBA_GROWING)
5400 AmoebeWaechst(x, y);
5401 else if (element == EL_AMOEBA_SHRINKING)
5402 AmoebaDisappearing(x, y);
5404 #if !USE_NEW_AMOEBA_CODE
5405 else if (IS_AMOEBALIVE(element))
5406 AmoebeAbleger(x, y);
5409 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5411 else if (element == EL_EXIT_CLOSED)
5413 else if (element == EL_SP_EXIT_CLOSED)
5415 else if (element == EL_EXPANDABLE_WALL_GROWING)
5417 else if (element == EL_EXPANDABLE_WALL ||
5418 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5419 element == EL_EXPANDABLE_WALL_VERTICAL ||
5420 element == EL_EXPANDABLE_WALL_ANY)
5422 else if (element == EL_FLAMES)
5423 CheckForDragon(x, y);
5425 else if (IS_AUTO_CHANGING(element))
5426 ChangeElement(x, y);
5428 else if (element == EL_EXPLOSION)
5429 ; /* drawing of correct explosion animation is handled separately */
5430 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5431 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5434 /* this may take place after moving, so 'element' may have changed */
5435 if (IS_AUTO_CHANGING(Feld[x][y]))
5436 ChangeElement(x, y);
5439 if (IS_BELT_ACTIVE(element))
5440 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5442 if (game.magic_wall_active)
5444 int jx = local_player->jx, jy = local_player->jy;
5446 /* play the element sound at the position nearest to the player */
5447 if ((element == EL_MAGIC_WALL_FULL ||
5448 element == EL_MAGIC_WALL_ACTIVE ||
5449 element == EL_MAGIC_WALL_EMPTYING ||
5450 element == EL_BD_MAGIC_WALL_FULL ||
5451 element == EL_BD_MAGIC_WALL_ACTIVE ||
5452 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5453 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5461 #if USE_NEW_AMOEBA_CODE
5462 /* new experimental amoeba growth stuff */
5464 if (!(FrameCounter % 8))
5467 static unsigned long random = 1684108901;
5469 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5472 x = (random >> 10) % lev_fieldx;
5473 y = (random >> 20) % lev_fieldy;
5475 x = RND(lev_fieldx);
5476 y = RND(lev_fieldy);
5478 element = Feld[x][y];
5480 if (!IS_PLAYER(x,y) &&
5481 (element == EL_EMPTY ||
5482 element == EL_SAND ||
5483 element == EL_QUICKSAND_EMPTY ||
5484 element == EL_ACID_SPLASH_LEFT ||
5485 element == EL_ACID_SPLASH_RIGHT))
5487 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5488 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5489 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5490 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5491 Feld[x][y] = EL_AMOEBA_DROP;
5494 random = random * 129 + 1;
5500 if (game.explosions_delayed)
5503 game.explosions_delayed = FALSE;
5505 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5507 element = Feld[x][y];
5509 if (ExplodeField[x][y])
5510 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5511 else if (element == EL_EXPLOSION)
5512 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5514 ExplodeField[x][y] = EX_NO_EXPLOSION;
5517 game.explosions_delayed = TRUE;
5520 if (game.magic_wall_active)
5522 if (!(game.magic_wall_time_left % 4))
5524 int element = Feld[magic_wall_x][magic_wall_y];
5526 if (element == EL_BD_MAGIC_WALL_FULL ||
5527 element == EL_BD_MAGIC_WALL_ACTIVE ||
5528 element == EL_BD_MAGIC_WALL_EMPTYING)
5529 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5531 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5534 if (game.magic_wall_time_left > 0)
5536 game.magic_wall_time_left--;
5537 if (!game.magic_wall_time_left)
5539 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5541 element = Feld[x][y];
5543 if (element == EL_MAGIC_WALL_ACTIVE ||
5544 element == EL_MAGIC_WALL_FULL)
5546 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5547 DrawLevelField(x, y);
5549 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5550 element == EL_BD_MAGIC_WALL_FULL)
5552 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5553 DrawLevelField(x, y);
5557 game.magic_wall_active = FALSE;
5562 if (game.light_time_left > 0)
5564 game.light_time_left--;
5566 if (game.light_time_left == 0)
5567 RedrawAllLightSwitchesAndInvisibleElements();
5570 if (game.timegate_time_left > 0)
5572 game.timegate_time_left--;
5574 if (game.timegate_time_left == 0)
5575 CloseAllOpenTimegates();
5578 for (i=0; i<MAX_PLAYERS; i++)
5580 struct PlayerInfo *player = &stored_player[i];
5582 if (SHIELD_ON(player))
5584 if (player->shield_deadly_time_left)
5585 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5586 else if (player->shield_normal_time_left)
5587 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5591 if (TimeFrames >= (1000 / GameFrameDelay))
5596 for (i=0; i<MAX_PLAYERS; i++)
5598 struct PlayerInfo *player = &stored_player[i];
5600 if (SHIELD_ON(player))
5602 player->shield_normal_time_left--;
5604 if (player->shield_deadly_time_left > 0)
5605 player->shield_deadly_time_left--;
5609 if (tape.recording || tape.playing)
5610 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5616 if (TimeLeft <= 10 && setup.time_limit)
5617 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5619 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5621 if (!TimeLeft && setup.time_limit)
5622 for (i=0; i<MAX_PLAYERS; i++)
5623 KillHero(&stored_player[i]);
5625 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5626 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5631 if (options.debug) /* calculate frames per second */
5633 static unsigned long fps_counter = 0;
5634 static int fps_frames = 0;
5635 unsigned long fps_delay_ms = Counter() - fps_counter;
5639 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5641 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5644 fps_counter = Counter();
5647 redraw_mask |= REDRAW_FPS;
5651 if (stored_player[0].jx != stored_player[0].last_jx ||
5652 stored_player[0].jy != stored_player[0].last_jy)
5653 printf("::: %d, %d, %d, %d, %d\n",
5654 stored_player[0].MovDir,
5655 stored_player[0].MovPos,
5656 stored_player[0].GfxPos,
5657 stored_player[0].Frame,
5658 stored_player[0].StepFrame);
5665 for (i=0; i<MAX_PLAYERS; i++)
5668 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5670 stored_player[i].Frame += move_frames;
5672 if (stored_player[i].MovPos != 0)
5673 stored_player[i].StepFrame += move_frames;
5678 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5680 int min_x = x, min_y = y, max_x = x, max_y = y;
5683 for (i=0; i<MAX_PLAYERS; i++)
5685 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5687 if (!stored_player[i].active || &stored_player[i] == player)
5690 min_x = MIN(min_x, jx);
5691 min_y = MIN(min_y, jy);
5692 max_x = MAX(max_x, jx);
5693 max_y = MAX(max_y, jy);
5696 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5699 static boolean AllPlayersInVisibleScreen()
5703 for (i=0; i<MAX_PLAYERS; i++)
5705 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5707 if (!stored_player[i].active)
5710 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5717 void ScrollLevel(int dx, int dy)
5719 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5722 BlitBitmap(drawto_field, drawto_field,
5723 FX + TILEX*(dx == -1) - softscroll_offset,
5724 FY + TILEY*(dy == -1) - softscroll_offset,
5725 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5726 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5727 FX + TILEX*(dx == 1) - softscroll_offset,
5728 FY + TILEY*(dy == 1) - softscroll_offset);
5732 x = (dx == 1 ? BX1 : BX2);
5733 for (y=BY1; y<=BY2; y++)
5734 DrawScreenField(x, y);
5739 y = (dy == 1 ? BY1 : BY2);
5740 for (x=BX1; x<=BX2; x++)
5741 DrawScreenField(x, y);
5744 redraw_mask |= REDRAW_FIELD;
5747 static void CheckGravityMovement(struct PlayerInfo *player)
5749 if (level.gravity && !player->programmed_action)
5751 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5752 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5754 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5755 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5756 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5757 int jx = player->jx, jy = player->jy;
5758 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5759 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5760 int new_jx = jx + dx, new_jy = jy + dy;
5761 boolean field_under_player_is_free =
5762 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5763 boolean player_is_moving_to_valid_field =
5764 (IN_LEV_FIELD(new_jx, new_jy) &&
5765 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5766 Feld[new_jx][new_jy] == EL_SAND));
5768 if (field_under_player_is_free &&
5769 !player_is_moving_to_valid_field &&
5770 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5771 player->programmed_action = MV_DOWN;
5777 -----------------------------------------------------------------------------
5778 dx, dy: direction (non-diagonal) to try to move the player to
5779 real_dx, real_dy: direction as read from input device (can be diagonal)
5782 boolean MoveFigureOneStep(struct PlayerInfo *player,
5783 int dx, int dy, int real_dx, int real_dy)
5785 int jx = player->jx, jy = player->jy;
5786 int new_jx = jx+dx, new_jy = jy+dy;
5790 if (!player->active || (!dx && !dy))
5791 return MF_NO_ACTION;
5793 player->MovDir = (dx < 0 ? MV_LEFT :
5796 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5798 if (!IN_LEV_FIELD(new_jx, new_jy))
5799 return MF_NO_ACTION;
5801 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5802 return MF_NO_ACTION;
5805 element = MovingOrBlocked2Element(new_jx, new_jy);
5807 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5810 if (DONT_RUN_INTO(element))
5812 if (element == EL_ACID && dx == 0 && dy == 1)
5815 Feld[jx][jy] = EL_PLAYER_1;
5816 InitMovingField(jx, jy, MV_DOWN);
5817 Store[jx][jy] = EL_ACID;
5818 ContinueMoving(jx, jy);
5822 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5827 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5828 if (can_move != MF_MOVING)
5831 StorePlayer[jx][jy] = 0;
5832 player->last_jx = jx;
5833 player->last_jy = jy;
5834 jx = player->jx = new_jx;
5835 jy = player->jy = new_jy;
5836 StorePlayer[jx][jy] = player->element_nr;
5839 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5841 ScrollFigure(player, SCROLL_INIT);
5846 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5848 int jx = player->jx, jy = player->jy;
5849 int old_jx = jx, old_jy = jy;
5850 int moved = MF_NO_ACTION;
5852 if (!player->active || (!dx && !dy))
5856 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5860 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5861 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5865 /* remove the last programmed player action */
5866 player->programmed_action = 0;
5870 /* should only happen if pre-1.2 tape recordings are played */
5871 /* this is only for backward compatibility */
5873 int original_move_delay_value = player->move_delay_value;
5876 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5880 /* scroll remaining steps with finest movement resolution */
5881 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5883 while (player->MovPos)
5885 ScrollFigure(player, SCROLL_GO_ON);
5886 ScrollScreen(NULL, SCROLL_GO_ON);
5892 player->move_delay_value = original_move_delay_value;
5895 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5897 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5898 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5902 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5903 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5909 if (moved & MF_MOVING && !ScreenMovPos &&
5910 (player == local_player || !options.network))
5912 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5913 int offset = (setup.scroll_delay ? 3 : 0);
5915 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5917 /* actual player has left the screen -- scroll in that direction */
5918 if (jx != old_jx) /* player has moved horizontally */
5919 scroll_x += (jx - old_jx);
5920 else /* player has moved vertically */
5921 scroll_y += (jy - old_jy);
5925 if (jx != old_jx) /* player has moved horizontally */
5927 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5928 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5929 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5931 /* don't scroll over playfield boundaries */
5932 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5933 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5935 /* don't scroll more than one field at a time */
5936 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5938 /* don't scroll against the player's moving direction */
5939 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5940 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5941 scroll_x = old_scroll_x;
5943 else /* player has moved vertically */
5945 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5946 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5947 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5949 /* don't scroll over playfield boundaries */
5950 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5951 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5953 /* don't scroll more than one field at a time */
5954 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5956 /* don't scroll against the player's moving direction */
5957 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5958 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5959 scroll_y = old_scroll_y;
5963 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5965 if (!options.network && !AllPlayersInVisibleScreen())
5967 scroll_x = old_scroll_x;
5968 scroll_y = old_scroll_y;
5972 ScrollScreen(player, SCROLL_INIT);
5973 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5980 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5982 if (!(moved & MF_MOVING) && !player->Pushing)
5987 player->StepFrame = 0;
5989 if (moved & MF_MOVING)
5991 if (old_jx != jx && old_jy == jy)
5992 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5993 else if (old_jx == jx && old_jy != jy)
5994 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5996 DrawLevelField(jx, jy); /* for "crumbled sand" */
5998 player->last_move_dir = player->MovDir;
5999 player->is_moving = TRUE;
6003 CheckGravityMovement(player);
6006 player->last_move_dir = MV_NO_MOVING;
6008 player->is_moving = FALSE;
6011 TestIfHeroTouchesBadThing(jx, jy);
6013 if (!player->active)
6019 void ScrollFigure(struct PlayerInfo *player, int mode)
6021 int jx = player->jx, jy = player->jy;
6022 int last_jx = player->last_jx, last_jy = player->last_jy;
6023 int move_stepsize = TILEX / player->move_delay_value;
6025 if (!player->active || !player->MovPos)
6028 if (mode == SCROLL_INIT)
6030 player->actual_frame_counter = FrameCounter;
6031 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6033 if (Feld[last_jx][last_jy] == EL_EMPTY)
6034 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6039 else if (!FrameReached(&player->actual_frame_counter, 1))
6042 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6043 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6045 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6046 Feld[last_jx][last_jy] = EL_EMPTY;
6048 /* before DrawPlayer() to draw correct player graphic for this case */
6049 if (player->MovPos == 0)
6050 CheckGravityMovement(player);
6054 if (player->MovPos == 0)
6056 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6058 /* continue with normal speed after quickly moving through gate */
6059 HALVE_PLAYER_SPEED(player);
6061 /* be able to make the next move without delay */
6062 player->move_delay = 0;
6065 player->last_jx = jx;
6066 player->last_jy = jy;
6068 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6069 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6073 if (local_player->friends_still_needed == 0 ||
6074 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6075 player->LevelSolved = player->GameOver = TRUE;
6078 if (tape.single_step && tape.recording && !tape.pausing &&
6079 !player->programmed_action)
6080 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6084 void ScrollScreen(struct PlayerInfo *player, int mode)
6086 static unsigned long screen_frame_counter = 0;
6088 if (mode == SCROLL_INIT)
6090 /* set scrolling step size according to actual player's moving speed */
6091 ScrollStepSize = TILEX / player->move_delay_value;
6093 screen_frame_counter = FrameCounter;
6094 ScreenMovDir = player->MovDir;
6095 ScreenMovPos = player->MovPos;
6096 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6099 else if (!FrameReached(&screen_frame_counter, 1))
6104 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6105 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6106 redraw_mask |= REDRAW_FIELD;
6109 ScreenMovDir = MV_NO_MOVING;
6112 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6114 int i, kill_x = -1, kill_y = -1;
6115 static int test_xy[4][2] =
6122 static int test_dir[4] =
6132 int test_x, test_y, test_move_dir, test_element;
6134 test_x = good_x + test_xy[i][0];
6135 test_y = good_y + test_xy[i][1];
6136 if (!IN_LEV_FIELD(test_x, test_y))
6140 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6143 test_element = Feld[test_x][test_y];
6145 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6148 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6149 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6151 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6152 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6160 if (kill_x != -1 || kill_y != -1)
6162 if (IS_PLAYER(good_x, good_y))
6164 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6166 if (player->shield_deadly_time_left > 0)
6167 Bang(kill_x, kill_y);
6168 else if (!PLAYER_PROTECTED(good_x, good_y))
6172 Bang(good_x, good_y);
6176 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6178 int i, kill_x = -1, kill_y = -1;
6179 int bad_element = Feld[bad_x][bad_y];
6180 static int test_xy[4][2] =
6187 static int test_dir[4] =
6195 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6200 int test_x, test_y, test_move_dir, test_element;
6202 test_x = bad_x + test_xy[i][0];
6203 test_y = bad_y + test_xy[i][1];
6204 if (!IN_LEV_FIELD(test_x, test_y))
6208 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6210 test_element = Feld[test_x][test_y];
6212 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6213 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6215 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6216 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6218 /* good thing is player or penguin that does not move away */
6219 if (IS_PLAYER(test_x, test_y))
6221 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6223 if (bad_element == EL_ROBOT && player->is_moving)
6224 continue; /* robot does not kill player if he is moving */
6230 else if (test_element == EL_PENGUIN)
6239 if (kill_x != -1 || kill_y != -1)
6241 if (IS_PLAYER(kill_x, kill_y))
6243 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6246 int dir = player->MovDir;
6247 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6248 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6250 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6251 newx != bad_x && newy != bad_y)
6252 ; /* robot does not kill player if he is moving */
6254 printf("-> %d\n", player->MovDir);
6256 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6257 newx != bad_x && newy != bad_y)
6258 ; /* robot does not kill player if he is moving */
6263 if (player->shield_deadly_time_left > 0)
6265 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6269 Bang(kill_x, kill_y);
6273 void TestIfHeroTouchesBadThing(int x, int y)
6275 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6278 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6280 TestIfGoodThingHitsBadThing(x, y, move_dir);
6283 void TestIfBadThingTouchesHero(int x, int y)
6285 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6288 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6290 TestIfBadThingHitsGoodThing(x, y, move_dir);
6293 void TestIfFriendTouchesBadThing(int x, int y)
6295 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6298 void TestIfBadThingTouchesFriend(int x, int y)
6300 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6303 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6305 int i, kill_x = bad_x, kill_y = bad_y;
6306 static int xy[4][2] =
6318 x = bad_x + xy[i][0];
6319 y = bad_y + xy[i][1];
6320 if (!IN_LEV_FIELD(x, y))
6323 element = Feld[x][y];
6324 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6325 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6333 if (kill_x != bad_x || kill_y != bad_y)
6337 void KillHero(struct PlayerInfo *player)
6339 int jx = player->jx, jy = player->jy;
6341 if (!player->active)
6344 /* remove accessible field at the player's position */
6345 Feld[jx][jy] = EL_EMPTY;
6347 /* deactivate shield (else Bang()/Explode() would not work right) */
6348 player->shield_normal_time_left = 0;
6349 player->shield_deadly_time_left = 0;
6355 static void KillHeroUnlessProtected(int x, int y)
6357 if (!PLAYER_PROTECTED(x, y))
6358 KillHero(PLAYERINFO(x, y));
6361 void BuryHero(struct PlayerInfo *player)
6363 int jx = player->jx, jy = player->jy;
6365 if (!player->active)
6369 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6371 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6373 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6375 player->GameOver = TRUE;
6379 void RemoveHero(struct PlayerInfo *player)
6381 int jx = player->jx, jy = player->jy;
6382 int i, found = FALSE;
6384 player->present = FALSE;
6385 player->active = FALSE;
6387 if (!ExplodeField[jx][jy])
6388 StorePlayer[jx][jy] = 0;
6390 for (i=0; i<MAX_PLAYERS; i++)
6391 if (stored_player[i].active)
6395 AllPlayersGone = TRUE;
6402 checkDiagonalPushing()
6403 -----------------------------------------------------------------------------
6404 check if diagonal input device direction results in pushing of object
6405 (by checking if the alternative direction is walkable, diggable, ...)
6408 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6409 int x, int y, int real_dx, int real_dy)
6411 int jx, jy, dx, dy, xx, yy;
6413 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6416 /* diagonal direction: check alternative direction */
6421 xx = jx + (dx == 0 ? real_dx : 0);
6422 yy = jy + (dy == 0 ? real_dy : 0);
6424 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6429 -----------------------------------------------------------------------------
6430 x, y: field next to player (non-diagonal) to try to dig to
6431 real_dx, real_dy: direction as read from input device (can be diagonal)
6434 int DigField(struct PlayerInfo *player,
6435 int x, int y, int real_dx, int real_dy, int mode)
6437 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6438 int jx = player->jx, jy = player->jy;
6439 int dx = x - jx, dy = y - jy;
6440 int move_direction = (dx == -1 ? MV_LEFT :
6441 dx == +1 ? MV_RIGHT :
6443 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6446 if (player->MovPos == 0)
6448 player->is_digging = FALSE;
6449 player->is_collecting = FALSE;
6452 if (player->MovPos == 0) /* last pushing move finished */
6453 player->Pushing = FALSE;
6455 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6457 player->Switching = FALSE;
6458 player->push_delay = 0;
6460 return MF_NO_ACTION;
6463 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6466 if (FrameCounter == 437)
6467 printf("::: ---> IS_MOVING %d\n", MovDir[x][y]);
6470 return MF_NO_ACTION;
6474 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6476 if (IS_TUBE(Feld[jx][jy]) ||
6477 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6481 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6482 int tube_leave_directions[][2] =
6484 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6485 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6486 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6487 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6488 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6489 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6490 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6491 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6492 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6493 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6494 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6495 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6498 while (tube_leave_directions[i][0] != tube_element)
6501 if (tube_leave_directions[i][0] == -1) /* should not happen */
6505 if (!(tube_leave_directions[i][1] & move_direction))
6506 return MF_NO_ACTION; /* tube has no opening in this direction */
6509 element = Feld[x][y];
6512 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6513 game.engine_version >= VERSION_IDENT(2,2,0))
6514 return MF_NO_ACTION;
6521 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
6527 case EL_INVISIBLE_SAND:
6528 case EL_INVISIBLE_SAND_ACTIVE:
6531 case EL_SP_BUGGY_BASE:
6532 case EL_SP_BUGGY_BASE_ACTIVATING:
6535 if (mode != DF_SNAP && element != EL_EMPTY)
6537 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6538 player->is_digging = TRUE;
6541 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6547 case EL_EMERALD_YELLOW:
6548 case EL_EMERALD_RED:
6549 case EL_EMERALD_PURPLE:
6551 case EL_SP_INFOTRON:
6556 if (mode != DF_SNAP)
6558 GfxElement[x][y] = element;
6559 player->is_collecting = TRUE;
6562 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6563 element == EL_PEARL ? 5 :
6564 element == EL_CRYSTAL ? 8 : 1);
6565 if (local_player->gems_still_needed < 0)
6566 local_player->gems_still_needed = 0;
6567 RaiseScoreElement(element);
6568 DrawText(DX_EMERALDS, DY_EMERALDS,
6569 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6570 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6571 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6576 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6578 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6580 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6582 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6587 Feld[x][y] = EL_EMPTY;
6589 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6591 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6593 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6602 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6605 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6607 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6609 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6612 case EL_SHIELD_NORMAL:
6614 player->shield_normal_time_left += 10;
6616 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6618 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6620 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6623 case EL_SHIELD_DEADLY:
6625 player->shield_normal_time_left += 10;
6626 player->shield_deadly_time_left += 10;
6628 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6630 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6632 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6636 case EL_SP_DISK_RED:
6639 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6640 RaiseScoreElement(EL_DYNAMITE);
6641 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6643 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6644 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6647 case EL_DYNABOMB_INCREASE_NUMBER:
6649 player->dynabomb_count++;
6650 player->dynabombs_left++;
6651 RaiseScoreElement(EL_DYNAMITE);
6653 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6655 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6657 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6660 case EL_DYNABOMB_INCREASE_SIZE:
6662 player->dynabomb_size++;
6663 RaiseScoreElement(EL_DYNAMITE);
6665 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6667 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6669 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6672 case EL_DYNABOMB_INCREASE_POWER:
6674 player->dynabomb_xl = TRUE;
6675 RaiseScoreElement(EL_DYNAMITE);
6677 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6679 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6681 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6689 int key_nr = element - EL_KEY_1;
6690 int graphic = el2edimg(element);
6693 player->key[key_nr] = TRUE;
6694 RaiseScoreElement(element);
6695 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6697 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6700 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6702 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6704 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6713 int key_nr = element - EL_EM_KEY_1;
6714 int graphic = el2edimg(EL_KEY_1 + key_nr);
6717 player->key[key_nr] = TRUE;
6718 RaiseScoreElement(element);
6719 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6721 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6724 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6726 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6728 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6732 case EL_ROBOT_WHEEL:
6733 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6736 DrawLevelField(x, y);
6737 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6741 case EL_SP_TERMINAL:
6745 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6747 for (yy=0; yy<lev_fieldy; yy++)
6749 for (xx=0; xx<lev_fieldx; xx++)
6751 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6753 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6754 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6762 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6763 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6764 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6765 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6766 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6767 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6768 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6769 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6770 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6771 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6772 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6773 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6774 if (!player->Switching)
6776 player->Switching = TRUE;
6777 ToggleBeltSwitch(x, y);
6778 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6783 case EL_SWITCHGATE_SWITCH_UP:
6784 case EL_SWITCHGATE_SWITCH_DOWN:
6785 if (!player->Switching)
6787 player->Switching = TRUE;
6788 ToggleSwitchgateSwitch(x, y);
6789 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6794 case EL_LIGHT_SWITCH:
6795 case EL_LIGHT_SWITCH_ACTIVE:
6796 if (!player->Switching)
6798 player->Switching = TRUE;
6799 ToggleLightSwitch(x, y);
6800 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6801 SND_LIGHT_SWITCH_ACTIVATING :
6802 SND_LIGHT_SWITCH_DEACTIVATING);
6807 case EL_TIMEGATE_SWITCH:
6808 ActivateTimegateSwitch(x, y);
6809 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6814 case EL_BALLOON_SWITCH_LEFT:
6815 case EL_BALLOON_SWITCH_RIGHT:
6816 case EL_BALLOON_SWITCH_UP:
6817 case EL_BALLOON_SWITCH_DOWN:
6818 case EL_BALLOON_SWITCH_ANY:
6819 if (element == EL_BALLOON_SWITCH_ANY)
6820 game.balloon_dir = move_direction;
6822 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6823 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6824 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6825 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6827 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6834 /* the following elements cannot be pushed by "snapping" */
6837 case EL_DX_SUPABOMB:
6839 case EL_TIME_ORB_EMPTY:
6841 case EL_SP_DISK_ORANGE:
6843 if (mode == DF_SNAP)
6844 return MF_NO_ACTION;
6846 /* no "break" -- fall through to next case */
6848 /* the following elements can be pushed by "snapping" */
6851 return MF_NO_ACTION;
6853 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
6854 !(element == EL_SPRING && use_spring_bug))
6855 return MF_NO_ACTION;
6857 player->Pushing = TRUE;
6860 if (element == EL_ROCK)
6861 printf("::: wanna push [%d] [%d]\n",
6862 FrameCounter, player->push_delay_value);
6865 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6866 return MF_NO_ACTION;
6868 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6869 return MF_NO_ACTION;
6872 if (player->push_delay == 0)
6873 player->push_delay = FrameCounter;
6876 printf("want push... %d [%d]\n", FrameCounter, player->push_delay_value);
6880 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6882 element != EL_SPRING)
6883 return MF_NO_ACTION;
6885 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6886 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6887 element != EL_SPRING)
6888 return MF_NO_ACTION;
6891 if (mode == DF_SNAP)
6893 InitMovingField(x, y, move_direction);
6894 ContinueMoving(x, y);
6899 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
6901 dy < 0 ? MV_UP : MV_DOWN));
6902 MovPos[x][y] = (dx != 0 ? dx : dy);
6905 Feld[x + dx][y + dy] = element;
6910 printf("pushing %d/%d ... %d [%d]\n", dx, dy,
6911 FrameCounter, player->push_delay_value);
6915 if (element == EL_SPRING)
6917 Feld[x + dx][y + dy] = EL_SPRING;
6918 MovDir[x + dx][y + dy] = move_direction;
6922 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6924 DrawLevelField(x + dx, y + dy);
6925 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6927 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
6937 if (!player->key[element - EL_GATE_1])
6938 return MF_NO_ACTION;
6941 case EL_GATE_1_GRAY:
6942 case EL_GATE_2_GRAY:
6943 case EL_GATE_3_GRAY:
6944 case EL_GATE_4_GRAY:
6945 if (!player->key[element - EL_GATE_1_GRAY])
6946 return MF_NO_ACTION;
6953 if (!player->key[element - EL_EM_GATE_1])
6954 return MF_NO_ACTION;
6955 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6956 return MF_NO_ACTION;
6958 /* automatically move to the next field with double speed */
6959 player->programmed_action = move_direction;
6960 DOUBLE_PLAYER_SPEED(player);
6962 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6965 case EL_EM_GATE_1_GRAY:
6966 case EL_EM_GATE_2_GRAY:
6967 case EL_EM_GATE_3_GRAY:
6968 case EL_EM_GATE_4_GRAY:
6969 if (!player->key[element - EL_EM_GATE_1_GRAY])
6970 return MF_NO_ACTION;
6971 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6972 return MF_NO_ACTION;
6974 /* automatically move to the next field with double speed */
6975 player->programmed_action = move_direction;
6976 DOUBLE_PLAYER_SPEED(player);
6979 PlaySoundLevelAction(x, y, ACTION_PASSING);
6981 PlaySoundLevel(x, y, SND_GATE_PASSING);
6985 case EL_SWITCHGATE_OPEN:
6986 case EL_TIMEGATE_OPEN:
6987 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6988 return MF_NO_ACTION;
6990 /* automatically move to the next field with double speed */
6991 player->programmed_action = move_direction;
6992 DOUBLE_PLAYER_SPEED(player);
6994 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6997 case EL_SP_PORT_LEFT:
6998 case EL_SP_PORT_RIGHT:
7000 case EL_SP_PORT_DOWN:
7001 case EL_SP_PORT_HORIZONTAL:
7002 case EL_SP_PORT_VERTICAL:
7003 case EL_SP_PORT_ANY:
7004 case EL_SP_GRAVITY_PORT_LEFT:
7005 case EL_SP_GRAVITY_PORT_RIGHT:
7006 case EL_SP_GRAVITY_PORT_UP:
7007 case EL_SP_GRAVITY_PORT_DOWN:
7009 element != EL_SP_PORT_LEFT &&
7010 element != EL_SP_GRAVITY_PORT_LEFT &&
7011 element != EL_SP_PORT_HORIZONTAL &&
7012 element != EL_SP_PORT_ANY) ||
7014 element != EL_SP_PORT_RIGHT &&
7015 element != EL_SP_GRAVITY_PORT_RIGHT &&
7016 element != EL_SP_PORT_HORIZONTAL &&
7017 element != EL_SP_PORT_ANY) ||
7019 element != EL_SP_PORT_UP &&
7020 element != EL_SP_GRAVITY_PORT_UP &&
7021 element != EL_SP_PORT_VERTICAL &&
7022 element != EL_SP_PORT_ANY) ||
7024 element != EL_SP_PORT_DOWN &&
7025 element != EL_SP_GRAVITY_PORT_DOWN &&
7026 element != EL_SP_PORT_VERTICAL &&
7027 element != EL_SP_PORT_ANY) ||
7028 !IN_LEV_FIELD(x + dx, y + dy) ||
7029 !IS_FREE(x + dx, y + dy))
7030 return MF_NO_ACTION;
7032 /* automatically move to the next field with double speed */
7033 player->programmed_action = move_direction;
7034 DOUBLE_PLAYER_SPEED(player);
7036 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7040 case EL_TUBE_VERTICAL:
7041 case EL_TUBE_HORIZONTAL:
7042 case EL_TUBE_VERTICAL_LEFT:
7043 case EL_TUBE_VERTICAL_RIGHT:
7044 case EL_TUBE_HORIZONTAL_UP:
7045 case EL_TUBE_HORIZONTAL_DOWN:
7046 case EL_TUBE_LEFT_UP:
7047 case EL_TUBE_LEFT_DOWN:
7048 case EL_TUBE_RIGHT_UP:
7049 case EL_TUBE_RIGHT_DOWN:
7052 int tube_enter_directions[][2] =
7054 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7055 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7056 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7057 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7058 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7059 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7060 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7061 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7062 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7063 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7064 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7065 { -1, MV_NO_MOVING }
7068 while (tube_enter_directions[i][0] != element)
7071 if (tube_enter_directions[i][0] == -1) /* should not happen */
7075 if (!(tube_enter_directions[i][1] & move_direction))
7076 return MF_NO_ACTION; /* tube has no opening in this direction */
7078 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
7082 case EL_EXIT_CLOSED:
7083 case EL_SP_EXIT_CLOSED:
7084 case EL_EXIT_OPENING:
7085 return MF_NO_ACTION;
7089 case EL_SP_EXIT_OPEN:
7090 if (mode == DF_SNAP)
7091 return MF_NO_ACTION;
7093 if (element == EL_EXIT_OPEN)
7094 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
7096 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
7101 Feld[x][y] = EL_LAMP_ACTIVE;
7102 local_player->lights_still_needed--;
7103 DrawLevelField(x, y);
7104 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7108 case EL_TIME_ORB_FULL:
7109 Feld[x][y] = EL_TIME_ORB_EMPTY;
7111 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7112 DrawLevelField(x, y);
7113 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7120 case EL_SOKOBAN_FIELD_EMPTY:
7124 case EL_SOKOBAN_OBJECT:
7125 case EL_SOKOBAN_FIELD_FULL:
7127 case EL_SP_DISK_YELLOW:
7129 if (mode == DF_SNAP)
7130 return MF_NO_ACTION;
7132 player->Pushing = TRUE;
7134 if (!IN_LEV_FIELD(x+dx, y+dy)
7135 || (!IS_FREE(x+dx, y+dy)
7136 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
7137 || !IS_SB_ELEMENT(element))))
7138 return MF_NO_ACTION;
7140 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7141 return MF_NO_ACTION;
7143 if (player->push_delay == 0)
7144 player->push_delay = FrameCounter;
7146 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7147 !tape.playing && element != EL_BALLOON)
7148 return MF_NO_ACTION;
7150 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7151 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7152 element != EL_BALLOON)
7153 return MF_NO_ACTION;
7156 if (IS_SB_ELEMENT(element))
7159 if (element == EL_SOKOBAN_FIELD_FULL)
7161 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7162 local_player->sokobanfields_still_needed++;
7165 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7167 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7168 local_player->sokobanfields_still_needed--;
7171 Feld[x][y] = EL_SOKOBAN_OBJECT;
7173 if (Back[x][y] == Back[x + dx][y + dy])
7174 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7175 else if (Back[x][y] != 0)
7176 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7179 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7182 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7184 dy < 0 ? MV_UP : MV_DOWN));
7185 MovPos[x][y] = (dx != 0 ? dx : dy);
7188 printf("::: %s -> %s [%s -> %s]\n",
7189 element_info[Feld[x][y]].token_name,
7190 element_info[Feld[x + dx][y + dy]].token_name,
7191 element_info[Back[x][y]].token_name,
7192 element_info[Back[x + dx][y + dy]].token_name);
7196 if (element == EL_SOKOBAN_FIELD_FULL)
7198 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7199 local_player->sokobanfields_still_needed++;
7204 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
7206 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
7207 local_player->sokobanfields_still_needed--;
7208 if (element == EL_SOKOBAN_OBJECT)
7210 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
7212 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
7216 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7218 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7223 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7224 if (element == EL_SOKOBAN_FIELD_FULL)
7226 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7228 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7232 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7234 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7242 InitMovingField(x, y, (dx < 0 ? MV_LEFT :
7244 dy < 0 ? MV_UP : MV_DOWN));
7245 MovPos[x][y] = (dx != 0 ? dx : dy);
7248 Feld[x + dx][y + dy] = element;
7250 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7253 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7255 DrawLevelField(x, y);
7256 DrawLevelField(x + dx, y + dy);
7258 if (IS_SB_ELEMENT(element) &&
7259 local_player->sokobanfields_still_needed == 0 &&
7260 game.emulation == EMU_SOKOBAN)
7262 player->LevelSolved = player->GameOver = TRUE;
7263 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7266 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7279 if (IS_WALKABLE(element))
7281 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
7284 else if (IS_DIGGABLE(element))
7288 if (mode != DF_SNAP)
7291 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7292 player->is_digging = TRUE;
7295 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7299 else if (IS_COLLECTIBLE(element))
7303 if (mode != DF_SNAP)
7305 GfxElement[x][y] = element;
7306 player->is_collecting = TRUE;
7309 RaiseScoreElement(element);
7311 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7313 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7317 else if (IS_PUSHABLE(element))
7319 if (mode == DF_SNAP && element != EL_BD_ROCK)
7320 return MF_NO_ACTION;
7322 if (CAN_FALL(element) && dy)
7323 return MF_NO_ACTION;
7325 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7326 !(element == EL_SPRING && use_spring_bug))
7327 return MF_NO_ACTION;
7329 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7330 return MF_NO_ACTION;
7332 if (!player->Pushing &&
7333 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7334 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7336 player->Pushing = TRUE;
7338 if (!(IN_LEV_FIELD(x + dx, y + dy) &&
7339 (IS_FREE(x + dx, y + dy) ||
7340 (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY &&
7341 IS_SB_ELEMENT(element)))))
7342 return MF_NO_ACTION;
7344 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7345 return MF_NO_ACTION;
7347 if (player->push_delay == 0) /* new pushing; restart delay */
7348 player->push_delay = FrameCounter;
7350 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7351 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7352 element != EL_SPRING && element != EL_BALLOON)
7353 return MF_NO_ACTION;
7355 if (IS_SB_ELEMENT(element))
7357 if (element == EL_SOKOBAN_FIELD_FULL)
7359 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7360 local_player->sokobanfields_still_needed++;
7363 if (Feld[x + dx][y + dy] == EL_SOKOBAN_FIELD_EMPTY)
7365 Back[x + dx][y + dy] = EL_SOKOBAN_FIELD_EMPTY;
7366 local_player->sokobanfields_still_needed--;
7369 Feld[x][y] = EL_SOKOBAN_OBJECT;
7371 if (Back[x][y] == Back[x + dx][y + dy])
7372 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7373 else if (Back[x][y] != 0)
7374 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7377 PlaySoundLevelElementAction(x + dx, y + dy, EL_SOKOBAN_FIELD_EMPTY,
7380 if (local_player->sokobanfields_still_needed == 0 &&
7381 game.emulation == EMU_SOKOBAN)
7383 player->LevelSolved = player->GameOver = TRUE;
7384 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7388 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7390 InitMovingField(x, y, move_direction);
7392 if (mode == DF_SNAP)
7393 ContinueMoving(x, y);
7395 MovPos[x][y] = (dx != 0 ? dx : dy);
7397 Pushed[x][y] = TRUE;
7398 Pushed[x + dx][y + dy] = TRUE;
7400 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7401 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7403 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7404 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7410 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7413 return MF_NO_ACTION;
7416 player->push_delay = 0;
7418 if (Feld[x][y] != element) /* really digged/collected something */
7419 player->is_collecting = !player->is_digging;
7424 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7426 int jx = player->jx, jy = player->jy;
7427 int x = jx + dx, y = jy + dy;
7429 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7432 if (!player->active || !IN_LEV_FIELD(x, y))
7440 if (player->MovPos == 0)
7441 player->Pushing = FALSE;
7443 player->snapped = FALSE;
7445 if (player->MovPos == 0)
7447 player->is_digging = FALSE;
7448 player->is_collecting = FALSE;
7454 if (player->snapped)
7457 player->MovDir = (dx < 0 ? MV_LEFT :
7460 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7462 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7465 player->snapped = TRUE;
7466 player->is_digging = FALSE;
7467 player->is_collecting = FALSE;
7469 DrawLevelField(x, y);
7475 boolean PlaceBomb(struct PlayerInfo *player)
7477 int jx = player->jx, jy = player->jy;
7480 if (!player->active || player->MovPos)
7483 element = Feld[jx][jy];
7485 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7486 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7490 if (element != EL_EMPTY)
7494 if (element != EL_EMPTY)
7497 Store[jx][jy] = element;
7499 Back[jx][jy] = element;
7503 MovDelay[jx][jy] = 96;
7505 ResetGfxAnimation(jx, jy);
7506 ResetRandomAnimationValue(jx, jy);
7508 if (player->dynamite)
7510 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7511 EL_DYNAMITE_ACTIVE);
7514 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7516 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7519 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7521 if (game.emulation == EMU_SUPAPLEX)
7522 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7524 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7528 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7533 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7534 player->dynabombs_left--;
7536 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7537 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7539 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7545 /* ------------------------------------------------------------------------- */
7546 /* game sound playing functions */
7547 /* ------------------------------------------------------------------------- */
7549 static int *loop_sound_frame = NULL;
7550 static int *loop_sound_volume = NULL;
7552 void InitPlaySoundLevel()
7554 int num_sounds = getSoundListSize();
7556 if (loop_sound_frame != NULL)
7557 free(loop_sound_frame);
7559 if (loop_sound_volume != NULL)
7560 free(loop_sound_volume);
7562 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7563 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7566 static void PlaySoundLevel(int x, int y, int nr)
7568 int sx = SCREENX(x), sy = SCREENY(y);
7569 int volume, stereo_position;
7570 int max_distance = 8;
7571 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7573 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7574 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7577 if (!IN_LEV_FIELD(x, y) ||
7578 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7579 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7582 volume = SOUND_MAX_VOLUME;
7584 if (!IN_SCR_FIELD(sx, sy))
7586 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7587 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7589 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7592 stereo_position = (SOUND_MAX_LEFT +
7593 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7594 (SCR_FIELDX + 2 * max_distance));
7596 if (IS_LOOP_SOUND(nr))
7598 /* This assures that quieter loop sounds do not overwrite louder ones,
7599 while restarting sound volume comparison with each new game frame. */
7601 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7604 loop_sound_volume[nr] = volume;
7605 loop_sound_frame[nr] = FrameCounter;
7608 PlaySoundExt(nr, volume, stereo_position, type);
7611 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7613 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7614 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7615 y < LEVELY(BY1) ? LEVELY(BY1) :
7616 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7620 static void PlaySoundLevelAction(int x, int y, int action)
7622 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7625 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7627 int sound_effect = element_info[element].sound[action];
7629 if (sound_effect != SND_UNDEFINED)
7630 PlaySoundLevel(x, y, sound_effect);
7633 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7635 int sound_effect = element_info[Feld[x][y]].sound[action];
7637 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7638 PlaySoundLevel(x, y, sound_effect);
7641 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7643 int sound_effect = element_info[Feld[x][y]].sound[action];
7645 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7646 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7649 void RaiseScore(int value)
7651 local_player->score += value;
7652 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7655 void RaiseScoreElement(int element)
7661 case EL_EMERALD_YELLOW:
7662 case EL_EMERALD_RED:
7663 case EL_EMERALD_PURPLE:
7664 case EL_SP_INFOTRON:
7665 RaiseScore(level.score[SC_EMERALD]);
7668 RaiseScore(level.score[SC_DIAMOND]);
7671 RaiseScore(level.score[SC_CRYSTAL]);
7674 RaiseScore(level.score[SC_PEARL]);
7677 case EL_BD_BUTTERFLY:
7678 case EL_SP_ELECTRON:
7679 RaiseScore(level.score[SC_BUG]);
7683 case EL_SP_SNIKSNAK:
7684 RaiseScore(level.score[SC_SPACESHIP]);
7687 case EL_DARK_YAMYAM:
7688 RaiseScore(level.score[SC_YAMYAM]);
7691 RaiseScore(level.score[SC_ROBOT]);
7694 RaiseScore(level.score[SC_PACMAN]);
7697 RaiseScore(level.score[SC_NUT]);
7700 case EL_DYNABOMB_INCREASE_NUMBER:
7701 case EL_DYNABOMB_INCREASE_SIZE:
7702 case EL_DYNABOMB_INCREASE_POWER:
7703 RaiseScore(level.score[SC_DYNAMITE]);
7705 case EL_SHIELD_NORMAL:
7706 case EL_SHIELD_DEADLY:
7707 RaiseScore(level.score[SC_SHIELD]);
7710 RaiseScore(level.score[SC_TIME_BONUS]);
7716 RaiseScore(level.score[SC_KEY]);
7719 RaiseScore(element_info[element].score);
7724 void RequestQuitGame(boolean ask_if_really_quit)
7726 if (AllPlayersGone ||
7727 !ask_if_really_quit ||
7728 level_editor_test_game ||
7729 Request("Do you really want to quit the game ?",
7730 REQ_ASK | REQ_STAY_CLOSED))
7732 #if defined(PLATFORM_UNIX)
7733 if (options.network)
7734 SendToServer_StopPlaying();
7738 game_status = GAME_MODE_MAIN;
7744 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7749 /* ---------- new game button stuff ---------------------------------------- */
7751 /* graphic position values for game buttons */
7752 #define GAME_BUTTON_XSIZE 30
7753 #define GAME_BUTTON_YSIZE 30
7754 #define GAME_BUTTON_XPOS 5
7755 #define GAME_BUTTON_YPOS 215
7756 #define SOUND_BUTTON_XPOS 5
7757 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7759 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7760 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7761 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7762 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7763 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7764 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7771 } gamebutton_info[NUM_GAME_BUTTONS] =
7774 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7779 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7784 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7789 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7790 SOUND_CTRL_ID_MUSIC,
7791 "background music on/off"
7794 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7795 SOUND_CTRL_ID_LOOPS,
7796 "sound loops on/off"
7799 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7800 SOUND_CTRL_ID_SIMPLE,
7801 "normal sounds on/off"
7805 void CreateGameButtons()
7809 for (i=0; i<NUM_GAME_BUTTONS; i++)
7811 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7812 struct GadgetInfo *gi;
7815 unsigned long event_mask;
7816 int gd_xoffset, gd_yoffset;
7817 int gd_x1, gd_x2, gd_y1, gd_y2;
7820 gd_xoffset = gamebutton_info[i].x;
7821 gd_yoffset = gamebutton_info[i].y;
7822 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7823 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7825 if (id == GAME_CTRL_ID_STOP ||
7826 id == GAME_CTRL_ID_PAUSE ||
7827 id == GAME_CTRL_ID_PLAY)
7829 button_type = GD_TYPE_NORMAL_BUTTON;
7831 event_mask = GD_EVENT_RELEASED;
7832 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7833 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7837 button_type = GD_TYPE_CHECK_BUTTON;
7839 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7840 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7841 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7842 event_mask = GD_EVENT_PRESSED;
7843 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7844 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7847 gi = CreateGadget(GDI_CUSTOM_ID, id,
7848 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7849 GDI_X, DX + gd_xoffset,
7850 GDI_Y, DY + gd_yoffset,
7851 GDI_WIDTH, GAME_BUTTON_XSIZE,
7852 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7853 GDI_TYPE, button_type,
7854 GDI_STATE, GD_BUTTON_UNPRESSED,
7855 GDI_CHECKED, checked,
7856 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7857 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7858 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7859 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7860 GDI_EVENT_MASK, event_mask,
7861 GDI_CALLBACK_ACTION, HandleGameButtons,
7865 Error(ERR_EXIT, "cannot create gadget");
7867 game_gadget[id] = gi;
7871 void FreeGameButtons()
7875 for (i=0; i<NUM_GAME_BUTTONS; i++)
7876 FreeGadget(game_gadget[i]);
7879 static void MapGameButtons()
7883 for (i=0; i<NUM_GAME_BUTTONS; i++)
7884 MapGadget(game_gadget[i]);
7887 void UnmapGameButtons()
7891 for (i=0; i<NUM_GAME_BUTTONS; i++)
7892 UnmapGadget(game_gadget[i]);
7895 static void HandleGameButtons(struct GadgetInfo *gi)
7897 int id = gi->custom_id;
7899 if (game_status != GAME_MODE_PLAYING)
7904 case GAME_CTRL_ID_STOP:
7905 RequestQuitGame(TRUE);
7908 case GAME_CTRL_ID_PAUSE:
7909 if (options.network)
7911 #if defined(PLATFORM_UNIX)
7913 SendToServer_ContinuePlaying();
7915 SendToServer_PausePlaying();
7919 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7922 case GAME_CTRL_ID_PLAY:
7925 #if defined(PLATFORM_UNIX)
7926 if (options.network)
7927 SendToServer_ContinuePlaying();
7931 tape.pausing = FALSE;
7932 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7937 case SOUND_CTRL_ID_MUSIC:
7938 if (setup.sound_music)
7940 setup.sound_music = FALSE;
7943 else if (audio.music_available)
7945 setup.sound = setup.sound_music = TRUE;
7946 PlayMusic(level_nr);
7950 case SOUND_CTRL_ID_LOOPS:
7951 if (setup.sound_loops)
7952 setup.sound_loops = FALSE;
7953 else if (audio.loops_available)
7954 setup.sound = setup.sound_loops = TRUE;
7957 case SOUND_CTRL_ID_SIMPLE:
7958 if (setup.sound_simple)
7959 setup.sound_simple = FALSE;
7960 else if (audio.sound_available)
7961 setup.sound = setup.sound_simple = TRUE;