1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound_simple = setup.sound;
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitField(int x, int y, boolean init_game)
500 int element = Feld[x][y];
507 if (stored_player[0].present)
509 Feld[x][y] = EL_SP_MURPHY_CLONE;
514 stored_player[0].use_murphy_graphic = TRUE;
517 Feld[x][y] = EL_PLAYER_1;
526 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
527 int jx = player->jx, jy = player->jy;
529 player->present = TRUE;
531 if (!options.network || player->connected)
533 player->active = TRUE;
535 /* remove potentially duplicate players */
536 if (StorePlayer[jx][jy] == Feld[x][y])
537 StorePlayer[jx][jy] = 0;
539 StorePlayer[x][y] = Feld[x][y];
543 printf("Player %d activated.\n", player->element_nr);
544 printf("[Local player is %d and currently %s.]\n",
545 local_player->element_nr,
546 local_player->active ? "active" : "not active");
550 Feld[x][y] = EL_EMPTY;
551 player->jx = player->last_jx = x;
552 player->jy = player->last_jy = y;
557 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
558 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
559 else if (x > 0 && Feld[x-1][y] == EL_ACID)
560 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
561 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
562 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
563 else if (y > 0 && Feld[x][y-1] == EL_ACID)
564 Feld[x][y] = EL_ACID_POOL_BOTTOM;
565 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
566 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
574 case EL_SPACESHIP_RIGHT:
575 case EL_SPACESHIP_UP:
576 case EL_SPACESHIP_LEFT:
577 case EL_SPACESHIP_DOWN:
579 case EL_BD_BUTTERFLY_RIGHT:
580 case EL_BD_BUTTERFLY_UP:
581 case EL_BD_BUTTERFLY_LEFT:
582 case EL_BD_BUTTERFLY_DOWN:
583 case EL_BD_BUTTERFLY:
584 case EL_BD_FIREFLY_RIGHT:
585 case EL_BD_FIREFLY_UP:
586 case EL_BD_FIREFLY_LEFT:
587 case EL_BD_FIREFLY_DOWN:
589 case EL_PACMAN_RIGHT:
613 if (y == lev_fieldy - 1)
615 Feld[x][y] = EL_AMOEBA_GROWING;
616 Store[x][y] = EL_AMOEBA_WET;
620 case EL_DYNAMITE_ACTIVE:
625 local_player->lights_still_needed++;
628 case EL_SOKOBAN_FIELD_EMPTY:
629 local_player->sokobanfields_still_needed++;
633 local_player->friends_still_needed++;
638 MovDir[x][y] = 1 << RND(4);
642 Feld[x][y] = EL_EMPTY;
645 case EL_EM_KEY_1_FILE:
646 Feld[x][y] = EL_EM_KEY_1;
648 case EL_EM_KEY_2_FILE:
649 Feld[x][y] = EL_EM_KEY_2;
651 case EL_EM_KEY_3_FILE:
652 Feld[x][y] = EL_EM_KEY_3;
654 case EL_EM_KEY_4_FILE:
655 Feld[x][y] = EL_EM_KEY_4;
658 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
659 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
660 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
661 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
662 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
663 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
664 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
665 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
666 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
667 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
672 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
673 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
674 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
676 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
678 game.belt_dir[belt_nr] = belt_dir;
679 game.belt_dir_nr[belt_nr] = belt_dir_nr;
681 else /* more than one switch -- set it like the first switch */
683 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
688 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
690 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
693 case EL_LIGHT_SWITCH_ACTIVE:
695 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
699 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
705 void DrawGameDoorValues()
709 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].key[j])
712 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
713 el2edimg(EL_KEY_1 + j));
715 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
716 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
717 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
718 int2str(local_player->dynamite, 3), FONT_TEXT_2);
719 DrawText(DX + XX_SCORE, DY + YY_SCORE,
720 int2str(local_player->score, 5), FONT_TEXT_2);
721 DrawText(DX + XX_TIME, DY + YY_TIME,
722 int2str(TimeLeft, 3), FONT_TEXT_2);
727 =============================================================================
729 -----------------------------------------------------------------------------
730 initialize game engine due to level / tape version number
731 =============================================================================
734 static void InitGameEngine()
738 /* set game engine from tape file when re-playing, else from level file */
739 game.engine_version = (tape.playing ? tape.engine_version :
742 /* dynamically adjust element properties according to game engine version */
743 InitElementPropertiesEngine(game.engine_version);
746 printf("level %d: level version == %06d\n", level_nr, level.game_version);
747 printf(" tape version == %06d [%s] [file: %06d]\n",
748 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
750 printf(" => game.engine_version == %06d\n", game.engine_version);
753 /* ---------- initialize player's initial move delay --------------------- */
755 /* dynamically adjust player properties according to game engine version */
756 game.initial_move_delay =
757 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
758 INITIAL_MOVE_DELAY_OFF);
760 /* dynamically adjust player properties according to level information */
761 game.initial_move_delay_value =
762 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
764 /* ---------- initialize changing elements ------------------------------- */
766 /* initialize changing elements information */
767 for (i=0; i<MAX_NUM_ELEMENTS; i++)
770 element_info[i].change.pre_change_function = NULL;
771 element_info[i].change.change_function = NULL;
772 element_info[i].change.post_change_function = NULL;
774 if (!IS_CUSTOM_ELEMENT(i))
776 element_info[i].change.target_element = EL_EMPTY_SPACE;
777 element_info[i].change.delay_fixed = 0;
778 element_info[i].change.delay_random = 0;
779 element_info[i].change.delay_frames = 1;
782 changing_element[i] = FALSE;
784 changing_element[i].base_element = EL_UNDEFINED;
785 changing_element[i].next_element = EL_UNDEFINED;
786 changing_element[i].change_delay = -1;
787 changing_element[i].pre_change_function = NULL;
788 changing_element[i].change_function = NULL;
789 changing_element[i].post_change_function = NULL;
793 /* add changing elements from pre-defined list */
794 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
796 int element = changing_element_list[i].element;
797 struct ChangingElementInfo *ce = &changing_element_list[i];
798 struct ElementChangeInfo *change = &element_info[element].change;
801 change->target_element = ce->target_element;
802 change->delay_fixed = ce->change_delay;
803 change->pre_change_function = ce->pre_change_function;
804 change->change_function = ce->change_function;
805 change->post_change_function = ce->post_change_function;
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = ce->base_element;
810 changing_element[element].next_element = ce->next_element;
811 changing_element[element].change_delay = ce->change_delay;
812 changing_element[element].pre_change_function = ce->pre_change_function;
813 changing_element[element].change_function = ce->change_function;
814 changing_element[element].post_change_function = ce->post_change_function;
818 /* add changing elements from custom element configuration */
819 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
821 int element = EL_CUSTOM_START + i;
823 struct ElementChangeInfo *change = &element_info[element].change;
826 /* only add custom elements that change after fixed/random frame delay */
827 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
831 changing_element[element] = TRUE;
833 changing_element[element].base_element = element;
834 changing_element[element].next_element = change->target_element;
835 changing_element[element].change_delay = (change->delay_fixed *
836 change->delay_frames);
840 /* ---------- initialize trigger events ---------------------------------- */
842 /* initialize trigger events information */
843 for (i=0; i<MAX_NUM_ELEMENTS; i++)
844 trigger_events[i] = EP_BITMASK_DEFAULT;
846 /* add trigger events from element change event properties */
847 for (i=0; i<MAX_NUM_ELEMENTS; i++)
848 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
849 trigger_events[element_info[i].change.trigger_element] |=
850 element_info[i].change.events;
852 /* ---------- initialize push delay -------------------------------------- */
854 /* initialize push delay values to default */
855 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (!IS_CUSTOM_ELEMENT(i))
859 element_info[i].push_delay_fixed = 2;
860 element_info[i].push_delay_random = 8;
864 /* set push delay value for certain elements from pre-defined list */
865 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
867 int e = push_delay_list[i].element;
869 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
870 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
873 /* ---------- initialize move stepsize ----------------------------------- */
875 /* initialize move stepsize values to default */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
877 if (!IS_CUSTOM_ELEMENT(i))
878 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
880 /* set move stepsize value for certain elements from pre-defined list */
881 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
883 int e = move_stepsize_list[i].element;
885 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
888 /* ---------- initialize gem count --------------------------------------- */
890 /* initialize gem count values for each element */
891 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
893 element_info[i].gem_count = 0;
895 /* add gem count values for all elements from pre-defined list */
896 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
897 element_info[gem_count_list[i].element].gem_count =
898 gem_count_list[i].gem_count;
903 =============================================================================
905 -----------------------------------------------------------------------------
906 initialize and start new game
907 =============================================================================
912 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
913 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
914 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
921 #if USE_NEW_AMOEBA_CODE
922 printf("Using new amoeba code.\n");
924 printf("Using old amoeba code.\n");
929 /* don't play tapes over network */
930 network_playing = (options.network && !tape.playing);
932 for (i=0; i<MAX_PLAYERS; i++)
934 struct PlayerInfo *player = &stored_player[i];
936 player->index_nr = i;
937 player->element_nr = EL_PLAYER_1 + i;
939 player->present = FALSE;
940 player->active = FALSE;
943 player->effective_action = 0;
944 player->programmed_action = 0;
947 player->gems_still_needed = level.gems_needed;
948 player->sokobanfields_still_needed = 0;
949 player->lights_still_needed = 0;
950 player->friends_still_needed = 0;
953 player->key[j] = FALSE;
955 player->dynamite = 0;
956 player->dynabomb_count = 0;
957 player->dynabomb_size = 1;
958 player->dynabombs_left = 0;
959 player->dynabomb_xl = FALSE;
961 player->MovDir = MV_NO_MOVING;
963 player->Pushing = FALSE;
964 player->Switching = FALSE;
966 player->GfxDir = MV_NO_MOVING;
967 player->GfxAction = ACTION_DEFAULT;
969 player->StepFrame = 0;
971 player->use_murphy_graphic = FALSE;
972 player->use_disk_red_graphic = FALSE;
974 player->actual_frame_counter = 0;
976 player->last_move_dir = MV_NO_MOVING;
978 player->is_moving = FALSE;
979 player->is_waiting = FALSE;
980 player->is_digging = FALSE;
981 player->is_collecting = FALSE;
983 player->move_delay = game.initial_move_delay;
984 player->move_delay_value = game.initial_move_delay_value;
986 player->push_delay = 0;
987 player->push_delay_value = 5;
989 player->snapped = FALSE;
991 player->last_jx = player->last_jy = 0;
992 player->jx = player->jy = 0;
994 player->shield_normal_time_left = 0;
995 player->shield_deadly_time_left = 0;
997 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
998 SnapField(player, 0, 0);
1000 player->LevelSolved = FALSE;
1001 player->GameOver = FALSE;
1004 network_player_action_received = FALSE;
1006 #if defined(PLATFORM_UNIX)
1007 /* initial null action */
1008 if (network_playing)
1009 SendToServer_MovePlayer(MV_NO_MOVING);
1017 TimeLeft = level.time;
1019 ScreenMovDir = MV_NO_MOVING;
1023 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1025 AllPlayersGone = FALSE;
1027 game.yamyam_content_nr = 0;
1028 game.magic_wall_active = FALSE;
1029 game.magic_wall_time_left = 0;
1030 game.light_time_left = 0;
1031 game.timegate_time_left = 0;
1032 game.switchgate_pos = 0;
1033 game.balloon_dir = MV_NO_MOVING;
1034 game.explosions_delayed = TRUE;
1038 game.belt_dir[i] = MV_NO_MOVING;
1039 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1042 for (i=0; i<MAX_NUM_AMOEBA; i++)
1043 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1045 for (x=0; x<lev_fieldx; x++)
1047 for (y=0; y<lev_fieldy; y++)
1049 Feld[x][y] = level.field[x][y];
1050 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1051 ChangeDelay[x][y] = 0;
1052 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1054 JustStopped[x][y] = 0;
1056 Pushed[x][y] = FALSE;
1057 Changing[x][y] = FALSE;
1058 ExplodePhase[x][y] = 0;
1059 ExplodeField[x][y] = EX_NO_EXPLOSION;
1062 GfxAction[x][y] = ACTION_DEFAULT;
1063 GfxRandom[x][y] = INIT_GFX_RANDOM();
1064 GfxElement[x][y] = EL_UNDEFINED;
1068 for(y=0; y<lev_fieldy; y++)
1070 for(x=0; x<lev_fieldx; x++)
1072 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1074 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1076 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1079 InitField(x, y, TRUE);
1085 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1086 emulate_sb ? EMU_SOKOBAN :
1087 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1089 /* correct non-moving belts to start moving left */
1091 if (game.belt_dir[i] == MV_NO_MOVING)
1092 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1094 /* check if any connected player was not found in playfield */
1095 for (i=0; i<MAX_PLAYERS; i++)
1097 struct PlayerInfo *player = &stored_player[i];
1099 if (player->connected && !player->present)
1101 for (j=0; j<MAX_PLAYERS; j++)
1103 struct PlayerInfo *some_player = &stored_player[j];
1104 int jx = some_player->jx, jy = some_player->jy;
1106 /* assign first free player found that is present in the playfield */
1107 if (some_player->present && !some_player->connected)
1109 player->present = TRUE;
1110 player->active = TRUE;
1111 some_player->present = FALSE;
1113 StorePlayer[jx][jy] = player->element_nr;
1114 player->jx = player->last_jx = jx;
1115 player->jy = player->last_jy = jy;
1125 /* when playing a tape, eliminate all players who do not participate */
1127 for (i=0; i<MAX_PLAYERS; i++)
1129 if (stored_player[i].active && !tape.player_participates[i])
1131 struct PlayerInfo *player = &stored_player[i];
1132 int jx = player->jx, jy = player->jy;
1134 player->active = FALSE;
1135 StorePlayer[jx][jy] = 0;
1136 Feld[jx][jy] = EL_EMPTY;
1140 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1142 /* when in single player mode, eliminate all but the first active player */
1144 for (i=0; i<MAX_PLAYERS; i++)
1146 if (stored_player[i].active)
1148 for (j=i+1; j<MAX_PLAYERS; j++)
1150 if (stored_player[j].active)
1152 struct PlayerInfo *player = &stored_player[j];
1153 int jx = player->jx, jy = player->jy;
1155 player->active = FALSE;
1156 StorePlayer[jx][jy] = 0;
1157 Feld[jx][jy] = EL_EMPTY;
1164 /* when recording the game, store which players take part in the game */
1167 for (i=0; i<MAX_PLAYERS; i++)
1168 if (stored_player[i].active)
1169 tape.player_participates[i] = TRUE;
1174 for (i=0; i<MAX_PLAYERS; i++)
1176 struct PlayerInfo *player = &stored_player[i];
1178 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1183 if (local_player == player)
1184 printf("Player %d is local player.\n", i+1);
1188 if (BorderElement == EL_EMPTY)
1191 SBX_Right = lev_fieldx - SCR_FIELDX;
1193 SBY_Lower = lev_fieldy - SCR_FIELDY;
1198 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1200 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1203 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1204 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1206 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1207 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1209 scroll_x = SBX_Left;
1210 scroll_y = SBY_Upper;
1211 if (local_player->jx >= SBX_Left + MIDPOSX)
1212 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1213 local_player->jx - MIDPOSX :
1215 if (local_player->jy >= SBY_Upper + MIDPOSY)
1216 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1217 local_player->jy - MIDPOSY :
1220 CloseDoor(DOOR_CLOSE_1);
1225 /* after drawing the level, correct some elements */
1226 if (game.timegate_time_left == 0)
1227 CloseAllOpenTimegates();
1229 if (setup.soft_scrolling)
1230 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1232 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1235 /* copy default game door content to main double buffer */
1236 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1237 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1240 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1243 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1244 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1245 BlitBitmap(drawto, drawto,
1246 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1247 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1248 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1249 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1252 DrawGameDoorValues();
1256 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1257 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1258 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1262 /* copy actual game door content to door double buffer for OpenDoor() */
1263 BlitBitmap(drawto, bitmap_db_door,
1264 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1266 OpenDoor(DOOR_OPEN_ALL);
1268 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1269 if (setup.sound_music)
1270 PlayMusic(level_nr);
1272 KeyboardAutoRepeatOffUnlessAutoplay();
1277 printf("Player %d %sactive.\n",
1278 i + 1, (stored_player[i].active ? "" : "not "));
1282 void InitMovDir(int x, int y)
1284 int i, element = Feld[x][y];
1285 static int xy[4][2] =
1292 static int direction[3][4] =
1294 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1295 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1296 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1305 Feld[x][y] = EL_BUG;
1306 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1309 case EL_SPACESHIP_RIGHT:
1310 case EL_SPACESHIP_UP:
1311 case EL_SPACESHIP_LEFT:
1312 case EL_SPACESHIP_DOWN:
1313 Feld[x][y] = EL_SPACESHIP;
1314 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1317 case EL_BD_BUTTERFLY_RIGHT:
1318 case EL_BD_BUTTERFLY_UP:
1319 case EL_BD_BUTTERFLY_LEFT:
1320 case EL_BD_BUTTERFLY_DOWN:
1321 Feld[x][y] = EL_BD_BUTTERFLY;
1322 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1325 case EL_BD_FIREFLY_RIGHT:
1326 case EL_BD_FIREFLY_UP:
1327 case EL_BD_FIREFLY_LEFT:
1328 case EL_BD_FIREFLY_DOWN:
1329 Feld[x][y] = EL_BD_FIREFLY;
1330 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1333 case EL_PACMAN_RIGHT:
1335 case EL_PACMAN_LEFT:
1336 case EL_PACMAN_DOWN:
1337 Feld[x][y] = EL_PACMAN;
1338 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1341 case EL_SP_SNIKSNAK:
1342 MovDir[x][y] = MV_UP;
1345 case EL_SP_ELECTRON:
1346 MovDir[x][y] = MV_LEFT;
1353 Feld[x][y] = EL_MOLE;
1354 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1358 if (IS_CUSTOM_ELEMENT(element))
1360 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1361 MovDir[x][y] = element_info[element].move_direction_initial;
1362 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1363 element_info[element].move_pattern == MV_TURNING_LEFT ||
1364 element_info[element].move_pattern == MV_TURNING_RIGHT)
1365 MovDir[x][y] = 1 << RND(4);
1366 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1367 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1368 else if (element_info[element].move_pattern == MV_VERTICAL)
1369 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1370 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1371 MovDir[x][y] = element_info[element].move_pattern;
1372 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1373 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1377 int x1 = x + xy[i][0];
1378 int y1 = y + xy[i][1];
1380 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1382 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1383 MovDir[x][y] = direction[0][i];
1385 MovDir[x][y] = direction[1][i];
1394 MovDir[x][y] = 1 << RND(4);
1396 if (element != EL_BUG &&
1397 element != EL_SPACESHIP &&
1398 element != EL_BD_BUTTERFLY &&
1399 element != EL_BD_FIREFLY)
1404 int x1 = x + xy[i][0];
1405 int y1 = y + xy[i][1];
1407 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1409 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1411 MovDir[x][y] = direction[0][i];
1414 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1415 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1417 MovDir[x][y] = direction[1][i];
1427 void InitAmoebaNr(int x, int y)
1430 int group_nr = AmoebeNachbarNr(x, y);
1434 for (i=1; i<MAX_NUM_AMOEBA; i++)
1436 if (AmoebaCnt[i] == 0)
1444 AmoebaNr[x][y] = group_nr;
1445 AmoebaCnt[group_nr]++;
1446 AmoebaCnt2[group_nr]++;
1452 boolean raise_level = FALSE;
1454 if (local_player->MovPos)
1457 if (tape.playing && tape.auto_play)
1458 tape.auto_play_level_solved = TRUE;
1460 local_player->LevelSolved = FALSE;
1462 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1466 if (!tape.playing && setup.sound_loops)
1467 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1468 SND_CTRL_PLAY_LOOP);
1470 while (TimeLeft > 0)
1472 if (!tape.playing && !setup.sound_loops)
1473 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1474 if (TimeLeft > 0 && !(TimeLeft % 10))
1475 RaiseScore(level.score[SC_TIME_BONUS]);
1476 if (TimeLeft > 100 && !(TimeLeft % 10))
1480 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1487 if (!tape.playing && setup.sound_loops)
1488 StopSound(SND_GAME_LEVELTIME_BONUS);
1490 else if (level.time == 0) /* level without time limit */
1492 if (!tape.playing && setup.sound_loops)
1493 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1494 SND_CTRL_PLAY_LOOP);
1496 while (TimePlayed < 999)
1498 if (!tape.playing && !setup.sound_loops)
1499 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1500 if (TimePlayed < 999 && !(TimePlayed % 10))
1501 RaiseScore(level.score[SC_TIME_BONUS]);
1502 if (TimePlayed < 900 && !(TimePlayed % 10))
1506 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1513 if (!tape.playing && setup.sound_loops)
1514 StopSound(SND_GAME_LEVELTIME_BONUS);
1517 /* Hero disappears */
1518 DrawLevelField(ExitX, ExitY);
1524 CloseDoor(DOOR_CLOSE_1);
1529 SaveTape(tape.level_nr); /* Ask to save tape */
1532 if (level_nr == leveldir_current->handicap_level)
1534 leveldir_current->handicap_level++;
1535 SaveLevelSetup_SeriesInfo();
1538 if (level_editor_test_game)
1539 local_player->score = -1; /* no highscore when playing from editor */
1540 else if (level_nr < leveldir_current->last_level)
1541 raise_level = TRUE; /* advance to next level */
1543 if ((hi_pos = NewHiScore()) >= 0)
1545 game_status = GAME_MODE_SCORES;
1546 DrawHallOfFame(hi_pos);
1555 game_status = GAME_MODE_MAIN;
1572 LoadScore(level_nr);
1574 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1575 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1578 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1580 if (local_player->score > highscore[k].Score)
1582 /* player has made it to the hall of fame */
1584 if (k < MAX_SCORE_ENTRIES - 1)
1586 int m = MAX_SCORE_ENTRIES - 1;
1589 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1590 if (!strcmp(setup.player_name, highscore[l].Name))
1592 if (m == k) /* player's new highscore overwrites his old one */
1598 strcpy(highscore[l].Name, highscore[l - 1].Name);
1599 highscore[l].Score = highscore[l - 1].Score;
1606 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1607 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1608 highscore[k].Score = local_player->score;
1614 else if (!strncmp(setup.player_name, highscore[k].Name,
1615 MAX_PLAYER_NAME_LEN))
1616 break; /* player already there with a higher score */
1622 SaveScore(level_nr);
1627 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1629 if (player->GfxAction != action || player->GfxDir != dir)
1632 printf("Player frame reset! (%d => %d, %d => %d)\n",
1633 player->GfxAction, action, player->GfxDir, dir);
1636 player->GfxAction = action;
1637 player->GfxDir = dir;
1639 player->StepFrame = 0;
1643 static void ResetRandomAnimationValue(int x, int y)
1645 GfxRandom[x][y] = INIT_GFX_RANDOM();
1648 static void ResetGfxAnimation(int x, int y)
1651 GfxAction[x][y] = ACTION_DEFAULT;
1654 void InitMovingField(int x, int y, int direction)
1656 int element = Feld[x][y];
1657 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1658 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1662 if (!JustStopped[x][y] || direction != MovDir[x][y])
1663 ResetGfxAnimation(x, y);
1665 MovDir[newx][newy] = MovDir[x][y] = direction;
1667 if (Feld[newx][newy] == EL_EMPTY)
1668 Feld[newx][newy] = EL_BLOCKED;
1670 if (direction == MV_DOWN && CAN_FALL(element))
1671 GfxAction[x][y] = ACTION_FALLING;
1673 GfxAction[x][y] = ACTION_MOVING;
1675 GfxFrame[newx][newy] = GfxFrame[x][y];
1676 GfxAction[newx][newy] = GfxAction[x][y];
1677 GfxRandom[newx][newy] = GfxRandom[x][y];
1680 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1682 int direction = MovDir[x][y];
1683 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1684 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1690 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1692 int oldx = x, oldy = y;
1693 int direction = MovDir[x][y];
1695 if (direction == MV_LEFT)
1697 else if (direction == MV_RIGHT)
1699 else if (direction == MV_UP)
1701 else if (direction == MV_DOWN)
1704 *comes_from_x = oldx;
1705 *comes_from_y = oldy;
1708 int MovingOrBlocked2Element(int x, int y)
1710 int element = Feld[x][y];
1712 if (element == EL_BLOCKED)
1716 Blocked2Moving(x, y, &oldx, &oldy);
1717 return Feld[oldx][oldy];
1723 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1725 /* like MovingOrBlocked2Element(), but if element is moving
1726 and (x,y) is the field the moving element is just leaving,
1727 return EL_BLOCKED instead of the element value */
1728 int element = Feld[x][y];
1730 if (IS_MOVING(x, y))
1732 if (element == EL_BLOCKED)
1736 Blocked2Moving(x, y, &oldx, &oldy);
1737 return Feld[oldx][oldy];
1746 static void RemoveField(int x, int y)
1748 Feld[x][y] = EL_EMPTY;
1755 ChangeDelay[x][y] = 0;
1756 Pushed[x][y] = FALSE;
1758 GfxElement[x][y] = EL_UNDEFINED;
1759 GfxAction[x][y] = ACTION_DEFAULT;
1762 void RemoveMovingField(int x, int y)
1764 int oldx = x, oldy = y, newx = x, newy = y;
1765 int element = Feld[x][y];
1766 int next_element = EL_UNDEFINED;
1768 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1771 if (IS_MOVING(x, y))
1773 Moving2Blocked(x, y, &newx, &newy);
1774 if (Feld[newx][newy] != EL_BLOCKED)
1777 else if (element == EL_BLOCKED)
1779 Blocked2Moving(x, y, &oldx, &oldy);
1780 if (!IS_MOVING(oldx, oldy))
1784 if (element == EL_BLOCKED &&
1785 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1786 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1787 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1788 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1789 next_element = get_next_element(Feld[oldx][oldy]);
1791 RemoveField(oldx, oldy);
1792 RemoveField(newx, newy);
1794 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1796 if (next_element != EL_UNDEFINED)
1797 Feld[oldx][oldy] = next_element;
1799 DrawLevelField(oldx, oldy);
1800 DrawLevelField(newx, newy);
1803 void DrawDynamite(int x, int y)
1805 int sx = SCREENX(x), sy = SCREENY(y);
1806 int graphic = el2img(Feld[x][y]);
1809 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1812 if (IS_WALKABLE_INSIDE(Back[x][y]))
1816 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1817 else if (Store[x][y])
1818 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1820 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1823 if (Back[x][y] || Store[x][y])
1824 DrawGraphicThruMask(sx, sy, graphic, frame);
1826 DrawGraphic(sx, sy, graphic, frame);
1828 if (game.emulation == EMU_SUPAPLEX)
1829 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1830 else if (Store[x][y])
1831 DrawGraphicThruMask(sx, sy, graphic, frame);
1833 DrawGraphic(sx, sy, graphic, frame);
1837 void CheckDynamite(int x, int y)
1839 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1843 if (MovDelay[x][y] != 0)
1846 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1853 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1855 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1856 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1857 StopSound(SND_DYNAMITE_ACTIVE);
1859 StopSound(SND_DYNABOMB_ACTIVE);
1865 void Explode(int ex, int ey, int phase, int mode)
1869 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1870 int last_phase = num_phase * delay;
1871 int half_phase = (num_phase / 2) * delay;
1872 int first_phase_after_start = EX_PHASE_START + 1;
1874 if (game.explosions_delayed)
1876 ExplodeField[ex][ey] = mode;
1880 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1882 int center_element = Feld[ex][ey];
1885 /* --- This is only really needed (and now handled) in "Impact()". --- */
1886 /* do not explode moving elements that left the explode field in time */
1887 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
1888 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
1892 if (mode == EX_NORMAL || mode == EX_CENTER)
1893 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
1895 /* remove things displayed in background while burning dynamite */
1896 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
1899 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1901 /* put moving element to center field (and let it explode there) */
1902 center_element = MovingOrBlocked2Element(ex, ey);
1903 RemoveMovingField(ex, ey);
1904 Feld[ex][ey] = center_element;
1907 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1909 int xx = x - ex + 1;
1910 int yy = y - ey + 1;
1913 if (!IN_LEV_FIELD(x, y) ||
1914 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1915 (x != ex || y != ey)))
1918 element = Feld[x][y];
1920 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1922 element = MovingOrBlocked2Element(x, y);
1924 if (!IS_EXPLOSION_PROOF(element))
1925 RemoveMovingField(x, y);
1931 if (IS_EXPLOSION_PROOF(element))
1934 /* indestructible elements can only explode in center (but not flames) */
1935 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
1936 element == EL_FLAMES)
1941 if ((IS_INDESTRUCTIBLE(element) &&
1942 (game.engine_version < VERSION_IDENT(2,2,0) ||
1943 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1944 element == EL_FLAMES)
1948 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1950 if (IS_ACTIVE_BOMB(element))
1952 /* re-activate things under the bomb like gate or penguin */
1953 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1960 /* save walkable background elements while explosion on same tile */
1962 if (IS_INDESTRUCTIBLE(element))
1963 Back[x][y] = element;
1965 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
1966 Back[x][y] = element;
1969 /* ignite explodable elements reached by other explosion */
1970 if (element == EL_EXPLOSION)
1971 element = Store2[x][y];
1974 if (AmoebaNr[x][y] &&
1975 (element == EL_AMOEBA_FULL ||
1976 element == EL_BD_AMOEBA ||
1977 element == EL_AMOEBA_GROWING))
1979 AmoebaCnt[AmoebaNr[x][y]]--;
1980 AmoebaCnt2[AmoebaNr[x][y]]--;
1986 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1988 switch(StorePlayer[ex][ey])
1991 Store[x][y] = EL_EMERALD_RED;
1994 Store[x][y] = EL_EMERALD;
1997 Store[x][y] = EL_EMERALD_PURPLE;
2001 Store[x][y] = EL_EMERALD_YELLOW;
2005 if (game.emulation == EMU_SUPAPLEX)
2006 Store[x][y] = EL_EMPTY;
2008 else if (center_element == EL_MOLE)
2009 Store[x][y] = EL_EMERALD_RED;
2010 else if (center_element == EL_PENGUIN)
2011 Store[x][y] = EL_EMERALD_PURPLE;
2012 else if (center_element == EL_BUG)
2013 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2014 else if (center_element == EL_BD_BUTTERFLY)
2015 Store[x][y] = EL_BD_DIAMOND;
2016 else if (center_element == EL_SP_ELECTRON)
2017 Store[x][y] = EL_SP_INFOTRON;
2018 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2019 Store[x][y] = level.amoeba_content;
2020 else if (center_element == EL_YAMYAM)
2021 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2022 else if (IS_CUSTOM_ELEMENT(center_element) &&
2023 element_info[center_element].content[xx][yy] != EL_EMPTY)
2024 Store[x][y] = element_info[center_element].content[xx][yy];
2025 else if (element == EL_WALL_EMERALD)
2026 Store[x][y] = EL_EMERALD;
2027 else if (element == EL_WALL_DIAMOND)
2028 Store[x][y] = EL_DIAMOND;
2029 else if (element == EL_WALL_BD_DIAMOND)
2030 Store[x][y] = EL_BD_DIAMOND;
2031 else if (element == EL_WALL_EMERALD_YELLOW)
2032 Store[x][y] = EL_EMERALD_YELLOW;
2033 else if (element == EL_WALL_EMERALD_RED)
2034 Store[x][y] = EL_EMERALD_RED;
2035 else if (element == EL_WALL_EMERALD_PURPLE)
2036 Store[x][y] = EL_EMERALD_PURPLE;
2037 else if (element == EL_WALL_PEARL)
2038 Store[x][y] = EL_PEARL;
2039 else if (element == EL_WALL_CRYSTAL)
2040 Store[x][y] = EL_CRYSTAL;
2041 else if (IS_CUSTOM_ELEMENT(element))
2042 Store[x][y] = element_info[element].content[1][1];
2044 Store[x][y] = EL_EMPTY;
2046 if (x != ex || y != ey ||
2047 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2048 Store2[x][y] = element;
2051 if (AmoebaNr[x][y] &&
2052 (element == EL_AMOEBA_FULL ||
2053 element == EL_BD_AMOEBA ||
2054 element == EL_AMOEBA_GROWING))
2056 AmoebaCnt[AmoebaNr[x][y]]--;
2057 AmoebaCnt2[AmoebaNr[x][y]]--;
2063 MovDir[x][y] = MovPos[x][y] = 0;
2068 Feld[x][y] = EL_EXPLOSION;
2070 GfxElement[x][y] = center_element;
2072 GfxElement[x][y] = EL_UNDEFINED;
2075 ExplodePhase[x][y] = 1;
2079 if (center_element == EL_YAMYAM)
2080 game.yamyam_content_nr =
2081 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2092 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2094 if (phase == first_phase_after_start)
2096 int element = Store2[x][y];
2098 if (element == EL_BLACK_ORB)
2100 Feld[x][y] = Store2[x][y];
2105 else if (phase == half_phase)
2107 int element = Store2[x][y];
2109 if (IS_PLAYER(x, y))
2110 KillHeroUnlessProtected(x, y);
2111 else if (CAN_EXPLODE_BY_FIRE(element))
2113 Feld[x][y] = Store2[x][y];
2117 else if (element == EL_AMOEBA_TO_DIAMOND)
2118 AmoebeUmwandeln(x, y);
2121 if (phase == last_phase)
2125 element = Feld[x][y] = Store[x][y];
2126 Store[x][y] = Store2[x][y] = 0;
2127 GfxElement[x][y] = EL_UNDEFINED;
2129 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2130 element = Feld[x][y] = Back[x][y];
2133 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2134 InitField(x, y, FALSE);
2135 if (CAN_MOVE(element))
2137 DrawLevelField(x, y);
2139 if (CAN_BE_CRUMBLED(element))
2140 DrawLevelFieldCrumbledSandNeighbours(x, y);
2142 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2143 StorePlayer[x][y] = 0;
2145 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2148 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2150 int stored = Store[x][y];
2151 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2152 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2155 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2158 DrawLevelFieldCrumbledSand(x, y);
2160 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2162 DrawLevelElement(x, y, Back[x][y]);
2163 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2165 else if (IS_WALKABLE_UNDER(Back[x][y]))
2167 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2168 DrawLevelElementThruMask(x, y, Back[x][y]);
2170 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2171 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2175 void DynaExplode(int ex, int ey)
2178 int dynabomb_size = 1;
2179 boolean dynabomb_xl = FALSE;
2180 struct PlayerInfo *player;
2181 static int xy[4][2] =
2189 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2191 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2192 dynabomb_size = player->dynabomb_size;
2193 dynabomb_xl = player->dynabomb_xl;
2194 player->dynabombs_left++;
2197 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2201 for (j=1; j<=dynabomb_size; j++)
2203 int x = ex + j * xy[i % 4][0];
2204 int y = ey + j * xy[i % 4][1];
2207 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2210 element = Feld[x][y];
2212 /* do not restart explosions of fields with active bombs */
2213 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2216 Explode(x, y, EX_PHASE_START, EX_BORDER);
2218 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2219 if (element != EL_EMPTY &&
2220 element != EL_SAND &&
2221 element != EL_EXPLOSION &&
2228 void Bang(int x, int y)
2231 int element = MovingOrBlocked2Element(x, y);
2233 int element = Feld[x][y];
2236 if (IS_PLAYER(x, y))
2238 struct PlayerInfo *player = PLAYERINFO(x, y);
2240 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2241 player->element_nr);
2246 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2248 if (game.emulation == EMU_SUPAPLEX)
2249 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2251 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2256 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2264 case EL_BD_BUTTERFLY:
2267 case EL_DARK_YAMYAM:
2271 RaiseScoreElement(element);
2272 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2274 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2275 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2276 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2277 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2278 case EL_DYNABOMB_INCREASE_NUMBER:
2279 case EL_DYNABOMB_INCREASE_SIZE:
2280 case EL_DYNABOMB_INCREASE_POWER:
2285 case EL_LAMP_ACTIVE:
2286 if (IS_PLAYER(x, y))
2287 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2289 Explode(x, y, EX_PHASE_START, EX_CENTER);
2292 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2296 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2299 void SplashAcid(int x, int y)
2301 int element = Feld[x][y];
2303 if (element != EL_ACID_SPLASH_LEFT &&
2304 element != EL_ACID_SPLASH_RIGHT)
2306 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2308 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2309 (!IN_LEV_FIELD(x-1, y-1) ||
2310 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2311 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2313 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2314 (!IN_LEV_FIELD(x+1, y-1) ||
2315 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2316 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2320 static void InitBeltMovement()
2322 static int belt_base_element[4] =
2324 EL_CONVEYOR_BELT_1_LEFT,
2325 EL_CONVEYOR_BELT_2_LEFT,
2326 EL_CONVEYOR_BELT_3_LEFT,
2327 EL_CONVEYOR_BELT_4_LEFT
2329 static int belt_base_active_element[4] =
2331 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2332 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2333 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2334 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2339 /* set frame order for belt animation graphic according to belt direction */
2346 int element = belt_base_active_element[belt_nr] + j;
2347 int graphic = el2img(element);
2349 if (game.belt_dir[i] == MV_LEFT)
2350 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2352 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2356 for(y=0; y<lev_fieldy; y++)
2358 for(x=0; x<lev_fieldx; x++)
2360 int element = Feld[x][y];
2364 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2366 int e_belt_nr = getBeltNrFromBeltElement(element);
2369 if (e_belt_nr == belt_nr)
2371 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2373 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2381 static void ToggleBeltSwitch(int x, int y)
2383 static int belt_base_element[4] =
2385 EL_CONVEYOR_BELT_1_LEFT,
2386 EL_CONVEYOR_BELT_2_LEFT,
2387 EL_CONVEYOR_BELT_3_LEFT,
2388 EL_CONVEYOR_BELT_4_LEFT
2390 static int belt_base_active_element[4] =
2392 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2393 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2394 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2395 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2397 static int belt_base_switch_element[4] =
2399 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2400 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2401 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2402 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2404 static int belt_move_dir[4] =
2412 int element = Feld[x][y];
2413 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2414 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2415 int belt_dir = belt_move_dir[belt_dir_nr];
2418 if (!IS_BELT_SWITCH(element))
2421 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2422 game.belt_dir[belt_nr] = belt_dir;
2424 if (belt_dir_nr == 3)
2427 /* set frame order for belt animation graphic according to belt direction */
2430 int element = belt_base_active_element[belt_nr] + i;
2431 int graphic = el2img(element);
2433 if (belt_dir == MV_LEFT)
2434 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2436 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2439 for (yy=0; yy<lev_fieldy; yy++)
2441 for (xx=0; xx<lev_fieldx; xx++)
2443 int element = Feld[xx][yy];
2445 if (IS_BELT_SWITCH(element))
2447 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2449 if (e_belt_nr == belt_nr)
2451 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2452 DrawLevelField(xx, yy);
2455 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2457 int e_belt_nr = getBeltNrFromBeltElement(element);
2459 if (e_belt_nr == belt_nr)
2461 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2463 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2464 DrawLevelField(xx, yy);
2467 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2469 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2471 if (e_belt_nr == belt_nr)
2473 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2475 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2476 DrawLevelField(xx, yy);
2483 static void ToggleSwitchgateSwitch(int x, int y)
2487 game.switchgate_pos = !game.switchgate_pos;
2489 for (yy=0; yy<lev_fieldy; yy++)
2491 for (xx=0; xx<lev_fieldx; xx++)
2493 int element = Feld[xx][yy];
2495 if (element == EL_SWITCHGATE_SWITCH_UP ||
2496 element == EL_SWITCHGATE_SWITCH_DOWN)
2498 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2499 DrawLevelField(xx, yy);
2501 else if (element == EL_SWITCHGATE_OPEN ||
2502 element == EL_SWITCHGATE_OPENING)
2504 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2506 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2508 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2511 else if (element == EL_SWITCHGATE_CLOSED ||
2512 element == EL_SWITCHGATE_CLOSING)
2514 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2516 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2518 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2525 static int getInvisibleActiveFromInvisibleElement(int element)
2527 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2528 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2529 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2533 static int getInvisibleFromInvisibleActiveElement(int element)
2535 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2536 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2537 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2541 static void RedrawAllLightSwitchesAndInvisibleElements()
2545 for (y=0; y<lev_fieldy; y++)
2547 for (x=0; x<lev_fieldx; x++)
2549 int element = Feld[x][y];
2551 if (element == EL_LIGHT_SWITCH &&
2552 game.light_time_left > 0)
2554 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2555 DrawLevelField(x, y);
2557 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2558 game.light_time_left == 0)
2560 Feld[x][y] = EL_LIGHT_SWITCH;
2561 DrawLevelField(x, y);
2563 else if (element == EL_INVISIBLE_STEELWALL ||
2564 element == EL_INVISIBLE_WALL ||
2565 element == EL_INVISIBLE_SAND)
2567 if (game.light_time_left > 0)
2568 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2570 DrawLevelField(x, y);
2572 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2573 element == EL_INVISIBLE_WALL_ACTIVE ||
2574 element == EL_INVISIBLE_SAND_ACTIVE)
2576 if (game.light_time_left == 0)
2577 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2579 DrawLevelField(x, y);
2585 static void ToggleLightSwitch(int x, int y)
2587 int element = Feld[x][y];
2589 game.light_time_left =
2590 (element == EL_LIGHT_SWITCH ?
2591 level.time_light * FRAMES_PER_SECOND : 0);
2593 RedrawAllLightSwitchesAndInvisibleElements();
2596 static void ActivateTimegateSwitch(int x, int y)
2600 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2602 for (yy=0; yy<lev_fieldy; yy++)
2604 for (xx=0; xx<lev_fieldx; xx++)
2606 int element = Feld[xx][yy];
2608 if (element == EL_TIMEGATE_CLOSED ||
2609 element == EL_TIMEGATE_CLOSING)
2611 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2612 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2616 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2618 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2619 DrawLevelField(xx, yy);
2626 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2629 inline static int getElementMoveStepsize(int x, int y)
2631 int element = Feld[x][y];
2632 int direction = MovDir[x][y];
2633 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2634 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2635 int horiz_move = (dx != 0);
2636 int sign = (horiz_move ? dx : dy);
2637 int step = sign * element_info[element].move_stepsize;
2639 /* special values for move stepsize for spring and things on conveyor belt */
2642 if (CAN_FALL(element) &&
2643 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2644 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2645 else if (element == EL_SPRING)
2646 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2652 void Impact(int x, int y)
2654 boolean lastline = (y == lev_fieldy-1);
2655 boolean object_hit = FALSE;
2656 boolean impact = (lastline || object_hit);
2657 int element = Feld[x][y];
2658 int smashed = EL_UNDEFINED;
2660 if (!lastline) /* check if element below was hit */
2662 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2665 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2666 MovDir[x][y + 1] != MV_DOWN ||
2667 MovPos[x][y + 1] <= TILEY / 2));
2669 /* do not smash moving elements that left the smashed field in time */
2670 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2671 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2675 smashed = MovingOrBlocked2Element(x, y + 1);
2677 impact = (lastline || object_hit);
2680 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2688 ResetGfxAnimation(x, y);
2689 DrawLevelField(x, y);
2692 if (impact && CAN_EXPLODE_IMPACT(element))
2697 else if (impact && element == EL_PEARL)
2699 Feld[x][y] = EL_PEARL_BREAKING;
2700 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2704 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2706 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2711 else if (impact && CAN_CHANGE(element) &&
2712 HAS_CHANGE_EVENT(element, CE_IMPACT))
2714 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2716 ChangeElementNow(x, y, element);
2722 if (impact && element == EL_AMOEBA_DROP)
2724 if (object_hit && IS_PLAYER(x, y + 1))
2725 KillHeroUnlessProtected(x, y + 1);
2726 else if (object_hit && smashed == EL_PENGUIN)
2730 Feld[x][y] = EL_AMOEBA_GROWING;
2731 Store[x][y] = EL_AMOEBA_WET;
2733 ResetRandomAnimationValue(x, y);
2738 if (object_hit) /* check which object was hit */
2740 if (CAN_PASS_MAGIC_WALL(element) &&
2741 (smashed == EL_MAGIC_WALL ||
2742 smashed == EL_BD_MAGIC_WALL))
2745 int activated_magic_wall =
2746 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2747 EL_BD_MAGIC_WALL_ACTIVE);
2749 /* activate magic wall / mill */
2750 for (yy=0; yy<lev_fieldy; yy++)
2751 for (xx=0; xx<lev_fieldx; xx++)
2752 if (Feld[xx][yy] == smashed)
2753 Feld[xx][yy] = activated_magic_wall;
2755 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2756 game.magic_wall_active = TRUE;
2758 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2759 SND_MAGIC_WALL_ACTIVATING :
2760 SND_BD_MAGIC_WALL_ACTIVATING));
2763 if (IS_PLAYER(x, y + 1))
2765 if (CAN_SMASH_PLAYER(element))
2767 KillHeroUnlessProtected(x, y + 1);
2771 else if (smashed == EL_PENGUIN)
2773 if (CAN_SMASH_PLAYER(element))
2779 else if (element == EL_BD_DIAMOND)
2781 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2787 else if ((element == EL_SP_INFOTRON ||
2788 element == EL_SP_ZONK) &&
2789 (smashed == EL_SP_SNIKSNAK ||
2790 smashed == EL_SP_ELECTRON ||
2791 smashed == EL_SP_DISK_ORANGE))
2797 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2803 else if (CAN_SMASH_EVERYTHING(element))
2805 if (IS_CLASSIC_ENEMY(smashed) ||
2806 CAN_EXPLODE_SMASHED(smashed))
2811 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2813 if (smashed == EL_LAMP ||
2814 smashed == EL_LAMP_ACTIVE)
2819 else if (smashed == EL_NUT)
2821 Feld[x][y + 1] = EL_NUT_BREAKING;
2822 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2823 RaiseScoreElement(EL_NUT);
2826 else if (smashed == EL_PEARL)
2828 Feld[x][y + 1] = EL_PEARL_BREAKING;
2829 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2832 else if (smashed == EL_DIAMOND)
2834 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2835 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2838 else if (IS_BELT_SWITCH(smashed))
2840 ToggleBeltSwitch(x, y + 1);
2842 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2843 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2845 ToggleSwitchgateSwitch(x, y + 1);
2847 else if (smashed == EL_LIGHT_SWITCH ||
2848 smashed == EL_LIGHT_SWITCH_ACTIVE)
2850 ToggleLightSwitch(x, y + 1);
2855 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2858 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2860 ChangeElementNow(x, y + 1, smashed);
2866 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2871 /* play sound of magic wall / mill */
2873 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2874 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2876 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2877 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2878 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2879 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2884 /* play sound of object that hits the ground */
2885 if (lastline || object_hit)
2886 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2889 void TurnRound(int x, int y)
2901 { 0, 0 }, { 0, 0 }, { 0, 0 },
2906 int left, right, back;
2910 { MV_DOWN, MV_UP, MV_RIGHT },
2911 { MV_UP, MV_DOWN, MV_LEFT },
2913 { MV_LEFT, MV_RIGHT, MV_DOWN },
2917 { MV_RIGHT, MV_LEFT, MV_UP }
2920 int element = Feld[x][y];
2921 int old_move_dir = MovDir[x][y];
2922 int left_dir = turn[old_move_dir].left;
2923 int right_dir = turn[old_move_dir].right;
2924 int back_dir = turn[old_move_dir].back;
2926 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2927 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2928 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2929 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2931 int left_x = x + left_dx, left_y = y + left_dy;
2932 int right_x = x + right_dx, right_y = y + right_dy;
2933 int move_x = x + move_dx, move_y = y + move_dy;
2937 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2939 TestIfBadThingTouchesOtherBadThing(x, y);
2941 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2942 MovDir[x][y] = right_dir;
2943 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2944 MovDir[x][y] = left_dir;
2946 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2948 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2951 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2952 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2954 TestIfBadThingTouchesOtherBadThing(x, y);
2956 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2957 MovDir[x][y] = left_dir;
2958 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2959 MovDir[x][y] = right_dir;
2961 if ((element == EL_SPACESHIP ||
2962 element == EL_SP_SNIKSNAK ||
2963 element == EL_SP_ELECTRON)
2964 && MovDir[x][y] != old_move_dir)
2966 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2969 else if (element == EL_YAMYAM)
2971 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2972 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2974 if (can_turn_left && can_turn_right)
2975 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2976 else if (can_turn_left)
2977 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2978 else if (can_turn_right)
2979 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2981 MovDir[x][y] = back_dir;
2983 MovDelay[x][y] = 16 + 16 * RND(3);
2985 else if (element == EL_DARK_YAMYAM)
2987 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2988 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2990 if (can_turn_left && can_turn_right)
2991 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2992 else if (can_turn_left)
2993 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2994 else if (can_turn_right)
2995 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2997 MovDir[x][y] = back_dir;
2999 MovDelay[x][y] = 16 + 16 * RND(3);
3001 else if (element == EL_PACMAN)
3003 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3004 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3006 if (can_turn_left && can_turn_right)
3007 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3008 else if (can_turn_left)
3009 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3010 else if (can_turn_right)
3011 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3013 MovDir[x][y] = back_dir;
3015 MovDelay[x][y] = 6 + RND(40);
3017 else if (element == EL_PIG)
3019 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3020 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3021 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3022 boolean should_turn_left, should_turn_right, should_move_on;
3024 int rnd = RND(rnd_value);
3026 should_turn_left = (can_turn_left &&
3028 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3029 y + back_dy + left_dy)));
3030 should_turn_right = (can_turn_right &&
3032 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3033 y + back_dy + right_dy)));
3034 should_move_on = (can_move_on &&
3037 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3038 y + move_dy + left_dy) ||
3039 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3040 y + move_dy + right_dy)));
3042 if (should_turn_left || should_turn_right || should_move_on)
3044 if (should_turn_left && should_turn_right && should_move_on)
3045 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3046 rnd < 2 * rnd_value / 3 ? right_dir :
3048 else if (should_turn_left && should_turn_right)
3049 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3050 else if (should_turn_left && should_move_on)
3051 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3052 else if (should_turn_right && should_move_on)
3053 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3054 else if (should_turn_left)
3055 MovDir[x][y] = left_dir;
3056 else if (should_turn_right)
3057 MovDir[x][y] = right_dir;
3058 else if (should_move_on)
3059 MovDir[x][y] = old_move_dir;
3061 else if (can_move_on && rnd > rnd_value / 8)
3062 MovDir[x][y] = old_move_dir;
3063 else if (can_turn_left && can_turn_right)
3064 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3065 else if (can_turn_left && rnd > rnd_value / 8)
3066 MovDir[x][y] = left_dir;
3067 else if (can_turn_right && rnd > rnd_value/8)
3068 MovDir[x][y] = right_dir;
3070 MovDir[x][y] = back_dir;
3072 xx = x + move_xy[MovDir[x][y]].x;
3073 yy = y + move_xy[MovDir[x][y]].y;
3075 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3076 MovDir[x][y] = old_move_dir;
3080 else if (element == EL_DRAGON)
3082 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3083 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3084 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3086 int rnd = RND(rnd_value);
3088 if (can_move_on && rnd > rnd_value / 8)
3089 MovDir[x][y] = old_move_dir;
3090 else if (can_turn_left && can_turn_right)
3091 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3092 else if (can_turn_left && rnd > rnd_value / 8)
3093 MovDir[x][y] = left_dir;
3094 else if (can_turn_right && rnd > rnd_value / 8)
3095 MovDir[x][y] = right_dir;
3097 MovDir[x][y] = back_dir;
3099 xx = x + move_xy[MovDir[x][y]].x;
3100 yy = y + move_xy[MovDir[x][y]].y;
3102 if (!IS_FREE(xx, yy))
3103 MovDir[x][y] = old_move_dir;
3107 else if (element == EL_MOLE)
3109 boolean can_move_on =
3110 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3111 IS_AMOEBOID(Feld[move_x][move_y]) ||
3112 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3115 boolean can_turn_left =
3116 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3117 IS_AMOEBOID(Feld[left_x][left_y])));
3119 boolean can_turn_right =
3120 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3121 IS_AMOEBOID(Feld[right_x][right_y])));
3123 if (can_turn_left && can_turn_right)
3124 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3125 else if (can_turn_left)
3126 MovDir[x][y] = left_dir;
3128 MovDir[x][y] = right_dir;
3131 if (MovDir[x][y] != old_move_dir)
3134 else if (element == EL_BALLOON)
3136 MovDir[x][y] = game.balloon_dir;
3139 else if (element == EL_SPRING)
3141 if (MovDir[x][y] & MV_HORIZONTAL &&
3142 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3143 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3144 MovDir[x][y] = MV_NO_MOVING;
3148 else if (element == EL_ROBOT ||
3149 element == EL_SATELLITE ||
3150 element == EL_PENGUIN)
3152 int attr_x = -1, attr_y = -1;
3163 for (i=0; i<MAX_PLAYERS; i++)
3165 struct PlayerInfo *player = &stored_player[i];
3166 int jx = player->jx, jy = player->jy;
3168 if (!player->active)
3172 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3180 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3186 if (element == EL_PENGUIN)
3189 static int xy[4][2] =
3199 int ex = x + xy[i % 4][0];
3200 int ey = y + xy[i % 4][1];
3202 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3211 MovDir[x][y] = MV_NO_MOVING;
3213 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3214 else if (attr_x > x)
3215 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3217 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3218 else if (attr_y > y)
3219 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3221 if (element == EL_ROBOT)
3225 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3226 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3227 Moving2Blocked(x, y, &newx, &newy);
3229 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3230 MovDelay[x][y] = 8 + 8 * !RND(3);
3232 MovDelay[x][y] = 16;
3234 else if (element == EL_PENGUIN)
3240 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3242 boolean first_horiz = RND(2);
3243 int new_move_dir = MovDir[x][y];
3246 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3247 Moving2Blocked(x, y, &newx, &newy);
3249 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3253 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3254 Moving2Blocked(x, y, &newx, &newy);
3256 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3259 MovDir[x][y] = old_move_dir;
3263 else /* (element == EL_SATELLITE) */
3269 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3271 boolean first_horiz = RND(2);
3272 int new_move_dir = MovDir[x][y];
3275 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3276 Moving2Blocked(x, y, &newx, &newy);
3278 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3282 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3283 Moving2Blocked(x, y, &newx, &newy);
3285 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3288 MovDir[x][y] = old_move_dir;
3293 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3294 element_info[element].move_pattern == MV_TURNING_LEFT ||
3295 element_info[element].move_pattern == MV_TURNING_RIGHT)
3297 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3298 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3300 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3301 MovDir[x][y] = left_dir;
3302 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3303 MovDir[x][y] = right_dir;
3304 else if (can_turn_left && can_turn_right)
3305 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3306 else if (can_turn_left)
3307 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3308 else if (can_turn_right)
3309 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3311 MovDir[x][y] = back_dir;
3313 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3315 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3316 element_info[element].move_pattern == MV_VERTICAL)
3318 if (element_info[element].move_pattern & old_move_dir)
3319 MovDir[x][y] = back_dir;
3320 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3321 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3322 else if (element_info[element].move_pattern == MV_VERTICAL)
3323 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3325 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3327 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3329 MovDir[x][y] = element_info[element].move_pattern;
3330 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3332 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3334 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3335 MovDir[x][y] = left_dir;
3336 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3337 MovDir[x][y] = right_dir;
3339 if (MovDir[x][y] != old_move_dir)
3340 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3342 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3344 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3345 MovDir[x][y] = right_dir;
3346 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3347 MovDir[x][y] = left_dir;
3349 if (MovDir[x][y] != old_move_dir)
3350 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3352 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3353 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3355 int attr_x = -1, attr_y = -1;
3358 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3369 for (i=0; i<MAX_PLAYERS; i++)
3371 struct PlayerInfo *player = &stored_player[i];
3372 int jx = player->jx, jy = player->jy;
3374 if (!player->active)
3378 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3386 MovDir[x][y] = MV_NO_MOVING;
3388 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3389 else if (attr_x > x)
3390 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3392 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3393 else if (attr_y > y)
3394 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3396 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3398 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3400 boolean first_horiz = RND(2);
3401 int new_move_dir = MovDir[x][y];
3404 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3405 Moving2Blocked(x, y, &newx, &newy);
3407 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3411 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3412 Moving2Blocked(x, y, &newx, &newy);
3414 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3417 MovDir[x][y] = old_move_dir;
3422 static boolean JustBeingPushed(int x, int y)
3426 for (i=0; i<MAX_PLAYERS; i++)
3428 struct PlayerInfo *player = &stored_player[i];
3430 if (player->active && player->Pushing && player->MovPos)
3432 int next_jx = player->jx + (player->jx - player->last_jx);
3433 int next_jy = player->jy + (player->jy - player->last_jy);
3435 if (x == next_jx && y == next_jy)
3443 void StartMoving(int x, int y)
3445 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3446 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3447 int element = Feld[x][y];
3452 /* !!! this should be handled more generic (not only for mole) !!! */
3453 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3454 GfxAction[x][y] = ACTION_DEFAULT;
3456 if (CAN_FALL(element) && y < lev_fieldy - 1)
3458 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3459 if (JustBeingPushed(x, y))
3462 if (element == EL_QUICKSAND_FULL)
3464 if (IS_FREE(x, y + 1))
3466 InitMovingField(x, y, MV_DOWN);
3467 started_moving = TRUE;
3469 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3470 Store[x][y] = EL_ROCK;
3472 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3474 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3477 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3479 if (!MovDelay[x][y])
3480 MovDelay[x][y] = TILEY + 1;
3489 Feld[x][y] = EL_QUICKSAND_EMPTY;
3490 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3491 Store[x][y + 1] = Store[x][y];
3494 PlaySoundLevelAction(x, y, ACTION_FILLING);
3496 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3500 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3501 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3503 InitMovingField(x, y, MV_DOWN);
3504 started_moving = TRUE;
3506 Feld[x][y] = EL_QUICKSAND_FILLING;
3507 Store[x][y] = element;
3509 PlaySoundLevelAction(x, y, ACTION_FILLING);
3511 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3514 else if (element == EL_MAGIC_WALL_FULL)
3516 if (IS_FREE(x, y + 1))
3518 InitMovingField(x, y, MV_DOWN);
3519 started_moving = TRUE;
3521 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3522 Store[x][y] = EL_CHANGED(Store[x][y]);
3524 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3526 if (!MovDelay[x][y])
3527 MovDelay[x][y] = TILEY/4 + 1;
3536 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3537 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3538 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3542 else if (element == EL_BD_MAGIC_WALL_FULL)
3544 if (IS_FREE(x, y + 1))
3546 InitMovingField(x, y, MV_DOWN);
3547 started_moving = TRUE;
3549 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3550 Store[x][y] = EL_CHANGED2(Store[x][y]);
3552 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3554 if (!MovDelay[x][y])
3555 MovDelay[x][y] = TILEY/4 + 1;
3564 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3565 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3566 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3570 else if (CAN_PASS_MAGIC_WALL(element) &&
3571 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3572 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3574 InitMovingField(x, y, MV_DOWN);
3575 started_moving = TRUE;
3578 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3579 EL_BD_MAGIC_WALL_FILLING);
3580 Store[x][y] = element;
3583 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3585 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3590 InitMovingField(x, y, MV_DOWN);
3591 started_moving = TRUE;
3593 Store[x][y] = EL_ACID;
3595 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3596 GfxAction[x][y + 1] = ACTION_ACTIVE;
3601 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3602 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3603 JustStopped[x][y] && !Pushed[x][y + 1])
3605 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3609 /* calling "Impact()" here is not only completely unneccessary
3610 (because it already gets called from "ContinueMoving()" in
3611 all relevant situations), but also completely bullshit, because
3612 "JustStopped" also indicates a finished *horizontal* movement;
3613 we must keep this trash for backwards compatibility with older
3619 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3621 if (MovDir[x][y] == MV_NO_MOVING)
3623 InitMovingField(x, y, MV_DOWN);
3624 started_moving = TRUE;
3627 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3629 if (JustStopped[x][y]) /* prevent animation from being restarted */
3630 MovDir[x][y] = MV_DOWN;
3632 InitMovingField(x, y, MV_DOWN);
3633 started_moving = TRUE;
3635 else if (element == EL_AMOEBA_DROP)
3637 Feld[x][y] = EL_AMOEBA_GROWING;
3638 Store[x][y] = EL_AMOEBA_WET;
3640 /* Store[x][y + 1] must be zero, because:
3641 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3644 #if OLD_GAME_BEHAVIOUR
3645 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3647 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3648 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3649 element != EL_DX_SUPABOMB)
3652 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3653 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3654 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3655 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3658 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3659 (IS_FREE(x - 1, y + 1) ||
3660 Feld[x - 1][y + 1] == EL_ACID));
3661 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3662 (IS_FREE(x + 1, y + 1) ||
3663 Feld[x + 1][y + 1] == EL_ACID));
3664 boolean can_fall_any = (can_fall_left || can_fall_right);
3665 boolean can_fall_both = (can_fall_left && can_fall_right);
3667 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3669 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3671 if (slippery_type == SLIPPERY_ONLY_LEFT)
3672 can_fall_right = FALSE;
3673 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3674 can_fall_left = FALSE;
3675 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3676 can_fall_right = FALSE;
3677 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3678 can_fall_left = FALSE;
3680 can_fall_any = (can_fall_left || can_fall_right);
3681 can_fall_both = (can_fall_left && can_fall_right);
3686 if (can_fall_both &&
3687 (game.emulation != EMU_BOULDERDASH &&
3688 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3689 can_fall_left = !(can_fall_right = RND(2));
3691 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3692 started_moving = TRUE;
3695 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3697 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3698 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3699 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3700 int belt_dir = game.belt_dir[belt_nr];
3702 if ((belt_dir == MV_LEFT && left_is_free) ||
3703 (belt_dir == MV_RIGHT && right_is_free))
3705 InitMovingField(x, y, belt_dir);
3706 started_moving = TRUE;
3708 GfxAction[x][y] = ACTION_DEFAULT;
3713 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3714 if (CAN_MOVE(element) && !started_moving)
3718 if ((element == EL_SATELLITE ||
3719 element == EL_BALLOON ||
3720 element == EL_SPRING)
3721 && JustBeingPushed(x, y))
3726 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3727 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3729 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3731 Moving2Blocked(x, y, &newx, &newy);
3732 if (Feld[newx][newy] == EL_BLOCKED)
3733 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3738 if (!MovDelay[x][y]) /* start new movement phase */
3740 /* all objects that can change their move direction after each step
3741 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3743 if (element != EL_YAMYAM &&
3744 element != EL_DARK_YAMYAM &&
3745 element != EL_PACMAN &&
3746 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3747 element_info[element].move_pattern != MV_TURNING_LEFT &&
3748 element_info[element].move_pattern != MV_TURNING_RIGHT)
3752 if (MovDelay[x][y] && (element == EL_BUG ||
3753 element == EL_SPACESHIP ||
3754 element == EL_SP_SNIKSNAK ||
3755 element == EL_SP_ELECTRON ||
3756 element == EL_MOLE))
3757 DrawLevelField(x, y);
3761 if (MovDelay[x][y]) /* wait some time before next movement */
3766 if (element == EL_YAMYAM)
3769 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3770 DrawLevelElementAnimation(x, y, element);
3774 if (MovDelay[x][y]) /* element still has to wait some time */
3777 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3778 ResetGfxAnimation(x, y);
3780 GfxAction[x][y] = ACTION_WAITING;
3783 if (element == EL_ROBOT ||
3785 element == EL_PACMAN ||
3787 element == EL_YAMYAM ||
3788 element == EL_DARK_YAMYAM)
3791 DrawLevelElementAnimation(x, y, element);
3793 DrawLevelElementAnimationIfNeeded(x, y, element);
3795 PlaySoundLevelAction(x, y, ACTION_WAITING);
3797 else if (element == EL_SP_ELECTRON)
3798 DrawLevelElementAnimationIfNeeded(x, y, element);
3799 else if (element == EL_DRAGON)
3802 int dir = MovDir[x][y];
3803 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3804 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3805 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3806 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3807 dir == MV_UP ? IMG_FLAMES_1_UP :
3808 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3809 int frame = getGraphicAnimationFrame(graphic, -1);
3811 for (i=1; i<=3; i++)
3813 int xx = x + i*dx, yy = y + i*dy;
3814 int sx = SCREENX(xx), sy = SCREENY(yy);
3815 int flame_graphic = graphic + (i - 1);
3817 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3822 int flamed = MovingOrBlocked2Element(xx, yy);
3824 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3827 RemoveMovingField(xx, yy);
3829 Feld[xx][yy] = EL_FLAMES;
3830 if (IN_SCR_FIELD(sx, sy))
3831 DrawGraphic(sx, sy, flame_graphic, frame);
3835 if (Feld[xx][yy] == EL_FLAMES)
3836 Feld[xx][yy] = EL_EMPTY;
3837 DrawLevelField(xx, yy);
3842 if (MovDelay[x][y]) /* element still has to wait some time */
3844 PlaySoundLevelAction(x, y, ACTION_WAITING);
3850 GfxAction[x][y] = ACTION_MOVING;
3854 /* now make next step */
3856 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3858 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3859 !PLAYER_PROTECTED(newx, newy))
3862 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3865 /* player killed by element which is deadly when colliding with */
3867 KillHero(PLAYERINFO(newx, newy));
3872 else if ((element == EL_PENGUIN ||
3873 element == EL_ROBOT ||
3874 element == EL_SATELLITE ||
3875 element == EL_BALLOON ||
3876 IS_CUSTOM_ELEMENT(element)) &&
3877 IN_LEV_FIELD(newx, newy) &&
3878 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3881 Store[x][y] = EL_ACID;
3883 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3885 if (Feld[newx][newy] == EL_EXIT_OPEN)
3887 Feld[x][y] = EL_EMPTY;
3888 DrawLevelField(x, y);
3890 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3891 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3892 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3894 local_player->friends_still_needed--;
3895 if (!local_player->friends_still_needed &&
3896 !local_player->GameOver && AllPlayersGone)
3897 local_player->LevelSolved = local_player->GameOver = TRUE;
3901 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3903 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3904 DrawLevelField(newx, newy);
3906 MovDir[x][y] = MV_NO_MOVING;
3908 else if (!IS_FREE(newx, newy))
3910 GfxAction[x][y] = ACTION_WAITING;
3912 if (IS_PLAYER(x, y))
3913 DrawPlayerField(x, y);
3915 DrawLevelField(x, y);
3919 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3921 if (IS_FOOD_PIG(Feld[newx][newy]))
3923 if (IS_MOVING(newx, newy))
3924 RemoveMovingField(newx, newy);
3927 Feld[newx][newy] = EL_EMPTY;
3928 DrawLevelField(newx, newy);
3931 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3933 else if (!IS_FREE(newx, newy))
3935 if (IS_PLAYER(x, y))
3936 DrawPlayerField(x, y);
3938 DrawLevelField(x, y);
3942 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3944 if (!IS_FREE(newx, newy))
3946 if (IS_PLAYER(x, y))
3947 DrawPlayerField(x, y);
3949 DrawLevelField(x, y);
3954 boolean wanna_flame = !RND(10);
3955 int dx = newx - x, dy = newy - y;
3956 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3957 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3958 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3959 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3960 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3961 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3964 IS_CLASSIC_ENEMY(element1) ||
3965 IS_CLASSIC_ENEMY(element2)) &&
3966 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3967 element1 != EL_FLAMES && element2 != EL_FLAMES)
3969 if (IS_PLAYER(x, y))
3970 DrawPlayerField(x, y);
3972 DrawLevelField(x, y);
3974 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3976 MovDelay[x][y] = 50;
3977 Feld[newx][newy] = EL_FLAMES;
3978 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3979 Feld[newx1][newy1] = EL_FLAMES;
3980 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3981 Feld[newx2][newy2] = EL_FLAMES;
3986 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3987 Feld[newx][newy] == EL_DIAMOND)
3989 if (IS_MOVING(newx, newy))
3990 RemoveMovingField(newx, newy);
3993 Feld[newx][newy] = EL_EMPTY;
3994 DrawLevelField(newx, newy);
3997 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3999 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4000 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4002 if (AmoebaNr[newx][newy])
4004 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4005 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4006 Feld[newx][newy] == EL_BD_AMOEBA)
4007 AmoebaCnt[AmoebaNr[newx][newy]]--;
4010 if (IS_MOVING(newx, newy))
4011 RemoveMovingField(newx, newy);
4014 Feld[newx][newy] = EL_EMPTY;
4015 DrawLevelField(newx, newy);
4018 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4020 else if ((element == EL_PACMAN || element == EL_MOLE)
4021 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4023 if (AmoebaNr[newx][newy])
4025 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4026 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4027 Feld[newx][newy] == EL_BD_AMOEBA)
4028 AmoebaCnt[AmoebaNr[newx][newy]]--;
4031 if (element == EL_MOLE)
4033 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4034 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4036 ResetGfxAnimation(x, y);
4037 GfxAction[x][y] = ACTION_DIGGING;
4038 DrawLevelField(x, y);
4040 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4041 return; /* wait for shrinking amoeba */
4043 else /* element == EL_PACMAN */
4045 Feld[newx][newy] = EL_EMPTY;
4046 DrawLevelField(newx, newy);
4047 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4050 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4051 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4052 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4054 /* wait for shrinking amoeba to completely disappear */
4057 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4059 /* object was running against a wall */
4064 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4065 DrawLevelElementAnimation(x, y, element);
4067 if (element == EL_BUG ||
4068 element == EL_SPACESHIP ||
4069 element == EL_SP_SNIKSNAK)
4070 DrawLevelField(x, y);
4071 else if (element == EL_MOLE)
4072 DrawLevelField(x, y);
4073 else if (element == EL_BD_BUTTERFLY ||
4074 element == EL_BD_FIREFLY)
4075 DrawLevelElementAnimationIfNeeded(x, y, element);
4076 else if (element == EL_SATELLITE)
4077 DrawLevelElementAnimationIfNeeded(x, y, element);
4078 else if (element == EL_SP_ELECTRON)
4079 DrawLevelElementAnimationIfNeeded(x, y, element);
4082 if (DONT_TOUCH(element))
4083 TestIfBadThingTouchesHero(x, y);
4086 PlaySoundLevelAction(x, y, ACTION_WAITING);
4092 InitMovingField(x, y, MovDir[x][y]);
4094 PlaySoundLevelAction(x, y, ACTION_MOVING);
4098 ContinueMoving(x, y);
4101 void ContinueMoving(int x, int y)
4103 int element = Feld[x][y];
4104 int direction = MovDir[x][y];
4105 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4106 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4107 int newx = x + dx, newy = y + dy;
4108 int nextx = newx + dx, nexty = newy + dy;
4109 boolean pushed = Pushed[x][y];
4111 MovPos[x][y] += getElementMoveStepsize(x, y);
4113 if (pushed) /* special case: moving object pushed by player */
4114 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4116 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4118 Feld[x][y] = EL_EMPTY;
4119 Feld[newx][newy] = element;
4120 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4122 if (element == EL_MOLE)
4124 Feld[x][y] = EL_SAND;
4126 DrawLevelFieldCrumbledSandNeighbours(x, y);
4128 else if (element == EL_QUICKSAND_FILLING)
4130 element = Feld[newx][newy] = get_next_element(element);
4131 Store[newx][newy] = Store[x][y];
4133 else if (element == EL_QUICKSAND_EMPTYING)
4135 Feld[x][y] = get_next_element(element);
4136 element = Feld[newx][newy] = Store[x][y];
4138 else if (element == EL_MAGIC_WALL_FILLING)
4140 element = Feld[newx][newy] = get_next_element(element);
4141 if (!game.magic_wall_active)
4142 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4143 Store[newx][newy] = Store[x][y];
4145 else if (element == EL_MAGIC_WALL_EMPTYING)
4147 Feld[x][y] = get_next_element(element);
4148 if (!game.magic_wall_active)
4149 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4150 element = Feld[newx][newy] = Store[x][y];
4152 else if (element == EL_BD_MAGIC_WALL_FILLING)
4154 element = Feld[newx][newy] = get_next_element(element);
4155 if (!game.magic_wall_active)
4156 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4157 Store[newx][newy] = Store[x][y];
4159 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4161 Feld[x][y] = get_next_element(element);
4162 if (!game.magic_wall_active)
4163 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4164 element = Feld[newx][newy] = Store[x][y];
4166 else if (element == EL_AMOEBA_DROPPING)
4168 Feld[x][y] = get_next_element(element);
4169 element = Feld[newx][newy] = Store[x][y];
4171 else if (element == EL_SOKOBAN_OBJECT)
4174 Feld[x][y] = Back[x][y];
4176 if (Back[newx][newy])
4177 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4179 Back[x][y] = Back[newx][newy] = 0;
4181 else if (Store[x][y] == EL_ACID)
4183 element = Feld[newx][newy] = EL_ACID;
4187 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4188 MovDelay[newx][newy] = 0;
4190 /* copy element change control values to new field */
4191 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4193 /* copy animation control values to new field */
4194 GfxFrame[newx][newy] = GfxFrame[x][y];
4195 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4196 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4198 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4200 ResetGfxAnimation(x, y); /* reset animation values for old field */
4203 /* 2.1.1 (does not work correctly for spring) */
4204 if (!CAN_MOVE(element))
4205 MovDir[newx][newy] = 0;
4209 /* (does not work for falling objects that slide horizontally) */
4210 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4211 MovDir[newx][newy] = 0;
4214 if (!CAN_MOVE(element) ||
4215 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4216 MovDir[newx][newy] = 0;
4219 if (!CAN_MOVE(element) ||
4220 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4221 MovDir[newx][newy] = 0;
4225 DrawLevelField(x, y);
4226 DrawLevelField(newx, newy);
4228 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4230 if (!pushed) /* special case: moving object pushed by player */
4231 JustStopped[newx][newy] = 3;
4233 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4235 TestIfBadThingTouchesHero(newx, newy);
4236 TestIfBadThingTouchesFriend(newx, newy);
4237 TestIfBadThingTouchesOtherBadThing(newx, newy);
4239 else if (element == EL_PENGUIN)
4240 TestIfFriendTouchesBadThing(newx, newy);
4242 if (CAN_FALL(element) && direction == MV_DOWN &&
4243 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4246 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4247 CheckElementChange(newx, newy, element, CE_COLLISION);
4249 TestIfPlayerTouchesCustomElement(newx, newy);
4250 TestIfElementTouchesCustomElement(newx, newy);
4252 else /* still moving on */
4254 DrawLevelField(x, y);
4258 int AmoebeNachbarNr(int ax, int ay)
4261 int element = Feld[ax][ay];
4263 static int xy[4][2] =
4273 int x = ax + xy[i][0];
4274 int y = ay + xy[i][1];
4276 if (!IN_LEV_FIELD(x, y))
4279 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4280 group_nr = AmoebaNr[x][y];
4286 void AmoebenVereinigen(int ax, int ay)
4288 int i, x, y, xx, yy;
4289 int new_group_nr = AmoebaNr[ax][ay];
4290 static int xy[4][2] =
4298 if (new_group_nr == 0)
4306 if (!IN_LEV_FIELD(x, y))
4309 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4310 Feld[x][y] == EL_BD_AMOEBA ||
4311 Feld[x][y] == EL_AMOEBA_DEAD) &&
4312 AmoebaNr[x][y] != new_group_nr)
4314 int old_group_nr = AmoebaNr[x][y];
4316 if (old_group_nr == 0)
4319 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4320 AmoebaCnt[old_group_nr] = 0;
4321 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4322 AmoebaCnt2[old_group_nr] = 0;
4324 for (yy=0; yy<lev_fieldy; yy++)
4326 for (xx=0; xx<lev_fieldx; xx++)
4328 if (AmoebaNr[xx][yy] == old_group_nr)
4329 AmoebaNr[xx][yy] = new_group_nr;
4336 void AmoebeUmwandeln(int ax, int ay)
4340 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4342 int group_nr = AmoebaNr[ax][ay];
4347 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4348 printf("AmoebeUmwandeln(): This should never happen!\n");
4353 for (y=0; y<lev_fieldy; y++)
4355 for (x=0; x<lev_fieldx; x++)
4357 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4360 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4364 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4365 SND_AMOEBA_TURNING_TO_GEM :
4366 SND_AMOEBA_TURNING_TO_ROCK));
4371 static int xy[4][2] =
4384 if (!IN_LEV_FIELD(x, y))
4387 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4389 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4390 SND_AMOEBA_TURNING_TO_GEM :
4391 SND_AMOEBA_TURNING_TO_ROCK));
4398 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4401 int group_nr = AmoebaNr[ax][ay];
4402 boolean done = FALSE;
4407 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4408 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4413 for (y=0; y<lev_fieldy; y++)
4415 for (x=0; x<lev_fieldx; x++)
4417 if (AmoebaNr[x][y] == group_nr &&
4418 (Feld[x][y] == EL_AMOEBA_DEAD ||
4419 Feld[x][y] == EL_BD_AMOEBA ||
4420 Feld[x][y] == EL_AMOEBA_GROWING))
4423 Feld[x][y] = new_element;
4424 InitField(x, y, FALSE);
4425 DrawLevelField(x, y);
4432 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4433 SND_BD_AMOEBA_TURNING_TO_ROCK :
4434 SND_BD_AMOEBA_TURNING_TO_GEM));
4437 void AmoebeWaechst(int x, int y)
4439 static unsigned long sound_delay = 0;
4440 static unsigned long sound_delay_value = 0;
4442 if (!MovDelay[x][y]) /* start new growing cycle */
4446 if (DelayReached(&sound_delay, sound_delay_value))
4449 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4451 if (Store[x][y] == EL_BD_AMOEBA)
4452 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4454 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4456 sound_delay_value = 30;
4460 if (MovDelay[x][y]) /* wait some time before growing bigger */
4463 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4465 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4466 6 - MovDelay[x][y]);
4468 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4471 if (!MovDelay[x][y])
4473 Feld[x][y] = Store[x][y];
4475 DrawLevelField(x, y);
4480 void AmoebaDisappearing(int x, int y)
4482 static unsigned long sound_delay = 0;
4483 static unsigned long sound_delay_value = 0;
4485 if (!MovDelay[x][y]) /* start new shrinking cycle */
4489 if (DelayReached(&sound_delay, sound_delay_value))
4490 sound_delay_value = 30;
4493 if (MovDelay[x][y]) /* wait some time before shrinking */
4496 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4498 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4499 6 - MovDelay[x][y]);
4501 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4504 if (!MovDelay[x][y])
4506 Feld[x][y] = EL_EMPTY;
4507 DrawLevelField(x, y);
4509 /* don't let mole enter this field in this cycle;
4510 (give priority to objects falling to this field from above) */
4516 void AmoebeAbleger(int ax, int ay)
4519 int element = Feld[ax][ay];
4520 int graphic = el2img(element);
4521 int newax = ax, neway = ay;
4522 static int xy[4][2] =
4530 if (!level.amoeba_speed)
4532 Feld[ax][ay] = EL_AMOEBA_DEAD;
4533 DrawLevelField(ax, ay);
4537 if (IS_ANIMATED(graphic))
4538 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4540 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4541 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4543 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4546 if (MovDelay[ax][ay])
4550 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4553 int x = ax + xy[start][0];
4554 int y = ay + xy[start][1];
4556 if (!IN_LEV_FIELD(x, y))
4559 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4560 if (IS_FREE(x, y) ||
4561 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4567 if (newax == ax && neway == ay)
4570 else /* normal or "filled" (BD style) amoeba */
4573 boolean waiting_for_player = FALSE;
4577 int j = (start + i) % 4;
4578 int x = ax + xy[j][0];
4579 int y = ay + xy[j][1];
4581 if (!IN_LEV_FIELD(x, y))
4584 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4585 if (IS_FREE(x, y) ||
4586 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4592 else if (IS_PLAYER(x, y))
4593 waiting_for_player = TRUE;
4596 if (newax == ax && neway == ay) /* amoeba cannot grow */
4598 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4600 Feld[ax][ay] = EL_AMOEBA_DEAD;
4601 DrawLevelField(ax, ay);
4602 AmoebaCnt[AmoebaNr[ax][ay]]--;
4604 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4606 if (element == EL_AMOEBA_FULL)
4607 AmoebeUmwandeln(ax, ay);
4608 else if (element == EL_BD_AMOEBA)
4609 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4614 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4616 /* amoeba gets larger by growing in some direction */
4618 int new_group_nr = AmoebaNr[ax][ay];
4621 if (new_group_nr == 0)
4623 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4624 printf("AmoebeAbleger(): This should never happen!\n");
4629 AmoebaNr[newax][neway] = new_group_nr;
4630 AmoebaCnt[new_group_nr]++;
4631 AmoebaCnt2[new_group_nr]++;
4633 /* if amoeba touches other amoeba(s) after growing, unify them */
4634 AmoebenVereinigen(newax, neway);
4636 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4638 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4644 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4645 (neway == lev_fieldy - 1 && newax != ax))
4647 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4648 Store[newax][neway] = element;
4650 else if (neway == ay)
4652 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4654 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4656 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4661 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4662 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4663 Store[ax][ay] = EL_AMOEBA_DROP;
4664 ContinueMoving(ax, ay);
4668 DrawLevelField(newax, neway);
4671 void Life(int ax, int ay)
4674 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4676 int element = Feld[ax][ay];
4677 int graphic = el2img(element);
4678 boolean changed = FALSE;
4680 if (IS_ANIMATED(graphic))
4681 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4686 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4687 MovDelay[ax][ay] = life_time;
4689 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4692 if (MovDelay[ax][ay])
4696 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4698 int xx = ax+x1, yy = ay+y1;
4701 if (!IN_LEV_FIELD(xx, yy))
4704 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4706 int x = xx+x2, y = yy+y2;
4708 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4711 if (((Feld[x][y] == element ||
4712 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4714 (IS_FREE(x, y) && Stop[x][y]))
4718 if (xx == ax && yy == ay) /* field in the middle */
4720 if (nachbarn < life[0] || nachbarn > life[1])
4722 Feld[xx][yy] = EL_EMPTY;
4724 DrawLevelField(xx, yy);
4725 Stop[xx][yy] = TRUE;
4729 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4730 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4731 { /* free border field */
4732 if (nachbarn >= life[2] && nachbarn <= life[3])
4734 Feld[xx][yy] = element;
4735 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4737 DrawLevelField(xx, yy);
4738 Stop[xx][yy] = TRUE;
4745 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4746 SND_GAME_OF_LIFE_GROWING);
4749 static void InitRobotWheel(int x, int y)
4751 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4754 static void RunRobotWheel(int x, int y)
4756 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4759 static void StopRobotWheel(int x, int y)
4761 if (ZX == x && ZY == y)
4765 static void InitTimegateWheel(int x, int y)
4767 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4770 static void RunTimegateWheel(int x, int y)
4772 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4775 void CheckExit(int x, int y)
4777 if (local_player->gems_still_needed > 0 ||
4778 local_player->sokobanfields_still_needed > 0 ||
4779 local_player->lights_still_needed > 0)
4781 int element = Feld[x][y];
4782 int graphic = el2img(element);
4784 if (IS_ANIMATED(graphic))
4785 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4790 Feld[x][y] = EL_EXIT_OPENING;
4792 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4795 void CheckExitSP(int x, int y)
4797 if (local_player->gems_still_needed > 0)
4799 int element = Feld[x][y];
4800 int graphic = el2img(element);
4802 if (IS_ANIMATED(graphic))
4803 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4808 Feld[x][y] = EL_SP_EXIT_OPEN;
4810 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4813 static void CloseAllOpenTimegates()
4817 for (y=0; y<lev_fieldy; y++)
4819 for (x=0; x<lev_fieldx; x++)
4821 int element = Feld[x][y];
4823 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4825 Feld[x][y] = EL_TIMEGATE_CLOSING;
4827 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4829 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4836 void EdelsteinFunkeln(int x, int y)
4838 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4841 if (Feld[x][y] == EL_BD_DIAMOND)
4844 if (MovDelay[x][y] == 0) /* next animation frame */
4845 MovDelay[x][y] = 11 * !SimpleRND(500);
4847 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4851 if (setup.direct_draw && MovDelay[x][y])
4852 SetDrawtoField(DRAW_BUFFERED);
4854 DrawLevelElementAnimation(x, y, Feld[x][y]);
4856 if (MovDelay[x][y] != 0)
4858 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4859 10 - MovDelay[x][y]);
4861 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4863 if (setup.direct_draw)
4867 dest_x = FX + SCREENX(x) * TILEX;
4868 dest_y = FY + SCREENY(y) * TILEY;
4870 BlitBitmap(drawto_field, window,
4871 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4872 SetDrawtoField(DRAW_DIRECT);
4878 void MauerWaechst(int x, int y)
4882 if (!MovDelay[x][y]) /* next animation frame */
4883 MovDelay[x][y] = 3 * delay;
4885 if (MovDelay[x][y]) /* wait some time before next frame */
4889 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4891 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4892 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4894 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4897 if (!MovDelay[x][y])
4899 if (MovDir[x][y] == MV_LEFT)
4901 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4902 DrawLevelField(x - 1, y);
4904 else if (MovDir[x][y] == MV_RIGHT)
4906 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4907 DrawLevelField(x + 1, y);
4909 else if (MovDir[x][y] == MV_UP)
4911 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4912 DrawLevelField(x, y - 1);
4916 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4917 DrawLevelField(x, y + 1);
4920 Feld[x][y] = Store[x][y];
4922 MovDir[x][y] = MV_NO_MOVING;
4923 DrawLevelField(x, y);
4928 void MauerAbleger(int ax, int ay)
4930 int element = Feld[ax][ay];
4931 int graphic = el2img(element);
4932 boolean oben_frei = FALSE, unten_frei = FALSE;
4933 boolean links_frei = FALSE, rechts_frei = FALSE;
4934 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4935 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4936 boolean new_wall = FALSE;
4938 if (IS_ANIMATED(graphic))
4939 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4941 if (!MovDelay[ax][ay]) /* start building new wall */
4942 MovDelay[ax][ay] = 6;
4944 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4947 if (MovDelay[ax][ay])
4951 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4953 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4955 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4957 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4960 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4961 element == EL_EXPANDABLE_WALL_ANY)
4965 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4966 Store[ax][ay-1] = element;
4967 MovDir[ax][ay-1] = MV_UP;
4968 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4969 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4970 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4975 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4976 Store[ax][ay+1] = element;
4977 MovDir[ax][ay+1] = MV_DOWN;
4978 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4979 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4980 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4985 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4986 element == EL_EXPANDABLE_WALL_ANY ||
4987 element == EL_EXPANDABLE_WALL)
4991 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4992 Store[ax-1][ay] = element;
4993 MovDir[ax-1][ay] = MV_LEFT;
4994 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4995 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4996 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5002 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5003 Store[ax+1][ay] = element;
5004 MovDir[ax+1][ay] = MV_RIGHT;
5005 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5006 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5007 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5012 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5013 DrawLevelField(ax, ay);
5015 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5017 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5018 unten_massiv = TRUE;
5019 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5020 links_massiv = TRUE;
5021 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5022 rechts_massiv = TRUE;
5024 if (((oben_massiv && unten_massiv) ||
5025 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5026 element == EL_EXPANDABLE_WALL) &&
5027 ((links_massiv && rechts_massiv) ||
5028 element == EL_EXPANDABLE_WALL_VERTICAL))
5029 Feld[ax][ay] = EL_WALL;
5033 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5035 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5039 void CheckForDragon(int x, int y)
5042 boolean dragon_found = FALSE;
5043 static int xy[4][2] =
5055 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5057 if (IN_LEV_FIELD(xx, yy) &&
5058 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5060 if (Feld[xx][yy] == EL_DRAGON)
5061 dragon_found = TRUE;
5074 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5076 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5078 Feld[xx][yy] = EL_EMPTY;
5079 DrawLevelField(xx, yy);
5088 static void InitBuggyBase(int x, int y)
5090 int element = Feld[x][y];
5091 int activating_delay = FRAMES_PER_SECOND / 4;
5094 (element == EL_SP_BUGGY_BASE ?
5095 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5096 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5098 element == EL_SP_BUGGY_BASE_ACTIVE ?
5099 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5102 static void WarnBuggyBase(int x, int y)
5105 static int xy[4][2] =
5115 int xx = x + xy[i][0], yy = y + xy[i][1];
5117 if (IS_PLAYER(xx, yy))
5119 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5126 static void InitTrap(int x, int y)
5128 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5131 static void ActivateTrap(int x, int y)
5133 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5136 static void ChangeActiveTrap(int x, int y)
5138 int graphic = IMG_TRAP_ACTIVE;
5140 /* if new animation frame was drawn, correct crumbled sand border */
5141 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5142 DrawLevelFieldCrumbledSand(x, y);
5145 static void ChangeElementNowExt(int x, int y, int target_element)
5147 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5154 Feld[x][y] = target_element;
5156 ResetGfxAnimation(x, y);
5157 ResetRandomAnimationValue(x, y);
5159 InitField(x, y, FALSE);
5160 if (CAN_MOVE(Feld[x][y]))
5163 DrawLevelField(x, y);
5165 if (CAN_BE_CRUMBLED(Feld[x][y]))
5166 DrawLevelFieldCrumbledSandNeighbours(x, y);
5168 TestIfBadThingTouchesHero(x, y);
5169 TestIfPlayerTouchesCustomElement(x, y);
5170 TestIfElementTouchesCustomElement(x, y);
5173 static void ChangeElementNow(int x, int y, int element)
5175 struct ElementChangeInfo *change = &element_info[element].change;
5177 /* prevent CheckTriggeredElementChange() from looping */
5178 Changing[x][y] = TRUE;
5180 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5182 Changing[x][y] = FALSE;
5184 if (change->explode)
5190 if (change->use_content)
5192 boolean complete_change = TRUE;
5193 boolean can_change[3][3];
5196 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5198 boolean half_destructible;
5199 int ex = x + xx - 1;
5200 int ey = y + yy - 1;
5203 can_change[xx][yy] = TRUE;
5205 if (ex == x && ey == y) /* do not check changing element itself */
5208 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5210 can_change[xx][yy] = FALSE; /* do not change empty borders */
5215 if (!IN_LEV_FIELD(ex, ey))
5217 can_change[xx][yy] = FALSE;
5218 complete_change = FALSE;
5225 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5226 e = MovingOrBlocked2Element(ex, ey);
5228 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5230 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5231 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5232 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5234 can_change[xx][yy] = FALSE;
5235 complete_change = FALSE;
5239 if (!change->only_complete || complete_change)
5241 boolean something_has_changed = FALSE;
5243 if (change->only_complete && change->use_random_change &&
5244 RND(100) < change->random)
5247 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5249 int ex = x + xx - 1;
5250 int ey = y + yy - 1;
5252 if (can_change[xx][yy] && (!change->use_random_change ||
5253 RND(100) < change->random))
5255 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5256 RemoveMovingField(ex, ey);
5258 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5260 something_has_changed = TRUE;
5262 /* for symmetry reasons, stop newly created border elements */
5263 if (ex != x || ey != y)
5264 Stop[ex][ey] = TRUE;
5268 if (something_has_changed)
5269 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5274 ChangeElementNowExt(x, y, change->target_element);
5276 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5280 static void ChangeElement(int x, int y)
5283 int element = MovingOrBlocked2Element(x, y);
5285 int element = Feld[x][y];
5287 struct ElementChangeInfo *change = &element_info[element].change;
5289 if (ChangeDelay[x][y] == 0) /* initialize element change */
5292 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5293 RND(change->delay_random * change->delay_frames)) + 1;
5295 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5297 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5299 int max_random_delay = element_info[element].change.delay_random;
5300 int delay_frames = element_info[element].change.delay_frames;
5302 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5306 ResetGfxAnimation(x, y);
5307 ResetRandomAnimationValue(x, y);
5310 if (change->pre_change_function)
5311 change->pre_change_function(x, y);
5313 if (changing_element[element].pre_change_function)
5314 changing_element[element].pre_change_function(x, y);
5318 ChangeDelay[x][y]--;
5320 if (ChangeDelay[x][y] != 0) /* continue element change */
5322 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5324 if (IS_ANIMATED(graphic))
5325 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5328 if (change->change_function)
5329 change->change_function(x, y);
5331 if (changing_element[element].change_function)
5332 changing_element[element].change_function(x, y);
5335 else /* finish element change */
5338 int next_element = changing_element[element].next_element;
5341 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5343 ChangeDelay[x][y] = 1; /* try change after next move step */
5349 ChangeElementNow(x, y, element);
5351 if (change->post_change_function)
5352 change->post_change_function(x, y);
5354 if (next_element != EL_UNDEFINED)
5355 ChangeElementNow(x, y, next_element);
5357 ChangeElementNow(x, y, element_info[element].change.target_element);
5359 if (changing_element[element].post_change_function)
5360 changing_element[element].post_change_function(x, y);
5365 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5370 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5373 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5375 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5376 element_info[i].change.trigger_element != trigger_element)
5379 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5381 if (x == lx && y == ly) /* do not change trigger element itself */
5384 if (Changing[x][y]) /* do not change just changing elements */
5387 if (Feld[x][y] == i)
5389 ChangeDelay[x][y] = 1;
5390 ChangeElement(x, y);
5398 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5400 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5403 if (Feld[x][y] == EL_BLOCKED)
5404 Blocked2Moving(x, y, &x, &y);
5406 ChangeDelay[x][y] = 1;
5407 ChangeElement(x, y);
5412 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5414 static byte stored_player_action[MAX_PLAYERS];
5415 static int num_stored_actions = 0;
5416 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5417 int left = player_action & JOY_LEFT;
5418 int right = player_action & JOY_RIGHT;
5419 int up = player_action & JOY_UP;
5420 int down = player_action & JOY_DOWN;
5421 int button1 = player_action & JOY_BUTTON_1;
5422 int button2 = player_action & JOY_BUTTON_2;
5423 int dx = (left ? -1 : right ? 1 : 0);
5424 int dy = (up ? -1 : down ? 1 : 0);
5426 stored_player_action[player->index_nr] = 0;
5427 num_stored_actions++;
5429 if (!player->active || tape.pausing)
5435 snapped = SnapField(player, dx, dy);
5439 bombed = PlaceBomb(player);
5440 moved = MoveFigure(player, dx, dy);
5443 if (tape.single_step && tape.recording && !tape.pausing)
5445 if (button1 || (bombed && !moved))
5447 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5448 SnapField(player, 0, 0); /* stop snapping */
5452 stored_player_action[player->index_nr] = player_action;
5456 /* no actions for this player (no input at player's configured device) */
5458 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5459 SnapField(player, 0, 0);
5460 CheckGravityMovement(player);
5462 if (player->MovPos == 0)
5465 printf("Trying... Player frame reset\n");
5468 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5471 if (player->MovPos == 0) /* needed for tape.playing */
5472 player->is_moving = FALSE;
5475 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5477 TapeRecordAction(stored_player_action);
5478 num_stored_actions = 0;
5484 static unsigned long action_delay = 0;
5485 unsigned long action_delay_value;
5486 int magic_wall_x = 0, magic_wall_y = 0;
5487 int i, x, y, element, graphic;
5488 byte *recorded_player_action;
5489 byte summarized_player_action = 0;
5491 if (game_status != GAME_MODE_PLAYING)
5494 action_delay_value =
5495 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5497 if (tape.playing && tape.index_search && !tape.pausing)
5498 action_delay_value = 0;
5500 /* ---------- main game synchronization point ---------- */
5502 WaitUntilDelayReached(&action_delay, action_delay_value);
5504 if (network_playing && !network_player_action_received)
5508 printf("DEBUG: try to get network player actions in time\n");
5512 #if defined(PLATFORM_UNIX)
5513 /* last chance to get network player actions without main loop delay */
5517 if (game_status != GAME_MODE_PLAYING)
5520 if (!network_player_action_received)
5524 printf("DEBUG: failed to get network player actions in time\n");
5534 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5536 for (i=0; i<MAX_PLAYERS; i++)
5538 summarized_player_action |= stored_player[i].action;
5540 if (!network_playing)
5541 stored_player[i].effective_action = stored_player[i].action;
5544 #if defined(PLATFORM_UNIX)
5545 if (network_playing)
5546 SendToServer_MovePlayer(summarized_player_action);
5549 if (!options.network && !setup.team_mode)
5550 local_player->effective_action = summarized_player_action;
5552 for (i=0; i<MAX_PLAYERS; i++)
5554 int actual_player_action = stored_player[i].effective_action;
5556 if (stored_player[i].programmed_action)
5557 actual_player_action = stored_player[i].programmed_action;
5559 if (recorded_player_action)
5560 actual_player_action = recorded_player_action[i];
5562 PlayerActions(&stored_player[i], actual_player_action);
5563 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5566 network_player_action_received = FALSE;
5568 ScrollScreen(NULL, SCROLL_GO_ON);
5574 for (i=0; i<MAX_PLAYERS; i++)
5575 stored_player[i].Frame++;
5579 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5581 for (i=0; i<MAX_PLAYERS; i++)
5583 struct PlayerInfo *player = &stored_player[i];
5587 if (player->active && player->Pushing && player->is_moving &&
5590 ContinueMoving(x, y);
5592 /* continue moving after pushing (this is actually a bug) */
5593 if (!IS_MOVING(x, y))
5602 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5605 if (JustStopped[x][y] > 0)
5606 JustStopped[x][y]--;
5611 /* reset finished pushing action (not done in ContinueMoving() to allow
5612 continous pushing animation for elements without push delay) */
5613 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
5615 ResetGfxAnimation(x, y);
5616 DrawLevelField(x, y);
5621 if (IS_BLOCKED(x, y))
5625 Blocked2Moving(x, y, &oldx, &oldy);
5626 if (!IS_MOVING(oldx, oldy))
5628 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5629 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5630 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5631 printf("GameActions(): This should never happen!\n");
5637 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5639 element = Feld[x][y];
5641 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5643 graphic = el2img(element);
5649 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5651 element = graphic = 0;
5655 if (graphic_info[graphic].anim_global_sync)
5656 GfxFrame[x][y] = FrameCounter;
5658 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5659 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5660 ResetRandomAnimationValue(x, y);
5662 SetRandomAnimationValue(x, y);
5665 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5668 if (IS_INACTIVE(element))
5670 if (IS_ANIMATED(graphic))
5671 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5677 /* this may take place after moving, so 'element' may have changed */
5678 if (IS_CHANGING(x, y))
5680 ChangeElement(x, y);
5681 element = Feld[x][y];
5682 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5686 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5691 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5693 if (element == EL_MOLE)
5694 printf("::: %d, %d, %d [%d]\n",
5695 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5699 if (element == EL_YAMYAM)
5700 printf("::: %d, %d, %d\n",
5701 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5705 if (IS_ANIMATED(graphic) &&
5709 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5712 if (element == EL_MOLE)
5713 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5717 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5718 EdelsteinFunkeln(x, y);
5720 else if ((element == EL_ACID ||
5721 element == EL_EXIT_OPEN ||
5722 element == EL_SP_EXIT_OPEN ||
5723 element == EL_SP_TERMINAL ||
5724 element == EL_SP_TERMINAL_ACTIVE ||
5725 element == EL_EXTRA_TIME ||
5726 element == EL_SHIELD_NORMAL ||
5727 element == EL_SHIELD_DEADLY) &&
5728 IS_ANIMATED(graphic))
5729 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5730 else if (IS_MOVING(x, y))
5731 ContinueMoving(x, y);
5732 else if (IS_ACTIVE_BOMB(element))
5733 CheckDynamite(x, y);
5735 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5736 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5738 else if (element == EL_AMOEBA_GROWING)
5739 AmoebeWaechst(x, y);
5740 else if (element == EL_AMOEBA_SHRINKING)
5741 AmoebaDisappearing(x, y);
5743 #if !USE_NEW_AMOEBA_CODE
5744 else if (IS_AMOEBALIVE(element))
5745 AmoebeAbleger(x, y);
5748 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5750 else if (element == EL_EXIT_CLOSED)
5752 else if (element == EL_SP_EXIT_CLOSED)
5754 else if (element == EL_EXPANDABLE_WALL_GROWING)
5756 else if (element == EL_EXPANDABLE_WALL ||
5757 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5758 element == EL_EXPANDABLE_WALL_VERTICAL ||
5759 element == EL_EXPANDABLE_WALL_ANY)
5761 else if (element == EL_FLAMES)
5762 CheckForDragon(x, y);
5764 else if (IS_AUTO_CHANGING(element))
5765 ChangeElement(x, y);
5767 else if (element == EL_EXPLOSION)
5768 ; /* drawing of correct explosion animation is handled separately */
5769 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5770 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5773 /* this may take place after moving, so 'element' may have changed */
5774 if (IS_AUTO_CHANGING(Feld[x][y]))
5775 ChangeElement(x, y);
5778 if (IS_BELT_ACTIVE(element))
5779 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5781 if (game.magic_wall_active)
5783 int jx = local_player->jx, jy = local_player->jy;
5785 /* play the element sound at the position nearest to the player */
5786 if ((element == EL_MAGIC_WALL_FULL ||
5787 element == EL_MAGIC_WALL_ACTIVE ||
5788 element == EL_MAGIC_WALL_EMPTYING ||
5789 element == EL_BD_MAGIC_WALL_FULL ||
5790 element == EL_BD_MAGIC_WALL_ACTIVE ||
5791 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5792 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5800 #if USE_NEW_AMOEBA_CODE
5801 /* new experimental amoeba growth stuff */
5803 if (!(FrameCounter % 8))
5806 static unsigned long random = 1684108901;
5808 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5811 x = (random >> 10) % lev_fieldx;
5812 y = (random >> 20) % lev_fieldy;
5814 x = RND(lev_fieldx);
5815 y = RND(lev_fieldy);
5817 element = Feld[x][y];
5819 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5820 if (!IS_PLAYER(x,y) &&
5821 (element == EL_EMPTY ||
5822 element == EL_SAND ||
5823 element == EL_QUICKSAND_EMPTY ||
5824 element == EL_ACID_SPLASH_LEFT ||
5825 element == EL_ACID_SPLASH_RIGHT))
5827 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5828 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5829 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5830 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5831 Feld[x][y] = EL_AMOEBA_DROP;
5834 random = random * 129 + 1;
5840 if (game.explosions_delayed)
5843 game.explosions_delayed = FALSE;
5845 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5847 element = Feld[x][y];
5849 if (ExplodeField[x][y])
5850 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5851 else if (element == EL_EXPLOSION)
5852 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5854 ExplodeField[x][y] = EX_NO_EXPLOSION;
5857 game.explosions_delayed = TRUE;
5860 if (game.magic_wall_active)
5862 if (!(game.magic_wall_time_left % 4))
5864 int element = Feld[magic_wall_x][magic_wall_y];
5866 if (element == EL_BD_MAGIC_WALL_FULL ||
5867 element == EL_BD_MAGIC_WALL_ACTIVE ||
5868 element == EL_BD_MAGIC_WALL_EMPTYING)
5869 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5871 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5874 if (game.magic_wall_time_left > 0)
5876 game.magic_wall_time_left--;
5877 if (!game.magic_wall_time_left)
5879 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5881 element = Feld[x][y];
5883 if (element == EL_MAGIC_WALL_ACTIVE ||
5884 element == EL_MAGIC_WALL_FULL)
5886 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5887 DrawLevelField(x, y);
5889 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5890 element == EL_BD_MAGIC_WALL_FULL)
5892 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5893 DrawLevelField(x, y);
5897 game.magic_wall_active = FALSE;
5902 if (game.light_time_left > 0)
5904 game.light_time_left--;
5906 if (game.light_time_left == 0)
5907 RedrawAllLightSwitchesAndInvisibleElements();
5910 if (game.timegate_time_left > 0)
5912 game.timegate_time_left--;
5914 if (game.timegate_time_left == 0)
5915 CloseAllOpenTimegates();
5918 for (i=0; i<MAX_PLAYERS; i++)
5920 struct PlayerInfo *player = &stored_player[i];
5922 if (SHIELD_ON(player))
5924 if (player->shield_deadly_time_left)
5925 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5926 else if (player->shield_normal_time_left)
5927 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5931 if (TimeFrames >= (1000 / GameFrameDelay))
5936 for (i=0; i<MAX_PLAYERS; i++)
5938 struct PlayerInfo *player = &stored_player[i];
5940 if (SHIELD_ON(player))
5942 player->shield_normal_time_left--;
5944 if (player->shield_deadly_time_left > 0)
5945 player->shield_deadly_time_left--;
5949 if (tape.recording || tape.playing)
5950 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5956 if (TimeLeft <= 10 && setup.time_limit)
5957 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5959 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5961 if (!TimeLeft && setup.time_limit)
5962 for (i=0; i<MAX_PLAYERS; i++)
5963 KillHero(&stored_player[i]);
5965 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5966 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5971 if (options.debug) /* calculate frames per second */
5973 static unsigned long fps_counter = 0;
5974 static int fps_frames = 0;
5975 unsigned long fps_delay_ms = Counter() - fps_counter;
5979 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5981 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5984 fps_counter = Counter();
5987 redraw_mask |= REDRAW_FPS;
5991 if (stored_player[0].jx != stored_player[0].last_jx ||
5992 stored_player[0].jy != stored_player[0].last_jy)
5993 printf("::: %d, %d, %d, %d, %d\n",
5994 stored_player[0].MovDir,
5995 stored_player[0].MovPos,
5996 stored_player[0].GfxPos,
5997 stored_player[0].Frame,
5998 stored_player[0].StepFrame);
6005 for (i=0; i<MAX_PLAYERS; i++)
6008 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6010 stored_player[i].Frame += move_frames;
6012 if (stored_player[i].MovPos != 0)
6013 stored_player[i].StepFrame += move_frames;
6018 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6020 int min_x = x, min_y = y, max_x = x, max_y = y;
6023 for (i=0; i<MAX_PLAYERS; i++)
6025 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6027 if (!stored_player[i].active || &stored_player[i] == player)
6030 min_x = MIN(min_x, jx);
6031 min_y = MIN(min_y, jy);
6032 max_x = MAX(max_x, jx);
6033 max_y = MAX(max_y, jy);
6036 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6039 static boolean AllPlayersInVisibleScreen()
6043 for (i=0; i<MAX_PLAYERS; i++)
6045 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6047 if (!stored_player[i].active)
6050 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6057 void ScrollLevel(int dx, int dy)
6059 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6062 BlitBitmap(drawto_field, drawto_field,
6063 FX + TILEX*(dx == -1) - softscroll_offset,
6064 FY + TILEY*(dy == -1) - softscroll_offset,
6065 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6066 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6067 FX + TILEX*(dx == 1) - softscroll_offset,
6068 FY + TILEY*(dy == 1) - softscroll_offset);
6072 x = (dx == 1 ? BX1 : BX2);
6073 for (y=BY1; y<=BY2; y++)
6074 DrawScreenField(x, y);
6079 y = (dy == 1 ? BY1 : BY2);
6080 for (x=BX1; x<=BX2; x++)
6081 DrawScreenField(x, y);
6084 redraw_mask |= REDRAW_FIELD;
6087 static void CheckGravityMovement(struct PlayerInfo *player)
6089 if (level.gravity && !player->programmed_action)
6091 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6092 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6094 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6095 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6096 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6097 int jx = player->jx, jy = player->jy;
6098 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6099 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6100 int new_jx = jx + dx, new_jy = jy + dy;
6101 boolean field_under_player_is_free =
6102 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6103 boolean player_is_moving_to_valid_field =
6104 (IN_LEV_FIELD(new_jx, new_jy) &&
6105 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6106 Feld[new_jx][new_jy] == EL_SAND));
6107 /* !!! extend EL_SAND to anything diggable !!! */
6109 if (field_under_player_is_free &&
6110 !player_is_moving_to_valid_field &&
6111 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6112 player->programmed_action = MV_DOWN;
6118 -----------------------------------------------------------------------------
6119 dx, dy: direction (non-diagonal) to try to move the player to
6120 real_dx, real_dy: direction as read from input device (can be diagonal)
6123 boolean MoveFigureOneStep(struct PlayerInfo *player,
6124 int dx, int dy, int real_dx, int real_dy)
6126 int jx = player->jx, jy = player->jy;
6127 int new_jx = jx+dx, new_jy = jy+dy;
6131 if (!player->active || (!dx && !dy))
6132 return MF_NO_ACTION;
6134 player->MovDir = (dx < 0 ? MV_LEFT :
6137 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6139 if (!IN_LEV_FIELD(new_jx, new_jy))
6140 return MF_NO_ACTION;
6142 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6143 return MF_NO_ACTION;
6146 element = MovingOrBlocked2Element(new_jx, new_jy);
6148 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6151 if (DONT_RUN_INTO(element))
6153 if (element == EL_ACID && dx == 0 && dy == 1)
6156 Feld[jx][jy] = EL_PLAYER_1;
6157 InitMovingField(jx, jy, MV_DOWN);
6158 Store[jx][jy] = EL_ACID;
6159 ContinueMoving(jx, jy);
6163 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6168 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6169 if (can_move != MF_MOVING)
6172 StorePlayer[jx][jy] = 0;
6173 player->last_jx = jx;
6174 player->last_jy = jy;
6175 jx = player->jx = new_jx;
6176 jy = player->jy = new_jy;
6177 StorePlayer[jx][jy] = player->element_nr;
6180 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6182 ScrollFigure(player, SCROLL_INIT);
6187 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6189 int jx = player->jx, jy = player->jy;
6190 int old_jx = jx, old_jy = jy;
6191 int moved = MF_NO_ACTION;
6193 if (!player->active || (!dx && !dy))
6197 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6201 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6202 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6206 /* remove the last programmed player action */
6207 player->programmed_action = 0;
6211 /* should only happen if pre-1.2 tape recordings are played */
6212 /* this is only for backward compatibility */
6214 int original_move_delay_value = player->move_delay_value;
6217 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6221 /* scroll remaining steps with finest movement resolution */
6222 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6224 while (player->MovPos)
6226 ScrollFigure(player, SCROLL_GO_ON);
6227 ScrollScreen(NULL, SCROLL_GO_ON);
6233 player->move_delay_value = original_move_delay_value;
6236 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6238 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6239 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6243 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6244 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6250 if (moved & MF_MOVING && !ScreenMovPos &&
6251 (player == local_player || !options.network))
6253 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6254 int offset = (setup.scroll_delay ? 3 : 0);
6256 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6258 /* actual player has left the screen -- scroll in that direction */
6259 if (jx != old_jx) /* player has moved horizontally */
6260 scroll_x += (jx - old_jx);
6261 else /* player has moved vertically */
6262 scroll_y += (jy - old_jy);
6266 if (jx != old_jx) /* player has moved horizontally */
6268 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6269 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6270 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6272 /* don't scroll over playfield boundaries */
6273 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6274 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6276 /* don't scroll more than one field at a time */
6277 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6279 /* don't scroll against the player's moving direction */
6280 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6281 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6282 scroll_x = old_scroll_x;
6284 else /* player has moved vertically */
6286 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6287 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6288 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6290 /* don't scroll over playfield boundaries */
6291 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6292 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6294 /* don't scroll more than one field at a time */
6295 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6297 /* don't scroll against the player's moving direction */
6298 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6299 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6300 scroll_y = old_scroll_y;
6304 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6306 if (!options.network && !AllPlayersInVisibleScreen())
6308 scroll_x = old_scroll_x;
6309 scroll_y = old_scroll_y;
6313 ScrollScreen(player, SCROLL_INIT);
6314 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6321 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6323 if (!(moved & MF_MOVING) && !player->Pushing)
6328 player->StepFrame = 0;
6330 if (moved & MF_MOVING)
6332 if (old_jx != jx && old_jy == jy)
6333 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6334 else if (old_jx == jx && old_jy != jy)
6335 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6337 DrawLevelField(jx, jy); /* for "crumbled sand" */
6339 player->last_move_dir = player->MovDir;
6340 player->is_moving = TRUE;
6344 CheckGravityMovement(player);
6347 player->last_move_dir = MV_NO_MOVING;
6349 player->is_moving = FALSE;
6352 TestIfHeroTouchesBadThing(jx, jy);
6353 TestIfPlayerTouchesCustomElement(jx, jy);
6355 if (!player->active)
6361 void ScrollFigure(struct PlayerInfo *player, int mode)
6363 int jx = player->jx, jy = player->jy;
6364 int last_jx = player->last_jx, last_jy = player->last_jy;
6365 int move_stepsize = TILEX / player->move_delay_value;
6367 if (!player->active || !player->MovPos)
6370 if (mode == SCROLL_INIT)
6372 player->actual_frame_counter = FrameCounter;
6373 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6375 if (Feld[last_jx][last_jy] == EL_EMPTY)
6376 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6383 else if (!FrameReached(&player->actual_frame_counter, 1))
6386 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6387 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6389 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6390 Feld[last_jx][last_jy] = EL_EMPTY;
6392 /* before DrawPlayer() to draw correct player graphic for this case */
6393 if (player->MovPos == 0)
6394 CheckGravityMovement(player);
6397 DrawPlayer(player); /* needed here only to cleanup last field */
6400 if (player->MovPos == 0)
6402 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6404 /* continue with normal speed after quickly moving through gate */
6405 HALVE_PLAYER_SPEED(player);
6407 /* be able to make the next move without delay */
6408 player->move_delay = 0;
6411 player->last_jx = jx;
6412 player->last_jy = jy;
6414 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6415 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6419 if (local_player->friends_still_needed == 0 ||
6420 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6421 player->LevelSolved = player->GameOver = TRUE;
6424 if (tape.single_step && tape.recording && !tape.pausing &&
6425 !player->programmed_action)
6426 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6430 void ScrollScreen(struct PlayerInfo *player, int mode)
6432 static unsigned long screen_frame_counter = 0;
6434 if (mode == SCROLL_INIT)
6436 /* set scrolling step size according to actual player's moving speed */
6437 ScrollStepSize = TILEX / player->move_delay_value;
6439 screen_frame_counter = FrameCounter;
6440 ScreenMovDir = player->MovDir;
6441 ScreenMovPos = player->MovPos;
6442 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6445 else if (!FrameReached(&screen_frame_counter, 1))
6450 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6451 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6452 redraw_mask |= REDRAW_FIELD;
6455 ScreenMovDir = MV_NO_MOVING;
6458 void TestIfPlayerTouchesCustomElement(int x, int y)
6460 static boolean check_changing = FALSE;
6461 static int xy[4][2] =
6468 boolean center_is_player = (IS_PLAYER(x, y));
6471 /* prevent TestIfPlayerTouchesCustomElement() from looping */
6475 check_changing = TRUE;
6479 int xx = x + xy[i][0];
6480 int yy = y + xy[i][1];
6482 if (!IN_LEV_FIELD(xx, yy))
6485 if (center_is_player)
6487 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6488 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6490 else if (IS_PLAYER(xx, yy))
6492 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6493 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6499 check_changing = FALSE;
6502 void TestIfElementTouchesCustomElement(int x, int y)
6504 static boolean check_changing = FALSE;
6505 static int xy[4][2] =
6512 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6515 /* prevent TestIfElementTouchesCustomElement() from looping */
6519 check_changing = TRUE;
6523 int xx = x + xy[i][0];
6524 int yy = y + xy[i][1];
6526 if (!IN_LEV_FIELD(xx, yy))
6529 if (center_is_custom &&
6530 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6532 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6535 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6536 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6538 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6542 check_changing = FALSE;
6545 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6547 int i, kill_x = -1, kill_y = -1;
6548 static int test_xy[4][2] =
6555 static int test_dir[4] =
6565 int test_x, test_y, test_move_dir, test_element;
6567 test_x = good_x + test_xy[i][0];
6568 test_y = good_y + test_xy[i][1];
6569 if (!IN_LEV_FIELD(test_x, test_y))
6573 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6576 test_element = Feld[test_x][test_y];
6578 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6581 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6582 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6584 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6585 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6593 if (kill_x != -1 || kill_y != -1)
6595 if (IS_PLAYER(good_x, good_y))
6597 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6599 if (player->shield_deadly_time_left > 0)
6600 Bang(kill_x, kill_y);
6601 else if (!PLAYER_PROTECTED(good_x, good_y))
6605 Bang(good_x, good_y);
6609 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6611 int i, kill_x = -1, kill_y = -1;
6612 int bad_element = Feld[bad_x][bad_y];
6613 static int test_xy[4][2] =
6620 static int test_dir[4] =
6628 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6633 int test_x, test_y, test_move_dir, test_element;
6635 test_x = bad_x + test_xy[i][0];
6636 test_y = bad_y + test_xy[i][1];
6637 if (!IN_LEV_FIELD(test_x, test_y))
6641 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6643 test_element = Feld[test_x][test_y];
6645 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6646 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6648 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6649 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6651 /* good thing is player or penguin that does not move away */
6652 if (IS_PLAYER(test_x, test_y))
6654 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6656 if (bad_element == EL_ROBOT && player->is_moving)
6657 continue; /* robot does not kill player if he is moving */
6663 else if (test_element == EL_PENGUIN)
6672 if (kill_x != -1 || kill_y != -1)
6674 if (IS_PLAYER(kill_x, kill_y))
6676 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6679 int dir = player->MovDir;
6680 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6681 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6683 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6684 newx != bad_x && newy != bad_y)
6685 ; /* robot does not kill player if he is moving */
6687 printf("-> %d\n", player->MovDir);
6689 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6690 newx != bad_x && newy != bad_y)
6691 ; /* robot does not kill player if he is moving */
6696 if (player->shield_deadly_time_left > 0)
6698 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6702 Bang(kill_x, kill_y);
6706 void TestIfHeroTouchesBadThing(int x, int y)
6708 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6711 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6713 TestIfGoodThingHitsBadThing(x, y, move_dir);
6716 void TestIfBadThingTouchesHero(int x, int y)
6718 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6721 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6723 TestIfBadThingHitsGoodThing(x, y, move_dir);
6726 void TestIfFriendTouchesBadThing(int x, int y)
6728 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6731 void TestIfBadThingTouchesFriend(int x, int y)
6733 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6736 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6738 int i, kill_x = bad_x, kill_y = bad_y;
6739 static int xy[4][2] =
6751 x = bad_x + xy[i][0];
6752 y = bad_y + xy[i][1];
6753 if (!IN_LEV_FIELD(x, y))
6756 element = Feld[x][y];
6757 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6758 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6766 if (kill_x != bad_x || kill_y != bad_y)
6770 void KillHero(struct PlayerInfo *player)
6772 int jx = player->jx, jy = player->jy;
6774 if (!player->active)
6777 /* remove accessible field at the player's position */
6778 Feld[jx][jy] = EL_EMPTY;
6780 /* deactivate shield (else Bang()/Explode() would not work right) */
6781 player->shield_normal_time_left = 0;
6782 player->shield_deadly_time_left = 0;
6788 static void KillHeroUnlessProtected(int x, int y)
6790 if (!PLAYER_PROTECTED(x, y))
6791 KillHero(PLAYERINFO(x, y));
6794 void BuryHero(struct PlayerInfo *player)
6796 int jx = player->jx, jy = player->jy;
6798 if (!player->active)
6802 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6804 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6806 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6808 player->GameOver = TRUE;
6812 void RemoveHero(struct PlayerInfo *player)
6814 int jx = player->jx, jy = player->jy;
6815 int i, found = FALSE;
6817 player->present = FALSE;
6818 player->active = FALSE;
6820 if (!ExplodeField[jx][jy])
6821 StorePlayer[jx][jy] = 0;
6823 for (i=0; i<MAX_PLAYERS; i++)
6824 if (stored_player[i].active)
6828 AllPlayersGone = TRUE;
6835 =============================================================================
6836 checkDiagonalPushing()
6837 -----------------------------------------------------------------------------
6838 check if diagonal input device direction results in pushing of object
6839 (by checking if the alternative direction is walkable, diggable, ...)
6840 =============================================================================
6843 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6844 int x, int y, int real_dx, int real_dy)
6846 int jx, jy, dx, dy, xx, yy;
6848 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6851 /* diagonal direction: check alternative direction */
6856 xx = jx + (dx == 0 ? real_dx : 0);
6857 yy = jy + (dy == 0 ? real_dy : 0);
6859 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6863 =============================================================================
6865 -----------------------------------------------------------------------------
6866 x, y: field next to player (non-diagonal) to try to dig to
6867 real_dx, real_dy: direction as read from input device (can be diagonal)
6868 =============================================================================
6871 int DigField(struct PlayerInfo *player,
6872 int x, int y, int real_dx, int real_dy, int mode)
6874 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6875 int jx = player->jx, jy = player->jy;
6876 int dx = x - jx, dy = y - jy;
6877 int nextx = x + dx, nexty = y + dy;
6878 int move_direction = (dx == -1 ? MV_LEFT :
6879 dx == +1 ? MV_RIGHT :
6881 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6884 if (player->MovPos == 0)
6886 player->is_digging = FALSE;
6887 player->is_collecting = FALSE;
6890 if (player->MovPos == 0) /* last pushing move finished */
6891 player->Pushing = FALSE;
6893 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6895 player->Switching = FALSE;
6896 player->push_delay = 0;
6898 return MF_NO_ACTION;
6901 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6902 return MF_NO_ACTION;
6905 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6907 if (IS_TUBE(Feld[jx][jy]) ||
6908 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6912 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6913 int tube_leave_directions[][2] =
6915 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6916 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6917 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6918 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6919 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6920 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6921 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6922 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6923 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6924 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6925 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6926 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6929 while (tube_leave_directions[i][0] != tube_element)
6932 if (tube_leave_directions[i][0] == -1) /* should not happen */
6936 if (!(tube_leave_directions[i][1] & move_direction))
6937 return MF_NO_ACTION; /* tube has no opening in this direction */
6940 element = Feld[x][y];
6942 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6943 game.engine_version >= VERSION_IDENT(2,2,0))
6944 return MF_NO_ACTION;
6948 case EL_ROBOT_WHEEL:
6949 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6952 DrawLevelField(x, y);
6953 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6957 case EL_SP_TERMINAL:
6961 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6963 for (yy=0; yy<lev_fieldy; yy++)
6965 for (xx=0; xx<lev_fieldx; xx++)
6967 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6969 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6970 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6978 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6979 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6980 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6981 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6982 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6983 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6984 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6985 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6986 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6987 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6988 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6989 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6990 if (!player->Switching)
6992 player->Switching = TRUE;
6993 ToggleBeltSwitch(x, y);
6994 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6999 case EL_SWITCHGATE_SWITCH_UP:
7000 case EL_SWITCHGATE_SWITCH_DOWN:
7001 if (!player->Switching)
7003 player->Switching = TRUE;
7004 ToggleSwitchgateSwitch(x, y);
7005 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7010 case EL_LIGHT_SWITCH:
7011 case EL_LIGHT_SWITCH_ACTIVE:
7012 if (!player->Switching)
7014 player->Switching = TRUE;
7015 ToggleLightSwitch(x, y);
7016 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7017 SND_LIGHT_SWITCH_ACTIVATING :
7018 SND_LIGHT_SWITCH_DEACTIVATING);
7023 case EL_TIMEGATE_SWITCH:
7024 ActivateTimegateSwitch(x, y);
7025 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7030 case EL_BALLOON_SWITCH_LEFT:
7031 case EL_BALLOON_SWITCH_RIGHT:
7032 case EL_BALLOON_SWITCH_UP:
7033 case EL_BALLOON_SWITCH_DOWN:
7034 case EL_BALLOON_SWITCH_ANY:
7035 if (element == EL_BALLOON_SWITCH_ANY)
7036 game.balloon_dir = move_direction;
7038 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7039 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7040 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7041 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7043 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7048 case EL_SP_PORT_LEFT:
7049 case EL_SP_PORT_RIGHT:
7051 case EL_SP_PORT_DOWN:
7052 case EL_SP_PORT_HORIZONTAL:
7053 case EL_SP_PORT_VERTICAL:
7054 case EL_SP_PORT_ANY:
7055 case EL_SP_GRAVITY_PORT_LEFT:
7056 case EL_SP_GRAVITY_PORT_RIGHT:
7057 case EL_SP_GRAVITY_PORT_UP:
7058 case EL_SP_GRAVITY_PORT_DOWN:
7060 element != EL_SP_PORT_LEFT &&
7061 element != EL_SP_GRAVITY_PORT_LEFT &&
7062 element != EL_SP_PORT_HORIZONTAL &&
7063 element != EL_SP_PORT_ANY) ||
7065 element != EL_SP_PORT_RIGHT &&
7066 element != EL_SP_GRAVITY_PORT_RIGHT &&
7067 element != EL_SP_PORT_HORIZONTAL &&
7068 element != EL_SP_PORT_ANY) ||
7070 element != EL_SP_PORT_UP &&
7071 element != EL_SP_GRAVITY_PORT_UP &&
7072 element != EL_SP_PORT_VERTICAL &&
7073 element != EL_SP_PORT_ANY) ||
7075 element != EL_SP_PORT_DOWN &&
7076 element != EL_SP_GRAVITY_PORT_DOWN &&
7077 element != EL_SP_PORT_VERTICAL &&
7078 element != EL_SP_PORT_ANY) ||
7079 !IN_LEV_FIELD(nextx, nexty) ||
7080 !IS_FREE(nextx, nexty))
7081 return MF_NO_ACTION;
7083 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7084 element == EL_SP_GRAVITY_PORT_RIGHT ||
7085 element == EL_SP_GRAVITY_PORT_UP ||
7086 element == EL_SP_GRAVITY_PORT_DOWN)
7087 level.gravity = !level.gravity;
7089 /* automatically move to the next field with double speed */
7090 player->programmed_action = move_direction;
7091 DOUBLE_PLAYER_SPEED(player);
7093 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7097 case EL_TUBE_VERTICAL:
7098 case EL_TUBE_HORIZONTAL:
7099 case EL_TUBE_VERTICAL_LEFT:
7100 case EL_TUBE_VERTICAL_RIGHT:
7101 case EL_TUBE_HORIZONTAL_UP:
7102 case EL_TUBE_HORIZONTAL_DOWN:
7103 case EL_TUBE_LEFT_UP:
7104 case EL_TUBE_LEFT_DOWN:
7105 case EL_TUBE_RIGHT_UP:
7106 case EL_TUBE_RIGHT_DOWN:
7109 int tube_enter_directions[][2] =
7111 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7112 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7113 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7114 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7115 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7116 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7117 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7118 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7119 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7120 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7121 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7122 { -1, MV_NO_MOVING }
7125 while (tube_enter_directions[i][0] != element)
7128 if (tube_enter_directions[i][0] == -1) /* should not happen */
7132 if (!(tube_enter_directions[i][1] & move_direction))
7133 return MF_NO_ACTION; /* tube has no opening in this direction */
7135 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7140 Feld[x][y] = EL_LAMP_ACTIVE;
7141 local_player->lights_still_needed--;
7142 DrawLevelField(x, y);
7143 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7147 case EL_TIME_ORB_FULL:
7148 Feld[x][y] = EL_TIME_ORB_EMPTY;
7150 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7151 DrawLevelField(x, y);
7152 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7158 if (IS_WALKABLE(element))
7160 int sound_action = ACTION_WALKING;
7162 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7164 if (!player->key[element - EL_GATE_1])
7165 return MF_NO_ACTION;
7167 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7169 if (!player->key[element - EL_GATE_1_GRAY])
7170 return MF_NO_ACTION;
7172 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7174 sound_action = ACTION_PASSING; /* player is passing exit */
7176 else if (element == EL_EMPTY)
7178 sound_action = ACTION_MOVING; /* nothing to walk on */
7181 /* play sound from background or player, whatever is available */
7182 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7183 PlaySoundLevelElementAction(x, y, element, sound_action);
7185 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7189 else if (IS_PASSABLE(element))
7191 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7192 return MF_NO_ACTION;
7194 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7196 if (!player->key[element - EL_EM_GATE_1])
7197 return MF_NO_ACTION;
7199 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7201 if (!player->key[element - EL_EM_GATE_1_GRAY])
7202 return MF_NO_ACTION;
7205 /* automatically move to the next field with double speed */
7206 player->programmed_action = move_direction;
7207 DOUBLE_PLAYER_SPEED(player);
7209 PlaySoundLevelAction(x, y, ACTION_PASSING);
7213 else if (IS_DIGGABLE(element))
7217 if (mode != DF_SNAP)
7220 GfxElement[x][y] = GFX_ELEMENT(element);
7223 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7225 player->is_digging = TRUE;
7228 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7232 else if (IS_COLLECTIBLE(element))
7236 if (mode != DF_SNAP)
7238 GfxElement[x][y] = element;
7239 player->is_collecting = TRUE;
7242 if (element == EL_SPEED_PILL)
7243 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7244 else if (element == EL_EXTRA_TIME && level.time > 0)
7247 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7249 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7251 player->shield_normal_time_left += 10;
7252 if (element == EL_SHIELD_DEADLY)
7253 player->shield_deadly_time_left += 10;
7255 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7258 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7260 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7261 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7263 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7265 player->dynabomb_count++;
7266 player->dynabombs_left++;
7268 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7270 player->dynabomb_size++;
7272 else if (element == EL_DYNABOMB_INCREASE_POWER)
7274 player->dynabomb_xl = TRUE;
7276 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7277 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7279 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7280 element - EL_KEY_1 : element - EL_EM_KEY_1);
7282 player->key[key_nr] = TRUE;
7284 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7285 el2edimg(EL_KEY_1 + key_nr));
7286 redraw_mask |= REDRAW_DOOR_1;
7288 else if (element_info[element].gem_count > 0)
7290 local_player->gems_still_needed -=
7291 element_info[element].gem_count;
7292 if (local_player->gems_still_needed < 0)
7293 local_player->gems_still_needed = 0;
7295 DrawText(DX_EMERALDS, DY_EMERALDS,
7296 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7299 RaiseScoreElement(element);
7300 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7302 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7306 else if (IS_PUSHABLE(element))
7308 if (mode == DF_SNAP && element != EL_BD_ROCK)
7309 return MF_NO_ACTION;
7311 if (CAN_FALL(element) && dy)
7312 return MF_NO_ACTION;
7314 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7315 !(element == EL_SPRING && use_spring_bug))
7316 return MF_NO_ACTION;
7318 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7319 return MF_NO_ACTION;
7321 if (!player->Pushing &&
7322 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7323 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7325 player->Pushing = TRUE;
7327 if (!(IN_LEV_FIELD(nextx, nexty) &&
7328 (IS_FREE(nextx, nexty) ||
7329 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7330 IS_SB_ELEMENT(element)))))
7331 return MF_NO_ACTION;
7333 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7334 return MF_NO_ACTION;
7336 if (player->push_delay == 0) /* new pushing; restart delay */
7337 player->push_delay = FrameCounter;
7339 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7340 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7341 element != EL_SPRING && element != EL_BALLOON)
7342 return MF_NO_ACTION;
7344 if (IS_SB_ELEMENT(element))
7346 if (element == EL_SOKOBAN_FIELD_FULL)
7348 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7349 local_player->sokobanfields_still_needed++;
7352 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7354 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7355 local_player->sokobanfields_still_needed--;
7358 Feld[x][y] = EL_SOKOBAN_OBJECT;
7360 if (Back[x][y] == Back[nextx][nexty])
7361 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7362 else if (Back[x][y] != 0)
7363 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7366 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7369 if (local_player->sokobanfields_still_needed == 0 &&
7370 game.emulation == EMU_SOKOBAN)
7372 player->LevelSolved = player->GameOver = TRUE;
7373 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7377 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7379 InitMovingField(x, y, move_direction);
7380 GfxAction[x][y] = ACTION_PUSHING;
7382 if (mode == DF_SNAP)
7383 ContinueMoving(x, y);
7385 MovPos[x][y] = (dx != 0 ? dx : dy);
7387 Pushed[x][y] = TRUE;
7388 Pushed[nextx][nexty] = TRUE;
7390 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7391 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7393 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7394 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7400 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7401 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7404 return MF_NO_ACTION;
7407 player->push_delay = 0;
7409 if (Feld[x][y] != element) /* really digged/collected something */
7410 player->is_collecting = !player->is_digging;
7415 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7417 int jx = player->jx, jy = player->jy;
7418 int x = jx + dx, y = jy + dy;
7419 int snap_direction = (dx == -1 ? MV_LEFT :
7420 dx == +1 ? MV_RIGHT :
7422 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7424 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7427 if (!player->active || !IN_LEV_FIELD(x, y))
7435 if (player->MovPos == 0)
7436 player->Pushing = FALSE;
7438 player->snapped = FALSE;
7440 if (player->MovPos == 0)
7442 player->is_digging = FALSE;
7443 player->is_collecting = FALSE;
7449 if (player->snapped)
7452 player->MovDir = snap_direction;
7454 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7457 player->snapped = TRUE;
7458 player->is_digging = FALSE;
7459 player->is_collecting = FALSE;
7461 DrawLevelField(x, y);
7467 boolean PlaceBomb(struct PlayerInfo *player)
7469 int jx = player->jx, jy = player->jy;
7472 if (!player->active || player->MovPos)
7475 element = Feld[jx][jy];
7477 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7478 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7482 if (element != EL_EMPTY)
7486 if (element != EL_EMPTY)
7489 Store[jx][jy] = element;
7491 Back[jx][jy] = element;
7495 MovDelay[jx][jy] = 96;
7497 ResetGfxAnimation(jx, jy);
7498 ResetRandomAnimationValue(jx, jy);
7500 if (player->dynamite)
7502 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7503 EL_DYNAMITE_ACTIVE);
7506 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7508 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7511 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7513 if (game.emulation == EMU_SUPAPLEX)
7514 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7516 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7520 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7525 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7526 player->dynabombs_left--;
7528 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7529 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7531 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7537 /* ------------------------------------------------------------------------- */
7538 /* game sound playing functions */
7539 /* ------------------------------------------------------------------------- */
7541 static int *loop_sound_frame = NULL;
7542 static int *loop_sound_volume = NULL;
7544 void InitPlaySoundLevel()
7546 int num_sounds = getSoundListSize();
7548 if (loop_sound_frame != NULL)
7549 free(loop_sound_frame);
7551 if (loop_sound_volume != NULL)
7552 free(loop_sound_volume);
7554 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7555 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7558 static void PlaySoundLevel(int x, int y, int nr)
7560 int sx = SCREENX(x), sy = SCREENY(y);
7561 int volume, stereo_position;
7562 int max_distance = 8;
7563 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7565 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7566 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7569 if (!IN_LEV_FIELD(x, y) ||
7570 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7571 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7574 volume = SOUND_MAX_VOLUME;
7576 if (!IN_SCR_FIELD(sx, sy))
7578 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7579 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7581 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7584 stereo_position = (SOUND_MAX_LEFT +
7585 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7586 (SCR_FIELDX + 2 * max_distance));
7588 if (IS_LOOP_SOUND(nr))
7590 /* This assures that quieter loop sounds do not overwrite louder ones,
7591 while restarting sound volume comparison with each new game frame. */
7593 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7596 loop_sound_volume[nr] = volume;
7597 loop_sound_frame[nr] = FrameCounter;
7600 PlaySoundExt(nr, volume, stereo_position, type);
7603 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7605 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7606 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7607 y < LEVELY(BY1) ? LEVELY(BY1) :
7608 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7612 static void PlaySoundLevelAction(int x, int y, int action)
7614 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7617 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7619 int sound_effect = element_info[element].sound[action];
7621 if (sound_effect != SND_UNDEFINED)
7622 PlaySoundLevel(x, y, sound_effect);
7625 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7627 int sound_effect = element_info[Feld[x][y]].sound[action];
7629 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7630 PlaySoundLevel(x, y, sound_effect);
7633 static void StopSoundLevelActionIfLoop(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 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7641 void RaiseScore(int value)
7643 local_player->score += value;
7644 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7647 void RaiseScoreElement(int element)
7653 case EL_EMERALD_YELLOW:
7654 case EL_EMERALD_RED:
7655 case EL_EMERALD_PURPLE:
7656 case EL_SP_INFOTRON:
7657 RaiseScore(level.score[SC_EMERALD]);
7660 RaiseScore(level.score[SC_DIAMOND]);
7663 RaiseScore(level.score[SC_CRYSTAL]);
7666 RaiseScore(level.score[SC_PEARL]);
7669 case EL_BD_BUTTERFLY:
7670 case EL_SP_ELECTRON:
7671 RaiseScore(level.score[SC_BUG]);
7675 case EL_SP_SNIKSNAK:
7676 RaiseScore(level.score[SC_SPACESHIP]);
7679 case EL_DARK_YAMYAM:
7680 RaiseScore(level.score[SC_YAMYAM]);
7683 RaiseScore(level.score[SC_ROBOT]);
7686 RaiseScore(level.score[SC_PACMAN]);
7689 RaiseScore(level.score[SC_NUT]);
7692 case EL_SP_DISK_RED:
7693 case EL_DYNABOMB_INCREASE_NUMBER:
7694 case EL_DYNABOMB_INCREASE_SIZE:
7695 case EL_DYNABOMB_INCREASE_POWER:
7696 RaiseScore(level.score[SC_DYNAMITE]);
7698 case EL_SHIELD_NORMAL:
7699 case EL_SHIELD_DEADLY:
7700 RaiseScore(level.score[SC_SHIELD]);
7703 RaiseScore(level.score[SC_TIME_BONUS]);
7709 RaiseScore(level.score[SC_KEY]);
7712 RaiseScore(element_info[element].score);
7717 void RequestQuitGame(boolean ask_if_really_quit)
7719 if (AllPlayersGone ||
7720 !ask_if_really_quit ||
7721 level_editor_test_game ||
7722 Request("Do you really want to quit the game ?",
7723 REQ_ASK | REQ_STAY_CLOSED))
7725 #if defined(PLATFORM_UNIX)
7726 if (options.network)
7727 SendToServer_StopPlaying();
7731 game_status = GAME_MODE_MAIN;
7737 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7742 /* ---------- new game button stuff ---------------------------------------- */
7744 /* graphic position values for game buttons */
7745 #define GAME_BUTTON_XSIZE 30
7746 #define GAME_BUTTON_YSIZE 30
7747 #define GAME_BUTTON_XPOS 5
7748 #define GAME_BUTTON_YPOS 215
7749 #define SOUND_BUTTON_XPOS 5
7750 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7752 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7753 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7754 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7755 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7756 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7757 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7764 } gamebutton_info[NUM_GAME_BUTTONS] =
7767 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7772 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7777 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7782 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7783 SOUND_CTRL_ID_MUSIC,
7784 "background music on/off"
7787 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7788 SOUND_CTRL_ID_LOOPS,
7789 "sound loops on/off"
7792 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7793 SOUND_CTRL_ID_SIMPLE,
7794 "normal sounds on/off"
7798 void CreateGameButtons()
7802 for (i=0; i<NUM_GAME_BUTTONS; i++)
7804 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7805 struct GadgetInfo *gi;
7808 unsigned long event_mask;
7809 int gd_xoffset, gd_yoffset;
7810 int gd_x1, gd_x2, gd_y1, gd_y2;
7813 gd_xoffset = gamebutton_info[i].x;
7814 gd_yoffset = gamebutton_info[i].y;
7815 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7816 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7818 if (id == GAME_CTRL_ID_STOP ||
7819 id == GAME_CTRL_ID_PAUSE ||
7820 id == GAME_CTRL_ID_PLAY)
7822 button_type = GD_TYPE_NORMAL_BUTTON;
7824 event_mask = GD_EVENT_RELEASED;
7825 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7826 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7830 button_type = GD_TYPE_CHECK_BUTTON;
7832 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7833 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7834 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7835 event_mask = GD_EVENT_PRESSED;
7836 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7837 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7840 gi = CreateGadget(GDI_CUSTOM_ID, id,
7841 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7842 GDI_X, DX + gd_xoffset,
7843 GDI_Y, DY + gd_yoffset,
7844 GDI_WIDTH, GAME_BUTTON_XSIZE,
7845 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7846 GDI_TYPE, button_type,
7847 GDI_STATE, GD_BUTTON_UNPRESSED,
7848 GDI_CHECKED, checked,
7849 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7850 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7851 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7852 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7853 GDI_EVENT_MASK, event_mask,
7854 GDI_CALLBACK_ACTION, HandleGameButtons,
7858 Error(ERR_EXIT, "cannot create gadget");
7860 game_gadget[id] = gi;
7864 void FreeGameButtons()
7868 for (i=0; i<NUM_GAME_BUTTONS; i++)
7869 FreeGadget(game_gadget[i]);
7872 static void MapGameButtons()
7876 for (i=0; i<NUM_GAME_BUTTONS; i++)
7877 MapGadget(game_gadget[i]);
7880 void UnmapGameButtons()
7884 for (i=0; i<NUM_GAME_BUTTONS; i++)
7885 UnmapGadget(game_gadget[i]);
7888 static void HandleGameButtons(struct GadgetInfo *gi)
7890 int id = gi->custom_id;
7892 if (game_status != GAME_MODE_PLAYING)
7897 case GAME_CTRL_ID_STOP:
7898 RequestQuitGame(TRUE);
7901 case GAME_CTRL_ID_PAUSE:
7902 if (options.network)
7904 #if defined(PLATFORM_UNIX)
7906 SendToServer_ContinuePlaying();
7908 SendToServer_PausePlaying();
7912 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7915 case GAME_CTRL_ID_PLAY:
7918 #if defined(PLATFORM_UNIX)
7919 if (options.network)
7920 SendToServer_ContinuePlaying();
7924 tape.pausing = FALSE;
7925 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7930 case SOUND_CTRL_ID_MUSIC:
7931 if (setup.sound_music)
7933 setup.sound_music = FALSE;
7936 else if (audio.music_available)
7938 setup.sound = setup.sound_music = TRUE;
7940 SetAudioMode(setup.sound);
7941 PlayMusic(level_nr);
7945 case SOUND_CTRL_ID_LOOPS:
7946 if (setup.sound_loops)
7947 setup.sound_loops = FALSE;
7948 else if (audio.loops_available)
7950 setup.sound = setup.sound_loops = TRUE;
7951 SetAudioMode(setup.sound);
7955 case SOUND_CTRL_ID_SIMPLE:
7956 if (setup.sound_simple)
7957 setup.sound_simple = FALSE;
7958 else if (audio.sound_available)
7960 setup.sound = setup.sound_simple = TRUE;
7961 SetAudioMode(setup.sound);