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 (!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++)
1911 if (!IN_LEV_FIELD(x, y) ||
1912 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1913 (x != ex || y != ey)))
1916 element = Feld[x][y];
1918 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1920 element = MovingOrBlocked2Element(x, y);
1922 if (!IS_EXPLOSION_PROOF(element))
1923 RemoveMovingField(x, y);
1929 if (IS_EXPLOSION_PROOF(element))
1932 /* indestructible elements can only explode in center (but not flames) */
1933 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
1934 element == EL_FLAMES)
1939 if ((IS_INDESTRUCTIBLE(element) &&
1940 (game.engine_version < VERSION_IDENT(2,2,0) ||
1941 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1942 element == EL_FLAMES)
1946 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1948 if (IS_ACTIVE_BOMB(element))
1950 /* re-activate things under the bomb like gate or penguin */
1951 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1958 /* save walkable background elements while explosion on same tile */
1960 if (IS_INDESTRUCTIBLE(element))
1961 Back[x][y] = element;
1963 if (IS_INDESTRUCTIBLE(element) && IS_WALKABLE(element))
1964 Back[x][y] = element;
1967 /* ignite explodable elements reached by other explosion */
1968 if (element == EL_EXPLOSION)
1969 element = Store2[x][y];
1972 if (AmoebaNr[x][y] &&
1973 (element == EL_AMOEBA_FULL ||
1974 element == EL_BD_AMOEBA ||
1975 element == EL_AMOEBA_GROWING))
1977 AmoebaCnt[AmoebaNr[x][y]]--;
1978 AmoebaCnt2[AmoebaNr[x][y]]--;
1984 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1986 switch(StorePlayer[ex][ey])
1989 Store[x][y] = EL_EMERALD_RED;
1992 Store[x][y] = EL_EMERALD;
1995 Store[x][y] = EL_EMERALD_PURPLE;
1999 Store[x][y] = EL_EMERALD_YELLOW;
2003 if (game.emulation == EMU_SUPAPLEX)
2004 Store[x][y] = EL_EMPTY;
2006 else if (center_element == EL_MOLE)
2007 Store[x][y] = EL_EMERALD_RED;
2008 else if (center_element == EL_PENGUIN)
2009 Store[x][y] = EL_EMERALD_PURPLE;
2010 else if (center_element == EL_BUG)
2011 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2012 else if (center_element == EL_BD_BUTTERFLY)
2013 Store[x][y] = EL_BD_DIAMOND;
2014 else if (center_element == EL_SP_ELECTRON)
2015 Store[x][y] = EL_SP_INFOTRON;
2016 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2017 Store[x][y] = level.amoeba_content;
2018 else if (center_element == EL_YAMYAM)
2020 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
2021 else if (IS_CUSTOM_ELEMENT(center_element))
2023 element_info[center_element].content[x - ex + 1][y - ey + 1];
2024 else if (element == EL_WALL_EMERALD)
2025 Store[x][y] = EL_EMERALD;
2026 else if (element == EL_WALL_DIAMOND)
2027 Store[x][y] = EL_DIAMOND;
2028 else if (element == EL_WALL_BD_DIAMOND)
2029 Store[x][y] = EL_BD_DIAMOND;
2030 else if (element == EL_WALL_EMERALD_YELLOW)
2031 Store[x][y] = EL_EMERALD_YELLOW;
2032 else if (element == EL_WALL_EMERALD_RED)
2033 Store[x][y] = EL_EMERALD_RED;
2034 else if (element == EL_WALL_EMERALD_PURPLE)
2035 Store[x][y] = EL_EMERALD_PURPLE;
2036 else if (element == EL_WALL_PEARL)
2037 Store[x][y] = EL_PEARL;
2038 else if (element == EL_WALL_CRYSTAL)
2039 Store[x][y] = EL_CRYSTAL;
2041 Store[x][y] = EL_EMPTY;
2043 if (x != ex || y != ey ||
2044 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2045 Store2[x][y] = element;
2048 if (AmoebaNr[x][y] &&
2049 (element == EL_AMOEBA_FULL ||
2050 element == EL_BD_AMOEBA ||
2051 element == EL_AMOEBA_GROWING))
2053 AmoebaCnt[AmoebaNr[x][y]]--;
2054 AmoebaCnt2[AmoebaNr[x][y]]--;
2060 MovDir[x][y] = MovPos[x][y] = 0;
2065 Feld[x][y] = EL_EXPLOSION;
2067 GfxElement[x][y] = center_element;
2069 GfxElement[x][y] = EL_UNDEFINED;
2072 ExplodePhase[x][y] = 1;
2076 if (center_element == EL_YAMYAM)
2077 game.yamyam_content_nr =
2078 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2089 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2091 if (phase == first_phase_after_start)
2093 int element = Store2[x][y];
2095 if (element == EL_BLACK_ORB)
2097 Feld[x][y] = Store2[x][y];
2102 else if (phase == half_phase)
2104 int element = Store2[x][y];
2106 if (IS_PLAYER(x, y))
2107 KillHeroUnlessProtected(x, y);
2108 else if (CAN_EXPLODE_BY_FIRE(element))
2110 Feld[x][y] = Store2[x][y];
2114 else if (element == EL_AMOEBA_TO_DIAMOND)
2115 AmoebeUmwandeln(x, y);
2118 if (phase == last_phase)
2122 element = Feld[x][y] = Store[x][y];
2123 Store[x][y] = Store2[x][y] = 0;
2124 GfxElement[x][y] = EL_UNDEFINED;
2126 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2127 element = Feld[x][y] = Back[x][y];
2130 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2131 InitField(x, y, FALSE);
2132 if (CAN_MOVE(element))
2134 DrawLevelField(x, y);
2136 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2137 StorePlayer[x][y] = 0;
2139 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2142 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2144 int stored = Store[x][y];
2145 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2146 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2149 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2152 DrawLevelFieldCrumbledSand(x, y);
2154 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2156 DrawLevelElement(x, y, Back[x][y]);
2157 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2159 else if (IS_WALKABLE_UNDER(Back[x][y]))
2161 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2162 DrawLevelElementThruMask(x, y, Back[x][y]);
2164 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2165 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2169 void DynaExplode(int ex, int ey)
2172 int dynabomb_size = 1;
2173 boolean dynabomb_xl = FALSE;
2174 struct PlayerInfo *player;
2175 static int xy[4][2] =
2183 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2185 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2186 dynabomb_size = player->dynabomb_size;
2187 dynabomb_xl = player->dynabomb_xl;
2188 player->dynabombs_left++;
2191 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2195 for (j=1; j<=dynabomb_size; j++)
2197 int x = ex + j * xy[i % 4][0];
2198 int y = ey + j * xy[i % 4][1];
2201 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2204 element = Feld[x][y];
2206 /* do not restart explosions of fields with active bombs */
2207 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2210 Explode(x, y, EX_PHASE_START, EX_BORDER);
2212 if (element != EL_EMPTY &&
2213 element != EL_SAND &&
2214 element != EL_EXPLOSION &&
2221 void Bang(int x, int y)
2224 int element = MovingOrBlocked2Element(x, y);
2226 int element = Feld[x][y];
2229 if (IS_PLAYER(x, y))
2231 struct PlayerInfo *player = PLAYERINFO(x, y);
2233 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2234 player->element_nr);
2239 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2241 if (game.emulation == EMU_SUPAPLEX)
2242 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2244 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2249 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2257 case EL_BD_BUTTERFLY:
2260 case EL_DARK_YAMYAM:
2264 RaiseScoreElement(element);
2265 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2267 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2268 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2269 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2270 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2271 case EL_DYNABOMB_INCREASE_NUMBER:
2272 case EL_DYNABOMB_INCREASE_SIZE:
2273 case EL_DYNABOMB_INCREASE_POWER:
2278 case EL_LAMP_ACTIVE:
2279 if (IS_PLAYER(x, y))
2280 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2282 Explode(x, y, EX_PHASE_START, EX_CENTER);
2285 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2289 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2292 void SplashAcid(int x, int y)
2294 int element = Feld[x][y];
2296 if (element != EL_ACID_SPLASH_LEFT &&
2297 element != EL_ACID_SPLASH_RIGHT)
2299 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2301 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2302 (!IN_LEV_FIELD(x-1, y-1) ||
2303 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2304 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2306 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2307 (!IN_LEV_FIELD(x+1, y-1) ||
2308 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2309 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2313 static void InitBeltMovement()
2315 static int belt_base_element[4] =
2317 EL_CONVEYOR_BELT_1_LEFT,
2318 EL_CONVEYOR_BELT_2_LEFT,
2319 EL_CONVEYOR_BELT_3_LEFT,
2320 EL_CONVEYOR_BELT_4_LEFT
2322 static int belt_base_active_element[4] =
2324 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2325 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2326 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2327 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2332 /* set frame order for belt animation graphic according to belt direction */
2339 int element = belt_base_active_element[belt_nr] + j;
2340 int graphic = el2img(element);
2342 if (game.belt_dir[i] == MV_LEFT)
2343 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2345 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2349 for(y=0; y<lev_fieldy; y++)
2351 for(x=0; x<lev_fieldx; x++)
2353 int element = Feld[x][y];
2357 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2359 int e_belt_nr = getBeltNrFromBeltElement(element);
2362 if (e_belt_nr == belt_nr)
2364 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2366 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2374 static void ToggleBeltSwitch(int x, int y)
2376 static int belt_base_element[4] =
2378 EL_CONVEYOR_BELT_1_LEFT,
2379 EL_CONVEYOR_BELT_2_LEFT,
2380 EL_CONVEYOR_BELT_3_LEFT,
2381 EL_CONVEYOR_BELT_4_LEFT
2383 static int belt_base_active_element[4] =
2385 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2386 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2387 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2388 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2390 static int belt_base_switch_element[4] =
2392 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2393 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2394 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2395 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2397 static int belt_move_dir[4] =
2405 int element = Feld[x][y];
2406 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2407 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2408 int belt_dir = belt_move_dir[belt_dir_nr];
2411 if (!IS_BELT_SWITCH(element))
2414 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2415 game.belt_dir[belt_nr] = belt_dir;
2417 if (belt_dir_nr == 3)
2420 /* set frame order for belt animation graphic according to belt direction */
2423 int element = belt_base_active_element[belt_nr] + i;
2424 int graphic = el2img(element);
2426 if (belt_dir == MV_LEFT)
2427 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2429 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2432 for (yy=0; yy<lev_fieldy; yy++)
2434 for (xx=0; xx<lev_fieldx; xx++)
2436 int element = Feld[xx][yy];
2438 if (IS_BELT_SWITCH(element))
2440 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2442 if (e_belt_nr == belt_nr)
2444 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2445 DrawLevelField(xx, yy);
2448 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2450 int e_belt_nr = getBeltNrFromBeltElement(element);
2452 if (e_belt_nr == belt_nr)
2454 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2456 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2457 DrawLevelField(xx, yy);
2460 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2462 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2464 if (e_belt_nr == belt_nr)
2466 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2468 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2469 DrawLevelField(xx, yy);
2476 static void ToggleSwitchgateSwitch(int x, int y)
2480 game.switchgate_pos = !game.switchgate_pos;
2482 for (yy=0; yy<lev_fieldy; yy++)
2484 for (xx=0; xx<lev_fieldx; xx++)
2486 int element = Feld[xx][yy];
2488 if (element == EL_SWITCHGATE_SWITCH_UP ||
2489 element == EL_SWITCHGATE_SWITCH_DOWN)
2491 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2492 DrawLevelField(xx, yy);
2494 else if (element == EL_SWITCHGATE_OPEN ||
2495 element == EL_SWITCHGATE_OPENING)
2497 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2499 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2501 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2504 else if (element == EL_SWITCHGATE_CLOSED ||
2505 element == EL_SWITCHGATE_CLOSING)
2507 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2509 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2511 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2518 static int getInvisibleActiveFromInvisibleElement(int element)
2520 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2521 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2522 EL_INVISIBLE_SAND_ACTIVE);
2525 static int getInvisibleFromInvisibleActiveElement(int element)
2527 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2528 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2532 static void RedrawAllLightSwitchesAndInvisibleElements()
2536 for (y=0; y<lev_fieldy; y++)
2538 for (x=0; x<lev_fieldx; x++)
2540 int element = Feld[x][y];
2542 if (element == EL_LIGHT_SWITCH &&
2543 game.light_time_left > 0)
2545 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2546 DrawLevelField(x, y);
2548 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2549 game.light_time_left == 0)
2551 Feld[x][y] = EL_LIGHT_SWITCH;
2552 DrawLevelField(x, y);
2554 else if (element == EL_INVISIBLE_STEELWALL ||
2555 element == EL_INVISIBLE_WALL ||
2556 element == EL_INVISIBLE_SAND)
2558 if (game.light_time_left > 0)
2559 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2561 DrawLevelField(x, y);
2563 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2564 element == EL_INVISIBLE_WALL_ACTIVE ||
2565 element == EL_INVISIBLE_SAND_ACTIVE)
2567 if (game.light_time_left == 0)
2568 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2570 DrawLevelField(x, y);
2576 static void ToggleLightSwitch(int x, int y)
2578 int element = Feld[x][y];
2580 game.light_time_left =
2581 (element == EL_LIGHT_SWITCH ?
2582 level.time_light * FRAMES_PER_SECOND : 0);
2584 RedrawAllLightSwitchesAndInvisibleElements();
2587 static void ActivateTimegateSwitch(int x, int y)
2591 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2593 for (yy=0; yy<lev_fieldy; yy++)
2595 for (xx=0; xx<lev_fieldx; xx++)
2597 int element = Feld[xx][yy];
2599 if (element == EL_TIMEGATE_CLOSED ||
2600 element == EL_TIMEGATE_CLOSING)
2602 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2603 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2607 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2609 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2610 DrawLevelField(xx, yy);
2617 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2620 inline static int getElementMoveStepsize(int x, int y)
2622 int element = Feld[x][y];
2623 int direction = MovDir[x][y];
2624 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2625 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2626 int horiz_move = (dx != 0);
2627 int sign = (horiz_move ? dx : dy);
2628 int step = sign * element_info[element].move_stepsize;
2630 /* special values for move stepsize for spring and things on conveyor belt */
2633 if (CAN_FALL(element) &&
2634 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2635 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2636 else if (element == EL_SPRING)
2637 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2643 void Impact(int x, int y)
2645 boolean lastline = (y == lev_fieldy-1);
2646 boolean object_hit = FALSE;
2647 boolean impact = (lastline || object_hit);
2648 int element = Feld[x][y];
2649 int smashed = EL_UNDEFINED;
2651 if (!lastline) /* check if element below was hit */
2653 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2656 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2657 MovDir[x][y + 1] != MV_DOWN ||
2658 MovPos[x][y + 1] <= TILEY / 2));
2660 /* do not smash moving elements that left the smashed field in time */
2661 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2662 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2666 smashed = MovingOrBlocked2Element(x, y + 1);
2668 impact = (lastline || object_hit);
2671 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2679 ResetGfxAnimation(x, y);
2680 DrawLevelField(x, y);
2683 if (impact && CAN_EXPLODE_IMPACT(element))
2688 else if (impact && element == EL_PEARL)
2690 Feld[x][y] = EL_PEARL_BREAKING;
2691 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2695 else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
2697 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2702 else if (impact && CAN_CHANGE(element) &&
2703 HAS_CHANGE_EVENT(element, CE_IMPACT))
2705 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2707 ChangeElementNow(x, y, element);
2713 if (impact && element == EL_AMOEBA_DROP)
2715 if (object_hit && IS_PLAYER(x, y + 1))
2716 KillHeroUnlessProtected(x, y + 1);
2717 else if (object_hit && smashed == EL_PENGUIN)
2721 Feld[x][y] = EL_AMOEBA_GROWING;
2722 Store[x][y] = EL_AMOEBA_WET;
2724 ResetRandomAnimationValue(x, y);
2729 if (object_hit) /* check which object was hit */
2731 if (CAN_PASS_MAGIC_WALL(element) &&
2732 (smashed == EL_MAGIC_WALL ||
2733 smashed == EL_BD_MAGIC_WALL))
2736 int activated_magic_wall =
2737 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2738 EL_BD_MAGIC_WALL_ACTIVE);
2740 /* activate magic wall / mill */
2741 for (yy=0; yy<lev_fieldy; yy++)
2742 for (xx=0; xx<lev_fieldx; xx++)
2743 if (Feld[xx][yy] == smashed)
2744 Feld[xx][yy] = activated_magic_wall;
2746 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2747 game.magic_wall_active = TRUE;
2749 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2750 SND_MAGIC_WALL_ACTIVATING :
2751 SND_BD_MAGIC_WALL_ACTIVATING));
2754 if (IS_PLAYER(x, y + 1))
2756 if (CAN_SMASH_PLAYER(element))
2758 KillHeroUnlessProtected(x, y + 1);
2762 else if (smashed == EL_PENGUIN)
2764 if (CAN_SMASH_PLAYER(element))
2770 else if (element == EL_BD_DIAMOND)
2772 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2778 else if ((element == EL_SP_INFOTRON ||
2779 element == EL_SP_ZONK) &&
2780 (smashed == EL_SP_SNIKSNAK ||
2781 smashed == EL_SP_ELECTRON ||
2782 smashed == EL_SP_DISK_ORANGE))
2788 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
2794 else if (CAN_SMASH_EVERYTHING(element))
2796 if (IS_CLASSIC_ENEMY(smashed) ||
2797 CAN_EXPLODE_SMASHED(smashed))
2802 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2804 if (smashed == EL_LAMP ||
2805 smashed == EL_LAMP_ACTIVE)
2810 else if (smashed == EL_NUT)
2812 Feld[x][y + 1] = EL_NUT_BREAKING;
2813 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2814 RaiseScoreElement(EL_NUT);
2817 else if (smashed == EL_PEARL)
2819 Feld[x][y + 1] = EL_PEARL_BREAKING;
2820 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2823 else if (smashed == EL_DIAMOND)
2825 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2826 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2829 else if (IS_BELT_SWITCH(smashed))
2831 ToggleBeltSwitch(x, y + 1);
2833 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2834 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2836 ToggleSwitchgateSwitch(x, y + 1);
2838 else if (smashed == EL_LIGHT_SWITCH ||
2839 smashed == EL_LIGHT_SWITCH_ACTIVE)
2841 ToggleLightSwitch(x, y + 1);
2846 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2849 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2851 ChangeElementNow(x, y + 1, smashed);
2857 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2862 /* play sound of magic wall / mill */
2864 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2865 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2867 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2868 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2869 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2870 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2875 /* play sound of object that hits the ground */
2876 if (lastline || object_hit)
2877 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2880 void TurnRound(int x, int y)
2892 { 0, 0 }, { 0, 0 }, { 0, 0 },
2897 int left, right, back;
2901 { MV_DOWN, MV_UP, MV_RIGHT },
2902 { MV_UP, MV_DOWN, MV_LEFT },
2904 { MV_LEFT, MV_RIGHT, MV_DOWN },
2908 { MV_RIGHT, MV_LEFT, MV_UP }
2911 int element = Feld[x][y];
2912 int old_move_dir = MovDir[x][y];
2913 int left_dir = turn[old_move_dir].left;
2914 int right_dir = turn[old_move_dir].right;
2915 int back_dir = turn[old_move_dir].back;
2917 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2918 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2919 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2920 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2922 int left_x = x + left_dx, left_y = y + left_dy;
2923 int right_x = x + right_dx, right_y = y + right_dy;
2924 int move_x = x + move_dx, move_y = y + move_dy;
2928 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2930 TestIfBadThingTouchesOtherBadThing(x, y);
2932 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2933 MovDir[x][y] = right_dir;
2934 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2935 MovDir[x][y] = left_dir;
2937 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2939 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2942 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2943 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2945 TestIfBadThingTouchesOtherBadThing(x, y);
2947 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2948 MovDir[x][y] = left_dir;
2949 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2950 MovDir[x][y] = right_dir;
2952 if ((element == EL_SPACESHIP ||
2953 element == EL_SP_SNIKSNAK ||
2954 element == EL_SP_ELECTRON)
2955 && MovDir[x][y] != old_move_dir)
2957 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2960 else if (element == EL_YAMYAM)
2962 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2963 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2965 if (can_turn_left && can_turn_right)
2966 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2967 else if (can_turn_left)
2968 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2969 else if (can_turn_right)
2970 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2972 MovDir[x][y] = back_dir;
2974 MovDelay[x][y] = 16 + 16 * RND(3);
2976 else if (element == EL_DARK_YAMYAM)
2978 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2979 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2981 if (can_turn_left && can_turn_right)
2982 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2983 else if (can_turn_left)
2984 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2985 else if (can_turn_right)
2986 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2988 MovDir[x][y] = back_dir;
2990 MovDelay[x][y] = 16 + 16 * RND(3);
2992 else if (element == EL_PACMAN)
2994 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2995 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2997 if (can_turn_left && can_turn_right)
2998 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2999 else if (can_turn_left)
3000 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3001 else if (can_turn_right)
3002 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3004 MovDir[x][y] = back_dir;
3006 MovDelay[x][y] = 6 + RND(40);
3008 else if (element == EL_PIG)
3010 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3011 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3012 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3013 boolean should_turn_left, should_turn_right, should_move_on;
3015 int rnd = RND(rnd_value);
3017 should_turn_left = (can_turn_left &&
3019 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3020 y + back_dy + left_dy)));
3021 should_turn_right = (can_turn_right &&
3023 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3024 y + back_dy + right_dy)));
3025 should_move_on = (can_move_on &&
3028 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3029 y + move_dy + left_dy) ||
3030 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3031 y + move_dy + right_dy)));
3033 if (should_turn_left || should_turn_right || should_move_on)
3035 if (should_turn_left && should_turn_right && should_move_on)
3036 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3037 rnd < 2 * rnd_value / 3 ? right_dir :
3039 else if (should_turn_left && should_turn_right)
3040 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3041 else if (should_turn_left && should_move_on)
3042 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3043 else if (should_turn_right && should_move_on)
3044 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3045 else if (should_turn_left)
3046 MovDir[x][y] = left_dir;
3047 else if (should_turn_right)
3048 MovDir[x][y] = right_dir;
3049 else if (should_move_on)
3050 MovDir[x][y] = old_move_dir;
3052 else if (can_move_on && rnd > rnd_value / 8)
3053 MovDir[x][y] = old_move_dir;
3054 else if (can_turn_left && can_turn_right)
3055 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3056 else if (can_turn_left && rnd > rnd_value / 8)
3057 MovDir[x][y] = left_dir;
3058 else if (can_turn_right && rnd > rnd_value/8)
3059 MovDir[x][y] = right_dir;
3061 MovDir[x][y] = back_dir;
3063 xx = x + move_xy[MovDir[x][y]].x;
3064 yy = y + move_xy[MovDir[x][y]].y;
3066 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3067 MovDir[x][y] = old_move_dir;
3071 else if (element == EL_DRAGON)
3073 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3074 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3075 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3077 int rnd = RND(rnd_value);
3079 if (can_move_on && rnd > rnd_value / 8)
3080 MovDir[x][y] = old_move_dir;
3081 else if (can_turn_left && can_turn_right)
3082 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3083 else if (can_turn_left && rnd > rnd_value / 8)
3084 MovDir[x][y] = left_dir;
3085 else if (can_turn_right && rnd > rnd_value / 8)
3086 MovDir[x][y] = right_dir;
3088 MovDir[x][y] = back_dir;
3090 xx = x + move_xy[MovDir[x][y]].x;
3091 yy = y + move_xy[MovDir[x][y]].y;
3093 if (!IS_FREE(xx, yy))
3094 MovDir[x][y] = old_move_dir;
3098 else if (element == EL_MOLE)
3100 boolean can_move_on =
3101 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3102 IS_AMOEBOID(Feld[move_x][move_y]) ||
3103 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3106 boolean can_turn_left =
3107 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3108 IS_AMOEBOID(Feld[left_x][left_y])));
3110 boolean can_turn_right =
3111 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3112 IS_AMOEBOID(Feld[right_x][right_y])));
3114 if (can_turn_left && can_turn_right)
3115 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3116 else if (can_turn_left)
3117 MovDir[x][y] = left_dir;
3119 MovDir[x][y] = right_dir;
3122 if (MovDir[x][y] != old_move_dir)
3125 else if (element == EL_BALLOON)
3127 MovDir[x][y] = game.balloon_dir;
3130 else if (element == EL_SPRING)
3132 if (MovDir[x][y] & MV_HORIZONTAL &&
3133 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3134 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3135 MovDir[x][y] = MV_NO_MOVING;
3139 else if (element == EL_ROBOT ||
3140 element == EL_SATELLITE ||
3141 element == EL_PENGUIN)
3143 int attr_x = -1, attr_y = -1;
3154 for (i=0; i<MAX_PLAYERS; i++)
3156 struct PlayerInfo *player = &stored_player[i];
3157 int jx = player->jx, jy = player->jy;
3159 if (!player->active)
3163 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3171 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3177 if (element == EL_PENGUIN)
3180 static int xy[4][2] =
3190 int ex = x + xy[i % 4][0];
3191 int ey = y + xy[i % 4][1];
3193 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3202 MovDir[x][y] = MV_NO_MOVING;
3204 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3205 else if (attr_x > x)
3206 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3208 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3209 else if (attr_y > y)
3210 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3212 if (element == EL_ROBOT)
3216 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3217 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3218 Moving2Blocked(x, y, &newx, &newy);
3220 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3221 MovDelay[x][y] = 8 + 8 * !RND(3);
3223 MovDelay[x][y] = 16;
3225 else if (element == EL_PENGUIN)
3231 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3233 boolean first_horiz = RND(2);
3234 int new_move_dir = MovDir[x][y];
3237 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3238 Moving2Blocked(x, y, &newx, &newy);
3240 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3244 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3245 Moving2Blocked(x, y, &newx, &newy);
3247 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3250 MovDir[x][y] = old_move_dir;
3254 else /* (element == EL_SATELLITE) */
3260 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3262 boolean first_horiz = RND(2);
3263 int new_move_dir = MovDir[x][y];
3266 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3267 Moving2Blocked(x, y, &newx, &newy);
3269 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3273 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3274 Moving2Blocked(x, y, &newx, &newy);
3276 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3279 MovDir[x][y] = old_move_dir;
3284 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3285 element_info[element].move_pattern == MV_TURNING_LEFT ||
3286 element_info[element].move_pattern == MV_TURNING_RIGHT)
3288 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3289 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3291 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3292 MovDir[x][y] = left_dir;
3293 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3294 MovDir[x][y] = right_dir;
3295 else if (can_turn_left && can_turn_right)
3296 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3297 else if (can_turn_left)
3298 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3299 else if (can_turn_right)
3300 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3302 MovDir[x][y] = back_dir;
3304 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3306 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3307 element_info[element].move_pattern == MV_VERTICAL)
3309 if (element_info[element].move_pattern & old_move_dir)
3310 MovDir[x][y] = back_dir;
3311 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3312 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3313 else if (element_info[element].move_pattern == MV_VERTICAL)
3314 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3316 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3318 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3320 MovDir[x][y] = element_info[element].move_pattern;
3321 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3323 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3325 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3326 MovDir[x][y] = left_dir;
3327 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3328 MovDir[x][y] = right_dir;
3330 if (MovDir[x][y] != old_move_dir)
3331 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3333 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3335 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3336 MovDir[x][y] = right_dir;
3337 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3338 MovDir[x][y] = left_dir;
3340 if (MovDir[x][y] != old_move_dir)
3341 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3343 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3344 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3346 int attr_x = -1, attr_y = -1;
3349 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3360 for (i=0; i<MAX_PLAYERS; i++)
3362 struct PlayerInfo *player = &stored_player[i];
3363 int jx = player->jx, jy = player->jy;
3365 if (!player->active)
3369 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3377 MovDir[x][y] = MV_NO_MOVING;
3379 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3380 else if (attr_x > x)
3381 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3383 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3384 else if (attr_y > y)
3385 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3387 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3389 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3391 boolean first_horiz = RND(2);
3392 int new_move_dir = MovDir[x][y];
3395 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3396 Moving2Blocked(x, y, &newx, &newy);
3398 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3402 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3403 Moving2Blocked(x, y, &newx, &newy);
3405 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3408 MovDir[x][y] = old_move_dir;
3413 static boolean JustBeingPushed(int x, int y)
3417 for (i=0; i<MAX_PLAYERS; i++)
3419 struct PlayerInfo *player = &stored_player[i];
3421 if (player->active && player->Pushing && player->MovPos)
3423 int next_jx = player->jx + (player->jx - player->last_jx);
3424 int next_jy = player->jy + (player->jy - player->last_jy);
3426 if (x == next_jx && y == next_jy)
3434 void StartMoving(int x, int y)
3436 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3437 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3438 int element = Feld[x][y];
3443 /* !!! this should be handled more generic (not only for more) !!! */
3444 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3445 GfxAction[x][y] = ACTION_DEFAULT;
3447 if (CAN_FALL(element) && y < lev_fieldy - 1)
3449 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3450 if (JustBeingPushed(x, y))
3453 if (element == EL_QUICKSAND_FULL)
3455 if (IS_FREE(x, y + 1))
3457 InitMovingField(x, y, MV_DOWN);
3458 started_moving = TRUE;
3460 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3461 Store[x][y] = EL_ROCK;
3463 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3465 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3468 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3470 if (!MovDelay[x][y])
3471 MovDelay[x][y] = TILEY + 1;
3480 Feld[x][y] = EL_QUICKSAND_EMPTY;
3481 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3482 Store[x][y + 1] = Store[x][y];
3485 PlaySoundLevelAction(x, y, ACTION_FILLING);
3487 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3491 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3492 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3494 InitMovingField(x, y, MV_DOWN);
3495 started_moving = TRUE;
3497 Feld[x][y] = EL_QUICKSAND_FILLING;
3498 Store[x][y] = element;
3500 PlaySoundLevelAction(x, y, ACTION_FILLING);
3502 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3505 else if (element == EL_MAGIC_WALL_FULL)
3507 if (IS_FREE(x, y + 1))
3509 InitMovingField(x, y, MV_DOWN);
3510 started_moving = TRUE;
3512 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3513 Store[x][y] = EL_CHANGED(Store[x][y]);
3515 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3517 if (!MovDelay[x][y])
3518 MovDelay[x][y] = TILEY/4 + 1;
3527 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3528 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3529 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3533 else if (element == EL_BD_MAGIC_WALL_FULL)
3535 if (IS_FREE(x, y + 1))
3537 InitMovingField(x, y, MV_DOWN);
3538 started_moving = TRUE;
3540 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3541 Store[x][y] = EL_CHANGED2(Store[x][y]);
3543 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3545 if (!MovDelay[x][y])
3546 MovDelay[x][y] = TILEY/4 + 1;
3555 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3556 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3557 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3561 else if (CAN_PASS_MAGIC_WALL(element) &&
3562 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3563 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3565 InitMovingField(x, y, MV_DOWN);
3566 started_moving = TRUE;
3569 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3570 EL_BD_MAGIC_WALL_FILLING);
3571 Store[x][y] = element;
3574 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3576 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3581 InitMovingField(x, y, MV_DOWN);
3582 started_moving = TRUE;
3584 Store[x][y] = EL_ACID;
3586 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3587 GfxAction[x][y + 1] = ACTION_ACTIVE;
3592 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3593 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3594 JustStopped[x][y] && !Pushed[x][y + 1])
3596 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3600 /* calling "Impact()" here is not only completely unneccessary
3601 (because it already gets called from "ContinueMoving()" in
3602 all relevant situations), but also completely bullshit, because
3603 "JustStopped" also indicates a finished *horizontal* movement;
3604 we must keep this trash for backwards compatibility with older
3610 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3612 if (MovDir[x][y] == MV_NO_MOVING)
3614 InitMovingField(x, y, MV_DOWN);
3615 started_moving = TRUE;
3618 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3620 if (JustStopped[x][y]) /* prevent animation from being restarted */
3621 MovDir[x][y] = MV_DOWN;
3623 InitMovingField(x, y, MV_DOWN);
3624 started_moving = TRUE;
3626 else if (element == EL_AMOEBA_DROP)
3628 Feld[x][y] = EL_AMOEBA_GROWING;
3629 Store[x][y] = EL_AMOEBA_WET;
3631 /* Store[x][y + 1] must be zero, because:
3632 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3635 #if OLD_GAME_BEHAVIOUR
3636 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3638 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3639 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3640 element != EL_DX_SUPABOMB)
3643 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3644 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3645 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3646 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3649 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3650 (IS_FREE(x - 1, y + 1) ||
3651 Feld[x - 1][y + 1] == EL_ACID));
3652 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3653 (IS_FREE(x + 1, y + 1) ||
3654 Feld[x + 1][y + 1] == EL_ACID));
3655 boolean can_fall_any = (can_fall_left || can_fall_right);
3656 boolean can_fall_both = (can_fall_left && can_fall_right);
3658 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3660 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3662 if (slippery_type == SLIPPERY_ONLY_LEFT)
3663 can_fall_right = FALSE;
3664 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3665 can_fall_left = FALSE;
3666 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3667 can_fall_right = FALSE;
3668 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3669 can_fall_left = FALSE;
3671 can_fall_any = (can_fall_left || can_fall_right);
3672 can_fall_both = (can_fall_left && can_fall_right);
3677 if (can_fall_both &&
3678 (game.emulation != EMU_BOULDERDASH &&
3679 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3680 can_fall_left = !(can_fall_right = RND(2));
3682 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3683 started_moving = TRUE;
3686 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3688 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3689 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3690 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3691 int belt_dir = game.belt_dir[belt_nr];
3693 if ((belt_dir == MV_LEFT && left_is_free) ||
3694 (belt_dir == MV_RIGHT && right_is_free))
3696 InitMovingField(x, y, belt_dir);
3697 started_moving = TRUE;
3699 GfxAction[x][y] = ACTION_DEFAULT;
3704 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3705 if (CAN_MOVE(element) && !started_moving)
3709 if ((element == EL_SATELLITE ||
3710 element == EL_BALLOON ||
3711 element == EL_SPRING)
3712 && JustBeingPushed(x, y))
3717 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3718 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3720 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3722 Moving2Blocked(x, y, &newx, &newy);
3723 if (Feld[newx][newy] == EL_BLOCKED)
3724 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3729 if (!MovDelay[x][y]) /* start new movement phase */
3731 /* all objects that can change their move direction after each step
3732 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3734 if (element != EL_YAMYAM &&
3735 element != EL_DARK_YAMYAM &&
3736 element != EL_PACMAN &&
3737 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3738 element_info[element].move_pattern != MV_TURNING_LEFT &&
3739 element_info[element].move_pattern != MV_TURNING_RIGHT)
3743 if (MovDelay[x][y] && (element == EL_BUG ||
3744 element == EL_SPACESHIP ||
3745 element == EL_SP_SNIKSNAK ||
3746 element == EL_SP_ELECTRON ||
3747 element == EL_MOLE))
3748 DrawLevelField(x, y);
3752 if (MovDelay[x][y]) /* wait some time before next movement */
3757 if (element == EL_YAMYAM)
3760 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3761 DrawLevelElementAnimation(x, y, element);
3765 if (MovDelay[x][y]) /* element still has to wait some time */
3768 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3769 ResetGfxAnimation(x, y);
3771 GfxAction[x][y] = ACTION_WAITING;
3774 if (element == EL_ROBOT ||
3776 element == EL_PACMAN ||
3778 element == EL_YAMYAM ||
3779 element == EL_DARK_YAMYAM)
3782 DrawLevelElementAnimation(x, y, element);
3784 DrawLevelElementAnimationIfNeeded(x, y, element);
3786 PlaySoundLevelAction(x, y, ACTION_WAITING);
3788 else if (element == EL_SP_ELECTRON)
3789 DrawLevelElementAnimationIfNeeded(x, y, element);
3790 else if (element == EL_DRAGON)
3793 int dir = MovDir[x][y];
3794 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3795 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3796 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3797 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3798 dir == MV_UP ? IMG_FLAMES_1_UP :
3799 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3800 int frame = getGraphicAnimationFrame(graphic, -1);
3802 for (i=1; i<=3; i++)
3804 int xx = x + i*dx, yy = y + i*dy;
3805 int sx = SCREENX(xx), sy = SCREENY(yy);
3806 int flame_graphic = graphic + (i - 1);
3808 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3813 int flamed = MovingOrBlocked2Element(xx, yy);
3815 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3818 RemoveMovingField(xx, yy);
3820 Feld[xx][yy] = EL_FLAMES;
3821 if (IN_SCR_FIELD(sx, sy))
3822 DrawGraphic(sx, sy, flame_graphic, frame);
3826 if (Feld[xx][yy] == EL_FLAMES)
3827 Feld[xx][yy] = EL_EMPTY;
3828 DrawLevelField(xx, yy);
3833 if (MovDelay[x][y]) /* element still has to wait some time */
3835 PlaySoundLevelAction(x, y, ACTION_WAITING);
3840 GfxAction[x][y] = ACTION_MOVING;
3843 /* now make next step */
3845 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3847 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3848 !PLAYER_PROTECTED(newx, newy))
3851 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3854 /* player killed by element which is deadly when colliding with */
3856 KillHero(PLAYERINFO(newx, newy));
3861 else if ((element == EL_PENGUIN ||
3862 element == EL_ROBOT ||
3863 element == EL_SATELLITE ||
3864 element == EL_BALLOON ||
3865 IS_CUSTOM_ELEMENT(element)) &&
3866 IN_LEV_FIELD(newx, newy) &&
3867 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3870 Store[x][y] = EL_ACID;
3872 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3874 if (Feld[newx][newy] == EL_EXIT_OPEN)
3876 Feld[x][y] = EL_EMPTY;
3877 DrawLevelField(x, y);
3879 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3880 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3881 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3883 local_player->friends_still_needed--;
3884 if (!local_player->friends_still_needed &&
3885 !local_player->GameOver && AllPlayersGone)
3886 local_player->LevelSolved = local_player->GameOver = TRUE;
3890 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3892 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3893 DrawLevelField(newx, newy);
3895 MovDir[x][y] = MV_NO_MOVING;
3897 else if (!IS_FREE(newx, newy))
3899 GfxAction[x][y] = ACTION_WAITING;
3901 if (IS_PLAYER(x, y))
3902 DrawPlayerField(x, y);
3904 DrawLevelField(x, y);
3908 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3910 if (IS_FOOD_PIG(Feld[newx][newy]))
3912 if (IS_MOVING(newx, newy))
3913 RemoveMovingField(newx, newy);
3916 Feld[newx][newy] = EL_EMPTY;
3917 DrawLevelField(newx, newy);
3920 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3922 else if (!IS_FREE(newx, newy))
3924 if (IS_PLAYER(x, y))
3925 DrawPlayerField(x, y);
3927 DrawLevelField(x, y);
3931 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3933 if (!IS_FREE(newx, newy))
3935 if (IS_PLAYER(x, y))
3936 DrawPlayerField(x, y);
3938 DrawLevelField(x, y);
3943 boolean wanna_flame = !RND(10);
3944 int dx = newx - x, dy = newy - y;
3945 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3946 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3947 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3948 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3949 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3950 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3953 IS_CLASSIC_ENEMY(element1) ||
3954 IS_CLASSIC_ENEMY(element2)) &&
3955 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3956 element1 != EL_FLAMES && element2 != EL_FLAMES)
3958 if (IS_PLAYER(x, y))
3959 DrawPlayerField(x, y);
3961 DrawLevelField(x, y);
3963 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3965 MovDelay[x][y] = 50;
3966 Feld[newx][newy] = EL_FLAMES;
3967 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3968 Feld[newx1][newy1] = EL_FLAMES;
3969 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3970 Feld[newx2][newy2] = EL_FLAMES;
3975 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3976 Feld[newx][newy] == EL_DIAMOND)
3978 if (IS_MOVING(newx, newy))
3979 RemoveMovingField(newx, newy);
3982 Feld[newx][newy] = EL_EMPTY;
3983 DrawLevelField(newx, newy);
3986 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3988 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3989 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3991 if (AmoebaNr[newx][newy])
3993 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3994 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3995 Feld[newx][newy] == EL_BD_AMOEBA)
3996 AmoebaCnt[AmoebaNr[newx][newy]]--;
3999 if (IS_MOVING(newx, newy))
4000 RemoveMovingField(newx, newy);
4003 Feld[newx][newy] = EL_EMPTY;
4004 DrawLevelField(newx, newy);
4007 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4009 else if ((element == EL_PACMAN || element == EL_MOLE)
4010 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4012 if (AmoebaNr[newx][newy])
4014 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4015 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4016 Feld[newx][newy] == EL_BD_AMOEBA)
4017 AmoebaCnt[AmoebaNr[newx][newy]]--;
4020 if (element == EL_MOLE)
4022 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4023 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4025 ResetGfxAnimation(x, y);
4026 GfxAction[x][y] = ACTION_DIGGING;
4027 DrawLevelField(x, y);
4029 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4030 return; /* wait for shrinking amoeba */
4032 else /* element == EL_PACMAN */
4034 Feld[newx][newy] = EL_EMPTY;
4035 DrawLevelField(newx, newy);
4036 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4039 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4040 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4041 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4043 /* wait for shrinking amoeba to completely disappear */
4046 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4048 /* object was running against a wall */
4053 DrawLevelElementAnimation(x, y, element);
4055 if (element == EL_BUG ||
4056 element == EL_SPACESHIP ||
4057 element == EL_SP_SNIKSNAK)
4058 DrawLevelField(x, y);
4059 else if (element == EL_MOLE)
4060 DrawLevelField(x, y);
4061 else if (element == EL_BD_BUTTERFLY ||
4062 element == EL_BD_FIREFLY)
4063 DrawLevelElementAnimationIfNeeded(x, y, element);
4064 else if (element == EL_SATELLITE)
4065 DrawLevelElementAnimationIfNeeded(x, y, element);
4066 else if (element == EL_SP_ELECTRON)
4067 DrawLevelElementAnimationIfNeeded(x, y, element);
4070 if (DONT_TOUCH(element))
4071 TestIfBadThingTouchesHero(x, y);
4074 PlaySoundLevelAction(x, y, ACTION_WAITING);
4080 InitMovingField(x, y, MovDir[x][y]);
4082 PlaySoundLevelAction(x, y, ACTION_MOVING);
4086 ContinueMoving(x, y);
4089 void ContinueMoving(int x, int y)
4091 int element = Feld[x][y];
4092 int direction = MovDir[x][y];
4093 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4094 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4095 int newx = x + dx, newy = y + dy;
4096 int nextx = newx + dx, nexty = newy + dy;
4097 boolean pushed = Pushed[x][y];
4099 MovPos[x][y] += getElementMoveStepsize(x, y);
4101 if (pushed) /* special case: moving object pushed by player */
4102 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4104 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4106 Feld[x][y] = EL_EMPTY;
4107 Feld[newx][newy] = element;
4108 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4110 if (element == EL_MOLE)
4112 Feld[x][y] = EL_SAND;
4114 DrawLevelFieldCrumbledSandNeighbours(x, y);
4116 else if (element == EL_QUICKSAND_FILLING)
4118 element = Feld[newx][newy] = get_next_element(element);
4119 Store[newx][newy] = Store[x][y];
4121 else if (element == EL_QUICKSAND_EMPTYING)
4123 Feld[x][y] = get_next_element(element);
4124 element = Feld[newx][newy] = Store[x][y];
4126 else if (element == EL_MAGIC_WALL_FILLING)
4128 element = Feld[newx][newy] = get_next_element(element);
4129 if (!game.magic_wall_active)
4130 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4131 Store[newx][newy] = Store[x][y];
4133 else if (element == EL_MAGIC_WALL_EMPTYING)
4135 Feld[x][y] = get_next_element(element);
4136 if (!game.magic_wall_active)
4137 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4138 element = Feld[newx][newy] = Store[x][y];
4140 else if (element == EL_BD_MAGIC_WALL_FILLING)
4142 element = Feld[newx][newy] = get_next_element(element);
4143 if (!game.magic_wall_active)
4144 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4145 Store[newx][newy] = Store[x][y];
4147 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4149 Feld[x][y] = get_next_element(element);
4150 if (!game.magic_wall_active)
4151 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4152 element = Feld[newx][newy] = Store[x][y];
4154 else if (element == EL_AMOEBA_DROPPING)
4156 Feld[x][y] = get_next_element(element);
4157 element = Feld[newx][newy] = Store[x][y];
4159 else if (element == EL_SOKOBAN_OBJECT)
4162 Feld[x][y] = Back[x][y];
4164 if (Back[newx][newy])
4165 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4167 Back[x][y] = Back[newx][newy] = 0;
4169 else if (Store[x][y] == EL_ACID)
4171 element = Feld[newx][newy] = EL_ACID;
4175 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4176 MovDelay[newx][newy] = 0;
4178 /* copy element change control values to new field */
4179 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4181 /* copy animation control values to new field */
4182 GfxFrame[newx][newy] = GfxFrame[x][y];
4183 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4184 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4186 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4188 ResetGfxAnimation(x, y); /* reset animation values for old field */
4191 /* 2.1.1 (does not work correctly for spring) */
4192 if (!CAN_MOVE(element))
4193 MovDir[newx][newy] = 0;
4197 /* (does not work for falling objects that slide horizontally) */
4198 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4199 MovDir[newx][newy] = 0;
4202 if (!CAN_MOVE(element) ||
4203 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4204 MovDir[newx][newy] = 0;
4207 if (!CAN_MOVE(element) ||
4208 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4209 MovDir[newx][newy] = 0;
4213 DrawLevelField(x, y);
4214 DrawLevelField(newx, newy);
4216 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4218 if (!pushed) /* special case: moving object pushed by player */
4219 JustStopped[newx][newy] = 3;
4221 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4223 TestIfBadThingTouchesHero(newx, newy);
4224 TestIfBadThingTouchesFriend(newx, newy);
4225 TestIfBadThingTouchesOtherBadThing(newx, newy);
4227 else if (element == EL_PENGUIN)
4228 TestIfFriendTouchesBadThing(newx, newy);
4230 if (CAN_FALL(element) && direction == MV_DOWN &&
4231 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4234 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4235 CheckElementChange(newx, newy, element, CE_COLLISION);
4237 TestIfPlayerTouchesCustomElement(newx, newy);
4238 TestIfElementTouchesCustomElement(newx, newy);
4240 else /* still moving on */
4242 DrawLevelField(x, y);
4246 int AmoebeNachbarNr(int ax, int ay)
4249 int element = Feld[ax][ay];
4251 static int xy[4][2] =
4261 int x = ax + xy[i][0];
4262 int y = ay + xy[i][1];
4264 if (!IN_LEV_FIELD(x, y))
4267 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4268 group_nr = AmoebaNr[x][y];
4274 void AmoebenVereinigen(int ax, int ay)
4276 int i, x, y, xx, yy;
4277 int new_group_nr = AmoebaNr[ax][ay];
4278 static int xy[4][2] =
4286 if (new_group_nr == 0)
4294 if (!IN_LEV_FIELD(x, y))
4297 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4298 Feld[x][y] == EL_BD_AMOEBA ||
4299 Feld[x][y] == EL_AMOEBA_DEAD) &&
4300 AmoebaNr[x][y] != new_group_nr)
4302 int old_group_nr = AmoebaNr[x][y];
4304 if (old_group_nr == 0)
4307 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4308 AmoebaCnt[old_group_nr] = 0;
4309 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4310 AmoebaCnt2[old_group_nr] = 0;
4312 for (yy=0; yy<lev_fieldy; yy++)
4314 for (xx=0; xx<lev_fieldx; xx++)
4316 if (AmoebaNr[xx][yy] == old_group_nr)
4317 AmoebaNr[xx][yy] = new_group_nr;
4324 void AmoebeUmwandeln(int ax, int ay)
4328 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4330 int group_nr = AmoebaNr[ax][ay];
4335 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4336 printf("AmoebeUmwandeln(): This should never happen!\n");
4341 for (y=0; y<lev_fieldy; y++)
4343 for (x=0; x<lev_fieldx; x++)
4345 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4348 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4352 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4353 SND_AMOEBA_TURNING_TO_GEM :
4354 SND_AMOEBA_TURNING_TO_ROCK));
4359 static int xy[4][2] =
4372 if (!IN_LEV_FIELD(x, y))
4375 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4377 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4378 SND_AMOEBA_TURNING_TO_GEM :
4379 SND_AMOEBA_TURNING_TO_ROCK));
4386 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4389 int group_nr = AmoebaNr[ax][ay];
4390 boolean done = FALSE;
4395 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4396 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4401 for (y=0; y<lev_fieldy; y++)
4403 for (x=0; x<lev_fieldx; x++)
4405 if (AmoebaNr[x][y] == group_nr &&
4406 (Feld[x][y] == EL_AMOEBA_DEAD ||
4407 Feld[x][y] == EL_BD_AMOEBA ||
4408 Feld[x][y] == EL_AMOEBA_GROWING))
4411 Feld[x][y] = new_element;
4412 InitField(x, y, FALSE);
4413 DrawLevelField(x, y);
4420 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4421 SND_BD_AMOEBA_TURNING_TO_ROCK :
4422 SND_BD_AMOEBA_TURNING_TO_GEM));
4425 void AmoebeWaechst(int x, int y)
4427 static unsigned long sound_delay = 0;
4428 static unsigned long sound_delay_value = 0;
4430 if (!MovDelay[x][y]) /* start new growing cycle */
4434 if (DelayReached(&sound_delay, sound_delay_value))
4437 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4439 if (Store[x][y] == EL_BD_AMOEBA)
4440 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4442 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4444 sound_delay_value = 30;
4448 if (MovDelay[x][y]) /* wait some time before growing bigger */
4451 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4453 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4454 6 - MovDelay[x][y]);
4456 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4459 if (!MovDelay[x][y])
4461 Feld[x][y] = Store[x][y];
4463 DrawLevelField(x, y);
4468 void AmoebaDisappearing(int x, int y)
4470 static unsigned long sound_delay = 0;
4471 static unsigned long sound_delay_value = 0;
4473 if (!MovDelay[x][y]) /* start new shrinking cycle */
4477 if (DelayReached(&sound_delay, sound_delay_value))
4478 sound_delay_value = 30;
4481 if (MovDelay[x][y]) /* wait some time before shrinking */
4484 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4486 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4487 6 - MovDelay[x][y]);
4489 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4492 if (!MovDelay[x][y])
4494 Feld[x][y] = EL_EMPTY;
4495 DrawLevelField(x, y);
4497 /* don't let mole enter this field in this cycle;
4498 (give priority to objects falling to this field from above) */
4504 void AmoebeAbleger(int ax, int ay)
4507 int element = Feld[ax][ay];
4508 int graphic = el2img(element);
4509 int newax = ax, neway = ay;
4510 static int xy[4][2] =
4518 if (!level.amoeba_speed)
4520 Feld[ax][ay] = EL_AMOEBA_DEAD;
4521 DrawLevelField(ax, ay);
4525 if (IS_ANIMATED(graphic))
4526 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4528 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4529 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4531 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4534 if (MovDelay[ax][ay])
4538 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4541 int x = ax + xy[start][0];
4542 int y = ay + xy[start][1];
4544 if (!IN_LEV_FIELD(x, y))
4547 if (IS_FREE(x, y) ||
4548 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4554 if (newax == ax && neway == ay)
4557 else /* normal or "filled" (BD style) amoeba */
4560 boolean waiting_for_player = FALSE;
4564 int j = (start + i) % 4;
4565 int x = ax + xy[j][0];
4566 int y = ay + xy[j][1];
4568 if (!IN_LEV_FIELD(x, y))
4571 if (IS_FREE(x, y) ||
4572 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4578 else if (IS_PLAYER(x, y))
4579 waiting_for_player = TRUE;
4582 if (newax == ax && neway == ay) /* amoeba cannot grow */
4584 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4586 Feld[ax][ay] = EL_AMOEBA_DEAD;
4587 DrawLevelField(ax, ay);
4588 AmoebaCnt[AmoebaNr[ax][ay]]--;
4590 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4592 if (element == EL_AMOEBA_FULL)
4593 AmoebeUmwandeln(ax, ay);
4594 else if (element == EL_BD_AMOEBA)
4595 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4600 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4602 /* amoeba gets larger by growing in some direction */
4604 int new_group_nr = AmoebaNr[ax][ay];
4607 if (new_group_nr == 0)
4609 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4610 printf("AmoebeAbleger(): This should never happen!\n");
4615 AmoebaNr[newax][neway] = new_group_nr;
4616 AmoebaCnt[new_group_nr]++;
4617 AmoebaCnt2[new_group_nr]++;
4619 /* if amoeba touches other amoeba(s) after growing, unify them */
4620 AmoebenVereinigen(newax, neway);
4622 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4624 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4630 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4631 (neway == lev_fieldy - 1 && newax != ax))
4633 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4634 Store[newax][neway] = element;
4636 else if (neway == ay)
4638 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4640 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4642 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4647 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4648 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4649 Store[ax][ay] = EL_AMOEBA_DROP;
4650 ContinueMoving(ax, ay);
4654 DrawLevelField(newax, neway);
4657 void Life(int ax, int ay)
4660 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4662 int element = Feld[ax][ay];
4663 int graphic = el2img(element);
4664 boolean changed = FALSE;
4666 if (IS_ANIMATED(graphic))
4667 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4672 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4673 MovDelay[ax][ay] = life_time;
4675 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4678 if (MovDelay[ax][ay])
4682 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4684 int xx = ax+x1, yy = ay+y1;
4687 if (!IN_LEV_FIELD(xx, yy))
4690 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4692 int x = xx+x2, y = yy+y2;
4694 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4697 if (((Feld[x][y] == element ||
4698 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4700 (IS_FREE(x, y) && Stop[x][y]))
4704 if (xx == ax && yy == ay) /* field in the middle */
4706 if (nachbarn < life[0] || nachbarn > life[1])
4708 Feld[xx][yy] = EL_EMPTY;
4710 DrawLevelField(xx, yy);
4711 Stop[xx][yy] = TRUE;
4715 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4716 { /* free border field */
4717 if (nachbarn >= life[2] && nachbarn <= life[3])
4719 Feld[xx][yy] = element;
4720 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4722 DrawLevelField(xx, yy);
4723 Stop[xx][yy] = TRUE;
4730 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4731 SND_GAME_OF_LIFE_GROWING);
4734 static void InitRobotWheel(int x, int y)
4736 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4739 static void RunRobotWheel(int x, int y)
4741 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4744 static void StopRobotWheel(int x, int y)
4746 if (ZX == x && ZY == y)
4750 static void InitTimegateWheel(int x, int y)
4752 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4755 static void RunTimegateWheel(int x, int y)
4757 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4760 void CheckExit(int x, int y)
4762 if (local_player->gems_still_needed > 0 ||
4763 local_player->sokobanfields_still_needed > 0 ||
4764 local_player->lights_still_needed > 0)
4766 int element = Feld[x][y];
4767 int graphic = el2img(element);
4769 if (IS_ANIMATED(graphic))
4770 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4775 Feld[x][y] = EL_EXIT_OPENING;
4777 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4780 void CheckExitSP(int x, int y)
4782 if (local_player->gems_still_needed > 0)
4784 int element = Feld[x][y];
4785 int graphic = el2img(element);
4787 if (IS_ANIMATED(graphic))
4788 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4793 Feld[x][y] = EL_SP_EXIT_OPEN;
4795 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4798 static void CloseAllOpenTimegates()
4802 for (y=0; y<lev_fieldy; y++)
4804 for (x=0; x<lev_fieldx; x++)
4806 int element = Feld[x][y];
4808 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4810 Feld[x][y] = EL_TIMEGATE_CLOSING;
4812 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4814 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4821 void EdelsteinFunkeln(int x, int y)
4823 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4826 if (Feld[x][y] == EL_BD_DIAMOND)
4829 if (MovDelay[x][y] == 0) /* next animation frame */
4830 MovDelay[x][y] = 11 * !SimpleRND(500);
4832 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4836 if (setup.direct_draw && MovDelay[x][y])
4837 SetDrawtoField(DRAW_BUFFERED);
4839 DrawLevelElementAnimation(x, y, Feld[x][y]);
4841 if (MovDelay[x][y] != 0)
4843 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4844 10 - MovDelay[x][y]);
4846 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4848 if (setup.direct_draw)
4852 dest_x = FX + SCREENX(x) * TILEX;
4853 dest_y = FY + SCREENY(y) * TILEY;
4855 BlitBitmap(drawto_field, window,
4856 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4857 SetDrawtoField(DRAW_DIRECT);
4863 void MauerWaechst(int x, int y)
4867 if (!MovDelay[x][y]) /* next animation frame */
4868 MovDelay[x][y] = 3 * delay;
4870 if (MovDelay[x][y]) /* wait some time before next frame */
4874 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4876 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4877 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4879 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4882 if (!MovDelay[x][y])
4884 if (MovDir[x][y] == MV_LEFT)
4886 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4887 DrawLevelField(x - 1, y);
4889 else if (MovDir[x][y] == MV_RIGHT)
4891 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4892 DrawLevelField(x + 1, y);
4894 else if (MovDir[x][y] == MV_UP)
4896 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4897 DrawLevelField(x, y - 1);
4901 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4902 DrawLevelField(x, y + 1);
4905 Feld[x][y] = Store[x][y];
4907 MovDir[x][y] = MV_NO_MOVING;
4908 DrawLevelField(x, y);
4913 void MauerAbleger(int ax, int ay)
4915 int element = Feld[ax][ay];
4916 int graphic = el2img(element);
4917 boolean oben_frei = FALSE, unten_frei = FALSE;
4918 boolean links_frei = FALSE, rechts_frei = FALSE;
4919 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4920 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4921 boolean new_wall = FALSE;
4923 if (IS_ANIMATED(graphic))
4924 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4926 if (!MovDelay[ax][ay]) /* start building new wall */
4927 MovDelay[ax][ay] = 6;
4929 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4932 if (MovDelay[ax][ay])
4936 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4938 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4940 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4942 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4945 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4946 element == EL_EXPANDABLE_WALL_ANY)
4950 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4951 Store[ax][ay-1] = element;
4952 MovDir[ax][ay-1] = MV_UP;
4953 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4954 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4955 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4960 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4961 Store[ax][ay+1] = element;
4962 MovDir[ax][ay+1] = MV_DOWN;
4963 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4964 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4965 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4970 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4971 element == EL_EXPANDABLE_WALL_ANY ||
4972 element == EL_EXPANDABLE_WALL)
4976 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4977 Store[ax-1][ay] = element;
4978 MovDir[ax-1][ay] = MV_LEFT;
4979 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4980 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4981 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4987 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4988 Store[ax+1][ay] = element;
4989 MovDir[ax+1][ay] = MV_RIGHT;
4990 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4991 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4992 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4997 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4998 DrawLevelField(ax, ay);
5000 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5002 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5003 unten_massiv = TRUE;
5004 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5005 links_massiv = TRUE;
5006 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5007 rechts_massiv = TRUE;
5009 if (((oben_massiv && unten_massiv) ||
5010 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5011 element == EL_EXPANDABLE_WALL) &&
5012 ((links_massiv && rechts_massiv) ||
5013 element == EL_EXPANDABLE_WALL_VERTICAL))
5014 Feld[ax][ay] = EL_WALL;
5018 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5020 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5024 void CheckForDragon(int x, int y)
5027 boolean dragon_found = FALSE;
5028 static int xy[4][2] =
5040 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5042 if (IN_LEV_FIELD(xx, yy) &&
5043 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5045 if (Feld[xx][yy] == EL_DRAGON)
5046 dragon_found = TRUE;
5059 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5061 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5063 Feld[xx][yy] = EL_EMPTY;
5064 DrawLevelField(xx, yy);
5073 static void InitBuggyBase(int x, int y)
5075 int element = Feld[x][y];
5076 int activating_delay = FRAMES_PER_SECOND / 4;
5079 (element == EL_SP_BUGGY_BASE ?
5080 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5081 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5083 element == EL_SP_BUGGY_BASE_ACTIVE ?
5084 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5087 static void WarnBuggyBase(int x, int y)
5090 static int xy[4][2] =
5100 int xx = x + xy[i][0], yy = y + xy[i][1];
5102 if (IS_PLAYER(xx, yy))
5104 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5111 static void InitTrap(int x, int y)
5113 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5116 static void ActivateTrap(int x, int y)
5118 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5121 static void ChangeActiveTrap(int x, int y)
5123 int graphic = IMG_TRAP_ACTIVE;
5125 /* if new animation frame was drawn, correct crumbled sand border */
5126 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5127 DrawLevelFieldCrumbledSand(x, y);
5130 static void ChangeElementNowExt(int x, int y, int target_element)
5132 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5139 Feld[x][y] = target_element;
5141 ResetGfxAnimation(x, y);
5142 ResetRandomAnimationValue(x, y);
5144 InitField(x, y, FALSE);
5145 if (CAN_MOVE(Feld[x][y]))
5148 DrawLevelField(x, y);
5150 if (CAN_BE_CRUMBLED(Feld[x][y]))
5151 DrawLevelFieldCrumbledSandNeighbours(x, y);
5153 TestIfBadThingTouchesHero(x, y);
5154 TestIfPlayerTouchesCustomElement(x, y);
5155 TestIfElementTouchesCustomElement(x, y);
5158 static void ChangeElementNow(int x, int y, int element)
5160 struct ElementChangeInfo *change = &element_info[element].change;
5162 /* prevent CheckTriggeredElementChange() from looping */
5163 Changing[x][y] = TRUE;
5165 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5167 Changing[x][y] = FALSE;
5169 if (change->explode)
5175 if (change->use_content)
5177 boolean complete_change = TRUE;
5178 boolean can_change[3][3];
5181 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5183 boolean half_destructible;
5184 int ex = x + xx - 1;
5185 int ey = y + yy - 1;
5188 can_change[xx][yy] = TRUE;
5190 if (ex == x && ey == y) /* do not check changing element itself */
5193 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5195 can_change[xx][yy] = FALSE; /* do not change empty borders */
5200 if (!IN_LEV_FIELD(ex, ey))
5202 can_change[xx][yy] = FALSE;
5203 complete_change = FALSE;
5210 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5211 e = MovingOrBlocked2Element(ex, ey);
5213 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5215 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5216 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5217 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5219 can_change[xx][yy] = FALSE;
5220 complete_change = FALSE;
5224 if (!change->only_complete || complete_change)
5226 if (change->only_complete && change->use_random_change &&
5227 RND(change->random) != 0)
5230 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5232 int ex = x + xx - 1;
5233 int ey = y + yy - 1;
5235 if (can_change[xx][yy] && (!change->use_random_change ||
5236 RND(change->random) == 0))
5238 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5239 RemoveMovingField(ex, ey);
5241 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5243 /* for symmetry reasons, stop newly created border elements */
5244 if (ex != x || ey != y)
5245 Stop[ex][ey] = TRUE;
5253 ChangeElementNowExt(x, y, change->target_element);
5256 static void ChangeElement(int x, int y)
5259 int element = MovingOrBlocked2Element(x, y);
5261 int element = Feld[x][y];
5263 struct ElementChangeInfo *change = &element_info[element].change;
5265 if (ChangeDelay[x][y] == 0) /* initialize element change */
5268 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5269 RND(change->delay_random * change->delay_frames)) + 1;
5271 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5273 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5275 int max_random_delay = element_info[element].change.delay_random;
5276 int delay_frames = element_info[element].change.delay_frames;
5278 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5282 ResetGfxAnimation(x, y);
5283 ResetRandomAnimationValue(x, y);
5286 if (change->pre_change_function)
5287 change->pre_change_function(x, y);
5289 if (changing_element[element].pre_change_function)
5290 changing_element[element].pre_change_function(x, y);
5294 ChangeDelay[x][y]--;
5296 if (ChangeDelay[x][y] != 0) /* continue element change */
5298 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5300 if (IS_ANIMATED(graphic))
5301 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5304 if (change->change_function)
5305 change->change_function(x, y);
5307 if (changing_element[element].change_function)
5308 changing_element[element].change_function(x, y);
5311 else /* finish element change */
5314 int next_element = changing_element[element].next_element;
5317 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5319 ChangeDelay[x][y] = 1; /* try change after next move step */
5325 ChangeElementNow(x, y, element);
5327 if (change->post_change_function)
5328 change->post_change_function(x, y);
5330 if (next_element != EL_UNDEFINED)
5331 ChangeElementNow(x, y, next_element);
5333 ChangeElementNow(x, y, element_info[element].change.target_element);
5335 if (changing_element[element].post_change_function)
5336 changing_element[element].post_change_function(x, y);
5341 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5346 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5349 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5351 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5352 element_info[i].change.trigger_element != trigger_element)
5355 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5357 if (x == lx && y == ly) /* do not change trigger element itself */
5360 if (Changing[x][y]) /* do not change just changing elements */
5363 if (Feld[x][y] == i)
5365 ChangeDelay[x][y] = 1;
5366 ChangeElement(x, y);
5374 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5376 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5379 if (Feld[x][y] == EL_BLOCKED)
5380 Blocked2Moving(x, y, &x, &y);
5382 ChangeDelay[x][y] = 1;
5383 ChangeElement(x, y);
5388 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5390 static byte stored_player_action[MAX_PLAYERS];
5391 static int num_stored_actions = 0;
5392 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5393 int left = player_action & JOY_LEFT;
5394 int right = player_action & JOY_RIGHT;
5395 int up = player_action & JOY_UP;
5396 int down = player_action & JOY_DOWN;
5397 int button1 = player_action & JOY_BUTTON_1;
5398 int button2 = player_action & JOY_BUTTON_2;
5399 int dx = (left ? -1 : right ? 1 : 0);
5400 int dy = (up ? -1 : down ? 1 : 0);
5402 stored_player_action[player->index_nr] = 0;
5403 num_stored_actions++;
5405 if (!player->active || tape.pausing)
5411 snapped = SnapField(player, dx, dy);
5415 bombed = PlaceBomb(player);
5416 moved = MoveFigure(player, dx, dy);
5419 if (tape.single_step && tape.recording && !tape.pausing)
5421 if (button1 || (bombed && !moved))
5423 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5424 SnapField(player, 0, 0); /* stop snapping */
5428 stored_player_action[player->index_nr] = player_action;
5432 /* no actions for this player (no input at player's configured device) */
5434 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5435 SnapField(player, 0, 0);
5436 CheckGravityMovement(player);
5438 if (player->MovPos == 0)
5441 printf("Trying... Player frame reset\n");
5444 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5447 if (player->MovPos == 0) /* needed for tape.playing */
5448 player->is_moving = FALSE;
5451 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5453 TapeRecordAction(stored_player_action);
5454 num_stored_actions = 0;
5460 static unsigned long action_delay = 0;
5461 unsigned long action_delay_value;
5462 int magic_wall_x = 0, magic_wall_y = 0;
5463 int i, x, y, element, graphic;
5464 byte *recorded_player_action;
5465 byte summarized_player_action = 0;
5467 if (game_status != GAME_MODE_PLAYING)
5470 action_delay_value =
5471 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5473 if (tape.playing && tape.index_search && !tape.pausing)
5474 action_delay_value = 0;
5476 /* ---------- main game synchronization point ---------- */
5478 WaitUntilDelayReached(&action_delay, action_delay_value);
5480 if (network_playing && !network_player_action_received)
5484 printf("DEBUG: try to get network player actions in time\n");
5488 #if defined(PLATFORM_UNIX)
5489 /* last chance to get network player actions without main loop delay */
5493 if (game_status != GAME_MODE_PLAYING)
5496 if (!network_player_action_received)
5500 printf("DEBUG: failed to get network player actions in time\n");
5510 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5512 for (i=0; i<MAX_PLAYERS; i++)
5514 summarized_player_action |= stored_player[i].action;
5516 if (!network_playing)
5517 stored_player[i].effective_action = stored_player[i].action;
5520 #if defined(PLATFORM_UNIX)
5521 if (network_playing)
5522 SendToServer_MovePlayer(summarized_player_action);
5525 if (!options.network && !setup.team_mode)
5526 local_player->effective_action = summarized_player_action;
5528 for (i=0; i<MAX_PLAYERS; i++)
5530 int actual_player_action = stored_player[i].effective_action;
5532 if (stored_player[i].programmed_action)
5533 actual_player_action = stored_player[i].programmed_action;
5535 if (recorded_player_action)
5536 actual_player_action = recorded_player_action[i];
5538 PlayerActions(&stored_player[i], actual_player_action);
5539 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5542 network_player_action_received = FALSE;
5544 ScrollScreen(NULL, SCROLL_GO_ON);
5550 for (i=0; i<MAX_PLAYERS; i++)
5551 stored_player[i].Frame++;
5555 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5557 for (i=0; i<MAX_PLAYERS; i++)
5559 struct PlayerInfo *player = &stored_player[i];
5563 if (player->active && player->Pushing && player->is_moving &&
5566 ContinueMoving(x, y);
5568 /* continue moving after pushing (this is actually a bug) */
5569 if (!IS_MOVING(x, y))
5578 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5581 if (JustStopped[x][y] > 0)
5582 JustStopped[x][y]--;
5587 if (IS_BLOCKED(x, y))
5591 Blocked2Moving(x, y, &oldx, &oldy);
5592 if (!IS_MOVING(oldx, oldy))
5594 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5595 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5596 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5597 printf("GameActions(): This should never happen!\n");
5603 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5605 element = Feld[x][y];
5607 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5609 graphic = el2img(element);
5615 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5617 element = graphic = 0;
5621 if (graphic_info[graphic].anim_global_sync)
5622 GfxFrame[x][y] = FrameCounter;
5624 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5625 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5626 ResetRandomAnimationValue(x, y);
5628 SetRandomAnimationValue(x, y);
5631 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5634 if (IS_INACTIVE(element))
5636 if (IS_ANIMATED(graphic))
5637 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5643 /* this may take place after moving, so 'element' may have changed */
5644 if (IS_CHANGING(x, y))
5646 ChangeElement(x, y);
5647 element = Feld[x][y];
5648 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5652 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5657 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5659 if (element == EL_MOLE)
5660 printf("::: %d, %d, %d [%d]\n",
5661 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
5665 if (element == EL_YAMYAM)
5666 printf("::: %d, %d, %d\n",
5667 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5671 if (IS_ANIMATED(graphic) &&
5675 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5678 if (element == EL_MOLE)
5679 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5683 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5684 EdelsteinFunkeln(x, y);
5686 else if ((element == EL_ACID ||
5687 element == EL_EXIT_OPEN ||
5688 element == EL_SP_EXIT_OPEN ||
5689 element == EL_SP_TERMINAL ||
5690 element == EL_SP_TERMINAL_ACTIVE ||
5691 element == EL_EXTRA_TIME ||
5692 element == EL_SHIELD_NORMAL ||
5693 element == EL_SHIELD_DEADLY) &&
5694 IS_ANIMATED(graphic))
5695 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5696 else if (IS_MOVING(x, y))
5697 ContinueMoving(x, y);
5698 else if (IS_ACTIVE_BOMB(element))
5699 CheckDynamite(x, y);
5701 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5702 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5704 else if (element == EL_AMOEBA_GROWING)
5705 AmoebeWaechst(x, y);
5706 else if (element == EL_AMOEBA_SHRINKING)
5707 AmoebaDisappearing(x, y);
5709 #if !USE_NEW_AMOEBA_CODE
5710 else if (IS_AMOEBALIVE(element))
5711 AmoebeAbleger(x, y);
5714 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5716 else if (element == EL_EXIT_CLOSED)
5718 else if (element == EL_SP_EXIT_CLOSED)
5720 else if (element == EL_EXPANDABLE_WALL_GROWING)
5722 else if (element == EL_EXPANDABLE_WALL ||
5723 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5724 element == EL_EXPANDABLE_WALL_VERTICAL ||
5725 element == EL_EXPANDABLE_WALL_ANY)
5727 else if (element == EL_FLAMES)
5728 CheckForDragon(x, y);
5730 else if (IS_AUTO_CHANGING(element))
5731 ChangeElement(x, y);
5733 else if (element == EL_EXPLOSION)
5734 ; /* drawing of correct explosion animation is handled separately */
5735 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5736 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5739 /* this may take place after moving, so 'element' may have changed */
5740 if (IS_AUTO_CHANGING(Feld[x][y]))
5741 ChangeElement(x, y);
5744 if (IS_BELT_ACTIVE(element))
5745 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5747 if (game.magic_wall_active)
5749 int jx = local_player->jx, jy = local_player->jy;
5751 /* play the element sound at the position nearest to the player */
5752 if ((element == EL_MAGIC_WALL_FULL ||
5753 element == EL_MAGIC_WALL_ACTIVE ||
5754 element == EL_MAGIC_WALL_EMPTYING ||
5755 element == EL_BD_MAGIC_WALL_FULL ||
5756 element == EL_BD_MAGIC_WALL_ACTIVE ||
5757 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5758 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5766 #if USE_NEW_AMOEBA_CODE
5767 /* new experimental amoeba growth stuff */
5769 if (!(FrameCounter % 8))
5772 static unsigned long random = 1684108901;
5774 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5777 x = (random >> 10) % lev_fieldx;
5778 y = (random >> 20) % lev_fieldy;
5780 x = RND(lev_fieldx);
5781 y = RND(lev_fieldy);
5783 element = Feld[x][y];
5785 if (!IS_PLAYER(x,y) &&
5786 (element == EL_EMPTY ||
5787 element == EL_SAND ||
5788 element == EL_QUICKSAND_EMPTY ||
5789 element == EL_ACID_SPLASH_LEFT ||
5790 element == EL_ACID_SPLASH_RIGHT))
5792 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5793 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5794 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5795 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5796 Feld[x][y] = EL_AMOEBA_DROP;
5799 random = random * 129 + 1;
5805 if (game.explosions_delayed)
5808 game.explosions_delayed = FALSE;
5810 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5812 element = Feld[x][y];
5814 if (ExplodeField[x][y])
5815 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5816 else if (element == EL_EXPLOSION)
5817 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5819 ExplodeField[x][y] = EX_NO_EXPLOSION;
5822 game.explosions_delayed = TRUE;
5825 if (game.magic_wall_active)
5827 if (!(game.magic_wall_time_left % 4))
5829 int element = Feld[magic_wall_x][magic_wall_y];
5831 if (element == EL_BD_MAGIC_WALL_FULL ||
5832 element == EL_BD_MAGIC_WALL_ACTIVE ||
5833 element == EL_BD_MAGIC_WALL_EMPTYING)
5834 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5836 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5839 if (game.magic_wall_time_left > 0)
5841 game.magic_wall_time_left--;
5842 if (!game.magic_wall_time_left)
5844 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5846 element = Feld[x][y];
5848 if (element == EL_MAGIC_WALL_ACTIVE ||
5849 element == EL_MAGIC_WALL_FULL)
5851 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5852 DrawLevelField(x, y);
5854 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5855 element == EL_BD_MAGIC_WALL_FULL)
5857 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5858 DrawLevelField(x, y);
5862 game.magic_wall_active = FALSE;
5867 if (game.light_time_left > 0)
5869 game.light_time_left--;
5871 if (game.light_time_left == 0)
5872 RedrawAllLightSwitchesAndInvisibleElements();
5875 if (game.timegate_time_left > 0)
5877 game.timegate_time_left--;
5879 if (game.timegate_time_left == 0)
5880 CloseAllOpenTimegates();
5883 for (i=0; i<MAX_PLAYERS; i++)
5885 struct PlayerInfo *player = &stored_player[i];
5887 if (SHIELD_ON(player))
5889 if (player->shield_deadly_time_left)
5890 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5891 else if (player->shield_normal_time_left)
5892 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5896 if (TimeFrames >= (1000 / GameFrameDelay))
5901 for (i=0; i<MAX_PLAYERS; i++)
5903 struct PlayerInfo *player = &stored_player[i];
5905 if (SHIELD_ON(player))
5907 player->shield_normal_time_left--;
5909 if (player->shield_deadly_time_left > 0)
5910 player->shield_deadly_time_left--;
5914 if (tape.recording || tape.playing)
5915 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5921 if (TimeLeft <= 10 && setup.time_limit)
5922 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5924 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5926 if (!TimeLeft && setup.time_limit)
5927 for (i=0; i<MAX_PLAYERS; i++)
5928 KillHero(&stored_player[i]);
5930 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5931 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5936 if (options.debug) /* calculate frames per second */
5938 static unsigned long fps_counter = 0;
5939 static int fps_frames = 0;
5940 unsigned long fps_delay_ms = Counter() - fps_counter;
5944 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5946 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5949 fps_counter = Counter();
5952 redraw_mask |= REDRAW_FPS;
5956 if (stored_player[0].jx != stored_player[0].last_jx ||
5957 stored_player[0].jy != stored_player[0].last_jy)
5958 printf("::: %d, %d, %d, %d, %d\n",
5959 stored_player[0].MovDir,
5960 stored_player[0].MovPos,
5961 stored_player[0].GfxPos,
5962 stored_player[0].Frame,
5963 stored_player[0].StepFrame);
5970 for (i=0; i<MAX_PLAYERS; i++)
5973 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5975 stored_player[i].Frame += move_frames;
5977 if (stored_player[i].MovPos != 0)
5978 stored_player[i].StepFrame += move_frames;
5983 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5985 int min_x = x, min_y = y, max_x = x, max_y = y;
5988 for (i=0; i<MAX_PLAYERS; i++)
5990 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5992 if (!stored_player[i].active || &stored_player[i] == player)
5995 min_x = MIN(min_x, jx);
5996 min_y = MIN(min_y, jy);
5997 max_x = MAX(max_x, jx);
5998 max_y = MAX(max_y, jy);
6001 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6004 static boolean AllPlayersInVisibleScreen()
6008 for (i=0; i<MAX_PLAYERS; i++)
6010 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6012 if (!stored_player[i].active)
6015 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6022 void ScrollLevel(int dx, int dy)
6024 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6027 BlitBitmap(drawto_field, drawto_field,
6028 FX + TILEX*(dx == -1) - softscroll_offset,
6029 FY + TILEY*(dy == -1) - softscroll_offset,
6030 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
6031 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
6032 FX + TILEX*(dx == 1) - softscroll_offset,
6033 FY + TILEY*(dy == 1) - softscroll_offset);
6037 x = (dx == 1 ? BX1 : BX2);
6038 for (y=BY1; y<=BY2; y++)
6039 DrawScreenField(x, y);
6044 y = (dy == 1 ? BY1 : BY2);
6045 for (x=BX1; x<=BX2; x++)
6046 DrawScreenField(x, y);
6049 redraw_mask |= REDRAW_FIELD;
6052 static void CheckGravityMovement(struct PlayerInfo *player)
6054 if (level.gravity && !player->programmed_action)
6056 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6057 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6059 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6060 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6061 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6062 int jx = player->jx, jy = player->jy;
6063 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6064 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6065 int new_jx = jx + dx, new_jy = jy + dy;
6066 boolean field_under_player_is_free =
6067 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6068 boolean player_is_moving_to_valid_field =
6069 (IN_LEV_FIELD(new_jx, new_jy) &&
6070 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6071 Feld[new_jx][new_jy] == EL_SAND));
6073 if (field_under_player_is_free &&
6074 !player_is_moving_to_valid_field &&
6075 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6076 player->programmed_action = MV_DOWN;
6082 -----------------------------------------------------------------------------
6083 dx, dy: direction (non-diagonal) to try to move the player to
6084 real_dx, real_dy: direction as read from input device (can be diagonal)
6087 boolean MoveFigureOneStep(struct PlayerInfo *player,
6088 int dx, int dy, int real_dx, int real_dy)
6090 int jx = player->jx, jy = player->jy;
6091 int new_jx = jx+dx, new_jy = jy+dy;
6095 if (!player->active || (!dx && !dy))
6096 return MF_NO_ACTION;
6098 player->MovDir = (dx < 0 ? MV_LEFT :
6101 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6103 if (!IN_LEV_FIELD(new_jx, new_jy))
6104 return MF_NO_ACTION;
6106 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6107 return MF_NO_ACTION;
6110 element = MovingOrBlocked2Element(new_jx, new_jy);
6112 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6115 if (DONT_RUN_INTO(element))
6117 if (element == EL_ACID && dx == 0 && dy == 1)
6120 Feld[jx][jy] = EL_PLAYER_1;
6121 InitMovingField(jx, jy, MV_DOWN);
6122 Store[jx][jy] = EL_ACID;
6123 ContinueMoving(jx, jy);
6127 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6132 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6133 if (can_move != MF_MOVING)
6136 StorePlayer[jx][jy] = 0;
6137 player->last_jx = jx;
6138 player->last_jy = jy;
6139 jx = player->jx = new_jx;
6140 jy = player->jy = new_jy;
6141 StorePlayer[jx][jy] = player->element_nr;
6144 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6146 ScrollFigure(player, SCROLL_INIT);
6151 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6153 int jx = player->jx, jy = player->jy;
6154 int old_jx = jx, old_jy = jy;
6155 int moved = MF_NO_ACTION;
6157 if (!player->active || (!dx && !dy))
6161 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6165 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6166 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6170 /* remove the last programmed player action */
6171 player->programmed_action = 0;
6175 /* should only happen if pre-1.2 tape recordings are played */
6176 /* this is only for backward compatibility */
6178 int original_move_delay_value = player->move_delay_value;
6181 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6185 /* scroll remaining steps with finest movement resolution */
6186 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6188 while (player->MovPos)
6190 ScrollFigure(player, SCROLL_GO_ON);
6191 ScrollScreen(NULL, SCROLL_GO_ON);
6197 player->move_delay_value = original_move_delay_value;
6200 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6202 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6203 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6207 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6208 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6214 if (moved & MF_MOVING && !ScreenMovPos &&
6215 (player == local_player || !options.network))
6217 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6218 int offset = (setup.scroll_delay ? 3 : 0);
6220 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6222 /* actual player has left the screen -- scroll in that direction */
6223 if (jx != old_jx) /* player has moved horizontally */
6224 scroll_x += (jx - old_jx);
6225 else /* player has moved vertically */
6226 scroll_y += (jy - old_jy);
6230 if (jx != old_jx) /* player has moved horizontally */
6232 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6233 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6234 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6236 /* don't scroll over playfield boundaries */
6237 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6238 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6240 /* don't scroll more than one field at a time */
6241 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6243 /* don't scroll against the player's moving direction */
6244 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6245 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6246 scroll_x = old_scroll_x;
6248 else /* player has moved vertically */
6250 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6251 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6252 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6254 /* don't scroll over playfield boundaries */
6255 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6256 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6258 /* don't scroll more than one field at a time */
6259 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6261 /* don't scroll against the player's moving direction */
6262 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6263 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6264 scroll_y = old_scroll_y;
6268 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6270 if (!options.network && !AllPlayersInVisibleScreen())
6272 scroll_x = old_scroll_x;
6273 scroll_y = old_scroll_y;
6277 ScrollScreen(player, SCROLL_INIT);
6278 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6285 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6287 if (!(moved & MF_MOVING) && !player->Pushing)
6292 player->StepFrame = 0;
6294 if (moved & MF_MOVING)
6296 if (old_jx != jx && old_jy == jy)
6297 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6298 else if (old_jx == jx && old_jy != jy)
6299 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6301 DrawLevelField(jx, jy); /* for "crumbled sand" */
6303 player->last_move_dir = player->MovDir;
6304 player->is_moving = TRUE;
6308 CheckGravityMovement(player);
6311 player->last_move_dir = MV_NO_MOVING;
6313 player->is_moving = FALSE;
6316 TestIfHeroTouchesBadThing(jx, jy);
6317 TestIfPlayerTouchesCustomElement(jx, jy);
6319 if (!player->active)
6325 void ScrollFigure(struct PlayerInfo *player, int mode)
6327 int jx = player->jx, jy = player->jy;
6328 int last_jx = player->last_jx, last_jy = player->last_jy;
6329 int move_stepsize = TILEX / player->move_delay_value;
6331 if (!player->active || !player->MovPos)
6334 if (mode == SCROLL_INIT)
6336 player->actual_frame_counter = FrameCounter;
6337 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6339 if (Feld[last_jx][last_jy] == EL_EMPTY)
6340 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6345 else if (!FrameReached(&player->actual_frame_counter, 1))
6348 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6349 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6351 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6352 Feld[last_jx][last_jy] = EL_EMPTY;
6354 /* before DrawPlayer() to draw correct player graphic for this case */
6355 if (player->MovPos == 0)
6356 CheckGravityMovement(player);
6360 if (player->MovPos == 0)
6362 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6364 /* continue with normal speed after quickly moving through gate */
6365 HALVE_PLAYER_SPEED(player);
6367 /* be able to make the next move without delay */
6368 player->move_delay = 0;
6371 player->last_jx = jx;
6372 player->last_jy = jy;
6374 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6375 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6379 if (local_player->friends_still_needed == 0 ||
6380 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6381 player->LevelSolved = player->GameOver = TRUE;
6384 if (tape.single_step && tape.recording && !tape.pausing &&
6385 !player->programmed_action)
6386 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6390 void ScrollScreen(struct PlayerInfo *player, int mode)
6392 static unsigned long screen_frame_counter = 0;
6394 if (mode == SCROLL_INIT)
6396 /* set scrolling step size according to actual player's moving speed */
6397 ScrollStepSize = TILEX / player->move_delay_value;
6399 screen_frame_counter = FrameCounter;
6400 ScreenMovDir = player->MovDir;
6401 ScreenMovPos = player->MovPos;
6402 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6405 else if (!FrameReached(&screen_frame_counter, 1))
6410 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6411 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6412 redraw_mask |= REDRAW_FIELD;
6415 ScreenMovDir = MV_NO_MOVING;
6418 void TestIfPlayerTouchesCustomElement(int x, int y)
6420 static boolean check_changing = FALSE;
6421 static int xy[4][2] =
6428 boolean center_is_player = (IS_PLAYER(x, y));
6431 /* prevent TestIfPlayerTouchesCustomElement() from looping */
6435 check_changing = TRUE;
6439 int xx = x + xy[i][0];
6440 int yy = y + xy[i][1];
6442 if (!IN_LEV_FIELD(xx, yy))
6445 if (center_is_player)
6447 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6448 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6450 else if (IS_PLAYER(xx, yy))
6452 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6453 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6459 check_changing = FALSE;
6462 void TestIfElementTouchesCustomElement(int x, int y)
6464 static boolean check_changing = FALSE;
6465 static int xy[4][2] =
6472 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6475 /* prevent TestIfElementTouchesCustomElement() from looping */
6479 check_changing = TRUE;
6483 int xx = x + xy[i][0];
6484 int yy = y + xy[i][1];
6486 if (!IN_LEV_FIELD(xx, yy))
6489 if (center_is_custom &&
6490 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6492 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6495 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6496 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6498 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6502 check_changing = FALSE;
6505 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6507 int i, kill_x = -1, kill_y = -1;
6508 static int test_xy[4][2] =
6515 static int test_dir[4] =
6525 int test_x, test_y, test_move_dir, test_element;
6527 test_x = good_x + test_xy[i][0];
6528 test_y = good_y + test_xy[i][1];
6529 if (!IN_LEV_FIELD(test_x, test_y))
6533 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6536 test_element = Feld[test_x][test_y];
6538 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6541 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6542 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6544 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6545 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6553 if (kill_x != -1 || kill_y != -1)
6555 if (IS_PLAYER(good_x, good_y))
6557 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6559 if (player->shield_deadly_time_left > 0)
6560 Bang(kill_x, kill_y);
6561 else if (!PLAYER_PROTECTED(good_x, good_y))
6565 Bang(good_x, good_y);
6569 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6571 int i, kill_x = -1, kill_y = -1;
6572 int bad_element = Feld[bad_x][bad_y];
6573 static int test_xy[4][2] =
6580 static int test_dir[4] =
6588 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6593 int test_x, test_y, test_move_dir, test_element;
6595 test_x = bad_x + test_xy[i][0];
6596 test_y = bad_y + test_xy[i][1];
6597 if (!IN_LEV_FIELD(test_x, test_y))
6601 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6603 test_element = Feld[test_x][test_y];
6605 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6606 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6608 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6609 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6611 /* good thing is player or penguin that does not move away */
6612 if (IS_PLAYER(test_x, test_y))
6614 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6616 if (bad_element == EL_ROBOT && player->is_moving)
6617 continue; /* robot does not kill player if he is moving */
6623 else if (test_element == EL_PENGUIN)
6632 if (kill_x != -1 || kill_y != -1)
6634 if (IS_PLAYER(kill_x, kill_y))
6636 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6639 int dir = player->MovDir;
6640 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6641 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6643 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6644 newx != bad_x && newy != bad_y)
6645 ; /* robot does not kill player if he is moving */
6647 printf("-> %d\n", player->MovDir);
6649 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6650 newx != bad_x && newy != bad_y)
6651 ; /* robot does not kill player if he is moving */
6656 if (player->shield_deadly_time_left > 0)
6658 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6662 Bang(kill_x, kill_y);
6666 void TestIfHeroTouchesBadThing(int x, int y)
6668 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6671 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6673 TestIfGoodThingHitsBadThing(x, y, move_dir);
6676 void TestIfBadThingTouchesHero(int x, int y)
6678 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6681 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6683 TestIfBadThingHitsGoodThing(x, y, move_dir);
6686 void TestIfFriendTouchesBadThing(int x, int y)
6688 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6691 void TestIfBadThingTouchesFriend(int x, int y)
6693 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6696 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6698 int i, kill_x = bad_x, kill_y = bad_y;
6699 static int xy[4][2] =
6711 x = bad_x + xy[i][0];
6712 y = bad_y + xy[i][1];
6713 if (!IN_LEV_FIELD(x, y))
6716 element = Feld[x][y];
6717 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6718 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6726 if (kill_x != bad_x || kill_y != bad_y)
6730 void KillHero(struct PlayerInfo *player)
6732 int jx = player->jx, jy = player->jy;
6734 if (!player->active)
6737 /* remove accessible field at the player's position */
6738 Feld[jx][jy] = EL_EMPTY;
6740 /* deactivate shield (else Bang()/Explode() would not work right) */
6741 player->shield_normal_time_left = 0;
6742 player->shield_deadly_time_left = 0;
6748 static void KillHeroUnlessProtected(int x, int y)
6750 if (!PLAYER_PROTECTED(x, y))
6751 KillHero(PLAYERINFO(x, y));
6754 void BuryHero(struct PlayerInfo *player)
6756 int jx = player->jx, jy = player->jy;
6758 if (!player->active)
6762 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6764 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6766 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6768 player->GameOver = TRUE;
6772 void RemoveHero(struct PlayerInfo *player)
6774 int jx = player->jx, jy = player->jy;
6775 int i, found = FALSE;
6777 player->present = FALSE;
6778 player->active = FALSE;
6780 if (!ExplodeField[jx][jy])
6781 StorePlayer[jx][jy] = 0;
6783 for (i=0; i<MAX_PLAYERS; i++)
6784 if (stored_player[i].active)
6788 AllPlayersGone = TRUE;
6795 =============================================================================
6796 checkDiagonalPushing()
6797 -----------------------------------------------------------------------------
6798 check if diagonal input device direction results in pushing of object
6799 (by checking if the alternative direction is walkable, diggable, ...)
6800 =============================================================================
6803 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6804 int x, int y, int real_dx, int real_dy)
6806 int jx, jy, dx, dy, xx, yy;
6808 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6811 /* diagonal direction: check alternative direction */
6816 xx = jx + (dx == 0 ? real_dx : 0);
6817 yy = jy + (dy == 0 ? real_dy : 0);
6819 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6823 =============================================================================
6825 -----------------------------------------------------------------------------
6826 x, y: field next to player (non-diagonal) to try to dig to
6827 real_dx, real_dy: direction as read from input device (can be diagonal)
6828 =============================================================================
6831 int DigField(struct PlayerInfo *player,
6832 int x, int y, int real_dx, int real_dy, int mode)
6834 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6835 int jx = player->jx, jy = player->jy;
6836 int dx = x - jx, dy = y - jy;
6837 int nextx = x + dx, nexty = y + dy;
6838 int move_direction = (dx == -1 ? MV_LEFT :
6839 dx == +1 ? MV_RIGHT :
6841 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6844 if (player->MovPos == 0)
6846 player->is_digging = FALSE;
6847 player->is_collecting = FALSE;
6850 if (player->MovPos == 0) /* last pushing move finished */
6851 player->Pushing = FALSE;
6853 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6855 player->Switching = FALSE;
6856 player->push_delay = 0;
6858 return MF_NO_ACTION;
6861 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6862 return MF_NO_ACTION;
6865 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6867 if (IS_TUBE(Feld[jx][jy]) ||
6868 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6872 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6873 int tube_leave_directions[][2] =
6875 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6876 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6877 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6878 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6879 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6880 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6881 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6882 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6883 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6884 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6885 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6886 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6889 while (tube_leave_directions[i][0] != tube_element)
6892 if (tube_leave_directions[i][0] == -1) /* should not happen */
6896 if (!(tube_leave_directions[i][1] & move_direction))
6897 return MF_NO_ACTION; /* tube has no opening in this direction */
6900 element = Feld[x][y];
6902 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6903 game.engine_version >= VERSION_IDENT(2,2,0))
6904 return MF_NO_ACTION;
6908 case EL_ROBOT_WHEEL:
6909 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6912 DrawLevelField(x, y);
6913 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6917 case EL_SP_TERMINAL:
6921 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6923 for (yy=0; yy<lev_fieldy; yy++)
6925 for (xx=0; xx<lev_fieldx; xx++)
6927 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6929 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6930 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6938 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6939 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6940 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6941 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6942 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6943 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6944 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6945 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6946 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6947 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6948 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6949 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6950 if (!player->Switching)
6952 player->Switching = TRUE;
6953 ToggleBeltSwitch(x, y);
6954 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6959 case EL_SWITCHGATE_SWITCH_UP:
6960 case EL_SWITCHGATE_SWITCH_DOWN:
6961 if (!player->Switching)
6963 player->Switching = TRUE;
6964 ToggleSwitchgateSwitch(x, y);
6965 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6970 case EL_LIGHT_SWITCH:
6971 case EL_LIGHT_SWITCH_ACTIVE:
6972 if (!player->Switching)
6974 player->Switching = TRUE;
6975 ToggleLightSwitch(x, y);
6976 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6977 SND_LIGHT_SWITCH_ACTIVATING :
6978 SND_LIGHT_SWITCH_DEACTIVATING);
6983 case EL_TIMEGATE_SWITCH:
6984 ActivateTimegateSwitch(x, y);
6985 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6990 case EL_BALLOON_SWITCH_LEFT:
6991 case EL_BALLOON_SWITCH_RIGHT:
6992 case EL_BALLOON_SWITCH_UP:
6993 case EL_BALLOON_SWITCH_DOWN:
6994 case EL_BALLOON_SWITCH_ANY:
6995 if (element == EL_BALLOON_SWITCH_ANY)
6996 game.balloon_dir = move_direction;
6998 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6999 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7000 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7001 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7003 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7008 case EL_SP_PORT_LEFT:
7009 case EL_SP_PORT_RIGHT:
7011 case EL_SP_PORT_DOWN:
7012 case EL_SP_PORT_HORIZONTAL:
7013 case EL_SP_PORT_VERTICAL:
7014 case EL_SP_PORT_ANY:
7015 case EL_SP_GRAVITY_PORT_LEFT:
7016 case EL_SP_GRAVITY_PORT_RIGHT:
7017 case EL_SP_GRAVITY_PORT_UP:
7018 case EL_SP_GRAVITY_PORT_DOWN:
7020 element != EL_SP_PORT_LEFT &&
7021 element != EL_SP_GRAVITY_PORT_LEFT &&
7022 element != EL_SP_PORT_HORIZONTAL &&
7023 element != EL_SP_PORT_ANY) ||
7025 element != EL_SP_PORT_RIGHT &&
7026 element != EL_SP_GRAVITY_PORT_RIGHT &&
7027 element != EL_SP_PORT_HORIZONTAL &&
7028 element != EL_SP_PORT_ANY) ||
7030 element != EL_SP_PORT_UP &&
7031 element != EL_SP_GRAVITY_PORT_UP &&
7032 element != EL_SP_PORT_VERTICAL &&
7033 element != EL_SP_PORT_ANY) ||
7035 element != EL_SP_PORT_DOWN &&
7036 element != EL_SP_GRAVITY_PORT_DOWN &&
7037 element != EL_SP_PORT_VERTICAL &&
7038 element != EL_SP_PORT_ANY) ||
7039 !IN_LEV_FIELD(nextx, nexty) ||
7040 !IS_FREE(nextx, nexty))
7041 return MF_NO_ACTION;
7043 /* automatically move to the next field with double speed */
7044 player->programmed_action = move_direction;
7045 DOUBLE_PLAYER_SPEED(player);
7047 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7051 case EL_TUBE_VERTICAL:
7052 case EL_TUBE_HORIZONTAL:
7053 case EL_TUBE_VERTICAL_LEFT:
7054 case EL_TUBE_VERTICAL_RIGHT:
7055 case EL_TUBE_HORIZONTAL_UP:
7056 case EL_TUBE_HORIZONTAL_DOWN:
7057 case EL_TUBE_LEFT_UP:
7058 case EL_TUBE_LEFT_DOWN:
7059 case EL_TUBE_RIGHT_UP:
7060 case EL_TUBE_RIGHT_DOWN:
7063 int tube_enter_directions[][2] =
7065 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7066 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7067 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7068 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7069 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7070 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7071 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7072 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7073 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7074 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7075 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7076 { -1, MV_NO_MOVING }
7079 while (tube_enter_directions[i][0] != element)
7082 if (tube_enter_directions[i][0] == -1) /* should not happen */
7086 if (!(tube_enter_directions[i][1] & move_direction))
7087 return MF_NO_ACTION; /* tube has no opening in this direction */
7089 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7094 Feld[x][y] = EL_LAMP_ACTIVE;
7095 local_player->lights_still_needed--;
7096 DrawLevelField(x, y);
7097 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7101 case EL_TIME_ORB_FULL:
7102 Feld[x][y] = EL_TIME_ORB_EMPTY;
7104 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7105 DrawLevelField(x, y);
7106 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7112 if (IS_WALKABLE(element))
7114 int sound_action = ACTION_WALKING;
7116 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7118 if (!player->key[element - EL_GATE_1])
7119 return MF_NO_ACTION;
7121 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7123 if (!player->key[element - EL_GATE_1_GRAY])
7124 return MF_NO_ACTION;
7126 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7128 sound_action = ACTION_PASSING; /* player is passing exit */
7130 else if (element == EL_EMPTY)
7132 sound_action = ACTION_MOVING; /* nothing to walk on */
7135 /* play sound from background or player, whatever is available */
7136 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7137 PlaySoundLevelElementAction(x, y, element, sound_action);
7139 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7143 else if (IS_PASSABLE(element))
7145 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7146 return MF_NO_ACTION;
7148 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7150 if (!player->key[element - EL_EM_GATE_1])
7151 return MF_NO_ACTION;
7153 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7155 if (!player->key[element - EL_EM_GATE_1_GRAY])
7156 return MF_NO_ACTION;
7159 /* automatically move to the next field with double speed */
7160 player->programmed_action = move_direction;
7161 DOUBLE_PLAYER_SPEED(player);
7163 PlaySoundLevelAction(x, y, ACTION_PASSING);
7167 else if (IS_DIGGABLE(element))
7171 if (mode != DF_SNAP)
7174 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7175 player->is_digging = TRUE;
7178 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7182 else if (IS_COLLECTIBLE(element))
7186 if (mode != DF_SNAP)
7188 GfxElement[x][y] = element;
7189 player->is_collecting = TRUE;
7192 if (element == EL_SPEED_PILL)
7193 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7194 else if (element == EL_EXTRA_TIME && level.time > 0)
7197 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7199 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7201 player->shield_normal_time_left += 10;
7202 if (element == EL_SHIELD_DEADLY)
7203 player->shield_deadly_time_left += 10;
7205 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7208 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7210 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7211 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7213 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7215 player->dynabomb_count++;
7216 player->dynabombs_left++;
7218 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7220 player->dynabomb_size++;
7222 else if (element == EL_DYNABOMB_INCREASE_POWER)
7224 player->dynabomb_xl = TRUE;
7226 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7227 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7229 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7230 element - EL_KEY_1 : element - EL_EM_KEY_1);
7232 player->key[key_nr] = TRUE;
7234 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7235 el2edimg(EL_KEY_1 + key_nr));
7236 redraw_mask |= REDRAW_DOOR_1;
7238 else if (element_info[element].gem_count > 0)
7240 local_player->gems_still_needed -=
7241 element_info[element].gem_count;
7242 if (local_player->gems_still_needed < 0)
7243 local_player->gems_still_needed = 0;
7245 DrawText(DX_EMERALDS, DY_EMERALDS,
7246 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7249 RaiseScoreElement(element);
7250 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7252 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7256 else if (IS_PUSHABLE(element))
7258 if (mode == DF_SNAP && element != EL_BD_ROCK)
7259 return MF_NO_ACTION;
7261 if (CAN_FALL(element) && dy)
7262 return MF_NO_ACTION;
7264 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7265 !(element == EL_SPRING && use_spring_bug))
7266 return MF_NO_ACTION;
7268 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7269 return MF_NO_ACTION;
7271 if (!player->Pushing &&
7272 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7273 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7275 player->Pushing = TRUE;
7277 if (!(IN_LEV_FIELD(nextx, nexty) &&
7278 (IS_FREE(nextx, nexty) ||
7279 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7280 IS_SB_ELEMENT(element)))))
7281 return MF_NO_ACTION;
7283 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7284 return MF_NO_ACTION;
7286 if (player->push_delay == 0) /* new pushing; restart delay */
7287 player->push_delay = FrameCounter;
7289 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7290 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7291 element != EL_SPRING && element != EL_BALLOON)
7292 return MF_NO_ACTION;
7294 if (IS_SB_ELEMENT(element))
7296 if (element == EL_SOKOBAN_FIELD_FULL)
7298 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7299 local_player->sokobanfields_still_needed++;
7302 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7304 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7305 local_player->sokobanfields_still_needed--;
7308 Feld[x][y] = EL_SOKOBAN_OBJECT;
7310 if (Back[x][y] == Back[nextx][nexty])
7311 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7312 else if (Back[x][y] != 0)
7313 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7316 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7319 if (local_player->sokobanfields_still_needed == 0 &&
7320 game.emulation == EMU_SOKOBAN)
7322 player->LevelSolved = player->GameOver = TRUE;
7323 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7327 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7329 InitMovingField(x, y, move_direction);
7331 if (mode == DF_SNAP)
7332 ContinueMoving(x, y);
7334 MovPos[x][y] = (dx != 0 ? dx : dy);
7336 Pushed[x][y] = TRUE;
7337 Pushed[nextx][nexty] = TRUE;
7339 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7340 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7342 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7343 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7349 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7350 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7353 return MF_NO_ACTION;
7356 player->push_delay = 0;
7358 if (Feld[x][y] != element) /* really digged/collected something */
7359 player->is_collecting = !player->is_digging;
7364 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7366 int jx = player->jx, jy = player->jy;
7367 int x = jx + dx, y = jy + dy;
7368 int snap_direction = (dx == -1 ? MV_LEFT :
7369 dx == +1 ? MV_RIGHT :
7371 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7373 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7376 if (!player->active || !IN_LEV_FIELD(x, y))
7384 if (player->MovPos == 0)
7385 player->Pushing = FALSE;
7387 player->snapped = FALSE;
7389 if (player->MovPos == 0)
7391 player->is_digging = FALSE;
7392 player->is_collecting = FALSE;
7398 if (player->snapped)
7401 player->MovDir = snap_direction;
7403 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7406 player->snapped = TRUE;
7407 player->is_digging = FALSE;
7408 player->is_collecting = FALSE;
7410 DrawLevelField(x, y);
7416 boolean PlaceBomb(struct PlayerInfo *player)
7418 int jx = player->jx, jy = player->jy;
7421 if (!player->active || player->MovPos)
7424 element = Feld[jx][jy];
7426 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7427 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7431 if (element != EL_EMPTY)
7435 if (element != EL_EMPTY)
7438 Store[jx][jy] = element;
7440 Back[jx][jy] = element;
7444 MovDelay[jx][jy] = 96;
7446 ResetGfxAnimation(jx, jy);
7447 ResetRandomAnimationValue(jx, jy);
7449 if (player->dynamite)
7451 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7452 EL_DYNAMITE_ACTIVE);
7455 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7457 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7460 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7462 if (game.emulation == EMU_SUPAPLEX)
7463 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7465 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7469 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7474 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7475 player->dynabombs_left--;
7477 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7478 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7480 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7486 /* ------------------------------------------------------------------------- */
7487 /* game sound playing functions */
7488 /* ------------------------------------------------------------------------- */
7490 static int *loop_sound_frame = NULL;
7491 static int *loop_sound_volume = NULL;
7493 void InitPlaySoundLevel()
7495 int num_sounds = getSoundListSize();
7497 if (loop_sound_frame != NULL)
7498 free(loop_sound_frame);
7500 if (loop_sound_volume != NULL)
7501 free(loop_sound_volume);
7503 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7504 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7507 static void PlaySoundLevel(int x, int y, int nr)
7509 int sx = SCREENX(x), sy = SCREENY(y);
7510 int volume, stereo_position;
7511 int max_distance = 8;
7512 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7514 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7515 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7518 if (!IN_LEV_FIELD(x, y) ||
7519 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7520 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7523 volume = SOUND_MAX_VOLUME;
7525 if (!IN_SCR_FIELD(sx, sy))
7527 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7528 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7530 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7533 stereo_position = (SOUND_MAX_LEFT +
7534 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7535 (SCR_FIELDX + 2 * max_distance));
7537 if (IS_LOOP_SOUND(nr))
7539 /* This assures that quieter loop sounds do not overwrite louder ones,
7540 while restarting sound volume comparison with each new game frame. */
7542 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7545 loop_sound_volume[nr] = volume;
7546 loop_sound_frame[nr] = FrameCounter;
7549 PlaySoundExt(nr, volume, stereo_position, type);
7552 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7554 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7555 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7556 y < LEVELY(BY1) ? LEVELY(BY1) :
7557 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7561 static void PlaySoundLevelAction(int x, int y, int action)
7563 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7566 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7568 int sound_effect = element_info[element].sound[action];
7570 if (sound_effect != SND_UNDEFINED)
7571 PlaySoundLevel(x, y, sound_effect);
7574 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7576 int sound_effect = element_info[Feld[x][y]].sound[action];
7578 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7579 PlaySoundLevel(x, y, sound_effect);
7582 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7584 int sound_effect = element_info[Feld[x][y]].sound[action];
7586 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7587 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7590 void RaiseScore(int value)
7592 local_player->score += value;
7593 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7596 void RaiseScoreElement(int element)
7602 case EL_EMERALD_YELLOW:
7603 case EL_EMERALD_RED:
7604 case EL_EMERALD_PURPLE:
7605 case EL_SP_INFOTRON:
7606 RaiseScore(level.score[SC_EMERALD]);
7609 RaiseScore(level.score[SC_DIAMOND]);
7612 RaiseScore(level.score[SC_CRYSTAL]);
7615 RaiseScore(level.score[SC_PEARL]);
7618 case EL_BD_BUTTERFLY:
7619 case EL_SP_ELECTRON:
7620 RaiseScore(level.score[SC_BUG]);
7624 case EL_SP_SNIKSNAK:
7625 RaiseScore(level.score[SC_SPACESHIP]);
7628 case EL_DARK_YAMYAM:
7629 RaiseScore(level.score[SC_YAMYAM]);
7632 RaiseScore(level.score[SC_ROBOT]);
7635 RaiseScore(level.score[SC_PACMAN]);
7638 RaiseScore(level.score[SC_NUT]);
7641 case EL_SP_DISK_RED:
7642 case EL_DYNABOMB_INCREASE_NUMBER:
7643 case EL_DYNABOMB_INCREASE_SIZE:
7644 case EL_DYNABOMB_INCREASE_POWER:
7645 RaiseScore(level.score[SC_DYNAMITE]);
7647 case EL_SHIELD_NORMAL:
7648 case EL_SHIELD_DEADLY:
7649 RaiseScore(level.score[SC_SHIELD]);
7652 RaiseScore(level.score[SC_TIME_BONUS]);
7658 RaiseScore(level.score[SC_KEY]);
7661 RaiseScore(element_info[element].score);
7666 void RequestQuitGame(boolean ask_if_really_quit)
7668 if (AllPlayersGone ||
7669 !ask_if_really_quit ||
7670 level_editor_test_game ||
7671 Request("Do you really want to quit the game ?",
7672 REQ_ASK | REQ_STAY_CLOSED))
7674 #if defined(PLATFORM_UNIX)
7675 if (options.network)
7676 SendToServer_StopPlaying();
7680 game_status = GAME_MODE_MAIN;
7686 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7691 /* ---------- new game button stuff ---------------------------------------- */
7693 /* graphic position values for game buttons */
7694 #define GAME_BUTTON_XSIZE 30
7695 #define GAME_BUTTON_YSIZE 30
7696 #define GAME_BUTTON_XPOS 5
7697 #define GAME_BUTTON_YPOS 215
7698 #define SOUND_BUTTON_XPOS 5
7699 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7701 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7702 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7703 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7704 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7705 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7706 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7713 } gamebutton_info[NUM_GAME_BUTTONS] =
7716 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7721 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7726 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7731 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7732 SOUND_CTRL_ID_MUSIC,
7733 "background music on/off"
7736 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7737 SOUND_CTRL_ID_LOOPS,
7738 "sound loops on/off"
7741 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7742 SOUND_CTRL_ID_SIMPLE,
7743 "normal sounds on/off"
7747 void CreateGameButtons()
7751 for (i=0; i<NUM_GAME_BUTTONS; i++)
7753 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7754 struct GadgetInfo *gi;
7757 unsigned long event_mask;
7758 int gd_xoffset, gd_yoffset;
7759 int gd_x1, gd_x2, gd_y1, gd_y2;
7762 gd_xoffset = gamebutton_info[i].x;
7763 gd_yoffset = gamebutton_info[i].y;
7764 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7765 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7767 if (id == GAME_CTRL_ID_STOP ||
7768 id == GAME_CTRL_ID_PAUSE ||
7769 id == GAME_CTRL_ID_PLAY)
7771 button_type = GD_TYPE_NORMAL_BUTTON;
7773 event_mask = GD_EVENT_RELEASED;
7774 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7775 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7779 button_type = GD_TYPE_CHECK_BUTTON;
7781 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7782 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7783 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7784 event_mask = GD_EVENT_PRESSED;
7785 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7786 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7789 gi = CreateGadget(GDI_CUSTOM_ID, id,
7790 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7791 GDI_X, DX + gd_xoffset,
7792 GDI_Y, DY + gd_yoffset,
7793 GDI_WIDTH, GAME_BUTTON_XSIZE,
7794 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7795 GDI_TYPE, button_type,
7796 GDI_STATE, GD_BUTTON_UNPRESSED,
7797 GDI_CHECKED, checked,
7798 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7799 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7800 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7801 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7802 GDI_EVENT_MASK, event_mask,
7803 GDI_CALLBACK_ACTION, HandleGameButtons,
7807 Error(ERR_EXIT, "cannot create gadget");
7809 game_gadget[id] = gi;
7813 void FreeGameButtons()
7817 for (i=0; i<NUM_GAME_BUTTONS; i++)
7818 FreeGadget(game_gadget[i]);
7821 static void MapGameButtons()
7825 for (i=0; i<NUM_GAME_BUTTONS; i++)
7826 MapGadget(game_gadget[i]);
7829 void UnmapGameButtons()
7833 for (i=0; i<NUM_GAME_BUTTONS; i++)
7834 UnmapGadget(game_gadget[i]);
7837 static void HandleGameButtons(struct GadgetInfo *gi)
7839 int id = gi->custom_id;
7841 if (game_status != GAME_MODE_PLAYING)
7846 case GAME_CTRL_ID_STOP:
7847 RequestQuitGame(TRUE);
7850 case GAME_CTRL_ID_PAUSE:
7851 if (options.network)
7853 #if defined(PLATFORM_UNIX)
7855 SendToServer_ContinuePlaying();
7857 SendToServer_PausePlaying();
7861 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7864 case GAME_CTRL_ID_PLAY:
7867 #if defined(PLATFORM_UNIX)
7868 if (options.network)
7869 SendToServer_ContinuePlaying();
7873 tape.pausing = FALSE;
7874 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7879 case SOUND_CTRL_ID_MUSIC:
7880 if (setup.sound_music)
7882 setup.sound_music = FALSE;
7885 else if (audio.music_available)
7887 setup.sound = setup.sound_music = TRUE;
7888 PlayMusic(level_nr);
7892 case SOUND_CTRL_ID_LOOPS:
7893 if (setup.sound_loops)
7894 setup.sound_loops = FALSE;
7895 else if (audio.loops_available)
7896 setup.sound = setup.sound_loops = TRUE;
7899 case SOUND_CTRL_ID_SIMPLE:
7900 if (setup.sound_simple)
7901 setup.sound_simple = FALSE;
7902 else if (audio.sound_available)
7903 setup.sound = setup.sound_simple = TRUE;