1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
94 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
95 RND(element_info[e].push_delay_random))
96 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
97 RND(element_info[e].move_delay_random))
99 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
100 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
102 (DONT_COLLIDE_WITH(e) && \
103 IS_FREE_OR_PLAYER(x, y))))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
109 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
110 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 1)
112 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
118 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
120 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 Feld[x][y] == EL_DIAMOND))
124 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
125 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
126 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
128 #define PACMAN_CAN_ENTER_FIELD(x, y) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
130 IS_AMOEBOID(Feld[x][y])))
132 #define PIG_CAN_ENTER_FIELD(x, y) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 IS_FOOD_PIG(Feld[x][y])))
136 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
138 IS_FOOD_PENGUIN(Feld[x][y]) || \
139 Feld[x][y] == EL_EXIT_OPEN || \
140 Feld[x][y] == EL_ACID))
142 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
145 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
148 /* game button identifiers */
149 #define GAME_CTRL_ID_STOP 0
150 #define GAME_CTRL_ID_PAUSE 1
151 #define GAME_CTRL_ID_PLAY 2
152 #define SOUND_CTRL_ID_MUSIC 3
153 #define SOUND_CTRL_ID_LOOPS 4
154 #define SOUND_CTRL_ID_SIMPLE 5
156 #define NUM_GAME_BUTTONS 6
159 /* forward declaration for internal use */
161 static void InitBeltMovement(void);
162 static void CloseAllOpenTimegates(void);
163 static void CheckGravityMovement(struct PlayerInfo *);
164 static void KillHeroUnlessProtected(int, int);
166 static void CheckTriggeredElementChange(int, int);
167 static void CheckPlayerElementChange(int, int, int, int);
168 static void ChangeElementDoIt(int, int, int);
170 static void PlaySoundLevel(int, int, int);
171 static void PlaySoundLevelNearest(int, int, int);
172 static void PlaySoundLevelAction(int, int, int);
173 static void PlaySoundLevelElementAction(int, int, int, int);
174 static void PlaySoundLevelActionIfLoop(int, int, int);
175 static void StopSoundLevelActionIfLoop(int, int, int);
177 static void MapGameButtons();
178 static void HandleGameButtons(struct GadgetInfo *);
180 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
183 /* ------------------------------------------------------------------------- */
184 /* definition of elements that automatically change to other elements after */
185 /* a specified time, eventually calling a function when changing */
186 /* ------------------------------------------------------------------------- */
188 /* forward declaration for changer functions */
189 static void InitBuggyBase(int x, int y);
190 static void WarnBuggyBase(int x, int y);
192 static void InitTrap(int x, int y);
193 static void ActivateTrap(int x, int y);
194 static void ChangeActiveTrap(int x, int y);
196 static void InitRobotWheel(int x, int y);
197 static void RunRobotWheel(int x, int y);
198 static void StopRobotWheel(int x, int y);
200 static void InitTimegateWheel(int x, int y);
201 static void RunTimegateWheel(int x, int y);
203 struct ChangingElementInfo
208 void (*pre_change_function)(int x, int y);
209 void (*change_function)(int x, int y);
210 void (*post_change_function)(int x, int y);
213 static struct ChangingElementInfo changing_element_list[] =
240 EL_SWITCHGATE_OPENING,
248 EL_SWITCHGATE_CLOSING,
249 EL_SWITCHGATE_CLOSED,
281 EL_ACID_SPLASH_RIGHT,
290 EL_SP_BUGGY_BASE_ACTIVATING,
297 EL_SP_BUGGY_BASE_ACTIVATING,
298 EL_SP_BUGGY_BASE_ACTIVE,
305 EL_SP_BUGGY_BASE_ACTIVE,
329 EL_ROBOT_WHEEL_ACTIVE,
337 EL_TIMEGATE_SWITCH_ACTIVE,
355 static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS];
356 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
358 #define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED)
359 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
360 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
361 IS_JUST_CHANGING(x, y))
362 #define TRIGGERS_BY_COLLECTING(e) (trigger_events[e] & CE_OTHER_COLLECTING)
365 void GetPlayerConfig()
367 if (!audio.sound_available)
370 if (!audio.loops_available)
371 setup.sound_loops = FALSE;
373 if (!audio.music_available)
374 setup.sound_music = FALSE;
376 if (!video.fullscreen_available)
377 setup.fullscreen = FALSE;
379 setup.sound_simple = setup.sound;
381 SetAudioMode(setup.sound);
385 static int getBeltNrFromBeltElement(int element)
387 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
388 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
389 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
392 static int getBeltNrFromBeltActiveElement(int element)
394 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
395 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
396 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
399 static int getBeltNrFromBeltSwitchElement(int element)
401 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
402 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
403 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
406 static int getBeltDirNrFromBeltSwitchElement(int element)
408 static int belt_base_element[4] =
410 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
411 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
412 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
413 EL_CONVEYOR_BELT_4_SWITCH_LEFT
416 int belt_nr = getBeltNrFromBeltSwitchElement(element);
417 int belt_dir_nr = element - belt_base_element[belt_nr];
419 return (belt_dir_nr % 3);
422 static int getBeltDirFromBeltSwitchElement(int element)
424 static int belt_move_dir[3] =
431 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
433 return belt_move_dir[belt_dir_nr];
436 static void InitField(int x, int y, boolean init_game)
438 int element = Feld[x][y];
445 if (stored_player[0].present)
447 Feld[x][y] = EL_SP_MURPHY_CLONE;
452 stored_player[0].use_murphy_graphic = TRUE;
455 Feld[x][y] = EL_PLAYER_1;
464 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
465 int jx = player->jx, jy = player->jy;
467 player->present = TRUE;
469 if (!options.network || player->connected)
471 player->active = TRUE;
473 /* remove potentially duplicate players */
474 if (StorePlayer[jx][jy] == Feld[x][y])
475 StorePlayer[jx][jy] = 0;
477 StorePlayer[x][y] = Feld[x][y];
481 printf("Player %d activated.\n", player->element_nr);
482 printf("[Local player is %d and currently %s.]\n",
483 local_player->element_nr,
484 local_player->active ? "active" : "not active");
488 Feld[x][y] = EL_EMPTY;
489 player->jx = player->last_jx = x;
490 player->jy = player->last_jy = y;
495 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
496 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
497 else if (x > 0 && Feld[x-1][y] == EL_ACID)
498 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
499 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
500 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
501 else if (y > 0 && Feld[x][y-1] == EL_ACID)
502 Feld[x][y] = EL_ACID_POOL_BOTTOM;
503 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
504 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
512 case EL_SPACESHIP_RIGHT:
513 case EL_SPACESHIP_UP:
514 case EL_SPACESHIP_LEFT:
515 case EL_SPACESHIP_DOWN:
517 case EL_BD_BUTTERFLY_RIGHT:
518 case EL_BD_BUTTERFLY_UP:
519 case EL_BD_BUTTERFLY_LEFT:
520 case EL_BD_BUTTERFLY_DOWN:
521 case EL_BD_BUTTERFLY:
522 case EL_BD_FIREFLY_RIGHT:
523 case EL_BD_FIREFLY_UP:
524 case EL_BD_FIREFLY_LEFT:
525 case EL_BD_FIREFLY_DOWN:
527 case EL_PACMAN_RIGHT:
551 if (y == lev_fieldy - 1)
553 Feld[x][y] = EL_AMOEBA_GROWING;
554 Store[x][y] = EL_AMOEBA_WET;
558 case EL_DYNAMITE_ACTIVE:
563 local_player->lights_still_needed++;
566 case EL_SOKOBAN_FIELD_EMPTY:
567 local_player->sokobanfields_still_needed++;
571 local_player->friends_still_needed++;
576 MovDir[x][y] = 1 << RND(4);
580 Feld[x][y] = EL_EMPTY;
583 case EL_EM_KEY_1_FILE:
584 Feld[x][y] = EL_EM_KEY_1;
586 case EL_EM_KEY_2_FILE:
587 Feld[x][y] = EL_EM_KEY_2;
589 case EL_EM_KEY_3_FILE:
590 Feld[x][y] = EL_EM_KEY_3;
592 case EL_EM_KEY_4_FILE:
593 Feld[x][y] = EL_EM_KEY_4;
596 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
597 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
598 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
599 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
600 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
601 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
602 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
603 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
604 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
605 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
606 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
607 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
610 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
611 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
612 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
614 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
616 game.belt_dir[belt_nr] = belt_dir;
617 game.belt_dir_nr[belt_nr] = belt_dir_nr;
619 else /* more than one switch -- set it like the first switch */
621 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
626 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
628 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
631 case EL_LIGHT_SWITCH_ACTIVE:
633 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
637 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
643 void DrawGameDoorValues()
647 for (i=0; i<MAX_PLAYERS; i++)
649 if (stored_player[i].key[j])
650 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
651 el2edimg(EL_KEY_1 + j));
653 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
654 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
655 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
656 int2str(local_player->dynamite, 3), FONT_TEXT_2);
657 DrawText(DX + XX_SCORE, DY + YY_SCORE,
658 int2str(local_player->score, 5), FONT_TEXT_2);
659 DrawText(DX + XX_TIME, DY + YY_TIME,
660 int2str(TimeLeft, 3), FONT_TEXT_2);
665 =============================================================================
667 -----------------------------------------------------------------------------
668 initialize game engine due to level / tape version number
669 =============================================================================
672 static void InitGameEngine()
676 /* set game engine from tape file when re-playing, else from level file */
677 game.engine_version = (tape.playing ? tape.engine_version :
680 /* dynamically adjust element properties according to game engine version */
681 InitElementPropertiesEngine(game.engine_version);
684 printf("level %d: level version == %06d\n", level_nr, level.game_version);
685 printf(" tape version == %06d [%s] [file: %06d]\n",
686 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
688 printf(" => game.engine_version == %06d\n", game.engine_version);
691 /* dynamically adjust player properties according to game engine version */
692 game.initial_move_delay =
693 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
694 INITIAL_MOVE_DELAY_OFF);
696 /* dynamically adjust player properties according to level information */
697 game.initial_move_delay_value =
698 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
700 /* initialize changing elements information */
701 for (i=0; i<MAX_NUM_ELEMENTS; i++)
703 changing_element[i].base_element = EL_UNDEFINED;
704 changing_element[i].next_element = EL_UNDEFINED;
705 changing_element[i].change_delay = -1;
706 changing_element[i].pre_change_function = NULL;
707 changing_element[i].change_function = NULL;
708 changing_element[i].post_change_function = NULL;
711 /* add changing elements from pre-defined list */
713 while (changing_element_list[i].base_element != EL_UNDEFINED)
715 struct ChangingElementInfo *ce = &changing_element_list[i];
716 int element = ce->base_element;
718 changing_element[element].base_element = ce->base_element;
719 changing_element[element].next_element = ce->next_element;
720 changing_element[element].change_delay = ce->change_delay;
721 changing_element[element].pre_change_function = ce->pre_change_function;
722 changing_element[element].change_function = ce->change_function;
723 changing_element[element].post_change_function = ce->post_change_function;
728 /* add changing elements from custom element configuration */
729 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
731 int element = EL_CUSTOM_START + i;
732 struct ElementChangeInfo *change = &element_info[element].change;
734 /* only add custom elements that change after fixed/random frame delay */
735 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
738 changing_element[element].base_element = element;
739 changing_element[element].next_element = change->successor;
740 changing_element[element].change_delay = (change->delay_fixed *
741 change->delay_frames);
744 /* initialize trigger events information */
745 for (i=0; i<MAX_NUM_ELEMENTS; i++)
746 trigger_events[i] = EP_BITMASK_DEFAULT;
748 /* add trigger events from element change event properties */
749 for (i=0; i<MAX_NUM_ELEMENTS; i++)
750 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
751 trigger_events[element_info[i].change.trigger] |=
752 element_info[i].change.events;
757 =============================================================================
759 -----------------------------------------------------------------------------
760 initialize and start new game
761 =============================================================================
766 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
767 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
768 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
775 #if USE_NEW_AMOEBA_CODE
776 printf("Using new amoeba code.\n");
778 printf("Using old amoeba code.\n");
783 /* don't play tapes over network */
784 network_playing = (options.network && !tape.playing);
786 for (i=0; i<MAX_PLAYERS; i++)
788 struct PlayerInfo *player = &stored_player[i];
790 player->index_nr = i;
791 player->element_nr = EL_PLAYER_1 + i;
793 player->present = FALSE;
794 player->active = FALSE;
797 player->effective_action = 0;
798 player->programmed_action = 0;
801 player->gems_still_needed = level.gems_needed;
802 player->sokobanfields_still_needed = 0;
803 player->lights_still_needed = 0;
804 player->friends_still_needed = 0;
807 player->key[j] = FALSE;
809 player->dynamite = 0;
810 player->dynabomb_count = 0;
811 player->dynabomb_size = 1;
812 player->dynabombs_left = 0;
813 player->dynabomb_xl = FALSE;
815 player->MovDir = MV_NO_MOVING;
817 player->Pushing = FALSE;
818 player->Switching = FALSE;
820 player->GfxDir = MV_NO_MOVING;
821 player->GfxAction = ACTION_DEFAULT;
823 player->StepFrame = 0;
825 player->use_murphy_graphic = FALSE;
826 player->use_disk_red_graphic = FALSE;
828 player->actual_frame_counter = 0;
830 player->last_move_dir = MV_NO_MOVING;
831 player->is_moving = FALSE;
833 player->is_moving = FALSE;
834 player->is_waiting = FALSE;
835 player->is_digging = FALSE;
836 player->is_collecting = FALSE;
838 player->move_delay = game.initial_move_delay;
839 player->move_delay_value = game.initial_move_delay_value;
841 player->push_delay = 0;
842 player->push_delay_value = 5;
844 player->snapped = FALSE;
846 player->last_jx = player->last_jy = 0;
847 player->jx = player->jy = 0;
849 player->shield_normal_time_left = 0;
850 player->shield_deadly_time_left = 0;
852 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
853 SnapField(player, 0, 0);
855 player->LevelSolved = FALSE;
856 player->GameOver = FALSE;
859 network_player_action_received = FALSE;
861 #if defined(PLATFORM_UNIX)
862 /* initial null action */
864 SendToServer_MovePlayer(MV_NO_MOVING);
872 TimeLeft = level.time;
874 ScreenMovDir = MV_NO_MOVING;
878 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
880 AllPlayersGone = FALSE;
882 game.yamyam_content_nr = 0;
883 game.magic_wall_active = FALSE;
884 game.magic_wall_time_left = 0;
885 game.light_time_left = 0;
886 game.timegate_time_left = 0;
887 game.switchgate_pos = 0;
888 game.balloon_dir = MV_NO_MOVING;
889 game.explosions_delayed = TRUE;
893 game.belt_dir[i] = MV_NO_MOVING;
894 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
897 for (i=0; i<MAX_NUM_AMOEBA; i++)
898 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
900 for (x=0; x<lev_fieldx; x++)
902 for (y=0; y<lev_fieldy; y++)
904 Feld[x][y] = Ur[x][y];
905 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
906 ChangeDelay[x][y] = 0;
907 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
909 JustStopped[x][y] = 0;
911 ExplodePhase[x][y] = 0;
912 ExplodeField[x][y] = EX_NO_EXPLOSION;
915 GfxAction[x][y] = ACTION_DEFAULT;
916 GfxRandom[x][y] = INIT_GFX_RANDOM();
917 GfxElement[x][y] = EL_UNDEFINED;
921 for(y=0; y<lev_fieldy; y++)
923 for(x=0; x<lev_fieldx; x++)
925 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
927 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
929 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
932 InitField(x, y, TRUE);
938 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
939 emulate_sb ? EMU_SOKOBAN :
940 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
942 /* correct non-moving belts to start moving left */
944 if (game.belt_dir[i] == MV_NO_MOVING)
945 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
947 /* check if any connected player was not found in playfield */
948 for (i=0; i<MAX_PLAYERS; i++)
950 struct PlayerInfo *player = &stored_player[i];
952 if (player->connected && !player->present)
954 for (j=0; j<MAX_PLAYERS; j++)
956 struct PlayerInfo *some_player = &stored_player[j];
957 int jx = some_player->jx, jy = some_player->jy;
959 /* assign first free player found that is present in the playfield */
960 if (some_player->present && !some_player->connected)
962 player->present = TRUE;
963 player->active = TRUE;
964 some_player->present = FALSE;
966 StorePlayer[jx][jy] = player->element_nr;
967 player->jx = player->last_jx = jx;
968 player->jy = player->last_jy = jy;
978 /* when playing a tape, eliminate all players who do not participate */
980 for (i=0; i<MAX_PLAYERS; i++)
982 if (stored_player[i].active && !tape.player_participates[i])
984 struct PlayerInfo *player = &stored_player[i];
985 int jx = player->jx, jy = player->jy;
987 player->active = FALSE;
988 StorePlayer[jx][jy] = 0;
989 Feld[jx][jy] = EL_EMPTY;
993 else if (!options.network && !setup.team_mode) /* && !tape.playing */
995 /* when in single player mode, eliminate all but the first active player */
997 for (i=0; i<MAX_PLAYERS; i++)
999 if (stored_player[i].active)
1001 for (j=i+1; j<MAX_PLAYERS; j++)
1003 if (stored_player[j].active)
1005 struct PlayerInfo *player = &stored_player[j];
1006 int jx = player->jx, jy = player->jy;
1008 player->active = FALSE;
1009 StorePlayer[jx][jy] = 0;
1010 Feld[jx][jy] = EL_EMPTY;
1017 /* when recording the game, store which players take part in the game */
1020 for (i=0; i<MAX_PLAYERS; i++)
1021 if (stored_player[i].active)
1022 tape.player_participates[i] = TRUE;
1027 for (i=0; i<MAX_PLAYERS; i++)
1029 struct PlayerInfo *player = &stored_player[i];
1031 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1036 if (local_player == player)
1037 printf("Player %d is local player.\n", i+1);
1041 if (BorderElement == EL_EMPTY)
1044 SBX_Right = lev_fieldx - SCR_FIELDX;
1046 SBY_Lower = lev_fieldy - SCR_FIELDY;
1051 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1053 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1056 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1057 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1059 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1060 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1062 scroll_x = SBX_Left;
1063 scroll_y = SBY_Upper;
1064 if (local_player->jx >= SBX_Left + MIDPOSX)
1065 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1066 local_player->jx - MIDPOSX :
1068 if (local_player->jy >= SBY_Upper + MIDPOSY)
1069 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1070 local_player->jy - MIDPOSY :
1073 CloseDoor(DOOR_CLOSE_1);
1078 /* after drawing the level, correct some elements */
1079 if (game.timegate_time_left == 0)
1080 CloseAllOpenTimegates();
1082 if (setup.soft_scrolling)
1083 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1085 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1088 /* copy default game door content to main double buffer */
1089 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1090 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1093 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1096 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1097 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1098 BlitBitmap(drawto, drawto,
1099 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1100 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1101 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1102 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1105 DrawGameDoorValues();
1109 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1110 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1111 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1115 /* copy actual game door content to door double buffer for OpenDoor() */
1116 BlitBitmap(drawto, bitmap_db_door,
1117 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1119 OpenDoor(DOOR_OPEN_ALL);
1121 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1122 if (setup.sound_music)
1123 PlayMusic(level_nr);
1125 KeyboardAutoRepeatOffUnlessAutoplay();
1130 printf("Player %d %sactive.\n",
1131 i + 1, (stored_player[i].active ? "" : "not "));
1135 void InitMovDir(int x, int y)
1137 int i, element = Feld[x][y];
1138 static int xy[4][2] =
1145 static int direction[3][4] =
1147 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1148 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1149 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1158 Feld[x][y] = EL_BUG;
1159 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1162 case EL_SPACESHIP_RIGHT:
1163 case EL_SPACESHIP_UP:
1164 case EL_SPACESHIP_LEFT:
1165 case EL_SPACESHIP_DOWN:
1166 Feld[x][y] = EL_SPACESHIP;
1167 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1170 case EL_BD_BUTTERFLY_RIGHT:
1171 case EL_BD_BUTTERFLY_UP:
1172 case EL_BD_BUTTERFLY_LEFT:
1173 case EL_BD_BUTTERFLY_DOWN:
1174 Feld[x][y] = EL_BD_BUTTERFLY;
1175 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1178 case EL_BD_FIREFLY_RIGHT:
1179 case EL_BD_FIREFLY_UP:
1180 case EL_BD_FIREFLY_LEFT:
1181 case EL_BD_FIREFLY_DOWN:
1182 Feld[x][y] = EL_BD_FIREFLY;
1183 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1186 case EL_PACMAN_RIGHT:
1188 case EL_PACMAN_LEFT:
1189 case EL_PACMAN_DOWN:
1190 Feld[x][y] = EL_PACMAN;
1191 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1194 case EL_SP_SNIKSNAK:
1195 MovDir[x][y] = MV_UP;
1198 case EL_SP_ELECTRON:
1199 MovDir[x][y] = MV_LEFT;
1206 Feld[x][y] = EL_MOLE;
1207 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1211 if (IS_CUSTOM_ELEMENT(element))
1213 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1214 MovDir[x][y] = element_info[element].move_direction_initial;
1215 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
1216 MovDir[x][y] = 1 << RND(4);
1217 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1218 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1219 else if (element_info[element].move_pattern == MV_VERTICAL)
1220 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1221 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1222 MovDir[x][y] = element_info[element].move_pattern;
1223 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1224 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1228 int x1 = x + xy[i][0];
1229 int y1 = y + xy[i][1];
1231 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1233 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1234 MovDir[x][y] = direction[0][i];
1236 MovDir[x][y] = direction[1][i];
1245 MovDir[x][y] = 1 << RND(4);
1247 if (element != EL_BUG &&
1248 element != EL_SPACESHIP &&
1249 element != EL_BD_BUTTERFLY &&
1250 element != EL_BD_FIREFLY)
1255 int x1 = x + xy[i][0];
1256 int y1 = y + xy[i][1];
1258 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1260 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1262 MovDir[x][y] = direction[0][i];
1265 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1266 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1268 MovDir[x][y] = direction[1][i];
1278 void InitAmoebaNr(int x, int y)
1281 int group_nr = AmoebeNachbarNr(x, y);
1285 for (i=1; i<MAX_NUM_AMOEBA; i++)
1287 if (AmoebaCnt[i] == 0)
1295 AmoebaNr[x][y] = group_nr;
1296 AmoebaCnt[group_nr]++;
1297 AmoebaCnt2[group_nr]++;
1303 boolean raise_level = FALSE;
1305 if (local_player->MovPos)
1308 if (tape.playing && tape.auto_play)
1309 tape.auto_play_level_solved = TRUE;
1311 local_player->LevelSolved = FALSE;
1313 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1317 if (!tape.playing && setup.sound_loops)
1318 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1319 SND_CTRL_PLAY_LOOP);
1321 while (TimeLeft > 0)
1323 if (!tape.playing && !setup.sound_loops)
1324 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1325 if (TimeLeft > 0 && !(TimeLeft % 10))
1326 RaiseScore(level.score[SC_TIME_BONUS]);
1327 if (TimeLeft > 100 && !(TimeLeft % 10))
1331 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1338 if (!tape.playing && setup.sound_loops)
1339 StopSound(SND_GAME_LEVELTIME_BONUS);
1341 else if (level.time == 0) /* level without time limit */
1343 if (!tape.playing && setup.sound_loops)
1344 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1345 SND_CTRL_PLAY_LOOP);
1347 while (TimePlayed < 999)
1349 if (!tape.playing && !setup.sound_loops)
1350 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1351 if (TimePlayed < 999 && !(TimePlayed % 10))
1352 RaiseScore(level.score[SC_TIME_BONUS]);
1353 if (TimePlayed < 900 && !(TimePlayed % 10))
1357 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1364 if (!tape.playing && setup.sound_loops)
1365 StopSound(SND_GAME_LEVELTIME_BONUS);
1368 /* Hero disappears */
1369 DrawLevelField(ExitX, ExitY);
1375 CloseDoor(DOOR_CLOSE_1);
1380 SaveTape(tape.level_nr); /* Ask to save tape */
1383 if (level_nr == leveldir_current->handicap_level)
1385 leveldir_current->handicap_level++;
1386 SaveLevelSetup_SeriesInfo();
1389 if (level_editor_test_game)
1390 local_player->score = -1; /* no highscore when playing from editor */
1391 else if (level_nr < leveldir_current->last_level)
1392 raise_level = TRUE; /* advance to next level */
1394 if ((hi_pos = NewHiScore()) >= 0)
1396 game_status = GAME_MODE_SCORES;
1397 DrawHallOfFame(hi_pos);
1406 game_status = GAME_MODE_MAIN;
1423 LoadScore(level_nr);
1425 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1426 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1429 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1431 if (local_player->score > highscore[k].Score)
1433 /* player has made it to the hall of fame */
1435 if (k < MAX_SCORE_ENTRIES - 1)
1437 int m = MAX_SCORE_ENTRIES - 1;
1440 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1441 if (!strcmp(setup.player_name, highscore[l].Name))
1443 if (m == k) /* player's new highscore overwrites his old one */
1449 strcpy(highscore[l].Name, highscore[l - 1].Name);
1450 highscore[l].Score = highscore[l - 1].Score;
1457 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1458 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1459 highscore[k].Score = local_player->score;
1465 else if (!strncmp(setup.player_name, highscore[k].Name,
1466 MAX_PLAYER_NAME_LEN))
1467 break; /* player already there with a higher score */
1473 SaveScore(level_nr);
1478 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1480 if (player->GfxAction != action || player->GfxDir != dir)
1483 printf("Player frame reset! (%d => %d, %d => %d)\n",
1484 player->GfxAction, action, player->GfxDir, dir);
1487 player->GfxAction = action;
1488 player->GfxDir = dir;
1490 player->StepFrame = 0;
1494 static void ResetRandomAnimationValue(int x, int y)
1496 GfxRandom[x][y] = INIT_GFX_RANDOM();
1499 static void ResetGfxAnimation(int x, int y)
1502 GfxAction[x][y] = ACTION_DEFAULT;
1505 void InitMovingField(int x, int y, int direction)
1507 int element = Feld[x][y];
1508 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1509 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1511 if (!JustStopped[x][y] || direction != MovDir[x][y])
1512 ResetGfxAnimation(x, y);
1514 MovDir[newx][newy] = MovDir[x][y] = direction;
1516 if (Feld[newx][newy] == EL_EMPTY)
1517 Feld[newx][newy] = EL_BLOCKED;
1519 if (direction == MV_DOWN && CAN_FALL(element))
1520 GfxAction[x][y] = ACTION_FALLING;
1522 GfxAction[x][y] = ACTION_MOVING;
1524 GfxFrame[newx][newy] = GfxFrame[x][y];
1525 GfxAction[newx][newy] = GfxAction[x][y];
1526 GfxRandom[newx][newy] = GfxRandom[x][y];
1529 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1531 int direction = MovDir[x][y];
1532 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1533 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1539 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1541 int oldx = x, oldy = y;
1542 int direction = MovDir[x][y];
1544 if (direction == MV_LEFT)
1546 else if (direction == MV_RIGHT)
1548 else if (direction == MV_UP)
1550 else if (direction == MV_DOWN)
1553 *comes_from_x = oldx;
1554 *comes_from_y = oldy;
1557 int MovingOrBlocked2Element(int x, int y)
1559 int element = Feld[x][y];
1561 if (element == EL_BLOCKED)
1565 Blocked2Moving(x, y, &oldx, &oldy);
1566 return Feld[oldx][oldy];
1572 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1574 /* like MovingOrBlocked2Element(), but if element is moving
1575 and (x,y) is the field the moving element is just leaving,
1576 return EL_BLOCKED instead of the element value */
1577 int element = Feld[x][y];
1579 if (IS_MOVING(x, y))
1581 if (element == EL_BLOCKED)
1585 Blocked2Moving(x, y, &oldx, &oldy);
1586 return Feld[oldx][oldy];
1595 static void RemoveField(int x, int y)
1597 Feld[x][y] = EL_EMPTY;
1598 GfxElement[x][y] = EL_UNDEFINED;
1602 ChangeDelay[x][y] = 0;
1605 void RemoveMovingField(int x, int y)
1607 int oldx = x, oldy = y, newx = x, newy = y;
1609 if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y))
1612 if (IS_MOVING(x, y))
1614 Moving2Blocked(x, y, &newx, &newy);
1615 if (Feld[newx][newy] != EL_BLOCKED)
1618 else if (Feld[x][y] == EL_BLOCKED)
1620 Blocked2Moving(x, y, &oldx, &oldy);
1621 if (!IS_MOVING(oldx, oldy))
1625 if (Feld[x][y] == EL_BLOCKED &&
1626 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1627 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1628 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1629 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1630 Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]);
1632 Feld[oldx][oldy] = EL_EMPTY;
1634 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1636 Feld[newx][newy] = EL_EMPTY;
1637 MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0;
1638 MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0;
1639 ChangeDelay[oldx][oldy] = ChangeDelay[newx][newy] = 0;
1640 GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT;
1642 DrawLevelField(oldx, oldy);
1643 DrawLevelField(newx, newy);
1646 void DrawDynamite(int x, int y)
1648 int sx = SCREENX(x), sy = SCREENY(y);
1649 int graphic = el2img(Feld[x][y]);
1652 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1655 if (IS_WALKABLE_INSIDE(Back[x][y]))
1659 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1660 else if (Store[x][y])
1661 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1663 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1666 if (Back[x][y] || Store[x][y])
1667 DrawGraphicThruMask(sx, sy, graphic, frame);
1669 DrawGraphic(sx, sy, graphic, frame);
1671 if (game.emulation == EMU_SUPAPLEX)
1672 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1673 else if (Store[x][y])
1674 DrawGraphicThruMask(sx, sy, graphic, frame);
1676 DrawGraphic(sx, sy, graphic, frame);
1680 void CheckDynamite(int x, int y)
1682 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1686 if (MovDelay[x][y] != 0)
1689 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1696 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1698 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1699 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1700 StopSound(SND_DYNAMITE_ACTIVE);
1702 StopSound(SND_DYNABOMB_ACTIVE);
1708 void Explode(int ex, int ey, int phase, int mode)
1712 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1713 int last_phase = num_phase * delay;
1714 int half_phase = (num_phase / 2) * delay;
1715 int first_phase_after_start = EX_PHASE_START + 1;
1717 if (game.explosions_delayed)
1719 ExplodeField[ex][ey] = mode;
1723 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1725 int center_element = Feld[ex][ey];
1727 /* remove things displayed in background while burning dynamite */
1728 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1731 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1733 /* put moving element to center field (and let it explode there) */
1734 center_element = MovingOrBlocked2Element(ex, ey);
1735 RemoveMovingField(ex, ey);
1736 Feld[ex][ey] = center_element;
1739 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1743 if (!IN_LEV_FIELD(x, y) ||
1744 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1745 (x != ex || y != ey)))
1748 element = Feld[x][y];
1750 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1752 element = MovingOrBlocked2Element(x, y);
1753 RemoveMovingField(x, y);
1757 if (IS_EXPLOSION_PROOF(element))
1760 if ((IS_INDESTRUCTIBLE(element) &&
1761 (game.engine_version < VERSION_IDENT(2,2,0) ||
1762 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1763 element == EL_FLAMES)
1767 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1769 if (IS_ACTIVE_BOMB(element))
1771 /* re-activate things under the bomb like gate or penguin */
1772 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1779 /* save walkable background elements while explosion on same tile */
1780 if (IS_INDESTRUCTIBLE(element))
1781 Back[x][y] = element;
1783 /* ignite explodable elements reached by other explosion */
1784 if (element == EL_EXPLOSION)
1785 element = Store2[x][y];
1787 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1789 switch(StorePlayer[ex][ey])
1792 Store[x][y] = EL_EMERALD_RED;
1795 Store[x][y] = EL_EMERALD;
1798 Store[x][y] = EL_EMERALD_PURPLE;
1802 Store[x][y] = EL_EMERALD_YELLOW;
1806 if (game.emulation == EMU_SUPAPLEX)
1807 Store[x][y] = EL_EMPTY;
1809 else if (center_element == EL_MOLE)
1810 Store[x][y] = EL_EMERALD_RED;
1811 else if (center_element == EL_PENGUIN)
1812 Store[x][y] = EL_EMERALD_PURPLE;
1813 else if (center_element == EL_BUG)
1814 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1815 else if (center_element == EL_BD_BUTTERFLY)
1816 Store[x][y] = EL_BD_DIAMOND;
1817 else if (center_element == EL_SP_ELECTRON)
1818 Store[x][y] = EL_SP_INFOTRON;
1819 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1820 Store[x][y] = level.amoeba_content;
1821 else if (center_element == EL_YAMYAM)
1823 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1824 else if (IS_CUSTOM_ELEMENT(center_element))
1826 element_info[center_element].content[x - ex + 1][y - ey + 1];
1827 else if (element == EL_WALL_EMERALD)
1828 Store[x][y] = EL_EMERALD;
1829 else if (element == EL_WALL_DIAMOND)
1830 Store[x][y] = EL_DIAMOND;
1831 else if (element == EL_WALL_BD_DIAMOND)
1832 Store[x][y] = EL_BD_DIAMOND;
1833 else if (element == EL_WALL_EMERALD_YELLOW)
1834 Store[x][y] = EL_EMERALD_YELLOW;
1835 else if (element == EL_WALL_EMERALD_RED)
1836 Store[x][y] = EL_EMERALD_RED;
1837 else if (element == EL_WALL_EMERALD_PURPLE)
1838 Store[x][y] = EL_EMERALD_PURPLE;
1839 else if (element == EL_WALL_PEARL)
1840 Store[x][y] = EL_PEARL;
1841 else if (element == EL_WALL_CRYSTAL)
1842 Store[x][y] = EL_CRYSTAL;
1844 Store[x][y] = EL_EMPTY;
1846 if (x != ex || y != ey ||
1847 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
1848 Store2[x][y] = element;
1850 if (AmoebaNr[x][y] &&
1851 (element == EL_AMOEBA_FULL ||
1852 element == EL_BD_AMOEBA ||
1853 element == EL_AMOEBA_GROWING))
1855 AmoebaCnt[AmoebaNr[x][y]]--;
1856 AmoebaCnt2[AmoebaNr[x][y]]--;
1859 Feld[x][y] = EL_EXPLOSION;
1861 GfxElement[x][y] = center_element;
1863 GfxElement[x][y] = EL_UNDEFINED;
1865 MovDir[x][y] = MovPos[x][y] = 0;
1867 ExplodePhase[x][y] = 1;
1871 if (center_element == EL_YAMYAM)
1872 game.yamyam_content_nr =
1873 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
1884 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
1886 if (phase == first_phase_after_start)
1888 int element = Store2[x][y];
1890 if (element == EL_BLACK_ORB)
1892 Feld[x][y] = Store2[x][y];
1897 else if (phase == half_phase)
1899 int element = Store2[x][y];
1901 if (IS_PLAYER(x, y))
1902 KillHeroUnlessProtected(x, y);
1903 else if (CAN_EXPLODE_BY_FIRE(element))
1905 Feld[x][y] = Store2[x][y];
1909 else if (element == EL_AMOEBA_TO_DIAMOND)
1910 AmoebeUmwandeln(x, y);
1913 if (phase == last_phase)
1917 element = Feld[x][y] = Store[x][y];
1918 Store[x][y] = Store2[x][y] = 0;
1919 GfxElement[x][y] = EL_UNDEFINED;
1921 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
1922 element = Feld[x][y] = Back[x][y];
1925 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
1926 InitField(x, y, FALSE);
1927 if (CAN_MOVE(element))
1929 DrawLevelField(x, y);
1931 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
1932 StorePlayer[x][y] = 0;
1934 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
1937 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
1939 int stored = Store[x][y];
1940 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
1941 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
1944 int frame = getGraphicAnimationFrame(graphic, phase - delay);
1947 DrawLevelFieldCrumbledSand(x, y);
1949 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
1951 DrawLevelElement(x, y, Back[x][y]);
1952 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
1954 else if (IS_WALKABLE_UNDER(Back[x][y]))
1956 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1957 DrawLevelElementThruMask(x, y, Back[x][y]);
1959 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
1960 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
1964 void DynaExplode(int ex, int ey)
1967 int dynabomb_size = 1;
1968 boolean dynabomb_xl = FALSE;
1969 struct PlayerInfo *player;
1970 static int xy[4][2] =
1978 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
1980 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
1981 dynabomb_size = player->dynabomb_size;
1982 dynabomb_xl = player->dynabomb_xl;
1983 player->dynabombs_left++;
1986 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
1990 for (j=1; j<=dynabomb_size; j++)
1992 int x = ex + j * xy[i % 4][0];
1993 int y = ey + j * xy[i % 4][1];
1996 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
1999 element = Feld[x][y];
2001 /* do not restart explosions of fields with active bombs */
2002 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2005 Explode(x, y, EX_PHASE_START, EX_BORDER);
2007 if (element != EL_EMPTY &&
2008 element != EL_SAND &&
2009 element != EL_EXPLOSION &&
2016 void Bang(int x, int y)
2018 int element = Feld[x][y];
2020 if (IS_PLAYER(x, y))
2022 struct PlayerInfo *player = PLAYERINFO(x, y);
2024 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2025 player->element_nr);
2029 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2031 if (game.emulation == EMU_SUPAPLEX)
2032 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2034 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2038 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2046 case EL_BD_BUTTERFLY:
2049 case EL_DARK_YAMYAM:
2053 RaiseScoreElement(element);
2054 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2056 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2057 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2058 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2059 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2060 case EL_DYNABOMB_INCREASE_NUMBER:
2061 case EL_DYNABOMB_INCREASE_SIZE:
2062 case EL_DYNABOMB_INCREASE_POWER:
2067 case EL_LAMP_ACTIVE:
2068 if (IS_PLAYER(x, y))
2069 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2071 Explode(x, y, EX_PHASE_START, EX_CENTER);
2074 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2078 CheckTriggeredElementChange(element, CE_OTHER_EXPLODING);
2081 void SplashAcid(int x, int y)
2083 int element = Feld[x][y];
2085 if (element != EL_ACID_SPLASH_LEFT &&
2086 element != EL_ACID_SPLASH_RIGHT)
2088 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2090 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2091 (!IN_LEV_FIELD(x-1, y-1) ||
2092 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2093 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2095 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2096 (!IN_LEV_FIELD(x+1, y-1) ||
2097 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2098 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2102 static void InitBeltMovement()
2104 static int belt_base_element[4] =
2106 EL_CONVEYOR_BELT_1_LEFT,
2107 EL_CONVEYOR_BELT_2_LEFT,
2108 EL_CONVEYOR_BELT_3_LEFT,
2109 EL_CONVEYOR_BELT_4_LEFT
2111 static int belt_base_active_element[4] =
2113 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2114 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2115 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2116 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2121 /* set frame order for belt animation graphic according to belt direction */
2128 int element = belt_base_active_element[belt_nr] + j;
2129 int graphic = el2img(element);
2131 if (game.belt_dir[i] == MV_LEFT)
2132 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2134 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2138 for(y=0; y<lev_fieldy; y++)
2140 for(x=0; x<lev_fieldx; x++)
2142 int element = Feld[x][y];
2146 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2148 int e_belt_nr = getBeltNrFromBeltElement(element);
2151 if (e_belt_nr == belt_nr)
2153 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2155 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2163 static void ToggleBeltSwitch(int x, int y)
2165 static int belt_base_element[4] =
2167 EL_CONVEYOR_BELT_1_LEFT,
2168 EL_CONVEYOR_BELT_2_LEFT,
2169 EL_CONVEYOR_BELT_3_LEFT,
2170 EL_CONVEYOR_BELT_4_LEFT
2172 static int belt_base_active_element[4] =
2174 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2175 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2176 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2177 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2179 static int belt_base_switch_element[4] =
2181 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2182 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2183 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2184 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2186 static int belt_move_dir[4] =
2194 int element = Feld[x][y];
2195 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2196 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2197 int belt_dir = belt_move_dir[belt_dir_nr];
2200 if (!IS_BELT_SWITCH(element))
2203 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2204 game.belt_dir[belt_nr] = belt_dir;
2206 if (belt_dir_nr == 3)
2209 /* set frame order for belt animation graphic according to belt direction */
2212 int element = belt_base_active_element[belt_nr] + i;
2213 int graphic = el2img(element);
2215 if (belt_dir == MV_LEFT)
2216 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2218 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2221 for (yy=0; yy<lev_fieldy; yy++)
2223 for (xx=0; xx<lev_fieldx; xx++)
2225 int element = Feld[xx][yy];
2227 if (IS_BELT_SWITCH(element))
2229 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2231 if (e_belt_nr == belt_nr)
2233 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2234 DrawLevelField(xx, yy);
2237 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2239 int e_belt_nr = getBeltNrFromBeltElement(element);
2241 if (e_belt_nr == belt_nr)
2243 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2245 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2246 DrawLevelField(xx, yy);
2249 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2251 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2253 if (e_belt_nr == belt_nr)
2255 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2257 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2258 DrawLevelField(xx, yy);
2265 static void ToggleSwitchgateSwitch(int x, int y)
2269 game.switchgate_pos = !game.switchgate_pos;
2271 for (yy=0; yy<lev_fieldy; yy++)
2273 for (xx=0; xx<lev_fieldx; xx++)
2275 int element = Feld[xx][yy];
2277 if (element == EL_SWITCHGATE_SWITCH_UP ||
2278 element == EL_SWITCHGATE_SWITCH_DOWN)
2280 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2281 DrawLevelField(xx, yy);
2283 else if (element == EL_SWITCHGATE_OPEN ||
2284 element == EL_SWITCHGATE_OPENING)
2286 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2288 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2290 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2293 else if (element == EL_SWITCHGATE_CLOSED ||
2294 element == EL_SWITCHGATE_CLOSING)
2296 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2298 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2300 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2307 static int getInvisibleActiveFromInvisibleElement(int element)
2309 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2310 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2311 EL_INVISIBLE_SAND_ACTIVE);
2314 static int getInvisibleFromInvisibleActiveElement(int element)
2316 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2317 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2321 static void RedrawAllLightSwitchesAndInvisibleElements()
2325 for (y=0; y<lev_fieldy; y++)
2327 for (x=0; x<lev_fieldx; x++)
2329 int element = Feld[x][y];
2331 if (element == EL_LIGHT_SWITCH &&
2332 game.light_time_left > 0)
2334 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2335 DrawLevelField(x, y);
2337 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2338 game.light_time_left == 0)
2340 Feld[x][y] = EL_LIGHT_SWITCH;
2341 DrawLevelField(x, y);
2343 else if (element == EL_INVISIBLE_STEELWALL ||
2344 element == EL_INVISIBLE_WALL ||
2345 element == EL_INVISIBLE_SAND)
2347 if (game.light_time_left > 0)
2348 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2350 DrawLevelField(x, y);
2352 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2353 element == EL_INVISIBLE_WALL_ACTIVE ||
2354 element == EL_INVISIBLE_SAND_ACTIVE)
2356 if (game.light_time_left == 0)
2357 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2359 DrawLevelField(x, y);
2365 static void ToggleLightSwitch(int x, int y)
2367 int element = Feld[x][y];
2369 game.light_time_left =
2370 (element == EL_LIGHT_SWITCH ?
2371 level.time_light * FRAMES_PER_SECOND : 0);
2373 RedrawAllLightSwitchesAndInvisibleElements();
2376 static void ActivateTimegateSwitch(int x, int y)
2380 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2382 for (yy=0; yy<lev_fieldy; yy++)
2384 for (xx=0; xx<lev_fieldx; xx++)
2386 int element = Feld[xx][yy];
2388 if (element == EL_TIMEGATE_CLOSED ||
2389 element == EL_TIMEGATE_CLOSING)
2391 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2392 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2396 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2398 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2399 DrawLevelField(xx, yy);
2406 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2409 void Impact(int x, int y)
2411 boolean lastline = (y == lev_fieldy-1);
2412 boolean object_hit = FALSE;
2413 boolean impact = (lastline || object_hit);
2414 int element = Feld[x][y];
2415 int smashed = EL_UNDEFINED;
2417 if (!lastline) /* check if element below was hit */
2419 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2422 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2423 MovDir[x][y + 1] != MV_DOWN ||
2424 MovPos[x][y + 1] <= TILEY / 2));
2426 smashed = MovingOrBlocked2Element(x, y + 1);
2428 impact = (lastline || object_hit);
2431 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2439 ResetGfxAnimation(x, y);
2440 DrawLevelField(x, y);
2443 if (impact && CAN_EXPLODE_IMPACT(element))
2448 else if (impact && element == EL_PEARL)
2450 Feld[x][y] = EL_PEARL_BREAKING;
2451 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2454 else if (impact && CAN_CHANGE(element) &&
2455 HAS_CHANGE_EVENT(element, CE_IMPACT))
2457 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2459 ChangeElementDoIt(x, y, element_info[element].change.successor);
2464 if (impact && element == EL_AMOEBA_DROP)
2466 if (object_hit && IS_PLAYER(x, y + 1))
2467 KillHeroUnlessProtected(x, y + 1);
2468 else if (object_hit && smashed == EL_PENGUIN)
2472 Feld[x][y] = EL_AMOEBA_GROWING;
2473 Store[x][y] = EL_AMOEBA_WET;
2475 ResetRandomAnimationValue(x, y);
2480 if (object_hit) /* check which object was hit */
2482 if (CAN_PASS_MAGIC_WALL(element) &&
2483 (smashed == EL_MAGIC_WALL ||
2484 smashed == EL_BD_MAGIC_WALL))
2487 int activated_magic_wall =
2488 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2489 EL_BD_MAGIC_WALL_ACTIVE);
2491 /* activate magic wall / mill */
2492 for (yy=0; yy<lev_fieldy; yy++)
2493 for (xx=0; xx<lev_fieldx; xx++)
2494 if (Feld[xx][yy] == smashed)
2495 Feld[xx][yy] = activated_magic_wall;
2497 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2498 game.magic_wall_active = TRUE;
2500 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2501 SND_MAGIC_WALL_ACTIVATING :
2502 SND_BD_MAGIC_WALL_ACTIVATING));
2505 if (IS_PLAYER(x, y + 1))
2507 if (CAN_SMASH_PLAYER(element))
2509 KillHeroUnlessProtected(x, y + 1);
2513 else if (smashed == EL_PENGUIN)
2515 if (CAN_SMASH_PLAYER(element))
2521 else if (element == EL_BD_DIAMOND)
2523 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2529 else if ((element == EL_SP_INFOTRON ||
2530 element == EL_SP_ZONK) &&
2531 (smashed == EL_SP_SNIKSNAK ||
2532 smashed == EL_SP_ELECTRON ||
2533 smashed == EL_SP_DISK_ORANGE))
2538 else if (CAN_SMASH_EVERYTHING(element))
2540 if (IS_CLASSIC_ENEMY(smashed) ||
2541 CAN_EXPLODE_SMASHED(smashed))
2546 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2548 if (smashed == EL_LAMP ||
2549 smashed == EL_LAMP_ACTIVE)
2554 else if (smashed == EL_NUT)
2556 Feld[x][y + 1] = EL_NUT_BREAKING;
2557 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2558 RaiseScoreElement(EL_NUT);
2561 else if (smashed == EL_PEARL)
2563 Feld[x][y + 1] = EL_PEARL_BREAKING;
2564 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2567 else if (smashed == EL_DIAMOND)
2569 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2570 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2573 else if (IS_BELT_SWITCH(smashed))
2575 ToggleBeltSwitch(x, y + 1);
2577 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2578 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2580 ToggleSwitchgateSwitch(x, y + 1);
2582 else if (smashed == EL_LIGHT_SWITCH ||
2583 smashed == EL_LIGHT_SWITCH_ACTIVE)
2585 ToggleLightSwitch(x, y + 1);
2587 else if (CAN_CHANGE(smashed) &&
2588 HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2590 ChangeElementDoIt(x, y + 1, element_info[smashed].change.successor);
2596 /* play sound of magic wall / mill */
2598 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2599 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2601 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2602 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2603 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2604 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2609 /* play sound of object that hits the ground */
2610 if (lastline || object_hit)
2611 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2614 void TurnRound(int x, int y)
2626 { 0, 0 }, { 0, 0 }, { 0, 0 },
2631 int left, right, back;
2635 { MV_DOWN, MV_UP, MV_RIGHT },
2636 { MV_UP, MV_DOWN, MV_LEFT },
2638 { MV_LEFT, MV_RIGHT, MV_DOWN },
2642 { MV_RIGHT, MV_LEFT, MV_UP }
2645 int element = Feld[x][y];
2646 int old_move_dir = MovDir[x][y];
2647 int left_dir = turn[old_move_dir].left;
2648 int right_dir = turn[old_move_dir].right;
2649 int back_dir = turn[old_move_dir].back;
2651 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2652 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2653 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2654 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2656 int left_x = x + left_dx, left_y = y + left_dy;
2657 int right_x = x + right_dx, right_y = y + right_dy;
2658 int move_x = x + move_dx, move_y = y + move_dy;
2662 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2664 TestIfBadThingTouchesOtherBadThing(x, y);
2666 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2667 MovDir[x][y] = right_dir;
2668 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2669 MovDir[x][y] = left_dir;
2671 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2673 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2676 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2677 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2679 TestIfBadThingTouchesOtherBadThing(x, y);
2681 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2682 MovDir[x][y] = left_dir;
2683 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2684 MovDir[x][y] = right_dir;
2686 if ((element == EL_SPACESHIP ||
2687 element == EL_SP_SNIKSNAK ||
2688 element == EL_SP_ELECTRON)
2689 && MovDir[x][y] != old_move_dir)
2691 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2694 else if (element == EL_YAMYAM)
2696 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2697 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2699 if (can_turn_left && can_turn_right)
2700 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2701 else if (can_turn_left)
2702 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2703 else if (can_turn_right)
2704 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2706 MovDir[x][y] = back_dir;
2708 MovDelay[x][y] = 16 + 16 * RND(3);
2710 else if (element == EL_DARK_YAMYAM)
2712 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2713 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2715 if (can_turn_left && can_turn_right)
2716 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2717 else if (can_turn_left)
2718 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2719 else if (can_turn_right)
2720 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2722 MovDir[x][y] = back_dir;
2724 MovDelay[x][y] = 16 + 16 * RND(3);
2726 else if (element == EL_PACMAN)
2728 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2729 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2731 if (can_turn_left && can_turn_right)
2732 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2733 else if (can_turn_left)
2734 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2735 else if (can_turn_right)
2736 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2738 MovDir[x][y] = back_dir;
2740 MovDelay[x][y] = 6 + RND(40);
2742 else if (element == EL_PIG)
2744 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2745 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2746 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2747 boolean should_turn_left, should_turn_right, should_move_on;
2749 int rnd = RND(rnd_value);
2751 should_turn_left = (can_turn_left &&
2753 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2754 y + back_dy + left_dy)));
2755 should_turn_right = (can_turn_right &&
2757 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2758 y + back_dy + right_dy)));
2759 should_move_on = (can_move_on &&
2762 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2763 y + move_dy + left_dy) ||
2764 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2765 y + move_dy + right_dy)));
2767 if (should_turn_left || should_turn_right || should_move_on)
2769 if (should_turn_left && should_turn_right && should_move_on)
2770 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2771 rnd < 2 * rnd_value / 3 ? right_dir :
2773 else if (should_turn_left && should_turn_right)
2774 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2775 else if (should_turn_left && should_move_on)
2776 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2777 else if (should_turn_right && should_move_on)
2778 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2779 else if (should_turn_left)
2780 MovDir[x][y] = left_dir;
2781 else if (should_turn_right)
2782 MovDir[x][y] = right_dir;
2783 else if (should_move_on)
2784 MovDir[x][y] = old_move_dir;
2786 else if (can_move_on && rnd > rnd_value / 8)
2787 MovDir[x][y] = old_move_dir;
2788 else if (can_turn_left && can_turn_right)
2789 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2790 else if (can_turn_left && rnd > rnd_value / 8)
2791 MovDir[x][y] = left_dir;
2792 else if (can_turn_right && rnd > rnd_value/8)
2793 MovDir[x][y] = right_dir;
2795 MovDir[x][y] = back_dir;
2797 xx = x + move_xy[MovDir[x][y]].x;
2798 yy = y + move_xy[MovDir[x][y]].y;
2800 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
2801 MovDir[x][y] = old_move_dir;
2805 else if (element == EL_DRAGON)
2807 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
2808 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
2809 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
2811 int rnd = RND(rnd_value);
2813 if (can_move_on && rnd > rnd_value / 8)
2814 MovDir[x][y] = old_move_dir;
2815 else if (can_turn_left && can_turn_right)
2816 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2817 else if (can_turn_left && rnd > rnd_value / 8)
2818 MovDir[x][y] = left_dir;
2819 else if (can_turn_right && rnd > rnd_value / 8)
2820 MovDir[x][y] = right_dir;
2822 MovDir[x][y] = back_dir;
2824 xx = x + move_xy[MovDir[x][y]].x;
2825 yy = y + move_xy[MovDir[x][y]].y;
2827 if (!IS_FREE(xx, yy))
2828 MovDir[x][y] = old_move_dir;
2832 else if (element == EL_MOLE)
2834 boolean can_move_on =
2835 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
2836 IS_AMOEBOID(Feld[move_x][move_y]) ||
2837 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
2840 boolean can_turn_left =
2841 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
2842 IS_AMOEBOID(Feld[left_x][left_y])));
2844 boolean can_turn_right =
2845 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
2846 IS_AMOEBOID(Feld[right_x][right_y])));
2848 if (can_turn_left && can_turn_right)
2849 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
2850 else if (can_turn_left)
2851 MovDir[x][y] = left_dir;
2853 MovDir[x][y] = right_dir;
2856 if (MovDir[x][y] != old_move_dir)
2859 else if (element == EL_BALLOON)
2861 MovDir[x][y] = game.balloon_dir;
2864 else if (element == EL_SPRING)
2866 if (MovDir[x][y] & MV_HORIZONTAL &&
2867 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
2868 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
2869 MovDir[x][y] = MV_NO_MOVING;
2873 else if (element == EL_ROBOT ||
2874 element == EL_SATELLITE ||
2875 element == EL_PENGUIN)
2877 int attr_x = -1, attr_y = -1;
2888 for (i=0; i<MAX_PLAYERS; i++)
2890 struct PlayerInfo *player = &stored_player[i];
2891 int jx = player->jx, jy = player->jy;
2893 if (!player->active)
2897 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
2905 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
2911 if (element == EL_PENGUIN)
2914 static int xy[4][2] =
2924 int ex = x + xy[i % 4][0];
2925 int ey = y + xy[i % 4][1];
2927 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
2936 MovDir[x][y] = MV_NO_MOVING;
2938 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
2939 else if (attr_x > x)
2940 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
2942 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
2943 else if (attr_y > y)
2944 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
2946 if (element == EL_ROBOT)
2950 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2951 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
2952 Moving2Blocked(x, y, &newx, &newy);
2954 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
2955 MovDelay[x][y] = 8 + 8 * !RND(3);
2957 MovDelay[x][y] = 16;
2959 else if (element == EL_PENGUIN)
2965 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2967 boolean first_horiz = RND(2);
2968 int new_move_dir = MovDir[x][y];
2971 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2972 Moving2Blocked(x, y, &newx, &newy);
2974 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
2978 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
2979 Moving2Blocked(x, y, &newx, &newy);
2981 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
2984 MovDir[x][y] = old_move_dir;
2988 else /* (element == EL_SATELLITE) */
2994 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
2996 boolean first_horiz = RND(2);
2997 int new_move_dir = MovDir[x][y];
3000 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3001 Moving2Blocked(x, y, &newx, &newy);
3003 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3007 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3008 Moving2Blocked(x, y, &newx, &newy);
3010 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3013 MovDir[x][y] = old_move_dir;
3018 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS)
3020 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3021 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3023 if (can_turn_left && can_turn_right)
3024 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3025 else if (can_turn_left)
3026 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3027 else if (can_turn_right)
3028 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3030 MovDir[x][y] = back_dir;
3032 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3034 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3035 element_info[element].move_pattern == MV_VERTICAL)
3037 if (element_info[element].move_pattern & old_move_dir)
3038 MovDir[x][y] = back_dir;
3039 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3040 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3041 else if (element_info[element].move_pattern == MV_VERTICAL)
3042 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3044 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3046 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3048 MovDir[x][y] = element_info[element].move_pattern;
3049 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3051 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3053 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3054 MovDir[x][y] = left_dir;
3055 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3056 MovDir[x][y] = right_dir;
3058 if (MovDir[x][y] != old_move_dir)
3059 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3061 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3063 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3064 MovDir[x][y] = right_dir;
3065 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3066 MovDir[x][y] = left_dir;
3068 if (MovDir[x][y] != old_move_dir)
3069 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3071 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3072 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3074 int attr_x = -1, attr_y = -1;
3077 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3088 for (i=0; i<MAX_PLAYERS; i++)
3090 struct PlayerInfo *player = &stored_player[i];
3091 int jx = player->jx, jy = player->jy;
3093 if (!player->active)
3097 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3105 MovDir[x][y] = MV_NO_MOVING;
3107 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3108 else if (attr_x > x)
3109 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3111 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3112 else if (attr_y > y)
3113 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3115 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3117 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3119 boolean first_horiz = RND(2);
3120 int new_move_dir = MovDir[x][y];
3123 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3124 Moving2Blocked(x, y, &newx, &newy);
3126 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3130 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3131 Moving2Blocked(x, y, &newx, &newy);
3133 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3136 MovDir[x][y] = old_move_dir;
3141 static boolean JustBeingPushed(int x, int y)
3145 for (i=0; i<MAX_PLAYERS; i++)
3147 struct PlayerInfo *player = &stored_player[i];
3149 if (player->active && player->Pushing && player->MovPos)
3151 int next_jx = player->jx + (player->jx - player->last_jx);
3152 int next_jy = player->jy + (player->jy - player->last_jy);
3154 if (x == next_jx && y == next_jy)
3162 void StartMoving(int x, int y)
3164 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3165 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3166 int element = Feld[x][y];
3171 GfxAction[x][y] = ACTION_DEFAULT;
3173 if (CAN_FALL(element) && y < lev_fieldy - 1)
3175 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3176 if (JustBeingPushed(x, y))
3179 if (element == EL_QUICKSAND_FULL)
3181 if (IS_FREE(x, y + 1))
3183 InitMovingField(x, y, MV_DOWN);
3184 started_moving = TRUE;
3186 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3187 Store[x][y] = EL_ROCK;
3189 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3191 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3194 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3196 if (!MovDelay[x][y])
3197 MovDelay[x][y] = TILEY + 1;
3206 Feld[x][y] = EL_QUICKSAND_EMPTY;
3207 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3208 Store[x][y + 1] = Store[x][y];
3211 PlaySoundLevelAction(x, y, ACTION_FILLING);
3213 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3217 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3218 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3220 InitMovingField(x, y, MV_DOWN);
3221 started_moving = TRUE;
3223 Feld[x][y] = EL_QUICKSAND_FILLING;
3224 Store[x][y] = element;
3226 PlaySoundLevelAction(x, y, ACTION_FILLING);
3228 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3231 else if (element == EL_MAGIC_WALL_FULL)
3233 if (IS_FREE(x, y + 1))
3235 InitMovingField(x, y, MV_DOWN);
3236 started_moving = TRUE;
3238 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3239 Store[x][y] = EL_CHANGED(Store[x][y]);
3241 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3243 if (!MovDelay[x][y])
3244 MovDelay[x][y] = TILEY/4 + 1;
3253 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3254 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3255 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3259 else if (element == EL_BD_MAGIC_WALL_FULL)
3261 if (IS_FREE(x, y + 1))
3263 InitMovingField(x, y, MV_DOWN);
3264 started_moving = TRUE;
3266 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3267 Store[x][y] = EL_CHANGED2(Store[x][y]);
3269 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3271 if (!MovDelay[x][y])
3272 MovDelay[x][y] = TILEY/4 + 1;
3281 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3282 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3283 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3287 else if (CAN_PASS_MAGIC_WALL(element) &&
3288 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3289 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3291 InitMovingField(x, y, MV_DOWN);
3292 started_moving = TRUE;
3295 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3296 EL_BD_MAGIC_WALL_FILLING);
3297 Store[x][y] = element;
3300 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3302 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3307 InitMovingField(x, y, MV_DOWN);
3308 started_moving = TRUE;
3310 Store[x][y] = EL_ACID;
3312 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3313 GfxAction[x][y + 1] = ACTION_ACTIVE;
3316 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3321 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3323 if (MovDir[x][y] == MV_NO_MOVING)
3325 InitMovingField(x, y, MV_DOWN);
3326 started_moving = TRUE;
3329 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3331 if (JustStopped[x][y]) /* prevent animation from being restarted */
3332 MovDir[x][y] = MV_DOWN;
3334 InitMovingField(x, y, MV_DOWN);
3335 started_moving = TRUE;
3337 else if (element == EL_AMOEBA_DROP)
3339 Feld[x][y] = EL_AMOEBA_GROWING;
3340 Store[x][y] = EL_AMOEBA_WET;
3342 /* Store[x][y + 1] must be zero, because:
3343 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3346 #if OLD_GAME_BEHAVIOUR
3347 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3349 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3350 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3351 element != EL_DX_SUPABOMB)
3354 else if ((IS_SLIPPERY(Feld[x][y + 1]) ||
3355 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3356 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3357 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3360 boolean left = (x>0 && IS_FREE(x-1, y) &&
3361 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3362 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3363 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3367 if (left && right &&
3368 (game.emulation != EMU_BOULDERDASH &&
3369 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3370 left = !(right = RND(2));
3372 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3373 started_moving = TRUE;
3376 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3378 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3379 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3380 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3381 int belt_dir = game.belt_dir[belt_nr];
3383 if ((belt_dir == MV_LEFT && left_is_free) ||
3384 (belt_dir == MV_RIGHT && right_is_free))
3386 InitMovingField(x, y, belt_dir);
3387 started_moving = TRUE;
3389 GfxAction[x][y] = ACTION_DEFAULT;
3394 /* not "else if" because of EL_SPRING */
3395 if (CAN_MOVE(element) && !started_moving)
3399 if ((element == EL_SATELLITE ||
3400 element == EL_BALLOON ||
3401 element == EL_SPRING)
3402 && JustBeingPushed(x, y))
3407 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3408 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3410 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3412 Moving2Blocked(x, y, &newx, &newy);
3413 if (Feld[newx][newy] == EL_BLOCKED)
3414 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3419 if (!MovDelay[x][y]) /* start new movement phase */
3421 /* all objects that can change their move direction after each step
3422 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3424 if (element != EL_YAMYAM &&
3425 element != EL_DARK_YAMYAM &&
3426 element != EL_PACMAN &&
3427 !(element_info[element].move_pattern & MV_ANY_DIRECTION))
3431 if (MovDelay[x][y] && (element == EL_BUG ||
3432 element == EL_SPACESHIP ||
3433 element == EL_SP_SNIKSNAK ||
3434 element == EL_SP_ELECTRON ||
3435 element == EL_MOLE))
3436 DrawLevelField(x, y);
3440 if (MovDelay[x][y]) /* wait some time before next movement */
3445 if (element == EL_YAMYAM)
3448 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3449 DrawLevelElementAnimation(x, y, element);
3453 if (MovDelay[x][y]) /* element still has to wait some time */
3456 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3457 ResetGfxAnimation(x, y);
3459 GfxAction[x][y] = ACTION_WAITING;
3462 if (element == EL_ROBOT ||
3464 element == EL_PACMAN ||
3466 element == EL_YAMYAM ||
3467 element == EL_DARK_YAMYAM)
3470 DrawLevelElementAnimation(x, y, element);
3472 DrawLevelElementAnimationIfNeeded(x, y, element);
3474 PlaySoundLevelAction(x, y, ACTION_WAITING);
3476 else if (element == EL_SP_ELECTRON)
3477 DrawLevelElementAnimationIfNeeded(x, y, element);
3478 else if (element == EL_DRAGON)
3481 int dir = MovDir[x][y];
3482 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3483 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3484 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3485 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3486 dir == MV_UP ? IMG_FLAMES_1_UP :
3487 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3488 int frame = getGraphicAnimationFrame(graphic, -1);
3490 for (i=1; i<=3; i++)
3492 int xx = x + i*dx, yy = y + i*dy;
3493 int sx = SCREENX(xx), sy = SCREENY(yy);
3494 int flame_graphic = graphic + (i - 1);
3496 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3501 int flamed = MovingOrBlocked2Element(xx, yy);
3503 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3506 RemoveMovingField(xx, yy);
3508 Feld[xx][yy] = EL_FLAMES;
3509 if (IN_SCR_FIELD(sx, sy))
3510 DrawGraphic(sx, sy, flame_graphic, frame);
3514 if (Feld[xx][yy] == EL_FLAMES)
3515 Feld[xx][yy] = EL_EMPTY;
3516 DrawLevelField(xx, yy);
3521 if (MovDelay[x][y]) /* element still has to wait some time */
3523 PlaySoundLevelAction(x, y, ACTION_WAITING);
3528 GfxAction[x][y] = ACTION_MOVING;
3531 /* now make next step */
3533 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3535 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3536 !PLAYER_PROTECTED(newx, newy))
3539 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3542 /* player killed by element which is deadly when colliding with */
3544 KillHero(PLAYERINFO(newx, newy));
3549 else if ((element == EL_PENGUIN ||
3550 element == EL_ROBOT ||
3551 element == EL_SATELLITE ||
3552 element == EL_BALLOON ||
3553 IS_CUSTOM_ELEMENT(element)) &&
3554 IN_LEV_FIELD(newx, newy) &&
3555 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3558 Store[x][y] = EL_ACID;
3560 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3562 if (Feld[newx][newy] == EL_EXIT_OPEN)
3564 Feld[x][y] = EL_EMPTY;
3565 DrawLevelField(x, y);
3567 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3568 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3569 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3571 local_player->friends_still_needed--;
3572 if (!local_player->friends_still_needed &&
3573 !local_player->GameOver && AllPlayersGone)
3574 local_player->LevelSolved = local_player->GameOver = TRUE;
3578 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3580 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3581 DrawLevelField(newx, newy);
3583 MovDir[x][y] = MV_NO_MOVING;
3585 else if (!IS_FREE(newx, newy))
3587 GfxAction[x][y] = ACTION_WAITING;
3589 if (IS_PLAYER(x, y))
3590 DrawPlayerField(x, y);
3592 DrawLevelField(x, y);
3596 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3598 if (IS_FOOD_PIG(Feld[newx][newy]))
3600 if (IS_MOVING(newx, newy))
3601 RemoveMovingField(newx, newy);
3604 Feld[newx][newy] = EL_EMPTY;
3605 DrawLevelField(newx, newy);
3608 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3610 else if (!IS_FREE(newx, newy))
3612 if (IS_PLAYER(x, y))
3613 DrawPlayerField(x, y);
3615 DrawLevelField(x, y);
3619 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3621 if (!IS_FREE(newx, newy))
3623 if (IS_PLAYER(x, y))
3624 DrawPlayerField(x, y);
3626 DrawLevelField(x, y);
3631 boolean wanna_flame = !RND(10);
3632 int dx = newx - x, dy = newy - y;
3633 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3634 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3635 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3636 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3637 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3638 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3641 IS_CLASSIC_ENEMY(element1) ||
3642 IS_CLASSIC_ENEMY(element2)) &&
3643 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3644 element1 != EL_FLAMES && element2 != EL_FLAMES)
3646 if (IS_PLAYER(x, y))
3647 DrawPlayerField(x, y);
3649 DrawLevelField(x, y);
3651 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3653 MovDelay[x][y] = 50;
3654 Feld[newx][newy] = EL_FLAMES;
3655 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3656 Feld[newx1][newy1] = EL_FLAMES;
3657 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3658 Feld[newx2][newy2] = EL_FLAMES;
3663 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3664 Feld[newx][newy] == EL_DIAMOND)
3666 if (IS_MOVING(newx, newy))
3667 RemoveMovingField(newx, newy);
3670 Feld[newx][newy] = EL_EMPTY;
3671 DrawLevelField(newx, newy);
3674 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3676 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3677 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3679 if (AmoebaNr[newx][newy])
3681 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3682 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3683 Feld[newx][newy] == EL_BD_AMOEBA)
3684 AmoebaCnt[AmoebaNr[newx][newy]]--;
3687 if (IS_MOVING(newx, newy))
3688 RemoveMovingField(newx, newy);
3691 Feld[newx][newy] = EL_EMPTY;
3692 DrawLevelField(newx, newy);
3695 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3697 else if ((element == EL_PACMAN || element == EL_MOLE)
3698 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3700 if (AmoebaNr[newx][newy])
3702 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3703 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3704 Feld[newx][newy] == EL_BD_AMOEBA)
3705 AmoebaCnt[AmoebaNr[newx][newy]]--;
3708 if (element == EL_MOLE)
3710 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3711 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3712 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3713 return; /* wait for shrinking amoeba */
3715 else /* element == EL_PACMAN */
3717 Feld[newx][newy] = EL_EMPTY;
3718 DrawLevelField(newx, newy);
3719 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3722 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3723 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3724 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3726 /* wait for shrinking amoeba to completely disappear */
3729 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3731 /* object was running against a wall */
3736 DrawLevelElementAnimation(x, y, element);
3738 if (element == EL_BUG ||
3739 element == EL_SPACESHIP ||
3740 element == EL_SP_SNIKSNAK)
3741 DrawLevelField(x, y);
3742 else if (element == EL_MOLE)
3743 DrawLevelField(x, y);
3744 else if (element == EL_BD_BUTTERFLY ||
3745 element == EL_BD_FIREFLY)
3746 DrawLevelElementAnimationIfNeeded(x, y, element);
3747 else if (element == EL_SATELLITE)
3748 DrawLevelElementAnimationIfNeeded(x, y, element);
3749 else if (element == EL_SP_ELECTRON)
3750 DrawLevelElementAnimationIfNeeded(x, y, element);
3753 if (DONT_TOUCH(element))
3754 TestIfBadThingTouchesHero(x, y);
3757 PlaySoundLevelAction(x, y, ACTION_WAITING);
3763 InitMovingField(x, y, MovDir[x][y]);
3765 PlaySoundLevelAction(x, y, ACTION_MOVING);
3769 ContinueMoving(x, y);
3772 void ContinueMoving(int x, int y)
3774 int element = Feld[x][y];
3775 int direction = MovDir[x][y];
3776 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3777 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3778 int horiz_move = (dx != 0);
3779 int newx = x + dx, newy = y + dy;
3780 int step = (horiz_move ? dx : dy) * TILEX / MOVE_DELAY_NORMAL_SPEED;
3782 if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING)
3784 else if (element == EL_QUICKSAND_FILLING ||
3785 element == EL_QUICKSAND_EMPTYING)
3787 else if (element == EL_MAGIC_WALL_FILLING ||
3788 element == EL_BD_MAGIC_WALL_FILLING ||
3789 element == EL_MAGIC_WALL_EMPTYING ||
3790 element == EL_BD_MAGIC_WALL_EMPTYING)
3792 else if (CAN_FALL(element) && horiz_move &&
3793 y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1]))
3795 else if (element == EL_SPRING && horiz_move)
3797 else if (IS_CUSTOM_ELEMENT(element))
3798 step = SIGN(step) * element_info[element].move_stepsize;
3800 #if OLD_GAME_BEHAVIOUR
3801 else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element))
3805 MovPos[x][y] += step;
3807 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
3809 Feld[x][y] = EL_EMPTY;
3810 Feld[newx][newy] = element;
3811 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
3813 if (element == EL_MOLE)
3816 static int xy[4][2] =
3824 Feld[x][y] = EL_SAND;
3825 DrawLevelField(x, y);
3834 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND)
3835 DrawLevelField(xx, yy); /* for "crumbled sand" */
3839 if (element == EL_QUICKSAND_FILLING)
3841 element = Feld[newx][newy] = get_next_element(element);
3842 Store[newx][newy] = Store[x][y];
3844 else if (element == EL_QUICKSAND_EMPTYING)
3846 Feld[x][y] = get_next_element(element);
3847 element = Feld[newx][newy] = Store[x][y];
3849 else if (element == EL_MAGIC_WALL_FILLING)
3851 element = Feld[newx][newy] = get_next_element(element);
3852 if (!game.magic_wall_active)
3853 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
3854 Store[newx][newy] = Store[x][y];
3856 else if (element == EL_MAGIC_WALL_EMPTYING)
3858 Feld[x][y] = get_next_element(element);
3859 if (!game.magic_wall_active)
3860 Feld[x][y] = EL_MAGIC_WALL_DEAD;
3861 element = Feld[newx][newy] = Store[x][y];
3863 else if (element == EL_BD_MAGIC_WALL_FILLING)
3865 element = Feld[newx][newy] = get_next_element(element);
3866 if (!game.magic_wall_active)
3867 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
3868 Store[newx][newy] = Store[x][y];
3870 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
3872 Feld[x][y] = get_next_element(element);
3873 if (!game.magic_wall_active)
3874 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
3875 element = Feld[newx][newy] = Store[x][y];
3877 else if (element == EL_AMOEBA_DROPPING)
3879 Feld[x][y] = get_next_element(element);
3880 element = Feld[newx][newy] = Store[x][y];
3882 else if (Store[x][y] == EL_ACID)
3884 element = Feld[newx][newy] = EL_ACID;
3888 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3889 MovDelay[newx][newy] = 0;
3891 /* copy element change control values to new field */
3892 ChangeDelay[newx][newy] = ChangeDelay[x][y];
3894 /* copy animation control values to new field */
3895 GfxFrame[newx][newy] = GfxFrame[x][y];
3896 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
3897 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
3899 ResetGfxAnimation(x, y); /* reset animation values for old field */
3903 if (!CAN_MOVE(element))
3904 MovDir[newx][newy] = 0;
3907 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
3908 MovDir[newx][newy] = 0;
3911 if (!CAN_MOVE(element) ||
3912 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
3913 MovDir[newx][newy] = 0;
3917 DrawLevelField(x, y);
3918 DrawLevelField(newx, newy);
3920 Stop[newx][newy] = TRUE;
3921 JustStopped[newx][newy] = 3;
3923 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
3925 TestIfBadThingTouchesHero(newx, newy);
3926 TestIfBadThingTouchesFriend(newx, newy);
3927 TestIfBadThingTouchesOtherBadThing(newx, newy);
3929 else if (element == EL_PENGUIN)
3930 TestIfFriendTouchesBadThing(newx, newy);
3933 if (CAN_FALL(element) && direction == MV_DOWN &&
3934 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3937 if (CAN_SMASH(element) && direction == MV_DOWN &&
3938 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
3942 else /* still moving on */
3944 DrawLevelField(x, y);
3948 int AmoebeNachbarNr(int ax, int ay)
3951 int element = Feld[ax][ay];
3953 static int xy[4][2] =
3963 int x = ax + xy[i][0];
3964 int y = ay + xy[i][1];
3966 if (!IN_LEV_FIELD(x, y))
3969 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
3970 group_nr = AmoebaNr[x][y];
3976 void AmoebenVereinigen(int ax, int ay)
3978 int i, x, y, xx, yy;
3979 int new_group_nr = AmoebaNr[ax][ay];
3980 static int xy[4][2] =
3988 if (new_group_nr == 0)
3996 if (!IN_LEV_FIELD(x, y))
3999 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4000 Feld[x][y] == EL_BD_AMOEBA ||
4001 Feld[x][y] == EL_AMOEBA_DEAD) &&
4002 AmoebaNr[x][y] != new_group_nr)
4004 int old_group_nr = AmoebaNr[x][y];
4006 if (old_group_nr == 0)
4009 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4010 AmoebaCnt[old_group_nr] = 0;
4011 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4012 AmoebaCnt2[old_group_nr] = 0;
4014 for (yy=0; yy<lev_fieldy; yy++)
4016 for (xx=0; xx<lev_fieldx; xx++)
4018 if (AmoebaNr[xx][yy] == old_group_nr)
4019 AmoebaNr[xx][yy] = new_group_nr;
4026 void AmoebeUmwandeln(int ax, int ay)
4030 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4032 int group_nr = AmoebaNr[ax][ay];
4037 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4038 printf("AmoebeUmwandeln(): This should never happen!\n");
4043 for (y=0; y<lev_fieldy; y++)
4045 for (x=0; x<lev_fieldx; x++)
4047 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4050 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4054 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4055 SND_AMOEBA_TURNING_TO_GEM :
4056 SND_AMOEBA_TURNING_TO_ROCK));
4061 static int xy[4][2] =
4074 if (!IN_LEV_FIELD(x, y))
4077 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4079 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4080 SND_AMOEBA_TURNING_TO_GEM :
4081 SND_AMOEBA_TURNING_TO_ROCK));
4088 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4091 int group_nr = AmoebaNr[ax][ay];
4092 boolean done = FALSE;
4097 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4098 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4103 for (y=0; y<lev_fieldy; y++)
4105 for (x=0; x<lev_fieldx; x++)
4107 if (AmoebaNr[x][y] == group_nr &&
4108 (Feld[x][y] == EL_AMOEBA_DEAD ||
4109 Feld[x][y] == EL_BD_AMOEBA ||
4110 Feld[x][y] == EL_AMOEBA_GROWING))
4113 Feld[x][y] = new_element;
4114 InitField(x, y, FALSE);
4115 DrawLevelField(x, y);
4122 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4123 SND_BD_AMOEBA_TURNING_TO_ROCK :
4124 SND_BD_AMOEBA_TURNING_TO_GEM));
4127 void AmoebeWaechst(int x, int y)
4129 static unsigned long sound_delay = 0;
4130 static unsigned long sound_delay_value = 0;
4132 if (!MovDelay[x][y]) /* start new growing cycle */
4136 if (DelayReached(&sound_delay, sound_delay_value))
4139 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4141 if (Store[x][y] == EL_BD_AMOEBA)
4142 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4144 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4146 sound_delay_value = 30;
4150 if (MovDelay[x][y]) /* wait some time before growing bigger */
4153 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4155 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4156 6 - MovDelay[x][y]);
4158 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4161 if (!MovDelay[x][y])
4163 Feld[x][y] = Store[x][y];
4165 DrawLevelField(x, y);
4170 void AmoebaDisappearing(int x, int y)
4172 static unsigned long sound_delay = 0;
4173 static unsigned long sound_delay_value = 0;
4175 if (!MovDelay[x][y]) /* start new shrinking cycle */
4179 if (DelayReached(&sound_delay, sound_delay_value))
4180 sound_delay_value = 30;
4183 if (MovDelay[x][y]) /* wait some time before shrinking */
4186 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4188 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4189 6 - MovDelay[x][y]);
4191 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4194 if (!MovDelay[x][y])
4196 Feld[x][y] = EL_EMPTY;
4197 DrawLevelField(x, y);
4199 /* don't let mole enter this field in this cycle;
4200 (give priority to objects falling to this field from above) */
4206 void AmoebeAbleger(int ax, int ay)
4209 int element = Feld[ax][ay];
4210 int graphic = el2img(element);
4211 int newax = ax, neway = ay;
4212 static int xy[4][2] =
4220 if (!level.amoeba_speed)
4222 Feld[ax][ay] = EL_AMOEBA_DEAD;
4223 DrawLevelField(ax, ay);
4227 if (IS_ANIMATED(graphic))
4228 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4230 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4231 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4233 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4236 if (MovDelay[ax][ay])
4240 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4243 int x = ax + xy[start][0];
4244 int y = ay + xy[start][1];
4246 if (!IN_LEV_FIELD(x, y))
4249 if (IS_FREE(x, y) ||
4250 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4256 if (newax == ax && neway == ay)
4259 else /* normal or "filled" (BD style) amoeba */
4262 boolean waiting_for_player = FALSE;
4266 int j = (start + i) % 4;
4267 int x = ax + xy[j][0];
4268 int y = ay + xy[j][1];
4270 if (!IN_LEV_FIELD(x, y))
4273 if (IS_FREE(x, y) ||
4274 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4280 else if (IS_PLAYER(x, y))
4281 waiting_for_player = TRUE;
4284 if (newax == ax && neway == ay) /* amoeba cannot grow */
4286 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4288 Feld[ax][ay] = EL_AMOEBA_DEAD;
4289 DrawLevelField(ax, ay);
4290 AmoebaCnt[AmoebaNr[ax][ay]]--;
4292 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4294 if (element == EL_AMOEBA_FULL)
4295 AmoebeUmwandeln(ax, ay);
4296 else if (element == EL_BD_AMOEBA)
4297 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4302 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4304 /* amoeba gets larger by growing in some direction */
4306 int new_group_nr = AmoebaNr[ax][ay];
4309 if (new_group_nr == 0)
4311 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4312 printf("AmoebeAbleger(): This should never happen!\n");
4317 AmoebaNr[newax][neway] = new_group_nr;
4318 AmoebaCnt[new_group_nr]++;
4319 AmoebaCnt2[new_group_nr]++;
4321 /* if amoeba touches other amoeba(s) after growing, unify them */
4322 AmoebenVereinigen(newax, neway);
4324 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4326 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4332 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4333 (neway == lev_fieldy - 1 && newax != ax))
4335 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4336 Store[newax][neway] = element;
4338 else if (neway == ay)
4340 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4342 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4344 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4349 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4350 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4351 Store[ax][ay] = EL_AMOEBA_DROP;
4352 ContinueMoving(ax, ay);
4356 DrawLevelField(newax, neway);
4359 void Life(int ax, int ay)
4362 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4364 int element = Feld[ax][ay];
4365 int graphic = el2img(element);
4366 boolean changed = FALSE;
4368 if (IS_ANIMATED(graphic))
4369 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4374 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4375 MovDelay[ax][ay] = life_time;
4377 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4380 if (MovDelay[ax][ay])
4384 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4386 int xx = ax+x1, yy = ay+y1;
4389 if (!IN_LEV_FIELD(xx, yy))
4392 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4394 int x = xx+x2, y = yy+y2;
4396 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4399 if (((Feld[x][y] == element ||
4400 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4402 (IS_FREE(x, y) && Stop[x][y]))
4406 if (xx == ax && yy == ay) /* field in the middle */
4408 if (nachbarn < life[0] || nachbarn > life[1])
4410 Feld[xx][yy] = EL_EMPTY;
4412 DrawLevelField(xx, yy);
4413 Stop[xx][yy] = TRUE;
4417 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4418 { /* free border field */
4419 if (nachbarn >= life[2] && nachbarn <= life[3])
4421 Feld[xx][yy] = element;
4422 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4424 DrawLevelField(xx, yy);
4425 Stop[xx][yy] = TRUE;
4432 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4433 SND_GAME_OF_LIFE_GROWING);
4436 static void InitRobotWheel(int x, int y)
4438 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4441 static void RunRobotWheel(int x, int y)
4443 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4446 static void StopRobotWheel(int x, int y)
4448 if (ZX == x && ZY == y)
4452 static void InitTimegateWheel(int x, int y)
4454 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4457 static void RunTimegateWheel(int x, int y)
4459 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4462 void CheckExit(int x, int y)
4464 if (local_player->gems_still_needed > 0 ||
4465 local_player->sokobanfields_still_needed > 0 ||
4466 local_player->lights_still_needed > 0)
4468 int element = Feld[x][y];
4469 int graphic = el2img(element);
4471 if (IS_ANIMATED(graphic))
4472 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4477 Feld[x][y] = EL_EXIT_OPENING;
4479 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4482 void CheckExitSP(int x, int y)
4484 if (local_player->gems_still_needed > 0)
4486 int element = Feld[x][y];
4487 int graphic = el2img(element);
4489 if (IS_ANIMATED(graphic))
4490 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4495 Feld[x][y] = EL_SP_EXIT_OPEN;
4497 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4500 static void CloseAllOpenTimegates()
4504 for (y=0; y<lev_fieldy; y++)
4506 for (x=0; x<lev_fieldx; x++)
4508 int element = Feld[x][y];
4510 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4512 Feld[x][y] = EL_TIMEGATE_CLOSING;
4514 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4516 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4523 void EdelsteinFunkeln(int x, int y)
4525 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4528 if (Feld[x][y] == EL_BD_DIAMOND)
4531 if (MovDelay[x][y] == 0) /* next animation frame */
4532 MovDelay[x][y] = 11 * !SimpleRND(500);
4534 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4538 if (setup.direct_draw && MovDelay[x][y])
4539 SetDrawtoField(DRAW_BUFFERED);
4541 DrawLevelElementAnimation(x, y, Feld[x][y]);
4543 if (MovDelay[x][y] != 0)
4545 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4546 10 - MovDelay[x][y]);
4548 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4550 if (setup.direct_draw)
4554 dest_x = FX + SCREENX(x) * TILEX;
4555 dest_y = FY + SCREENY(y) * TILEY;
4557 BlitBitmap(drawto_field, window,
4558 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4559 SetDrawtoField(DRAW_DIRECT);
4565 void MauerWaechst(int x, int y)
4569 if (!MovDelay[x][y]) /* next animation frame */
4570 MovDelay[x][y] = 3 * delay;
4572 if (MovDelay[x][y]) /* wait some time before next frame */
4576 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4578 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4579 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4581 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4584 if (!MovDelay[x][y])
4586 if (MovDir[x][y] == MV_LEFT)
4588 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4589 DrawLevelField(x - 1, y);
4591 else if (MovDir[x][y] == MV_RIGHT)
4593 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4594 DrawLevelField(x + 1, y);
4596 else if (MovDir[x][y] == MV_UP)
4598 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4599 DrawLevelField(x, y - 1);
4603 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4604 DrawLevelField(x, y + 1);
4607 Feld[x][y] = Store[x][y];
4609 MovDir[x][y] = MV_NO_MOVING;
4610 DrawLevelField(x, y);
4615 void MauerAbleger(int ax, int ay)
4617 int element = Feld[ax][ay];
4618 int graphic = el2img(element);
4619 boolean oben_frei = FALSE, unten_frei = FALSE;
4620 boolean links_frei = FALSE, rechts_frei = FALSE;
4621 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4622 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4623 boolean new_wall = FALSE;
4625 if (IS_ANIMATED(graphic))
4626 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4628 if (!MovDelay[ax][ay]) /* start building new wall */
4629 MovDelay[ax][ay] = 6;
4631 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4634 if (MovDelay[ax][ay])
4638 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4640 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4642 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4644 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4647 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4648 element == EL_EXPANDABLE_WALL_ANY)
4652 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4653 Store[ax][ay-1] = element;
4654 MovDir[ax][ay-1] = MV_UP;
4655 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4656 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4657 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4662 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4663 Store[ax][ay+1] = element;
4664 MovDir[ax][ay+1] = MV_DOWN;
4665 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4666 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4667 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4672 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4673 element == EL_EXPANDABLE_WALL_ANY ||
4674 element == EL_EXPANDABLE_WALL)
4678 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4679 Store[ax-1][ay] = element;
4680 MovDir[ax-1][ay] = MV_LEFT;
4681 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4682 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4683 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4689 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4690 Store[ax+1][ay] = element;
4691 MovDir[ax+1][ay] = MV_RIGHT;
4692 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4693 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4694 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4699 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4700 DrawLevelField(ax, ay);
4702 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4704 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4705 unten_massiv = TRUE;
4706 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4707 links_massiv = TRUE;
4708 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4709 rechts_massiv = TRUE;
4711 if (((oben_massiv && unten_massiv) ||
4712 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4713 element == EL_EXPANDABLE_WALL) &&
4714 ((links_massiv && rechts_massiv) ||
4715 element == EL_EXPANDABLE_WALL_VERTICAL))
4716 Feld[ax][ay] = EL_WALL;
4720 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4722 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4726 void CheckForDragon(int x, int y)
4729 boolean dragon_found = FALSE;
4730 static int xy[4][2] =
4742 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4744 if (IN_LEV_FIELD(xx, yy) &&
4745 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4747 if (Feld[xx][yy] == EL_DRAGON)
4748 dragon_found = TRUE;
4761 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4763 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4765 Feld[xx][yy] = EL_EMPTY;
4766 DrawLevelField(xx, yy);
4775 static void InitBuggyBase(int x, int y)
4777 int element = Feld[x][y];
4778 int activating_delay = FRAMES_PER_SECOND / 4;
4781 (element == EL_SP_BUGGY_BASE ?
4782 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
4783 element == EL_SP_BUGGY_BASE_ACTIVATING ?
4785 element == EL_SP_BUGGY_BASE_ACTIVE ?
4786 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
4789 static void WarnBuggyBase(int x, int y)
4792 static int xy[4][2] =
4802 int xx = x + xy[i][0], yy = y + xy[i][1];
4804 if (IS_PLAYER(xx, yy))
4806 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
4813 static void InitTrap(int x, int y)
4815 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
4818 static void ActivateTrap(int x, int y)
4820 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
4823 static void ChangeActiveTrap(int x, int y)
4825 int graphic = IMG_TRAP_ACTIVE;
4827 /* if new animation frame was drawn, correct crumbled sand border */
4828 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
4829 DrawLevelFieldCrumbledSand(x, y);
4832 static void ChangeElementDoIt(int x, int y, int element_new)
4834 CheckTriggeredElementChange(Feld[x][y], CE_OTHER_CHANGING);
4837 Feld[x][y] = element_new;
4839 ResetGfxAnimation(x, y);
4840 ResetRandomAnimationValue(x, y);
4842 InitField(x, y, FALSE);
4843 if (CAN_MOVE(Feld[x][y]))
4846 DrawLevelField(x, y);
4848 if (CAN_BE_CRUMBLED(Feld[x][y]))
4850 int sx = SCREENX(x), sy = SCREENY(y);
4851 static int xy[4][2] =
4862 int xx = x + xy[i][0];
4863 int yy = y + xy[i][1];
4864 int sxx = sx + xy[i][0];
4865 int syy = sy + xy[i][1];
4867 if (!IN_LEV_FIELD(xx, yy) ||
4868 !IN_SCR_FIELD(sxx, syy) ||
4869 !CAN_BE_CRUMBLED(Feld[xx][yy]) ||
4873 DrawLevelField(xx, yy);
4878 static void ChangeElement(int x, int y)
4880 int element = Feld[x][y];
4882 if (ChangeDelay[x][y] == 0) /* initialize element change */
4884 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
4886 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
4888 int max_random_delay = element_info[element].change.delay_random;
4889 int delay_frames = element_info[element].change.delay_frames;
4891 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
4894 ResetGfxAnimation(x, y);
4895 ResetRandomAnimationValue(x, y);
4897 if (changing_element[element].pre_change_function)
4898 changing_element[element].pre_change_function(x, y);
4901 ChangeDelay[x][y]--;
4903 if (ChangeDelay[x][y] != 0) /* continue element change */
4905 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
4907 if (IS_ANIMATED(graphic))
4908 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4910 if (changing_element[element].change_function)
4911 changing_element[element].change_function(x, y);
4913 else /* finish element change */
4915 int next_element = changing_element[element].next_element;
4917 if (IS_MOVING(x, y)) /* never change a running system ;-) */
4919 ChangeDelay[x][y] = 1; /* try change after next move step */
4924 if (next_element != EL_UNDEFINED)
4925 ChangeElementDoIt(x, y, next_element);
4927 ChangeElementDoIt(x, y, element_info[element].change.successor);
4929 if (changing_element[element].post_change_function)
4930 changing_element[element].post_change_function(x, y);
4934 static void CheckTriggeredElementChange(int trigger_element, int trigger_event)
4938 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
4941 for (i=0; i<MAX_NUM_ELEMENTS; i++)
4943 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
4944 element_info[i].change.trigger != trigger_element)
4947 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
4949 if (Feld[x][y] == i)
4951 ChangeDelay[x][y] = 1;
4952 ChangeElement(x, y);
4958 static void CheckPlayerElementChange(int x, int y, int element,
4961 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
4964 if (trigger_event == CE_PUSHED_BY_PLAYER)
4967 /* !!! does not work -- debug !!! */
4968 ChangeDelay[x][y] = 2; /* give one frame (+1) to start pushing */
4969 ChangeElement(x, y);
4973 ChangeElementDoIt(x, y, element_info[element].change.successor);
4976 static void PlayerActions(struct PlayerInfo *player, byte player_action)
4978 static byte stored_player_action[MAX_PLAYERS];
4979 static int num_stored_actions = 0;
4980 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
4981 int left = player_action & JOY_LEFT;
4982 int right = player_action & JOY_RIGHT;
4983 int up = player_action & JOY_UP;
4984 int down = player_action & JOY_DOWN;
4985 int button1 = player_action & JOY_BUTTON_1;
4986 int button2 = player_action & JOY_BUTTON_2;
4987 int dx = (left ? -1 : right ? 1 : 0);
4988 int dy = (up ? -1 : down ? 1 : 0);
4990 stored_player_action[player->index_nr] = 0;
4991 num_stored_actions++;
4993 if (!player->active || tape.pausing)
4999 snapped = SnapField(player, dx, dy);
5003 bombed = PlaceBomb(player);
5004 moved = MoveFigure(player, dx, dy);
5007 if (tape.single_step && tape.recording && !tape.pausing)
5009 if (button1 || (bombed && !moved))
5011 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5012 SnapField(player, 0, 0); /* stop snapping */
5016 stored_player_action[player->index_nr] = player_action;
5020 /* no actions for this player (no input at player's configured device) */
5022 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5023 SnapField(player, 0, 0);
5024 CheckGravityMovement(player);
5026 if (player->MovPos == 0)
5029 printf("Trying... Player frame reset\n");
5032 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5035 if (player->MovPos == 0) /* needed for tape.playing */
5036 player->is_moving = FALSE;
5039 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5041 TapeRecordAction(stored_player_action);
5042 num_stored_actions = 0;
5048 static unsigned long action_delay = 0;
5049 unsigned long action_delay_value;
5050 int magic_wall_x = 0, magic_wall_y = 0;
5051 int i, x, y, element, graphic;
5052 byte *recorded_player_action;
5053 byte summarized_player_action = 0;
5055 if (game_status != GAME_MODE_PLAYING)
5058 action_delay_value =
5059 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5061 if (tape.playing && tape.index_search && !tape.pausing)
5062 action_delay_value = 0;
5064 /* ---------- main game synchronization point ---------- */
5066 WaitUntilDelayReached(&action_delay, action_delay_value);
5068 if (network_playing && !network_player_action_received)
5072 printf("DEBUG: try to get network player actions in time\n");
5076 #if defined(PLATFORM_UNIX)
5077 /* last chance to get network player actions without main loop delay */
5081 if (game_status != GAME_MODE_PLAYING)
5084 if (!network_player_action_received)
5088 printf("DEBUG: failed to get network player actions in time\n");
5098 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5100 for (i=0; i<MAX_PLAYERS; i++)
5102 summarized_player_action |= stored_player[i].action;
5104 if (!network_playing)
5105 stored_player[i].effective_action = stored_player[i].action;
5108 #if defined(PLATFORM_UNIX)
5109 if (network_playing)
5110 SendToServer_MovePlayer(summarized_player_action);
5113 if (!options.network && !setup.team_mode)
5114 local_player->effective_action = summarized_player_action;
5116 for (i=0; i<MAX_PLAYERS; i++)
5118 int actual_player_action = stored_player[i].effective_action;
5120 if (stored_player[i].programmed_action)
5121 actual_player_action = stored_player[i].programmed_action;
5123 if (recorded_player_action)
5124 actual_player_action = recorded_player_action[i];
5126 PlayerActions(&stored_player[i], actual_player_action);
5127 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5130 network_player_action_received = FALSE;
5132 ScrollScreen(NULL, SCROLL_GO_ON);
5138 for (i=0; i<MAX_PLAYERS; i++)
5139 stored_player[i].Frame++;
5142 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5145 if (JustStopped[x][y] > 0)
5146 JustStopped[x][y]--;
5151 if (IS_BLOCKED(x, y))
5155 Blocked2Moving(x, y, &oldx, &oldy);
5156 if (!IS_MOVING(oldx, oldy))
5158 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5159 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5160 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5161 printf("GameActions(): This should never happen!\n");
5167 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5169 element = Feld[x][y];
5171 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5173 graphic = el2img(element);
5179 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5181 element = graphic = 0;
5185 if (graphic_info[graphic].anim_global_sync)
5186 GfxFrame[x][y] = FrameCounter;
5188 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5189 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5190 ResetRandomAnimationValue(x, y);
5192 SetRandomAnimationValue(x, y);
5195 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5198 if (IS_INACTIVE(element))
5200 if (IS_ANIMATED(graphic))
5201 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5207 /* this may take place after moving, so 'element' may have changed */
5208 if (IS_CHANGING(x, y))
5210 ChangeElement(x, y);
5211 element = Feld[x][y];
5212 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5216 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5221 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5223 if (element == EL_PACMAN)
5224 printf("::: %d, %d, %d\n",
5225 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5228 if (element == EL_YAMYAM)
5229 printf("::: %d, %d, %d\n",
5230 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5234 if (IS_ANIMATED(graphic) &&
5238 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5241 if (element == EL_YAMYAM)
5242 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5246 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5247 EdelsteinFunkeln(x, y);
5249 else if ((element == EL_ACID ||
5250 element == EL_EXIT_OPEN ||
5251 element == EL_SP_EXIT_OPEN ||
5252 element == EL_SP_TERMINAL ||
5253 element == EL_SP_TERMINAL_ACTIVE ||
5254 element == EL_EXTRA_TIME ||
5255 element == EL_SHIELD_NORMAL ||
5256 element == EL_SHIELD_DEADLY) &&
5257 IS_ANIMATED(graphic))
5258 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5259 else if (IS_MOVING(x, y))
5260 ContinueMoving(x, y);
5261 else if (IS_ACTIVE_BOMB(element))
5262 CheckDynamite(x, y);
5264 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5265 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5267 else if (element == EL_AMOEBA_GROWING)
5268 AmoebeWaechst(x, y);
5269 else if (element == EL_AMOEBA_SHRINKING)
5270 AmoebaDisappearing(x, y);
5272 #if !USE_NEW_AMOEBA_CODE
5273 else if (IS_AMOEBALIVE(element))
5274 AmoebeAbleger(x, y);
5277 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5279 else if (element == EL_EXIT_CLOSED)
5281 else if (element == EL_SP_EXIT_CLOSED)
5283 else if (element == EL_EXPANDABLE_WALL_GROWING)
5285 else if (element == EL_EXPANDABLE_WALL ||
5286 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5287 element == EL_EXPANDABLE_WALL_VERTICAL ||
5288 element == EL_EXPANDABLE_WALL_ANY)
5290 else if (element == EL_FLAMES)
5291 CheckForDragon(x, y);
5293 else if (IS_AUTO_CHANGING(element))
5294 ChangeElement(x, y);
5296 else if (element == EL_EXPLOSION)
5297 ; /* drawing of correct explosion animation is handled separately */
5298 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5299 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5302 /* this may take place after moving, so 'element' may have changed */
5303 if (IS_AUTO_CHANGING(Feld[x][y]))
5304 ChangeElement(x, y);
5307 if (IS_BELT_ACTIVE(element))
5308 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5310 if (game.magic_wall_active)
5312 int jx = local_player->jx, jy = local_player->jy;
5314 /* play the element sound at the position nearest to the player */
5315 if ((element == EL_MAGIC_WALL_FULL ||
5316 element == EL_MAGIC_WALL_ACTIVE ||
5317 element == EL_MAGIC_WALL_EMPTYING ||
5318 element == EL_BD_MAGIC_WALL_FULL ||
5319 element == EL_BD_MAGIC_WALL_ACTIVE ||
5320 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5321 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5329 #if USE_NEW_AMOEBA_CODE
5330 /* new experimental amoeba growth stuff */
5332 if (!(FrameCounter % 8))
5335 static unsigned long random = 1684108901;
5337 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5340 x = (random >> 10) % lev_fieldx;
5341 y = (random >> 20) % lev_fieldy;
5343 x = RND(lev_fieldx);
5344 y = RND(lev_fieldy);
5346 element = Feld[x][y];
5348 if (!IS_PLAYER(x,y) &&
5349 (element == EL_EMPTY ||
5350 element == EL_SAND ||
5351 element == EL_QUICKSAND_EMPTY ||
5352 element == EL_ACID_SPLASH_LEFT ||
5353 element == EL_ACID_SPLASH_RIGHT))
5355 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5356 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5357 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5358 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5359 Feld[x][y] = EL_AMOEBA_DROP;
5362 random = random * 129 + 1;
5368 if (game.explosions_delayed)
5371 game.explosions_delayed = FALSE;
5373 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5375 element = Feld[x][y];
5377 if (ExplodeField[x][y])
5378 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5379 else if (element == EL_EXPLOSION)
5380 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5382 ExplodeField[x][y] = EX_NO_EXPLOSION;
5385 game.explosions_delayed = TRUE;
5388 if (game.magic_wall_active)
5390 if (!(game.magic_wall_time_left % 4))
5392 int element = Feld[magic_wall_x][magic_wall_y];
5394 if (element == EL_BD_MAGIC_WALL_FULL ||
5395 element == EL_BD_MAGIC_WALL_ACTIVE ||
5396 element == EL_BD_MAGIC_WALL_EMPTYING)
5397 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5399 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5402 if (game.magic_wall_time_left > 0)
5404 game.magic_wall_time_left--;
5405 if (!game.magic_wall_time_left)
5407 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5409 element = Feld[x][y];
5411 if (element == EL_MAGIC_WALL_ACTIVE ||
5412 element == EL_MAGIC_WALL_FULL)
5414 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5415 DrawLevelField(x, y);
5417 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5418 element == EL_BD_MAGIC_WALL_FULL)
5420 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5421 DrawLevelField(x, y);
5425 game.magic_wall_active = FALSE;
5430 if (game.light_time_left > 0)
5432 game.light_time_left--;
5434 if (game.light_time_left == 0)
5435 RedrawAllLightSwitchesAndInvisibleElements();
5438 if (game.timegate_time_left > 0)
5440 game.timegate_time_left--;
5442 if (game.timegate_time_left == 0)
5443 CloseAllOpenTimegates();
5446 for (i=0; i<MAX_PLAYERS; i++)
5448 struct PlayerInfo *player = &stored_player[i];
5450 if (SHIELD_ON(player))
5452 if (player->shield_deadly_time_left)
5453 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5454 else if (player->shield_normal_time_left)
5455 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5459 if (TimeFrames >= (1000 / GameFrameDelay))
5464 for (i=0; i<MAX_PLAYERS; i++)
5466 struct PlayerInfo *player = &stored_player[i];
5468 if (SHIELD_ON(player))
5470 player->shield_normal_time_left--;
5472 if (player->shield_deadly_time_left > 0)
5473 player->shield_deadly_time_left--;
5477 if (tape.recording || tape.playing)
5478 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5484 if (TimeLeft <= 10 && setup.time_limit)
5485 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5487 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5489 if (!TimeLeft && setup.time_limit)
5490 for (i=0; i<MAX_PLAYERS; i++)
5491 KillHero(&stored_player[i]);
5493 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5494 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5499 if (options.debug) /* calculate frames per second */
5501 static unsigned long fps_counter = 0;
5502 static int fps_frames = 0;
5503 unsigned long fps_delay_ms = Counter() - fps_counter;
5507 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5509 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5512 fps_counter = Counter();
5515 redraw_mask |= REDRAW_FPS;
5519 if (stored_player[0].jx != stored_player[0].last_jx ||
5520 stored_player[0].jy != stored_player[0].last_jy)
5521 printf("::: %d, %d, %d, %d, %d\n",
5522 stored_player[0].MovDir,
5523 stored_player[0].MovPos,
5524 stored_player[0].GfxPos,
5525 stored_player[0].Frame,
5526 stored_player[0].StepFrame);
5533 for (i=0; i<MAX_PLAYERS; i++)
5536 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5538 stored_player[i].Frame += move_frames;
5540 if (stored_player[i].MovPos != 0)
5541 stored_player[i].StepFrame += move_frames;
5546 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5548 int min_x = x, min_y = y, max_x = x, max_y = y;
5551 for (i=0; i<MAX_PLAYERS; i++)
5553 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5555 if (!stored_player[i].active || &stored_player[i] == player)
5558 min_x = MIN(min_x, jx);
5559 min_y = MIN(min_y, jy);
5560 max_x = MAX(max_x, jx);
5561 max_y = MAX(max_y, jy);
5564 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5567 static boolean AllPlayersInVisibleScreen()
5571 for (i=0; i<MAX_PLAYERS; i++)
5573 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5575 if (!stored_player[i].active)
5578 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5585 void ScrollLevel(int dx, int dy)
5587 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5590 BlitBitmap(drawto_field, drawto_field,
5591 FX + TILEX*(dx == -1) - softscroll_offset,
5592 FY + TILEY*(dy == -1) - softscroll_offset,
5593 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5594 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5595 FX + TILEX*(dx == 1) - softscroll_offset,
5596 FY + TILEY*(dy == 1) - softscroll_offset);
5600 x = (dx == 1 ? BX1 : BX2);
5601 for (y=BY1; y<=BY2; y++)
5602 DrawScreenField(x, y);
5607 y = (dy == 1 ? BY1 : BY2);
5608 for (x=BX1; x<=BX2; x++)
5609 DrawScreenField(x, y);
5612 redraw_mask |= REDRAW_FIELD;
5615 static void CheckGravityMovement(struct PlayerInfo *player)
5617 if (level.gravity && !player->programmed_action)
5619 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5620 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5622 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5623 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5624 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5625 int jx = player->jx, jy = player->jy;
5626 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5627 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5628 int new_jx = jx + dx, new_jy = jy + dy;
5629 boolean field_under_player_is_free =
5630 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5631 boolean player_is_moving_to_valid_field =
5632 (IN_LEV_FIELD(new_jx, new_jy) &&
5633 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5634 Feld[new_jx][new_jy] == EL_SAND));
5636 if (field_under_player_is_free &&
5637 !player_is_moving_to_valid_field &&
5638 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5639 player->programmed_action = MV_DOWN;
5645 -----------------------------------------------------------------------------
5646 dx, dy: direction (non-diagonal) to try to move the player to
5647 real_dx, real_dy: direction as read from input device (can be diagonal)
5650 boolean MoveFigureOneStep(struct PlayerInfo *player,
5651 int dx, int dy, int real_dx, int real_dy)
5653 int jx = player->jx, jy = player->jy;
5654 int new_jx = jx+dx, new_jy = jy+dy;
5658 if (!player->active || (!dx && !dy))
5659 return MF_NO_ACTION;
5661 player->MovDir = (dx < 0 ? MV_LEFT :
5664 dy > 0 ? MV_DOWN : MV_NO_MOVING);
5666 if (!IN_LEV_FIELD(new_jx, new_jy))
5667 return MF_NO_ACTION;
5669 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
5670 return MF_NO_ACTION;
5673 element = MovingOrBlocked2Element(new_jx, new_jy);
5675 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
5678 if (DONT_RUN_INTO(element))
5680 if (element == EL_ACID && dx == 0 && dy == 1)
5683 Feld[jx][jy] = EL_PLAYER_1;
5684 InitMovingField(jx, jy, MV_DOWN);
5685 Store[jx][jy] = EL_ACID;
5686 ContinueMoving(jx, jy);
5690 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
5695 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
5696 if (can_move != MF_MOVING)
5699 StorePlayer[jx][jy] = 0;
5700 player->last_jx = jx;
5701 player->last_jy = jy;
5702 jx = player->jx = new_jx;
5703 jy = player->jy = new_jy;
5704 StorePlayer[jx][jy] = player->element_nr;
5707 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
5709 ScrollFigure(player, SCROLL_INIT);
5714 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
5716 int jx = player->jx, jy = player->jy;
5717 int old_jx = jx, old_jy = jy;
5718 int moved = MF_NO_ACTION;
5720 if (!player->active || (!dx && !dy))
5724 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5728 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
5729 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
5733 /* remove the last programmed player action */
5734 player->programmed_action = 0;
5738 /* should only happen if pre-1.2 tape recordings are played */
5739 /* this is only for backward compatibility */
5741 int original_move_delay_value = player->move_delay_value;
5744 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
5748 /* scroll remaining steps with finest movement resolution */
5749 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
5751 while (player->MovPos)
5753 ScrollFigure(player, SCROLL_GO_ON);
5754 ScrollScreen(NULL, SCROLL_GO_ON);
5760 player->move_delay_value = original_move_delay_value;
5763 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
5765 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
5766 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
5770 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
5771 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
5777 if (moved & MF_MOVING && !ScreenMovPos &&
5778 (player == local_player || !options.network))
5780 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
5781 int offset = (setup.scroll_delay ? 3 : 0);
5783 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5785 /* actual player has left the screen -- scroll in that direction */
5786 if (jx != old_jx) /* player has moved horizontally */
5787 scroll_x += (jx - old_jx);
5788 else /* player has moved vertically */
5789 scroll_y += (jy - old_jy);
5793 if (jx != old_jx) /* player has moved horizontally */
5795 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
5796 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
5797 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
5799 /* don't scroll over playfield boundaries */
5800 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5801 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5803 /* don't scroll more than one field at a time */
5804 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
5806 /* don't scroll against the player's moving direction */
5807 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
5808 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
5809 scroll_x = old_scroll_x;
5811 else /* player has moved vertically */
5813 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
5814 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
5815 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
5817 /* don't scroll over playfield boundaries */
5818 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5819 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5821 /* don't scroll more than one field at a time */
5822 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
5824 /* don't scroll against the player's moving direction */
5825 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
5826 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
5827 scroll_y = old_scroll_y;
5831 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
5833 if (!options.network && !AllPlayersInVisibleScreen())
5835 scroll_x = old_scroll_x;
5836 scroll_y = old_scroll_y;
5840 ScrollScreen(player, SCROLL_INIT);
5841 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
5848 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
5850 if (!(moved & MF_MOVING) && !player->Pushing)
5855 player->StepFrame = 0;
5857 if (moved & MF_MOVING)
5859 if (old_jx != jx && old_jy == jy)
5860 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
5861 else if (old_jx == jx && old_jy != jy)
5862 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
5864 DrawLevelField(jx, jy); /* for "crumbled sand" */
5866 player->last_move_dir = player->MovDir;
5867 player->is_moving = TRUE;
5871 CheckGravityMovement(player);
5874 player->last_move_dir = MV_NO_MOVING;
5876 player->is_moving = FALSE;
5879 TestIfHeroTouchesBadThing(jx, jy);
5881 if (!player->active)
5887 void ScrollFigure(struct PlayerInfo *player, int mode)
5889 int jx = player->jx, jy = player->jy;
5890 int last_jx = player->last_jx, last_jy = player->last_jy;
5891 int move_stepsize = TILEX / player->move_delay_value;
5893 if (!player->active || !player->MovPos)
5896 if (mode == SCROLL_INIT)
5898 player->actual_frame_counter = FrameCounter;
5899 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5901 if (Feld[last_jx][last_jy] == EL_EMPTY)
5902 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
5907 else if (!FrameReached(&player->actual_frame_counter, 1))
5910 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
5911 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
5913 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
5914 Feld[last_jx][last_jy] = EL_EMPTY;
5916 /* before DrawPlayer() to draw correct player graphic for this case */
5917 if (player->MovPos == 0)
5918 CheckGravityMovement(player);
5922 if (player->MovPos == 0)
5924 if (IS_PASSABLE(Feld[last_jx][last_jy]))
5926 /* continue with normal speed after quickly moving through gate */
5927 HALVE_PLAYER_SPEED(player);
5929 /* be able to make the next move without delay */
5930 player->move_delay = 0;
5933 player->last_jx = jx;
5934 player->last_jy = jy;
5936 if (Feld[jx][jy] == EL_EXIT_OPEN ||
5937 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5941 if (local_player->friends_still_needed == 0 ||
5942 Feld[jx][jy] == EL_SP_EXIT_OPEN)
5943 player->LevelSolved = player->GameOver = TRUE;
5946 if (tape.single_step && tape.recording && !tape.pausing &&
5947 !player->programmed_action)
5948 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5952 void ScrollScreen(struct PlayerInfo *player, int mode)
5954 static unsigned long screen_frame_counter = 0;
5956 if (mode == SCROLL_INIT)
5958 /* set scrolling step size according to actual player's moving speed */
5959 ScrollStepSize = TILEX / player->move_delay_value;
5961 screen_frame_counter = FrameCounter;
5962 ScreenMovDir = player->MovDir;
5963 ScreenMovPos = player->MovPos;
5964 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5967 else if (!FrameReached(&screen_frame_counter, 1))
5972 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
5973 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
5974 redraw_mask |= REDRAW_FIELD;
5977 ScreenMovDir = MV_NO_MOVING;
5980 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
5982 int i, kill_x = -1, kill_y = -1;
5983 static int test_xy[4][2] =
5990 static int test_dir[4] =
6000 int test_x, test_y, test_move_dir, test_element;
6002 test_x = good_x + test_xy[i][0];
6003 test_y = good_y + test_xy[i][1];
6004 if (!IN_LEV_FIELD(test_x, test_y))
6008 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6011 test_element = Feld[test_x][test_y];
6013 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6016 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6017 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6019 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6020 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6028 if (kill_x != -1 || kill_y != -1)
6030 if (IS_PLAYER(good_x, good_y))
6032 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6034 if (player->shield_deadly_time_left > 0)
6035 Bang(kill_x, kill_y);
6036 else if (!PLAYER_PROTECTED(good_x, good_y))
6040 Bang(good_x, good_y);
6044 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6046 int i, kill_x = -1, kill_y = -1;
6047 int bad_element = Feld[bad_x][bad_y];
6048 static int test_xy[4][2] =
6055 static int test_dir[4] =
6063 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6068 int test_x, test_y, test_move_dir, test_element;
6070 test_x = bad_x + test_xy[i][0];
6071 test_y = bad_y + test_xy[i][1];
6072 if (!IN_LEV_FIELD(test_x, test_y))
6076 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6078 test_element = Feld[test_x][test_y];
6080 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6081 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6083 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6084 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6086 /* good thing is player or penguin that does not move away */
6087 if (IS_PLAYER(test_x, test_y))
6089 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6091 if (bad_element == EL_ROBOT && player->is_moving)
6092 continue; /* robot does not kill player if he is moving */
6098 else if (test_element == EL_PENGUIN)
6107 if (kill_x != -1 || kill_y != -1)
6109 if (IS_PLAYER(kill_x, kill_y))
6111 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6114 int dir = player->MovDir;
6115 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6116 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6118 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6119 newx != bad_x && newy != bad_y)
6120 ; /* robot does not kill player if he is moving */
6122 printf("-> %d\n", player->MovDir);
6124 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6125 newx != bad_x && newy != bad_y)
6126 ; /* robot does not kill player if he is moving */
6131 if (player->shield_deadly_time_left > 0)
6133 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6137 Bang(kill_x, kill_y);
6141 void TestIfHeroTouchesBadThing(int x, int y)
6143 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6146 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6148 TestIfGoodThingHitsBadThing(x, y, move_dir);
6151 void TestIfBadThingTouchesHero(int x, int y)
6153 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6156 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6158 TestIfBadThingHitsGoodThing(x, y, move_dir);
6161 void TestIfFriendTouchesBadThing(int x, int y)
6163 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6166 void TestIfBadThingTouchesFriend(int x, int y)
6168 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6171 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6173 int i, kill_x = bad_x, kill_y = bad_y;
6174 static int xy[4][2] =
6186 x = bad_x + xy[i][0];
6187 y = bad_y + xy[i][1];
6188 if (!IN_LEV_FIELD(x, y))
6191 element = Feld[x][y];
6192 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6193 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6201 if (kill_x != bad_x || kill_y != bad_y)
6205 void KillHero(struct PlayerInfo *player)
6207 int jx = player->jx, jy = player->jy;
6209 if (!player->active)
6212 /* remove accessible field at the player's position */
6213 Feld[jx][jy] = EL_EMPTY;
6215 /* deactivate shield (else Bang()/Explode() would not work right) */
6216 player->shield_normal_time_left = 0;
6217 player->shield_deadly_time_left = 0;
6223 static void KillHeroUnlessProtected(int x, int y)
6225 if (!PLAYER_PROTECTED(x, y))
6226 KillHero(PLAYERINFO(x, y));
6229 void BuryHero(struct PlayerInfo *player)
6231 int jx = player->jx, jy = player->jy;
6233 if (!player->active)
6237 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6239 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6241 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6243 player->GameOver = TRUE;
6247 void RemoveHero(struct PlayerInfo *player)
6249 int jx = player->jx, jy = player->jy;
6250 int i, found = FALSE;
6252 player->present = FALSE;
6253 player->active = FALSE;
6255 if (!ExplodeField[jx][jy])
6256 StorePlayer[jx][jy] = 0;
6258 for (i=0; i<MAX_PLAYERS; i++)
6259 if (stored_player[i].active)
6263 AllPlayersGone = TRUE;
6270 checkDiagonalPushing()
6271 -----------------------------------------------------------------------------
6272 check if diagonal input device direction results in pushing of object
6273 (by checking if the alternative direction is walkable, diggable, ...)
6276 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6277 int x, int y, int real_dx, int real_dy)
6279 int jx, jy, dx, dy, xx, yy;
6281 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6284 /* diagonal direction: check alternative direction */
6289 xx = jx + (dx == 0 ? real_dx : 0);
6290 yy = jy + (dy == 0 ? real_dy : 0);
6292 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6297 -----------------------------------------------------------------------------
6298 x, y: field next to player (non-diagonal) to try to dig to
6299 real_dx, real_dy: direction as read from input device (can be diagonal)
6302 int DigField(struct PlayerInfo *player,
6303 int x, int y, int real_dx, int real_dy, int mode)
6305 int jx = player->jx, jy = player->jy;
6306 int dx = x - jx, dy = y - jy;
6307 int move_direction = (dx == -1 ? MV_LEFT :
6308 dx == +1 ? MV_RIGHT :
6310 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6313 if (player->MovPos == 0)
6315 player->is_digging = FALSE;
6316 player->is_collecting = FALSE;
6319 if (player->MovPos == 0) /* last pushing move finished */
6320 player->Pushing = FALSE;
6322 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6324 player->Switching = FALSE;
6325 player->push_delay = 0;
6327 return MF_NO_ACTION;
6330 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6331 return MF_NO_ACTION;
6334 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6336 if (IS_TUBE(Feld[jx][jy]) ||
6337 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6341 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6342 int tube_leave_directions[][2] =
6344 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6345 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6346 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6347 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6348 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6349 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6350 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6351 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6352 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6353 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6354 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6355 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6358 while (tube_leave_directions[i][0] != tube_element)
6361 if (tube_leave_directions[i][0] == -1) /* should not happen */
6365 if (!(tube_leave_directions[i][1] & move_direction))
6366 return MF_NO_ACTION; /* tube has no opening in this direction */
6369 element = Feld[x][y];
6372 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6373 game.engine_version >= VERSION_IDENT(2,2,0))
6374 return MF_NO_ACTION;
6381 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
6387 case EL_INVISIBLE_SAND:
6388 case EL_INVISIBLE_SAND_ACTIVE:
6391 case EL_SP_BUGGY_BASE:
6392 case EL_SP_BUGGY_BASE_ACTIVATING:
6395 if (mode != DF_SNAP && element != EL_EMPTY)
6397 GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element);
6398 player->is_digging = TRUE;
6401 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
6407 case EL_EMERALD_YELLOW:
6408 case EL_EMERALD_RED:
6409 case EL_EMERALD_PURPLE:
6411 case EL_SP_INFOTRON:
6416 if (mode != DF_SNAP)
6418 GfxElement[x][y] = element;
6419 player->is_collecting = TRUE;
6422 local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 :
6423 element == EL_PEARL ? 5 :
6424 element == EL_CRYSTAL ? 8 : 1);
6425 if (local_player->gems_still_needed < 0)
6426 local_player->gems_still_needed = 0;
6427 RaiseScoreElement(element);
6428 DrawText(DX_EMERALDS, DY_EMERALDS,
6429 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
6430 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6431 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6436 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
6438 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6440 PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING);
6442 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6447 Feld[x][y] = EL_EMPTY;
6449 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6451 PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING);
6453 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6462 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6465 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6467 PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE);
6469 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6472 case EL_SHIELD_NORMAL:
6474 player->shield_normal_time_left += 10;
6476 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6478 PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING);
6480 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6483 case EL_SHIELD_DEADLY:
6485 player->shield_normal_time_left += 10;
6486 player->shield_deadly_time_left += 10;
6488 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6490 PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING);
6492 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6496 case EL_SP_DISK_RED:
6499 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
6500 RaiseScoreElement(EL_DYNAMITE);
6501 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
6503 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6504 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6507 case EL_DYNABOMB_INCREASE_NUMBER:
6509 player->dynabomb_count++;
6510 player->dynabombs_left++;
6511 RaiseScoreElement(EL_DYNAMITE);
6513 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6515 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING);
6517 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6520 case EL_DYNABOMB_INCREASE_SIZE:
6522 player->dynabomb_size++;
6523 RaiseScoreElement(EL_DYNAMITE);
6525 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6527 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING);
6529 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6532 case EL_DYNABOMB_INCREASE_POWER:
6534 player->dynabomb_xl = TRUE;
6535 RaiseScoreElement(EL_DYNAMITE);
6537 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6539 PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING);
6541 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6549 int key_nr = element - EL_KEY_1;
6550 int graphic = el2edimg(element);
6553 player->key[key_nr] = TRUE;
6554 RaiseScoreElement(element);
6555 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6557 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6560 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6562 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6564 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6573 int key_nr = element - EL_EM_KEY_1;
6574 int graphic = el2edimg(EL_KEY_1 + key_nr);
6577 player->key[key_nr] = TRUE;
6578 RaiseScoreElement(element);
6579 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6581 DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
6584 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
6586 PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING);
6588 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
6592 case EL_ROBOT_WHEEL:
6593 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6596 DrawLevelField(x, y);
6597 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6601 case EL_SP_TERMINAL:
6605 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6607 for (yy=0; yy<lev_fieldy; yy++)
6609 for (xx=0; xx<lev_fieldx; xx++)
6611 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6613 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6614 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6622 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6623 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6624 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6625 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6626 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6627 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6628 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6629 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6630 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6631 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6632 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6633 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6634 if (!player->Switching)
6636 player->Switching = TRUE;
6637 ToggleBeltSwitch(x, y);
6638 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6643 case EL_SWITCHGATE_SWITCH_UP:
6644 case EL_SWITCHGATE_SWITCH_DOWN:
6645 if (!player->Switching)
6647 player->Switching = TRUE;
6648 ToggleSwitchgateSwitch(x, y);
6649 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6654 case EL_LIGHT_SWITCH:
6655 case EL_LIGHT_SWITCH_ACTIVE:
6656 if (!player->Switching)
6658 player->Switching = TRUE;
6659 ToggleLightSwitch(x, y);
6660 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6661 SND_LIGHT_SWITCH_ACTIVATING :
6662 SND_LIGHT_SWITCH_DEACTIVATING);
6667 case EL_TIMEGATE_SWITCH:
6668 ActivateTimegateSwitch(x, y);
6669 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6674 case EL_BALLOON_SWITCH_LEFT:
6675 case EL_BALLOON_SWITCH_RIGHT:
6676 case EL_BALLOON_SWITCH_UP:
6677 case EL_BALLOON_SWITCH_DOWN:
6678 case EL_BALLOON_SWITCH_ANY:
6679 if (element == EL_BALLOON_SWITCH_ANY)
6680 game.balloon_dir = move_direction;
6682 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6683 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6684 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6685 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6687 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6692 /* the following elements cannot be pushed by "snapping" */
6695 case EL_DX_SUPABOMB:
6697 case EL_TIME_ORB_EMPTY:
6699 case EL_SP_DISK_ORANGE:
6701 if (mode == DF_SNAP)
6702 return MF_NO_ACTION;
6704 /* no "break" -- fall through to next case */
6706 /* the following elements can be pushed by "snapping" */
6709 return MF_NO_ACTION;
6711 player->Pushing = TRUE;
6714 if (element == EL_ROCK)
6715 printf("::: wanna push [%d] [%d]\n",
6716 FrameCounter, player->push_delay_value);
6719 if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy))
6720 return MF_NO_ACTION;
6722 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6723 return MF_NO_ACTION;
6725 if (player->push_delay == 0)
6726 player->push_delay = FrameCounter;
6728 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6730 element != EL_SPRING)
6731 return MF_NO_ACTION;
6733 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6734 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6735 element != EL_SPRING)
6736 return MF_NO_ACTION;
6739 if (mode == DF_SNAP)
6741 InitMovingField(x, y, move_direction);
6742 ContinueMoving(x, y);
6747 Feld[x + dx][y + dy] = element;
6750 if (element == EL_SPRING)
6752 Feld[x + dx][y + dy] = EL_SPRING;
6753 MovDir[x + dx][y + dy] = move_direction;
6756 player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8));
6758 DrawLevelField(x + dx, y + dy);
6759 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
6761 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
6769 if (!player->key[element - EL_GATE_1])
6770 return MF_NO_ACTION;
6773 case EL_GATE_1_GRAY:
6774 case EL_GATE_2_GRAY:
6775 case EL_GATE_3_GRAY:
6776 case EL_GATE_4_GRAY:
6777 if (!player->key[element - EL_GATE_1_GRAY])
6778 return MF_NO_ACTION;
6785 if (!player->key[element - EL_EM_GATE_1])
6786 return MF_NO_ACTION;
6787 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6788 return MF_NO_ACTION;
6790 /* automatically move to the next field with double speed */
6791 player->programmed_action = move_direction;
6792 DOUBLE_PLAYER_SPEED(player);
6794 PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING);
6797 case EL_EM_GATE_1_GRAY:
6798 case EL_EM_GATE_2_GRAY:
6799 case EL_EM_GATE_3_GRAY:
6800 case EL_EM_GATE_4_GRAY:
6801 if (!player->key[element - EL_EM_GATE_1_GRAY])
6802 return MF_NO_ACTION;
6803 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6804 return MF_NO_ACTION;
6806 /* automatically move to the next field with double speed */
6807 player->programmed_action = move_direction;
6808 DOUBLE_PLAYER_SPEED(player);
6811 PlaySoundLevelAction(x, y, ACTION_PASSING);
6813 PlaySoundLevel(x, y, SND_GATE_PASSING);
6817 case EL_SWITCHGATE_OPEN:
6818 case EL_TIMEGATE_OPEN:
6819 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
6820 return MF_NO_ACTION;
6822 /* automatically move to the next field with double speed */
6823 player->programmed_action = move_direction;
6824 DOUBLE_PLAYER_SPEED(player);
6826 PlaySoundLevelElementAction(x, y, element, ACTION_PASSING);
6829 case EL_SP_PORT_LEFT:
6830 case EL_SP_PORT_RIGHT:
6832 case EL_SP_PORT_DOWN:
6833 case EL_SP_PORT_HORIZONTAL:
6834 case EL_SP_PORT_VERTICAL:
6835 case EL_SP_PORT_ANY:
6836 case EL_SP_GRAVITY_PORT_LEFT:
6837 case EL_SP_GRAVITY_PORT_RIGHT:
6838 case EL_SP_GRAVITY_PORT_UP:
6839 case EL_SP_GRAVITY_PORT_DOWN:
6841 element != EL_SP_PORT_LEFT &&
6842 element != EL_SP_GRAVITY_PORT_LEFT &&
6843 element != EL_SP_PORT_HORIZONTAL &&
6844 element != EL_SP_PORT_ANY) ||
6846 element != EL_SP_PORT_RIGHT &&
6847 element != EL_SP_GRAVITY_PORT_RIGHT &&
6848 element != EL_SP_PORT_HORIZONTAL &&
6849 element != EL_SP_PORT_ANY) ||
6851 element != EL_SP_PORT_UP &&
6852 element != EL_SP_GRAVITY_PORT_UP &&
6853 element != EL_SP_PORT_VERTICAL &&
6854 element != EL_SP_PORT_ANY) ||
6856 element != EL_SP_PORT_DOWN &&
6857 element != EL_SP_GRAVITY_PORT_DOWN &&
6858 element != EL_SP_PORT_VERTICAL &&
6859 element != EL_SP_PORT_ANY) ||
6860 !IN_LEV_FIELD(x + dx, y + dy) ||
6861 !IS_FREE(x + dx, y + dy))
6862 return MF_NO_ACTION;
6864 /* automatically move to the next field with double speed */
6865 player->programmed_action = move_direction;
6866 DOUBLE_PLAYER_SPEED(player);
6868 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6872 case EL_TUBE_VERTICAL:
6873 case EL_TUBE_HORIZONTAL:
6874 case EL_TUBE_VERTICAL_LEFT:
6875 case EL_TUBE_VERTICAL_RIGHT:
6876 case EL_TUBE_HORIZONTAL_UP:
6877 case EL_TUBE_HORIZONTAL_DOWN:
6878 case EL_TUBE_LEFT_UP:
6879 case EL_TUBE_LEFT_DOWN:
6880 case EL_TUBE_RIGHT_UP:
6881 case EL_TUBE_RIGHT_DOWN:
6884 int tube_enter_directions[][2] =
6886 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6887 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6888 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6889 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6890 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6891 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6892 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6893 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6894 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6895 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6896 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6897 { -1, MV_NO_MOVING }
6900 while (tube_enter_directions[i][0] != element)
6903 if (tube_enter_directions[i][0] == -1) /* should not happen */
6907 if (!(tube_enter_directions[i][1] & move_direction))
6908 return MF_NO_ACTION; /* tube has no opening in this direction */
6910 PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING);
6914 case EL_EXIT_CLOSED:
6915 case EL_SP_EXIT_CLOSED:
6916 case EL_EXIT_OPENING:
6917 return MF_NO_ACTION;
6921 case EL_SP_EXIT_OPEN:
6922 if (mode == DF_SNAP)
6923 return MF_NO_ACTION;
6925 if (element == EL_EXIT_OPEN)
6926 PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING);
6928 PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING);
6933 Feld[x][y] = EL_LAMP_ACTIVE;
6934 local_player->lights_still_needed--;
6935 DrawLevelField(x, y);
6936 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6940 case EL_TIME_ORB_FULL:
6941 Feld[x][y] = EL_TIME_ORB_EMPTY;
6943 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6944 DrawLevelField(x, y);
6945 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6950 case EL_SOKOBAN_FIELD_EMPTY:
6954 case EL_SOKOBAN_OBJECT:
6955 case EL_SOKOBAN_FIELD_FULL:
6957 case EL_SP_DISK_YELLOW:
6959 if (mode == DF_SNAP)
6960 return MF_NO_ACTION;
6962 player->Pushing = TRUE;
6964 if (!IN_LEV_FIELD(x+dx, y+dy)
6965 || (!IS_FREE(x+dx, y+dy)
6966 && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY
6967 || !IS_SB_ELEMENT(element))))
6968 return MF_NO_ACTION;
6970 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
6971 return MF_NO_ACTION;
6973 if (player->push_delay == 0)
6974 player->push_delay = FrameCounter;
6976 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6977 !tape.playing && element != EL_BALLOON)
6978 return MF_NO_ACTION;
6980 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
6981 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
6982 element != EL_BALLOON)
6983 return MF_NO_ACTION;
6986 if (IS_SB_ELEMENT(element))
6988 if (element == EL_SOKOBAN_FIELD_FULL)
6990 Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
6991 local_player->sokobanfields_still_needed++;
6996 if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY)
6998 Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL;
6999 local_player->sokobanfields_still_needed--;
7000 if (element == EL_SOKOBAN_OBJECT)
7002 PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING);
7004 PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING);
7008 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7010 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7015 Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT;
7016 if (element == EL_SOKOBAN_FIELD_FULL)
7018 PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING);
7020 PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING);
7024 PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING);
7026 PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING);
7033 Feld[x+dx][y+dy] = element;
7034 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7037 player->push_delay_value = (element == EL_BALLOON ? 0 : 2);
7039 DrawLevelField(x, y);
7040 DrawLevelField(x + dx, y + dy);
7042 if (IS_SB_ELEMENT(element) &&
7043 local_player->sokobanfields_still_needed == 0 &&
7044 game.emulation == EMU_SOKOBAN)
7046 player->LevelSolved = player->GameOver = TRUE;
7047 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7050 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7061 if (IS_WALKABLE(element))
7063 PlaySoundLevelElementAction(x, y, player->element_nr, ACTION_MOVING);
7066 else if (IS_DIGGABLE(element))
7070 if (mode != DF_SNAP)
7073 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7074 player->is_digging = TRUE;
7077 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7081 else if (IS_COLLECTIBLE(element))
7085 if (mode != DF_SNAP)
7087 GfxElement[x][y] = element;
7088 player->is_collecting = TRUE;
7091 RaiseScoreElement(element);
7093 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7095 CheckTriggeredElementChange(element, CE_OTHER_COLLECTING);
7099 else if (IS_PUSHABLE(element))
7101 if (mode == DF_SNAP)
7102 return MF_NO_ACTION;
7104 if (CAN_FALL(element) && dy)
7105 return MF_NO_ACTION;
7107 if (!player->Pushing &&
7108 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7109 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7111 player->Pushing = TRUE;
7113 if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
7114 return MF_NO_ACTION;
7116 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7117 return MF_NO_ACTION;
7119 if (player->push_delay == 0) /* new pushing; restart delay */
7120 player->push_delay = FrameCounter;
7122 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7123 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7124 return MF_NO_ACTION;
7127 Feld[x + dx][y + dy] = element;
7130 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7131 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7133 player->push_delay_value = 2 + RND(8);
7136 DrawLevelField(x + dx, y + dy);
7137 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7139 CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
7140 CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7146 CheckPlayerElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7149 return MF_NO_ACTION;
7152 player->push_delay = 0;
7154 if (Feld[x][y] != element) /* really digged/collected something */
7155 player->is_collecting = !player->is_digging;
7160 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7162 int jx = player->jx, jy = player->jy;
7163 int x = jx + dx, y = jy + dy;
7165 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7168 if (!player->active || !IN_LEV_FIELD(x, y))
7176 if (player->MovPos == 0)
7177 player->Pushing = FALSE;
7179 player->snapped = FALSE;
7181 if (player->MovPos == 0)
7183 player->is_digging = FALSE;
7184 player->is_collecting = FALSE;
7190 if (player->snapped)
7193 player->MovDir = (dx < 0 ? MV_LEFT :
7196 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7198 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7201 player->snapped = TRUE;
7202 player->is_digging = FALSE;
7203 player->is_collecting = FALSE;
7205 DrawLevelField(x, y);
7211 boolean PlaceBomb(struct PlayerInfo *player)
7213 int jx = player->jx, jy = player->jy;
7216 if (!player->active || player->MovPos)
7219 element = Feld[jx][jy];
7221 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7222 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7226 if (element != EL_EMPTY)
7230 if (element != EL_EMPTY)
7233 Store[jx][jy] = element;
7235 Back[jx][jy] = element;
7239 MovDelay[jx][jy] = 96;
7241 ResetGfxAnimation(jx, jy);
7242 ResetRandomAnimationValue(jx, jy);
7244 if (player->dynamite)
7246 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7247 EL_DYNAMITE_ACTIVE);
7250 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7252 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7255 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7257 if (game.emulation == EMU_SUPAPLEX)
7258 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7260 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7264 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7269 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7270 player->dynabombs_left--;
7272 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7273 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7275 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7281 /* ------------------------------------------------------------------------- */
7282 /* game sound playing functions */
7283 /* ------------------------------------------------------------------------- */
7285 static int *loop_sound_frame = NULL;
7286 static int *loop_sound_volume = NULL;
7288 void InitPlaySoundLevel()
7290 int num_sounds = getSoundListSize();
7292 if (loop_sound_frame != NULL)
7293 free(loop_sound_frame);
7295 if (loop_sound_volume != NULL)
7296 free(loop_sound_volume);
7298 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7299 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7302 static void PlaySoundLevel(int x, int y, int nr)
7304 int sx = SCREENX(x), sy = SCREENY(y);
7305 int volume, stereo_position;
7306 int max_distance = 8;
7307 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7309 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7310 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7313 if (!IN_LEV_FIELD(x, y) ||
7314 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7315 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7318 volume = SOUND_MAX_VOLUME;
7320 if (!IN_SCR_FIELD(sx, sy))
7322 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7323 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7325 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7328 stereo_position = (SOUND_MAX_LEFT +
7329 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7330 (SCR_FIELDX + 2 * max_distance));
7332 if (IS_LOOP_SOUND(nr))
7334 /* This assures that quieter loop sounds do not overwrite louder ones,
7335 while restarting sound volume comparison with each new game frame. */
7337 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7340 loop_sound_volume[nr] = volume;
7341 loop_sound_frame[nr] = FrameCounter;
7344 PlaySoundExt(nr, volume, stereo_position, type);
7347 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7349 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7350 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7351 y < LEVELY(BY1) ? LEVELY(BY1) :
7352 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7356 static void PlaySoundLevelAction(int x, int y, int action)
7358 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7361 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7363 int sound_effect = element_info[element].sound[action];
7365 if (sound_effect != SND_UNDEFINED)
7366 PlaySoundLevel(x, y, sound_effect);
7369 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7371 int sound_effect = element_info[Feld[x][y]].sound[action];
7373 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7374 PlaySoundLevel(x, y, sound_effect);
7377 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7379 int sound_effect = element_info[Feld[x][y]].sound[action];
7381 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7382 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7385 void RaiseScore(int value)
7387 local_player->score += value;
7388 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7391 void RaiseScoreElement(int element)
7397 case EL_EMERALD_YELLOW:
7398 case EL_EMERALD_RED:
7399 case EL_EMERALD_PURPLE:
7400 case EL_SP_INFOTRON:
7401 RaiseScore(level.score[SC_EMERALD]);
7404 RaiseScore(level.score[SC_DIAMOND]);
7407 RaiseScore(level.score[SC_CRYSTAL]);
7410 RaiseScore(level.score[SC_PEARL]);
7413 case EL_BD_BUTTERFLY:
7414 case EL_SP_ELECTRON:
7415 RaiseScore(level.score[SC_BUG]);
7419 case EL_SP_SNIKSNAK:
7420 RaiseScore(level.score[SC_SPACESHIP]);
7423 case EL_DARK_YAMYAM:
7424 RaiseScore(level.score[SC_YAMYAM]);
7427 RaiseScore(level.score[SC_ROBOT]);
7430 RaiseScore(level.score[SC_PACMAN]);
7433 RaiseScore(level.score[SC_NUT]);
7436 case EL_DYNABOMB_INCREASE_NUMBER:
7437 case EL_DYNABOMB_INCREASE_SIZE:
7438 case EL_DYNABOMB_INCREASE_POWER:
7439 RaiseScore(level.score[SC_DYNAMITE]);
7441 case EL_SHIELD_NORMAL:
7442 case EL_SHIELD_DEADLY:
7443 RaiseScore(level.score[SC_SHIELD]);
7446 RaiseScore(level.score[SC_TIME_BONUS]);
7452 RaiseScore(level.score[SC_KEY]);
7455 RaiseScore(element_info[element].score);
7460 void RequestQuitGame(boolean ask_if_really_quit)
7462 if (AllPlayersGone ||
7463 !ask_if_really_quit ||
7464 level_editor_test_game ||
7465 Request("Do you really want to quit the game ?",
7466 REQ_ASK | REQ_STAY_CLOSED))
7468 #if defined(PLATFORM_UNIX)
7469 if (options.network)
7470 SendToServer_StopPlaying();
7474 game_status = GAME_MODE_MAIN;
7480 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7485 /* ---------- new game button stuff ---------------------------------------- */
7487 /* graphic position values for game buttons */
7488 #define GAME_BUTTON_XSIZE 30
7489 #define GAME_BUTTON_YSIZE 30
7490 #define GAME_BUTTON_XPOS 5
7491 #define GAME_BUTTON_YPOS 215
7492 #define SOUND_BUTTON_XPOS 5
7493 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7495 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7496 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7497 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7498 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7499 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7500 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7507 } gamebutton_info[NUM_GAME_BUTTONS] =
7510 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7515 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7520 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7525 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7526 SOUND_CTRL_ID_MUSIC,
7527 "background music on/off"
7530 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7531 SOUND_CTRL_ID_LOOPS,
7532 "sound loops on/off"
7535 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7536 SOUND_CTRL_ID_SIMPLE,
7537 "normal sounds on/off"
7541 void CreateGameButtons()
7545 for (i=0; i<NUM_GAME_BUTTONS; i++)
7547 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7548 struct GadgetInfo *gi;
7551 unsigned long event_mask;
7552 int gd_xoffset, gd_yoffset;
7553 int gd_x1, gd_x2, gd_y1, gd_y2;
7556 gd_xoffset = gamebutton_info[i].x;
7557 gd_yoffset = gamebutton_info[i].y;
7558 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7559 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7561 if (id == GAME_CTRL_ID_STOP ||
7562 id == GAME_CTRL_ID_PAUSE ||
7563 id == GAME_CTRL_ID_PLAY)
7565 button_type = GD_TYPE_NORMAL_BUTTON;
7567 event_mask = GD_EVENT_RELEASED;
7568 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7569 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7573 button_type = GD_TYPE_CHECK_BUTTON;
7575 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7576 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7577 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7578 event_mask = GD_EVENT_PRESSED;
7579 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7580 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7583 gi = CreateGadget(GDI_CUSTOM_ID, id,
7584 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7585 GDI_X, DX + gd_xoffset,
7586 GDI_Y, DY + gd_yoffset,
7587 GDI_WIDTH, GAME_BUTTON_XSIZE,
7588 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7589 GDI_TYPE, button_type,
7590 GDI_STATE, GD_BUTTON_UNPRESSED,
7591 GDI_CHECKED, checked,
7592 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7593 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7594 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7595 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7596 GDI_EVENT_MASK, event_mask,
7597 GDI_CALLBACK_ACTION, HandleGameButtons,
7601 Error(ERR_EXIT, "cannot create gadget");
7603 game_gadget[id] = gi;
7607 void FreeGameButtons()
7611 for (i=0; i<NUM_GAME_BUTTONS; i++)
7612 FreeGadget(game_gadget[i]);
7615 static void MapGameButtons()
7619 for (i=0; i<NUM_GAME_BUTTONS; i++)
7620 MapGadget(game_gadget[i]);
7623 void UnmapGameButtons()
7627 for (i=0; i<NUM_GAME_BUTTONS; i++)
7628 UnmapGadget(game_gadget[i]);
7631 static void HandleGameButtons(struct GadgetInfo *gi)
7633 int id = gi->custom_id;
7635 if (game_status != GAME_MODE_PLAYING)
7640 case GAME_CTRL_ID_STOP:
7641 RequestQuitGame(TRUE);
7644 case GAME_CTRL_ID_PAUSE:
7645 if (options.network)
7647 #if defined(PLATFORM_UNIX)
7649 SendToServer_ContinuePlaying();
7651 SendToServer_PausePlaying();
7655 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7658 case GAME_CTRL_ID_PLAY:
7661 #if defined(PLATFORM_UNIX)
7662 if (options.network)
7663 SendToServer_ContinuePlaying();
7667 tape.pausing = FALSE;
7668 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7673 case SOUND_CTRL_ID_MUSIC:
7674 if (setup.sound_music)
7676 setup.sound_music = FALSE;
7679 else if (audio.music_available)
7681 setup.sound = setup.sound_music = TRUE;
7682 PlayMusic(level_nr);
7686 case SOUND_CTRL_ID_LOOPS:
7687 if (setup.sound_loops)
7688 setup.sound_loops = FALSE;
7689 else if (audio.loops_available)
7690 setup.sound = setup.sound_loops = TRUE;
7693 case SOUND_CTRL_ID_SIMPLE:
7694 if (setup.sound_simple)
7695 setup.sound_simple = FALSE;
7696 else if (audio.sound_available)
7697 setup.sound = setup.sound_simple = TRUE;