1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static boolean CheckTriggeredElementChange(int, int, int, int);
173 static boolean CheckElementChange(int, int, int, int);
174 static void ChangeElementNow(int, int, int);
176 static void PlaySoundLevel(int, int, int);
177 static void PlaySoundLevelNearest(int, int, int);
178 static void PlaySoundLevelAction(int, int, int);
179 static void PlaySoundLevelElementAction(int, int, int, int);
180 static void PlaySoundLevelActionIfLoop(int, int, int);
181 static void StopSoundLevelActionIfLoop(int, int, int);
183 static void MapGameButtons();
184 static void HandleGameButtons(struct GadgetInfo *);
186 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
189 /* ------------------------------------------------------------------------- */
190 /* definition of elements that automatically change to other elements after */
191 /* a specified time, eventually calling a function when changing */
192 /* ------------------------------------------------------------------------- */
194 /* forward declaration for changer functions */
195 static void InitBuggyBase(int x, int y);
196 static void WarnBuggyBase(int x, int y);
198 static void InitTrap(int x, int y);
199 static void ActivateTrap(int x, int y);
200 static void ChangeActiveTrap(int x, int y);
202 static void InitRobotWheel(int x, int y);
203 static void RunRobotWheel(int x, int y);
204 static void StopRobotWheel(int x, int y);
206 static void InitTimegateWheel(int x, int y);
207 static void RunTimegateWheel(int x, int y);
209 struct ChangingElementInfo
214 void (*pre_change_function)(int x, int y);
215 void (*change_function)(int x, int y);
216 void (*post_change_function)(int x, int y);
219 static struct ChangingElementInfo changing_element_list[] =
246 EL_SWITCHGATE_OPENING,
254 EL_SWITCHGATE_CLOSING,
255 EL_SWITCHGATE_CLOSED,
287 EL_ACID_SPLASH_RIGHT,
296 EL_SP_BUGGY_BASE_ACTIVATING,
303 EL_SP_BUGGY_BASE_ACTIVATING,
304 EL_SP_BUGGY_BASE_ACTIVE,
311 EL_SP_BUGGY_BASE_ACTIVE,
335 EL_ROBOT_WHEEL_ACTIVE,
343 EL_TIMEGATE_SWITCH_ACTIVE,
364 int push_delay_fixed, push_delay_random;
369 { EL_BALLOON, 0, 0 },
371 { EL_SOKOBAN_OBJECT, 2, 0 },
372 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
373 { EL_SATELLITE, 2, 0 },
374 { EL_SP_DISK_YELLOW, 2, 0 },
376 { EL_UNDEFINED, 0, 0 },
384 move_stepsize_list[] =
386 { EL_AMOEBA_DROP, 2 },
387 { EL_AMOEBA_DROPPING, 2 },
388 { EL_QUICKSAND_FILLING, 1 },
389 { EL_QUICKSAND_EMPTYING, 1 },
390 { EL_MAGIC_WALL_FILLING, 2 },
391 { EL_BD_MAGIC_WALL_FILLING, 2 },
392 { EL_MAGIC_WALL_EMPTYING, 2 },
393 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
406 { EL_BD_DIAMOND, 1 },
407 { EL_EMERALD_YELLOW, 1 },
408 { EL_EMERALD_RED, 1 },
409 { EL_EMERALD_PURPLE, 1 },
411 { EL_SP_INFOTRON, 1 },
418 static boolean changing_element[MAX_NUM_ELEMENTS];
419 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
421 #define IS_AUTO_CHANGING(e) (changing_element[e])
422 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
423 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
424 IS_JUST_CHANGING(x, y))
427 void GetPlayerConfig()
429 if (!audio.sound_available)
432 if (!audio.loops_available)
433 setup.sound_loops = FALSE;
435 if (!audio.music_available)
436 setup.sound_music = FALSE;
438 if (!video.fullscreen_available)
439 setup.fullscreen = FALSE;
441 setup.sound_simple = setup.sound;
443 SetAudioMode(setup.sound);
447 static int getBeltNrFromBeltElement(int element)
449 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
450 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
451 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
454 static int getBeltNrFromBeltActiveElement(int element)
456 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
457 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
458 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
461 static int getBeltNrFromBeltSwitchElement(int element)
463 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
464 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
465 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
468 static int getBeltDirNrFromBeltSwitchElement(int element)
470 static int belt_base_element[4] =
472 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
473 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
474 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
475 EL_CONVEYOR_BELT_4_SWITCH_LEFT
478 int belt_nr = getBeltNrFromBeltSwitchElement(element);
479 int belt_dir_nr = element - belt_base_element[belt_nr];
481 return (belt_dir_nr % 3);
484 static int getBeltDirFromBeltSwitchElement(int element)
486 static int belt_move_dir[3] =
493 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
495 return belt_move_dir[belt_dir_nr];
498 static void InitField(int x, int y, boolean init_game)
500 int element = Feld[x][y];
507 if (stored_player[0].present)
509 Feld[x][y] = EL_SP_MURPHY_CLONE;
514 stored_player[0].use_murphy_graphic = TRUE;
517 Feld[x][y] = EL_PLAYER_1;
526 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
527 int jx = player->jx, jy = player->jy;
529 player->present = TRUE;
531 if (!options.network || player->connected)
533 player->active = TRUE;
535 /* remove potentially duplicate players */
536 if (StorePlayer[jx][jy] == Feld[x][y])
537 StorePlayer[jx][jy] = 0;
539 StorePlayer[x][y] = Feld[x][y];
543 printf("Player %d activated.\n", player->element_nr);
544 printf("[Local player is %d and currently %s.]\n",
545 local_player->element_nr,
546 local_player->active ? "active" : "not active");
550 Feld[x][y] = EL_EMPTY;
551 player->jx = player->last_jx = x;
552 player->jy = player->last_jy = y;
557 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
558 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
559 else if (x > 0 && Feld[x-1][y] == EL_ACID)
560 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
561 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
562 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
563 else if (y > 0 && Feld[x][y-1] == EL_ACID)
564 Feld[x][y] = EL_ACID_POOL_BOTTOM;
565 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
566 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
574 case EL_SPACESHIP_RIGHT:
575 case EL_SPACESHIP_UP:
576 case EL_SPACESHIP_LEFT:
577 case EL_SPACESHIP_DOWN:
579 case EL_BD_BUTTERFLY_RIGHT:
580 case EL_BD_BUTTERFLY_UP:
581 case EL_BD_BUTTERFLY_LEFT:
582 case EL_BD_BUTTERFLY_DOWN:
583 case EL_BD_BUTTERFLY:
584 case EL_BD_FIREFLY_RIGHT:
585 case EL_BD_FIREFLY_UP:
586 case EL_BD_FIREFLY_LEFT:
587 case EL_BD_FIREFLY_DOWN:
589 case EL_PACMAN_RIGHT:
613 if (y == lev_fieldy - 1)
615 Feld[x][y] = EL_AMOEBA_GROWING;
616 Store[x][y] = EL_AMOEBA_WET;
620 case EL_DYNAMITE_ACTIVE:
625 local_player->lights_still_needed++;
628 case EL_SOKOBAN_FIELD_EMPTY:
629 local_player->sokobanfields_still_needed++;
633 local_player->friends_still_needed++;
638 MovDir[x][y] = 1 << RND(4);
642 Feld[x][y] = EL_EMPTY;
645 case EL_EM_KEY_1_FILE:
646 Feld[x][y] = EL_EM_KEY_1;
648 case EL_EM_KEY_2_FILE:
649 Feld[x][y] = EL_EM_KEY_2;
651 case EL_EM_KEY_3_FILE:
652 Feld[x][y] = EL_EM_KEY_3;
654 case EL_EM_KEY_4_FILE:
655 Feld[x][y] = EL_EM_KEY_4;
658 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
659 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
660 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
661 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
662 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
663 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
664 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
665 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
666 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
667 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
668 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
669 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
672 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
673 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
674 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
676 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
678 game.belt_dir[belt_nr] = belt_dir;
679 game.belt_dir_nr[belt_nr] = belt_dir_nr;
681 else /* more than one switch -- set it like the first switch */
683 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
688 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
690 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
693 case EL_LIGHT_SWITCH_ACTIVE:
695 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
699 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
705 void DrawGameDoorValues()
709 for (i=0; i<MAX_PLAYERS; i++)
711 if (stored_player[i].key[j])
712 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
713 el2edimg(EL_KEY_1 + j));
715 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
716 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
717 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
718 int2str(local_player->dynamite, 3), FONT_TEXT_2);
719 DrawText(DX + XX_SCORE, DY + YY_SCORE,
720 int2str(local_player->score, 5), FONT_TEXT_2);
721 DrawText(DX + XX_TIME, DY + YY_TIME,
722 int2str(TimeLeft, 3), FONT_TEXT_2);
727 =============================================================================
729 -----------------------------------------------------------------------------
730 initialize game engine due to level / tape version number
731 =============================================================================
734 static void InitGameEngine()
738 /* set game engine from tape file when re-playing, else from level file */
739 game.engine_version = (tape.playing ? tape.engine_version :
742 /* dynamically adjust element properties according to game engine version */
743 InitElementPropertiesEngine(game.engine_version);
746 printf("level %d: level version == %06d\n", level_nr, level.game_version);
747 printf(" tape version == %06d [%s] [file: %06d]\n",
748 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
750 printf(" => game.engine_version == %06d\n", game.engine_version);
753 /* ---------- initialize player's initial move delay --------------------- */
755 /* dynamically adjust player properties according to game engine version */
756 game.initial_move_delay =
757 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
758 INITIAL_MOVE_DELAY_OFF);
760 /* dynamically adjust player properties according to level information */
761 game.initial_move_delay_value =
762 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
764 /* ---------- initialize changing elements ------------------------------- */
766 /* initialize changing elements information */
767 for (i=0; i<MAX_NUM_ELEMENTS; i++)
770 element_info[i].change.pre_change_function = NULL;
771 element_info[i].change.change_function = NULL;
772 element_info[i].change.post_change_function = NULL;
774 if (!IS_CUSTOM_ELEMENT(i))
776 element_info[i].change.target_element = EL_EMPTY_SPACE;
777 element_info[i].change.delay_fixed = 0;
778 element_info[i].change.delay_random = 0;
779 element_info[i].change.delay_frames = 1;
782 changing_element[i] = FALSE;
784 changing_element[i].base_element = EL_UNDEFINED;
785 changing_element[i].next_element = EL_UNDEFINED;
786 changing_element[i].change_delay = -1;
787 changing_element[i].pre_change_function = NULL;
788 changing_element[i].change_function = NULL;
789 changing_element[i].post_change_function = NULL;
793 /* add changing elements from pre-defined list */
794 for (i=0; changing_element_list[i].element != EL_UNDEFINED; i++)
796 int element = changing_element_list[i].element;
797 struct ChangingElementInfo *ce = &changing_element_list[i];
798 struct ElementChangeInfo *change = &element_info[element].change;
801 change->target_element = ce->target_element;
802 change->delay_fixed = ce->change_delay;
803 change->pre_change_function = ce->pre_change_function;
804 change->change_function = ce->change_function;
805 change->post_change_function = ce->post_change_function;
807 changing_element[element] = TRUE;
809 changing_element[element].base_element = ce->base_element;
810 changing_element[element].next_element = ce->next_element;
811 changing_element[element].change_delay = ce->change_delay;
812 changing_element[element].pre_change_function = ce->pre_change_function;
813 changing_element[element].change_function = ce->change_function;
814 changing_element[element].post_change_function = ce->post_change_function;
818 /* add changing elements from custom element configuration */
819 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
821 int element = EL_CUSTOM_START + i;
823 struct ElementChangeInfo *change = &element_info[element].change;
826 /* only add custom elements that change after fixed/random frame delay */
827 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, CE_DELAY))
831 changing_element[element] = TRUE;
833 changing_element[element].base_element = element;
834 changing_element[element].next_element = change->target_element;
835 changing_element[element].change_delay = (change->delay_fixed *
836 change->delay_frames);
840 /* ---------- initialize trigger events ---------------------------------- */
842 /* initialize trigger events information */
843 for (i=0; i<MAX_NUM_ELEMENTS; i++)
844 trigger_events[i] = EP_BITMASK_DEFAULT;
846 /* add trigger events from element change event properties */
847 for (i=0; i<MAX_NUM_ELEMENTS; i++)
848 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER))
849 trigger_events[element_info[i].change.trigger_element] |=
850 element_info[i].change.events;
852 /* ---------- initialize push delay -------------------------------------- */
854 /* initialize push delay values to default */
855 for (i=0; i<MAX_NUM_ELEMENTS; i++)
857 if (!IS_CUSTOM_ELEMENT(i))
859 element_info[i].push_delay_fixed = 2;
860 element_info[i].push_delay_random = 8;
864 /* set push delay value for certain elements from pre-defined list */
865 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
867 int e = push_delay_list[i].element;
869 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
870 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
873 /* ---------- initialize move stepsize ----------------------------------- */
875 /* initialize move stepsize values to default */
876 for (i=0; i<MAX_NUM_ELEMENTS; i++)
877 if (!IS_CUSTOM_ELEMENT(i))
878 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
880 /* set move stepsize value for certain elements from pre-defined list */
881 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
883 int e = move_stepsize_list[i].element;
885 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
888 /* ---------- initialize gem count --------------------------------------- */
890 /* initialize gem count values for each element */
891 for (i=0; i<MAX_NUM_ELEMENTS; i++)
892 if (!IS_CUSTOM_ELEMENT(i))
893 element_info[i].gem_count = 0;
895 /* add gem count values for all elements from pre-defined list */
896 for (i=0; gem_count_list[i].element != EL_UNDEFINED; i++)
897 element_info[gem_count_list[i].element].gem_count =
898 gem_count_list[i].gem_count;
903 =============================================================================
905 -----------------------------------------------------------------------------
906 initialize and start new game
907 =============================================================================
912 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
913 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
914 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
921 #if USE_NEW_AMOEBA_CODE
922 printf("Using new amoeba code.\n");
924 printf("Using old amoeba code.\n");
929 /* don't play tapes over network */
930 network_playing = (options.network && !tape.playing);
932 for (i=0; i<MAX_PLAYERS; i++)
934 struct PlayerInfo *player = &stored_player[i];
936 player->index_nr = i;
937 player->element_nr = EL_PLAYER_1 + i;
939 player->present = FALSE;
940 player->active = FALSE;
943 player->effective_action = 0;
944 player->programmed_action = 0;
947 player->gems_still_needed = level.gems_needed;
948 player->sokobanfields_still_needed = 0;
949 player->lights_still_needed = 0;
950 player->friends_still_needed = 0;
953 player->key[j] = FALSE;
955 player->dynamite = 0;
956 player->dynabomb_count = 0;
957 player->dynabomb_size = 1;
958 player->dynabombs_left = 0;
959 player->dynabomb_xl = FALSE;
961 player->MovDir = MV_NO_MOVING;
963 player->Pushing = FALSE;
964 player->Switching = FALSE;
966 player->GfxDir = MV_NO_MOVING;
967 player->GfxAction = ACTION_DEFAULT;
969 player->StepFrame = 0;
971 player->use_murphy_graphic = FALSE;
972 player->use_disk_red_graphic = FALSE;
974 player->actual_frame_counter = 0;
976 player->last_move_dir = MV_NO_MOVING;
978 player->is_moving = FALSE;
979 player->is_waiting = FALSE;
980 player->is_digging = FALSE;
981 player->is_collecting = FALSE;
983 player->move_delay = game.initial_move_delay;
984 player->move_delay_value = game.initial_move_delay_value;
986 player->push_delay = 0;
987 player->push_delay_value = 5;
989 player->snapped = FALSE;
991 player->last_jx = player->last_jy = 0;
992 player->jx = player->jy = 0;
994 player->shield_normal_time_left = 0;
995 player->shield_deadly_time_left = 0;
997 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
998 SnapField(player, 0, 0);
1000 player->LevelSolved = FALSE;
1001 player->GameOver = FALSE;
1004 network_player_action_received = FALSE;
1006 #if defined(PLATFORM_UNIX)
1007 /* initial null action */
1008 if (network_playing)
1009 SendToServer_MovePlayer(MV_NO_MOVING);
1017 TimeLeft = level.time;
1019 ScreenMovDir = MV_NO_MOVING;
1023 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1025 AllPlayersGone = FALSE;
1027 game.yamyam_content_nr = 0;
1028 game.magic_wall_active = FALSE;
1029 game.magic_wall_time_left = 0;
1030 game.light_time_left = 0;
1031 game.timegate_time_left = 0;
1032 game.switchgate_pos = 0;
1033 game.balloon_dir = MV_NO_MOVING;
1034 game.explosions_delayed = TRUE;
1038 game.belt_dir[i] = MV_NO_MOVING;
1039 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1042 for (i=0; i<MAX_NUM_AMOEBA; i++)
1043 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1045 for (x=0; x<lev_fieldx; x++)
1047 for (y=0; y<lev_fieldy; y++)
1049 Feld[x][y] = Ur[x][y];
1050 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1051 ChangeDelay[x][y] = 0;
1052 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1054 JustStopped[x][y] = 0;
1056 Pushed[x][y] = FALSE;
1057 ExplodePhase[x][y] = 0;
1058 ExplodeField[x][y] = EX_NO_EXPLOSION;
1061 GfxAction[x][y] = ACTION_DEFAULT;
1062 GfxRandom[x][y] = INIT_GFX_RANDOM();
1063 GfxElement[x][y] = EL_UNDEFINED;
1067 for(y=0; y<lev_fieldy; y++)
1069 for(x=0; x<lev_fieldx; x++)
1071 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1073 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1075 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1078 InitField(x, y, TRUE);
1084 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1085 emulate_sb ? EMU_SOKOBAN :
1086 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1088 /* correct non-moving belts to start moving left */
1090 if (game.belt_dir[i] == MV_NO_MOVING)
1091 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1093 /* check if any connected player was not found in playfield */
1094 for (i=0; i<MAX_PLAYERS; i++)
1096 struct PlayerInfo *player = &stored_player[i];
1098 if (player->connected && !player->present)
1100 for (j=0; j<MAX_PLAYERS; j++)
1102 struct PlayerInfo *some_player = &stored_player[j];
1103 int jx = some_player->jx, jy = some_player->jy;
1105 /* assign first free player found that is present in the playfield */
1106 if (some_player->present && !some_player->connected)
1108 player->present = TRUE;
1109 player->active = TRUE;
1110 some_player->present = FALSE;
1112 StorePlayer[jx][jy] = player->element_nr;
1113 player->jx = player->last_jx = jx;
1114 player->jy = player->last_jy = jy;
1124 /* when playing a tape, eliminate all players who do not participate */
1126 for (i=0; i<MAX_PLAYERS; i++)
1128 if (stored_player[i].active && !tape.player_participates[i])
1130 struct PlayerInfo *player = &stored_player[i];
1131 int jx = player->jx, jy = player->jy;
1133 player->active = FALSE;
1134 StorePlayer[jx][jy] = 0;
1135 Feld[jx][jy] = EL_EMPTY;
1139 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1141 /* when in single player mode, eliminate all but the first active player */
1143 for (i=0; i<MAX_PLAYERS; i++)
1145 if (stored_player[i].active)
1147 for (j=i+1; j<MAX_PLAYERS; j++)
1149 if (stored_player[j].active)
1151 struct PlayerInfo *player = &stored_player[j];
1152 int jx = player->jx, jy = player->jy;
1154 player->active = FALSE;
1155 StorePlayer[jx][jy] = 0;
1156 Feld[jx][jy] = EL_EMPTY;
1163 /* when recording the game, store which players take part in the game */
1166 for (i=0; i<MAX_PLAYERS; i++)
1167 if (stored_player[i].active)
1168 tape.player_participates[i] = TRUE;
1173 for (i=0; i<MAX_PLAYERS; i++)
1175 struct PlayerInfo *player = &stored_player[i];
1177 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1182 if (local_player == player)
1183 printf("Player %d is local player.\n", i+1);
1187 if (BorderElement == EL_EMPTY)
1190 SBX_Right = lev_fieldx - SCR_FIELDX;
1192 SBY_Lower = lev_fieldy - SCR_FIELDY;
1197 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1199 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1202 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1203 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1205 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1206 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1208 scroll_x = SBX_Left;
1209 scroll_y = SBY_Upper;
1210 if (local_player->jx >= SBX_Left + MIDPOSX)
1211 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1212 local_player->jx - MIDPOSX :
1214 if (local_player->jy >= SBY_Upper + MIDPOSY)
1215 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1216 local_player->jy - MIDPOSY :
1219 CloseDoor(DOOR_CLOSE_1);
1224 /* after drawing the level, correct some elements */
1225 if (game.timegate_time_left == 0)
1226 CloseAllOpenTimegates();
1228 if (setup.soft_scrolling)
1229 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1231 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1234 /* copy default game door content to main double buffer */
1235 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1236 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1239 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1242 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1243 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1244 BlitBitmap(drawto, drawto,
1245 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1246 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1247 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1248 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1251 DrawGameDoorValues();
1255 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1256 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1257 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1261 /* copy actual game door content to door double buffer for OpenDoor() */
1262 BlitBitmap(drawto, bitmap_db_door,
1263 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1265 OpenDoor(DOOR_OPEN_ALL);
1267 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1268 if (setup.sound_music)
1269 PlayMusic(level_nr);
1271 KeyboardAutoRepeatOffUnlessAutoplay();
1276 printf("Player %d %sactive.\n",
1277 i + 1, (stored_player[i].active ? "" : "not "));
1281 void InitMovDir(int x, int y)
1283 int i, element = Feld[x][y];
1284 static int xy[4][2] =
1291 static int direction[3][4] =
1293 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1294 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1295 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1304 Feld[x][y] = EL_BUG;
1305 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1308 case EL_SPACESHIP_RIGHT:
1309 case EL_SPACESHIP_UP:
1310 case EL_SPACESHIP_LEFT:
1311 case EL_SPACESHIP_DOWN:
1312 Feld[x][y] = EL_SPACESHIP;
1313 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1316 case EL_BD_BUTTERFLY_RIGHT:
1317 case EL_BD_BUTTERFLY_UP:
1318 case EL_BD_BUTTERFLY_LEFT:
1319 case EL_BD_BUTTERFLY_DOWN:
1320 Feld[x][y] = EL_BD_BUTTERFLY;
1321 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1324 case EL_BD_FIREFLY_RIGHT:
1325 case EL_BD_FIREFLY_UP:
1326 case EL_BD_FIREFLY_LEFT:
1327 case EL_BD_FIREFLY_DOWN:
1328 Feld[x][y] = EL_BD_FIREFLY;
1329 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1332 case EL_PACMAN_RIGHT:
1334 case EL_PACMAN_LEFT:
1335 case EL_PACMAN_DOWN:
1336 Feld[x][y] = EL_PACMAN;
1337 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1340 case EL_SP_SNIKSNAK:
1341 MovDir[x][y] = MV_UP;
1344 case EL_SP_ELECTRON:
1345 MovDir[x][y] = MV_LEFT;
1352 Feld[x][y] = EL_MOLE;
1353 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1357 if (IS_CUSTOM_ELEMENT(element))
1359 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1360 MovDir[x][y] = element_info[element].move_direction_initial;
1361 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1362 element_info[element].move_pattern == MV_TURNING_LEFT ||
1363 element_info[element].move_pattern == MV_TURNING_RIGHT)
1364 MovDir[x][y] = 1 << RND(4);
1365 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1366 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1367 else if (element_info[element].move_pattern == MV_VERTICAL)
1368 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1369 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1370 MovDir[x][y] = element_info[element].move_pattern;
1371 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1372 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1376 int x1 = x + xy[i][0];
1377 int y1 = y + xy[i][1];
1379 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1381 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1382 MovDir[x][y] = direction[0][i];
1384 MovDir[x][y] = direction[1][i];
1393 MovDir[x][y] = 1 << RND(4);
1395 if (element != EL_BUG &&
1396 element != EL_SPACESHIP &&
1397 element != EL_BD_BUTTERFLY &&
1398 element != EL_BD_FIREFLY)
1403 int x1 = x + xy[i][0];
1404 int y1 = y + xy[i][1];
1406 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1408 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1410 MovDir[x][y] = direction[0][i];
1413 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1414 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1416 MovDir[x][y] = direction[1][i];
1426 void InitAmoebaNr(int x, int y)
1429 int group_nr = AmoebeNachbarNr(x, y);
1433 for (i=1; i<MAX_NUM_AMOEBA; i++)
1435 if (AmoebaCnt[i] == 0)
1443 AmoebaNr[x][y] = group_nr;
1444 AmoebaCnt[group_nr]++;
1445 AmoebaCnt2[group_nr]++;
1451 boolean raise_level = FALSE;
1453 if (local_player->MovPos)
1456 if (tape.playing && tape.auto_play)
1457 tape.auto_play_level_solved = TRUE;
1459 local_player->LevelSolved = FALSE;
1461 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1465 if (!tape.playing && setup.sound_loops)
1466 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1467 SND_CTRL_PLAY_LOOP);
1469 while (TimeLeft > 0)
1471 if (!tape.playing && !setup.sound_loops)
1472 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1473 if (TimeLeft > 0 && !(TimeLeft % 10))
1474 RaiseScore(level.score[SC_TIME_BONUS]);
1475 if (TimeLeft > 100 && !(TimeLeft % 10))
1479 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1486 if (!tape.playing && setup.sound_loops)
1487 StopSound(SND_GAME_LEVELTIME_BONUS);
1489 else if (level.time == 0) /* level without time limit */
1491 if (!tape.playing && setup.sound_loops)
1492 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1493 SND_CTRL_PLAY_LOOP);
1495 while (TimePlayed < 999)
1497 if (!tape.playing && !setup.sound_loops)
1498 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1499 if (TimePlayed < 999 && !(TimePlayed % 10))
1500 RaiseScore(level.score[SC_TIME_BONUS]);
1501 if (TimePlayed < 900 && !(TimePlayed % 10))
1505 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1512 if (!tape.playing && setup.sound_loops)
1513 StopSound(SND_GAME_LEVELTIME_BONUS);
1516 /* Hero disappears */
1517 DrawLevelField(ExitX, ExitY);
1523 CloseDoor(DOOR_CLOSE_1);
1528 SaveTape(tape.level_nr); /* Ask to save tape */
1531 if (level_nr == leveldir_current->handicap_level)
1533 leveldir_current->handicap_level++;
1534 SaveLevelSetup_SeriesInfo();
1537 if (level_editor_test_game)
1538 local_player->score = -1; /* no highscore when playing from editor */
1539 else if (level_nr < leveldir_current->last_level)
1540 raise_level = TRUE; /* advance to next level */
1542 if ((hi_pos = NewHiScore()) >= 0)
1544 game_status = GAME_MODE_SCORES;
1545 DrawHallOfFame(hi_pos);
1554 game_status = GAME_MODE_MAIN;
1571 LoadScore(level_nr);
1573 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1574 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1577 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1579 if (local_player->score > highscore[k].Score)
1581 /* player has made it to the hall of fame */
1583 if (k < MAX_SCORE_ENTRIES - 1)
1585 int m = MAX_SCORE_ENTRIES - 1;
1588 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1589 if (!strcmp(setup.player_name, highscore[l].Name))
1591 if (m == k) /* player's new highscore overwrites his old one */
1597 strcpy(highscore[l].Name, highscore[l - 1].Name);
1598 highscore[l].Score = highscore[l - 1].Score;
1605 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1606 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1607 highscore[k].Score = local_player->score;
1613 else if (!strncmp(setup.player_name, highscore[k].Name,
1614 MAX_PLAYER_NAME_LEN))
1615 break; /* player already there with a higher score */
1621 SaveScore(level_nr);
1626 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1628 if (player->GfxAction != action || player->GfxDir != dir)
1631 printf("Player frame reset! (%d => %d, %d => %d)\n",
1632 player->GfxAction, action, player->GfxDir, dir);
1635 player->GfxAction = action;
1636 player->GfxDir = dir;
1638 player->StepFrame = 0;
1642 static void ResetRandomAnimationValue(int x, int y)
1644 GfxRandom[x][y] = INIT_GFX_RANDOM();
1647 static void ResetGfxAnimation(int x, int y)
1650 GfxAction[x][y] = ACTION_DEFAULT;
1653 void InitMovingField(int x, int y, int direction)
1655 int element = Feld[x][y];
1656 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1657 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1661 if (!JustStopped[x][y] || direction != MovDir[x][y])
1662 ResetGfxAnimation(x, y);
1664 MovDir[newx][newy] = MovDir[x][y] = direction;
1666 if (Feld[newx][newy] == EL_EMPTY)
1667 Feld[newx][newy] = EL_BLOCKED;
1669 if (direction == MV_DOWN && CAN_FALL(element))
1670 GfxAction[x][y] = ACTION_FALLING;
1672 GfxAction[x][y] = ACTION_MOVING;
1674 GfxFrame[newx][newy] = GfxFrame[x][y];
1675 GfxAction[newx][newy] = GfxAction[x][y];
1676 GfxRandom[newx][newy] = GfxRandom[x][y];
1679 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1681 int direction = MovDir[x][y];
1682 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1683 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1689 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1691 int oldx = x, oldy = y;
1692 int direction = MovDir[x][y];
1694 if (direction == MV_LEFT)
1696 else if (direction == MV_RIGHT)
1698 else if (direction == MV_UP)
1700 else if (direction == MV_DOWN)
1703 *comes_from_x = oldx;
1704 *comes_from_y = oldy;
1707 int MovingOrBlocked2Element(int x, int y)
1709 int element = Feld[x][y];
1711 if (element == EL_BLOCKED)
1715 Blocked2Moving(x, y, &oldx, &oldy);
1716 return Feld[oldx][oldy];
1722 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1724 /* like MovingOrBlocked2Element(), but if element is moving
1725 and (x,y) is the field the moving element is just leaving,
1726 return EL_BLOCKED instead of the element value */
1727 int element = Feld[x][y];
1729 if (IS_MOVING(x, y))
1731 if (element == EL_BLOCKED)
1735 Blocked2Moving(x, y, &oldx, &oldy);
1736 return Feld[oldx][oldy];
1745 static void RemoveField(int x, int y)
1747 Feld[x][y] = EL_EMPTY;
1754 ChangeDelay[x][y] = 0;
1755 Pushed[x][y] = FALSE;
1757 GfxElement[x][y] = EL_UNDEFINED;
1758 GfxAction[x][y] = ACTION_DEFAULT;
1761 void RemoveMovingField(int x, int y)
1763 int oldx = x, oldy = y, newx = x, newy = y;
1764 int element = Feld[x][y];
1765 int next_element = EL_UNDEFINED;
1767 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1770 if (IS_MOVING(x, y))
1772 Moving2Blocked(x, y, &newx, &newy);
1773 if (Feld[newx][newy] != EL_BLOCKED)
1776 else if (element == EL_BLOCKED)
1778 Blocked2Moving(x, y, &oldx, &oldy);
1779 if (!IS_MOVING(oldx, oldy))
1783 if (element == EL_BLOCKED &&
1784 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1785 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1786 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1787 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1788 next_element = get_next_element(Feld[oldx][oldy]);
1790 RemoveField(oldx, oldy);
1791 RemoveField(newx, newy);
1793 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1795 if (next_element != EL_UNDEFINED)
1796 Feld[oldx][oldy] = next_element;
1798 DrawLevelField(oldx, oldy);
1799 DrawLevelField(newx, newy);
1802 void DrawDynamite(int x, int y)
1804 int sx = SCREENX(x), sy = SCREENY(y);
1805 int graphic = el2img(Feld[x][y]);
1808 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
1811 if (IS_WALKABLE_INSIDE(Back[x][y]))
1815 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
1816 else if (Store[x][y])
1817 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
1819 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
1822 if (Back[x][y] || Store[x][y])
1823 DrawGraphicThruMask(sx, sy, graphic, frame);
1825 DrawGraphic(sx, sy, graphic, frame);
1827 if (game.emulation == EMU_SUPAPLEX)
1828 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
1829 else if (Store[x][y])
1830 DrawGraphicThruMask(sx, sy, graphic, frame);
1832 DrawGraphic(sx, sy, graphic, frame);
1836 void CheckDynamite(int x, int y)
1838 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
1842 if (MovDelay[x][y] != 0)
1845 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1852 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
1854 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
1855 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
1856 StopSound(SND_DYNAMITE_ACTIVE);
1858 StopSound(SND_DYNABOMB_ACTIVE);
1864 void Explode(int ex, int ey, int phase, int mode)
1868 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1869 int last_phase = num_phase * delay;
1870 int half_phase = (num_phase / 2) * delay;
1871 int first_phase_after_start = EX_PHASE_START + 1;
1873 if (game.explosions_delayed)
1875 ExplodeField[ex][ey] = mode;
1879 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
1881 int center_element = Feld[ex][ey];
1883 /* remove things displayed in background while burning dynamite */
1884 if (!IS_INDESTRUCTIBLE(Back[ex][ey]))
1887 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
1889 /* put moving element to center field (and let it explode there) */
1890 center_element = MovingOrBlocked2Element(ex, ey);
1891 RemoveMovingField(ex, ey);
1892 Feld[ex][ey] = center_element;
1895 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
1899 if (!IN_LEV_FIELD(x, y) ||
1900 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
1901 (x != ex || y != ey)))
1904 element = Feld[x][y];
1906 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
1908 element = MovingOrBlocked2Element(x, y);
1909 RemoveMovingField(x, y);
1913 if (IS_EXPLOSION_PROOF(element))
1916 if ((IS_INDESTRUCTIBLE(element) &&
1917 (game.engine_version < VERSION_IDENT(2,2,0) ||
1918 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
1919 element == EL_FLAMES)
1923 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
1925 if (IS_ACTIVE_BOMB(element))
1927 /* re-activate things under the bomb like gate or penguin */
1928 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
1935 /* save walkable background elements while explosion on same tile */
1936 if (IS_INDESTRUCTIBLE(element))
1937 Back[x][y] = element;
1939 /* ignite explodable elements reached by other explosion */
1940 if (element == EL_EXPLOSION)
1941 element = Store2[x][y];
1944 if (AmoebaNr[x][y] &&
1945 (element == EL_AMOEBA_FULL ||
1946 element == EL_BD_AMOEBA ||
1947 element == EL_AMOEBA_GROWING))
1949 AmoebaCnt[AmoebaNr[x][y]]--;
1950 AmoebaCnt2[AmoebaNr[x][y]]--;
1956 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
1958 switch(StorePlayer[ex][ey])
1961 Store[x][y] = EL_EMERALD_RED;
1964 Store[x][y] = EL_EMERALD;
1967 Store[x][y] = EL_EMERALD_PURPLE;
1971 Store[x][y] = EL_EMERALD_YELLOW;
1975 if (game.emulation == EMU_SUPAPLEX)
1976 Store[x][y] = EL_EMPTY;
1978 else if (center_element == EL_MOLE)
1979 Store[x][y] = EL_EMERALD_RED;
1980 else if (center_element == EL_PENGUIN)
1981 Store[x][y] = EL_EMERALD_PURPLE;
1982 else if (center_element == EL_BUG)
1983 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
1984 else if (center_element == EL_BD_BUTTERFLY)
1985 Store[x][y] = EL_BD_DIAMOND;
1986 else if (center_element == EL_SP_ELECTRON)
1987 Store[x][y] = EL_SP_INFOTRON;
1988 else if (center_element == EL_AMOEBA_TO_DIAMOND)
1989 Store[x][y] = level.amoeba_content;
1990 else if (center_element == EL_YAMYAM)
1992 level.yamyam_content[game.yamyam_content_nr][x - ex + 1][y - ey + 1];
1993 else if (IS_CUSTOM_ELEMENT(center_element))
1995 element_info[center_element].content[x - ex + 1][y - ey + 1];
1996 else if (element == EL_WALL_EMERALD)
1997 Store[x][y] = EL_EMERALD;
1998 else if (element == EL_WALL_DIAMOND)
1999 Store[x][y] = EL_DIAMOND;
2000 else if (element == EL_WALL_BD_DIAMOND)
2001 Store[x][y] = EL_BD_DIAMOND;
2002 else if (element == EL_WALL_EMERALD_YELLOW)
2003 Store[x][y] = EL_EMERALD_YELLOW;
2004 else if (element == EL_WALL_EMERALD_RED)
2005 Store[x][y] = EL_EMERALD_RED;
2006 else if (element == EL_WALL_EMERALD_PURPLE)
2007 Store[x][y] = EL_EMERALD_PURPLE;
2008 else if (element == EL_WALL_PEARL)
2009 Store[x][y] = EL_PEARL;
2010 else if (element == EL_WALL_CRYSTAL)
2011 Store[x][y] = EL_CRYSTAL;
2013 Store[x][y] = EL_EMPTY;
2015 if (x != ex || y != ey ||
2016 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2017 Store2[x][y] = element;
2020 if (AmoebaNr[x][y] &&
2021 (element == EL_AMOEBA_FULL ||
2022 element == EL_BD_AMOEBA ||
2023 element == EL_AMOEBA_GROWING))
2025 AmoebaCnt[AmoebaNr[x][y]]--;
2026 AmoebaCnt2[AmoebaNr[x][y]]--;
2032 MovDir[x][y] = MovPos[x][y] = 0;
2037 Feld[x][y] = EL_EXPLOSION;
2039 GfxElement[x][y] = center_element;
2041 GfxElement[x][y] = EL_UNDEFINED;
2044 ExplodePhase[x][y] = 1;
2048 if (center_element == EL_YAMYAM)
2049 game.yamyam_content_nr =
2050 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2061 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2063 if (phase == first_phase_after_start)
2065 int element = Store2[x][y];
2067 if (element == EL_BLACK_ORB)
2069 Feld[x][y] = Store2[x][y];
2074 else if (phase == half_phase)
2076 int element = Store2[x][y];
2078 if (IS_PLAYER(x, y))
2079 KillHeroUnlessProtected(x, y);
2080 else if (CAN_EXPLODE_BY_FIRE(element))
2082 Feld[x][y] = Store2[x][y];
2086 else if (element == EL_AMOEBA_TO_DIAMOND)
2087 AmoebeUmwandeln(x, y);
2090 if (phase == last_phase)
2094 element = Feld[x][y] = Store[x][y];
2095 Store[x][y] = Store2[x][y] = 0;
2096 GfxElement[x][y] = EL_UNDEFINED;
2098 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2099 element = Feld[x][y] = Back[x][y];
2102 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0;
2103 InitField(x, y, FALSE);
2104 if (CAN_MOVE(element))
2106 DrawLevelField(x, y);
2108 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2109 StorePlayer[x][y] = 0;
2111 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2114 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2116 int stored = Store[x][y];
2117 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2118 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2121 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2124 DrawLevelFieldCrumbledSand(x, y);
2126 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2128 DrawLevelElement(x, y, Back[x][y]);
2129 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2131 else if (IS_WALKABLE_UNDER(Back[x][y]))
2133 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2134 DrawLevelElementThruMask(x, y, Back[x][y]);
2136 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2137 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2141 void DynaExplode(int ex, int ey)
2144 int dynabomb_size = 1;
2145 boolean dynabomb_xl = FALSE;
2146 struct PlayerInfo *player;
2147 static int xy[4][2] =
2155 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2157 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2158 dynabomb_size = player->dynabomb_size;
2159 dynabomb_xl = player->dynabomb_xl;
2160 player->dynabombs_left++;
2163 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2167 for (j=1; j<=dynabomb_size; j++)
2169 int x = ex + j * xy[i % 4][0];
2170 int y = ey + j * xy[i % 4][1];
2173 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2176 element = Feld[x][y];
2178 /* do not restart explosions of fields with active bombs */
2179 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2182 Explode(x, y, EX_PHASE_START, EX_BORDER);
2184 if (element != EL_EMPTY &&
2185 element != EL_SAND &&
2186 element != EL_EXPLOSION &&
2193 void Bang(int x, int y)
2196 int element = MovingOrBlocked2Element(x, y);
2198 int element = Feld[x][y];
2201 if (IS_PLAYER(x, y))
2203 struct PlayerInfo *player = PLAYERINFO(x, y);
2205 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2206 player->element_nr);
2210 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2212 if (game.emulation == EMU_SUPAPLEX)
2213 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2215 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2219 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2227 case EL_BD_BUTTERFLY:
2230 case EL_DARK_YAMYAM:
2234 RaiseScoreElement(element);
2235 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2237 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2238 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2239 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2240 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2241 case EL_DYNABOMB_INCREASE_NUMBER:
2242 case EL_DYNABOMB_INCREASE_SIZE:
2243 case EL_DYNABOMB_INCREASE_POWER:
2248 case EL_LAMP_ACTIVE:
2249 if (IS_PLAYER(x, y))
2250 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2252 Explode(x, y, EX_PHASE_START, EX_CENTER);
2255 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2259 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2262 void SplashAcid(int x, int y)
2264 int element = Feld[x][y];
2266 if (element != EL_ACID_SPLASH_LEFT &&
2267 element != EL_ACID_SPLASH_RIGHT)
2269 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2271 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2272 (!IN_LEV_FIELD(x-1, y-1) ||
2273 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2274 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2276 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2277 (!IN_LEV_FIELD(x+1, y-1) ||
2278 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2279 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2283 static void InitBeltMovement()
2285 static int belt_base_element[4] =
2287 EL_CONVEYOR_BELT_1_LEFT,
2288 EL_CONVEYOR_BELT_2_LEFT,
2289 EL_CONVEYOR_BELT_3_LEFT,
2290 EL_CONVEYOR_BELT_4_LEFT
2292 static int belt_base_active_element[4] =
2294 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2295 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2296 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2297 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2302 /* set frame order for belt animation graphic according to belt direction */
2309 int element = belt_base_active_element[belt_nr] + j;
2310 int graphic = el2img(element);
2312 if (game.belt_dir[i] == MV_LEFT)
2313 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2315 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2319 for(y=0; y<lev_fieldy; y++)
2321 for(x=0; x<lev_fieldx; x++)
2323 int element = Feld[x][y];
2327 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2329 int e_belt_nr = getBeltNrFromBeltElement(element);
2332 if (e_belt_nr == belt_nr)
2334 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2336 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2344 static void ToggleBeltSwitch(int x, int y)
2346 static int belt_base_element[4] =
2348 EL_CONVEYOR_BELT_1_LEFT,
2349 EL_CONVEYOR_BELT_2_LEFT,
2350 EL_CONVEYOR_BELT_3_LEFT,
2351 EL_CONVEYOR_BELT_4_LEFT
2353 static int belt_base_active_element[4] =
2355 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2356 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2357 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2358 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2360 static int belt_base_switch_element[4] =
2362 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2363 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2364 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2365 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2367 static int belt_move_dir[4] =
2375 int element = Feld[x][y];
2376 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2377 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2378 int belt_dir = belt_move_dir[belt_dir_nr];
2381 if (!IS_BELT_SWITCH(element))
2384 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2385 game.belt_dir[belt_nr] = belt_dir;
2387 if (belt_dir_nr == 3)
2390 /* set frame order for belt animation graphic according to belt direction */
2393 int element = belt_base_active_element[belt_nr] + i;
2394 int graphic = el2img(element);
2396 if (belt_dir == MV_LEFT)
2397 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2399 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2402 for (yy=0; yy<lev_fieldy; yy++)
2404 for (xx=0; xx<lev_fieldx; xx++)
2406 int element = Feld[xx][yy];
2408 if (IS_BELT_SWITCH(element))
2410 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2412 if (e_belt_nr == belt_nr)
2414 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2415 DrawLevelField(xx, yy);
2418 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2420 int e_belt_nr = getBeltNrFromBeltElement(element);
2422 if (e_belt_nr == belt_nr)
2424 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2426 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2427 DrawLevelField(xx, yy);
2430 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2432 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2434 if (e_belt_nr == belt_nr)
2436 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2438 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2439 DrawLevelField(xx, yy);
2446 static void ToggleSwitchgateSwitch(int x, int y)
2450 game.switchgate_pos = !game.switchgate_pos;
2452 for (yy=0; yy<lev_fieldy; yy++)
2454 for (xx=0; xx<lev_fieldx; xx++)
2456 int element = Feld[xx][yy];
2458 if (element == EL_SWITCHGATE_SWITCH_UP ||
2459 element == EL_SWITCHGATE_SWITCH_DOWN)
2461 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2462 DrawLevelField(xx, yy);
2464 else if (element == EL_SWITCHGATE_OPEN ||
2465 element == EL_SWITCHGATE_OPENING)
2467 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2469 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2471 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2474 else if (element == EL_SWITCHGATE_CLOSED ||
2475 element == EL_SWITCHGATE_CLOSING)
2477 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2479 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2481 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2488 static int getInvisibleActiveFromInvisibleElement(int element)
2490 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2491 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2492 EL_INVISIBLE_SAND_ACTIVE);
2495 static int getInvisibleFromInvisibleActiveElement(int element)
2497 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2498 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2502 static void RedrawAllLightSwitchesAndInvisibleElements()
2506 for (y=0; y<lev_fieldy; y++)
2508 for (x=0; x<lev_fieldx; x++)
2510 int element = Feld[x][y];
2512 if (element == EL_LIGHT_SWITCH &&
2513 game.light_time_left > 0)
2515 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2516 DrawLevelField(x, y);
2518 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2519 game.light_time_left == 0)
2521 Feld[x][y] = EL_LIGHT_SWITCH;
2522 DrawLevelField(x, y);
2524 else if (element == EL_INVISIBLE_STEELWALL ||
2525 element == EL_INVISIBLE_WALL ||
2526 element == EL_INVISIBLE_SAND)
2528 if (game.light_time_left > 0)
2529 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2531 DrawLevelField(x, y);
2533 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2534 element == EL_INVISIBLE_WALL_ACTIVE ||
2535 element == EL_INVISIBLE_SAND_ACTIVE)
2537 if (game.light_time_left == 0)
2538 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2540 DrawLevelField(x, y);
2546 static void ToggleLightSwitch(int x, int y)
2548 int element = Feld[x][y];
2550 game.light_time_left =
2551 (element == EL_LIGHT_SWITCH ?
2552 level.time_light * FRAMES_PER_SECOND : 0);
2554 RedrawAllLightSwitchesAndInvisibleElements();
2557 static void ActivateTimegateSwitch(int x, int y)
2561 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2563 for (yy=0; yy<lev_fieldy; yy++)
2565 for (xx=0; xx<lev_fieldx; xx++)
2567 int element = Feld[xx][yy];
2569 if (element == EL_TIMEGATE_CLOSED ||
2570 element == EL_TIMEGATE_CLOSING)
2572 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2573 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2577 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2579 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2580 DrawLevelField(xx, yy);
2587 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2590 void Impact(int x, int y)
2592 boolean lastline = (y == lev_fieldy-1);
2593 boolean object_hit = FALSE;
2594 boolean impact = (lastline || object_hit);
2595 int element = Feld[x][y];
2596 int smashed = EL_UNDEFINED;
2598 if (!lastline) /* check if element below was hit */
2600 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2603 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2604 MovDir[x][y + 1] != MV_DOWN ||
2605 MovPos[x][y + 1] <= TILEY / 2));
2607 smashed = MovingOrBlocked2Element(x, y + 1);
2609 impact = (lastline || object_hit);
2612 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2620 ResetGfxAnimation(x, y);
2621 DrawLevelField(x, y);
2624 if (impact && CAN_EXPLODE_IMPACT(element))
2629 else if (impact && element == EL_PEARL)
2631 Feld[x][y] = EL_PEARL_BREAKING;
2632 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2636 else if (impact && CheckElementChange(x, y, element, ACTION_IMPACT))
2638 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2643 else if (impact && CAN_CHANGE(element) &&
2644 HAS_CHANGE_EVENT(element, CE_IMPACT))
2646 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2648 ChangeElementNow(x, y, element);
2654 if (impact && element == EL_AMOEBA_DROP)
2656 if (object_hit && IS_PLAYER(x, y + 1))
2657 KillHeroUnlessProtected(x, y + 1);
2658 else if (object_hit && smashed == EL_PENGUIN)
2662 Feld[x][y] = EL_AMOEBA_GROWING;
2663 Store[x][y] = EL_AMOEBA_WET;
2665 ResetRandomAnimationValue(x, y);
2670 if (object_hit) /* check which object was hit */
2672 if (CAN_PASS_MAGIC_WALL(element) &&
2673 (smashed == EL_MAGIC_WALL ||
2674 smashed == EL_BD_MAGIC_WALL))
2677 int activated_magic_wall =
2678 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
2679 EL_BD_MAGIC_WALL_ACTIVE);
2681 /* activate magic wall / mill */
2682 for (yy=0; yy<lev_fieldy; yy++)
2683 for (xx=0; xx<lev_fieldx; xx++)
2684 if (Feld[xx][yy] == smashed)
2685 Feld[xx][yy] = activated_magic_wall;
2687 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
2688 game.magic_wall_active = TRUE;
2690 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
2691 SND_MAGIC_WALL_ACTIVATING :
2692 SND_BD_MAGIC_WALL_ACTIVATING));
2695 if (IS_PLAYER(x, y + 1))
2697 if (CAN_SMASH_PLAYER(element))
2699 KillHeroUnlessProtected(x, y + 1);
2703 else if (smashed == EL_PENGUIN)
2705 if (CAN_SMASH_PLAYER(element))
2711 else if (element == EL_BD_DIAMOND)
2713 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
2719 else if ((element == EL_SP_INFOTRON ||
2720 element == EL_SP_ZONK) &&
2721 (smashed == EL_SP_SNIKSNAK ||
2722 smashed == EL_SP_ELECTRON ||
2723 smashed == EL_SP_DISK_ORANGE))
2728 else if (CAN_SMASH_EVERYTHING(element))
2730 if (IS_CLASSIC_ENEMY(smashed) ||
2731 CAN_EXPLODE_SMASHED(smashed))
2736 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
2738 if (smashed == EL_LAMP ||
2739 smashed == EL_LAMP_ACTIVE)
2744 else if (smashed == EL_NUT)
2746 Feld[x][y + 1] = EL_NUT_BREAKING;
2747 PlaySoundLevel(x, y, SND_NUT_BREAKING);
2748 RaiseScoreElement(EL_NUT);
2751 else if (smashed == EL_PEARL)
2753 Feld[x][y + 1] = EL_PEARL_BREAKING;
2754 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2757 else if (smashed == EL_DIAMOND)
2759 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
2760 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
2763 else if (IS_BELT_SWITCH(smashed))
2765 ToggleBeltSwitch(x, y + 1);
2767 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
2768 smashed == EL_SWITCHGATE_SWITCH_DOWN)
2770 ToggleSwitchgateSwitch(x, y + 1);
2772 else if (smashed == EL_LIGHT_SWITCH ||
2773 smashed == EL_LIGHT_SWITCH_ACTIVE)
2775 ToggleLightSwitch(x, y + 1);
2780 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2783 else if (CAN_CHANGE(smashed) && HAS_CHANGE_EVENT(smashed, CE_SMASHED))
2785 ChangeElementNow(x, y + 1, smashed);
2791 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
2796 /* play sound of magic wall / mill */
2798 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
2799 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
2801 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
2802 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
2803 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
2804 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
2809 /* play sound of object that hits the ground */
2810 if (lastline || object_hit)
2811 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2814 void TurnRound(int x, int y)
2826 { 0, 0 }, { 0, 0 }, { 0, 0 },
2831 int left, right, back;
2835 { MV_DOWN, MV_UP, MV_RIGHT },
2836 { MV_UP, MV_DOWN, MV_LEFT },
2838 { MV_LEFT, MV_RIGHT, MV_DOWN },
2842 { MV_RIGHT, MV_LEFT, MV_UP }
2845 int element = Feld[x][y];
2846 int old_move_dir = MovDir[x][y];
2847 int left_dir = turn[old_move_dir].left;
2848 int right_dir = turn[old_move_dir].right;
2849 int back_dir = turn[old_move_dir].back;
2851 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
2852 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
2853 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
2854 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
2856 int left_x = x + left_dx, left_y = y + left_dy;
2857 int right_x = x + right_dx, right_y = y + right_dy;
2858 int move_x = x + move_dx, move_y = y + move_dy;
2862 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2864 TestIfBadThingTouchesOtherBadThing(x, y);
2866 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
2867 MovDir[x][y] = right_dir;
2868 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2869 MovDir[x][y] = left_dir;
2871 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
2873 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
2876 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2877 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2879 TestIfBadThingTouchesOtherBadThing(x, y);
2881 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
2882 MovDir[x][y] = left_dir;
2883 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
2884 MovDir[x][y] = right_dir;
2886 if ((element == EL_SPACESHIP ||
2887 element == EL_SP_SNIKSNAK ||
2888 element == EL_SP_ELECTRON)
2889 && MovDir[x][y] != old_move_dir)
2891 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
2894 else if (element == EL_YAMYAM)
2896 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2897 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2899 if (can_turn_left && can_turn_right)
2900 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2901 else if (can_turn_left)
2902 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2903 else if (can_turn_right)
2904 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2906 MovDir[x][y] = back_dir;
2908 MovDelay[x][y] = 16 + 16 * RND(3);
2910 else if (element == EL_DARK_YAMYAM)
2912 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
2913 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
2915 if (can_turn_left && can_turn_right)
2916 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2917 else if (can_turn_left)
2918 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2919 else if (can_turn_right)
2920 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2922 MovDir[x][y] = back_dir;
2924 MovDelay[x][y] = 16 + 16 * RND(3);
2926 else if (element == EL_PACMAN)
2928 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
2929 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
2931 if (can_turn_left && can_turn_right)
2932 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
2933 else if (can_turn_left)
2934 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
2935 else if (can_turn_right)
2936 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
2938 MovDir[x][y] = back_dir;
2940 MovDelay[x][y] = 6 + RND(40);
2942 else if (element == EL_PIG)
2944 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
2945 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
2946 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
2947 boolean should_turn_left, should_turn_right, should_move_on;
2949 int rnd = RND(rnd_value);
2951 should_turn_left = (can_turn_left &&
2953 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
2954 y + back_dy + left_dy)));
2955 should_turn_right = (can_turn_right &&
2957 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
2958 y + back_dy + right_dy)));
2959 should_move_on = (can_move_on &&
2962 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
2963 y + move_dy + left_dy) ||
2964 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
2965 y + move_dy + right_dy)));
2967 if (should_turn_left || should_turn_right || should_move_on)
2969 if (should_turn_left && should_turn_right && should_move_on)
2970 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
2971 rnd < 2 * rnd_value / 3 ? right_dir :
2973 else if (should_turn_left && should_turn_right)
2974 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2975 else if (should_turn_left && should_move_on)
2976 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
2977 else if (should_turn_right && should_move_on)
2978 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
2979 else if (should_turn_left)
2980 MovDir[x][y] = left_dir;
2981 else if (should_turn_right)
2982 MovDir[x][y] = right_dir;
2983 else if (should_move_on)
2984 MovDir[x][y] = old_move_dir;
2986 else if (can_move_on && rnd > rnd_value / 8)
2987 MovDir[x][y] = old_move_dir;
2988 else if (can_turn_left && can_turn_right)
2989 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
2990 else if (can_turn_left && rnd > rnd_value / 8)
2991 MovDir[x][y] = left_dir;
2992 else if (can_turn_right && rnd > rnd_value/8)
2993 MovDir[x][y] = right_dir;
2995 MovDir[x][y] = back_dir;
2997 xx = x + move_xy[MovDir[x][y]].x;
2998 yy = y + move_xy[MovDir[x][y]].y;
3000 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3001 MovDir[x][y] = old_move_dir;
3005 else if (element == EL_DRAGON)
3007 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3008 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3009 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3011 int rnd = RND(rnd_value);
3013 if (can_move_on && rnd > rnd_value / 8)
3014 MovDir[x][y] = old_move_dir;
3015 else if (can_turn_left && can_turn_right)
3016 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3017 else if (can_turn_left && rnd > rnd_value / 8)
3018 MovDir[x][y] = left_dir;
3019 else if (can_turn_right && rnd > rnd_value / 8)
3020 MovDir[x][y] = right_dir;
3022 MovDir[x][y] = back_dir;
3024 xx = x + move_xy[MovDir[x][y]].x;
3025 yy = y + move_xy[MovDir[x][y]].y;
3027 if (!IS_FREE(xx, yy))
3028 MovDir[x][y] = old_move_dir;
3032 else if (element == EL_MOLE)
3034 boolean can_move_on =
3035 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3036 IS_AMOEBOID(Feld[move_x][move_y]) ||
3037 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3040 boolean can_turn_left =
3041 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3042 IS_AMOEBOID(Feld[left_x][left_y])));
3044 boolean can_turn_right =
3045 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3046 IS_AMOEBOID(Feld[right_x][right_y])));
3048 if (can_turn_left && can_turn_right)
3049 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3050 else if (can_turn_left)
3051 MovDir[x][y] = left_dir;
3053 MovDir[x][y] = right_dir;
3056 if (MovDir[x][y] != old_move_dir)
3059 else if (element == EL_BALLOON)
3061 MovDir[x][y] = game.balloon_dir;
3064 else if (element == EL_SPRING)
3066 if (MovDir[x][y] & MV_HORIZONTAL &&
3067 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3068 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3069 MovDir[x][y] = MV_NO_MOVING;
3073 else if (element == EL_ROBOT ||
3074 element == EL_SATELLITE ||
3075 element == EL_PENGUIN)
3077 int attr_x = -1, attr_y = -1;
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 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3111 if (element == EL_PENGUIN)
3114 static int xy[4][2] =
3124 int ex = x + xy[i % 4][0];
3125 int ey = y + xy[i % 4][1];
3127 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3136 MovDir[x][y] = MV_NO_MOVING;
3138 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3139 else if (attr_x > x)
3140 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3142 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3143 else if (attr_y > y)
3144 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3146 if (element == EL_ROBOT)
3150 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3151 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3152 Moving2Blocked(x, y, &newx, &newy);
3154 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3155 MovDelay[x][y] = 8 + 8 * !RND(3);
3157 MovDelay[x][y] = 16;
3159 else if (element == EL_PENGUIN)
3165 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3167 boolean first_horiz = RND(2);
3168 int new_move_dir = MovDir[x][y];
3171 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3172 Moving2Blocked(x, y, &newx, &newy);
3174 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3178 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3179 Moving2Blocked(x, y, &newx, &newy);
3181 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3184 MovDir[x][y] = old_move_dir;
3188 else /* (element == EL_SATELLITE) */
3194 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3196 boolean first_horiz = RND(2);
3197 int new_move_dir = MovDir[x][y];
3200 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3201 Moving2Blocked(x, y, &newx, &newy);
3203 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3207 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3208 Moving2Blocked(x, y, &newx, &newy);
3210 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3213 MovDir[x][y] = old_move_dir;
3218 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3219 element_info[element].move_pattern == MV_TURNING_LEFT ||
3220 element_info[element].move_pattern == MV_TURNING_RIGHT)
3222 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3223 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3225 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3226 MovDir[x][y] = left_dir;
3227 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3228 MovDir[x][y] = right_dir;
3229 else if (can_turn_left && can_turn_right)
3230 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3231 else if (can_turn_left)
3232 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3233 else if (can_turn_right)
3234 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3236 MovDir[x][y] = back_dir;
3238 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3240 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3241 element_info[element].move_pattern == MV_VERTICAL)
3243 if (element_info[element].move_pattern & old_move_dir)
3244 MovDir[x][y] = back_dir;
3245 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3246 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3247 else if (element_info[element].move_pattern == MV_VERTICAL)
3248 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3250 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3252 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3254 MovDir[x][y] = element_info[element].move_pattern;
3255 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3257 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3259 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3260 MovDir[x][y] = left_dir;
3261 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3262 MovDir[x][y] = right_dir;
3264 if (MovDir[x][y] != old_move_dir)
3265 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3267 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3269 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3270 MovDir[x][y] = right_dir;
3271 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3272 MovDir[x][y] = left_dir;
3274 if (MovDir[x][y] != old_move_dir)
3275 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3277 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3278 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3280 int attr_x = -1, attr_y = -1;
3283 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3294 for (i=0; i<MAX_PLAYERS; i++)
3296 struct PlayerInfo *player = &stored_player[i];
3297 int jx = player->jx, jy = player->jy;
3299 if (!player->active)
3303 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3311 MovDir[x][y] = MV_NO_MOVING;
3313 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3314 else if (attr_x > x)
3315 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3317 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3318 else if (attr_y > y)
3319 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3321 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3323 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3325 boolean first_horiz = RND(2);
3326 int new_move_dir = MovDir[x][y];
3329 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3330 Moving2Blocked(x, y, &newx, &newy);
3332 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3336 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3337 Moving2Blocked(x, y, &newx, &newy);
3339 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3342 MovDir[x][y] = old_move_dir;
3347 static boolean JustBeingPushed(int x, int y)
3351 for (i=0; i<MAX_PLAYERS; i++)
3353 struct PlayerInfo *player = &stored_player[i];
3355 if (player->active && player->Pushing && player->MovPos)
3357 int next_jx = player->jx + (player->jx - player->last_jx);
3358 int next_jy = player->jy + (player->jy - player->last_jy);
3360 if (x == next_jx && y == next_jy)
3368 void StartMoving(int x, int y)
3370 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3371 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3372 int element = Feld[x][y];
3377 GfxAction[x][y] = ACTION_DEFAULT;
3379 if (CAN_FALL(element) && y < lev_fieldy - 1)
3381 if ((x>0 && IS_PLAYER(x-1, y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1, y)))
3382 if (JustBeingPushed(x, y))
3385 if (element == EL_QUICKSAND_FULL)
3387 if (IS_FREE(x, y + 1))
3389 InitMovingField(x, y, MV_DOWN);
3390 started_moving = TRUE;
3392 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3393 Store[x][y] = EL_ROCK;
3395 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3397 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3400 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3402 if (!MovDelay[x][y])
3403 MovDelay[x][y] = TILEY + 1;
3412 Feld[x][y] = EL_QUICKSAND_EMPTY;
3413 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3414 Store[x][y + 1] = Store[x][y];
3417 PlaySoundLevelAction(x, y, ACTION_FILLING);
3419 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3423 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3424 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3426 InitMovingField(x, y, MV_DOWN);
3427 started_moving = TRUE;
3429 Feld[x][y] = EL_QUICKSAND_FILLING;
3430 Store[x][y] = element;
3432 PlaySoundLevelAction(x, y, ACTION_FILLING);
3434 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3437 else if (element == EL_MAGIC_WALL_FULL)
3439 if (IS_FREE(x, y + 1))
3441 InitMovingField(x, y, MV_DOWN);
3442 started_moving = TRUE;
3444 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3445 Store[x][y] = EL_CHANGED(Store[x][y]);
3447 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3449 if (!MovDelay[x][y])
3450 MovDelay[x][y] = TILEY/4 + 1;
3459 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3460 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3461 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3465 else if (element == EL_BD_MAGIC_WALL_FULL)
3467 if (IS_FREE(x, y + 1))
3469 InitMovingField(x, y, MV_DOWN);
3470 started_moving = TRUE;
3472 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3473 Store[x][y] = EL_CHANGED2(Store[x][y]);
3475 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3477 if (!MovDelay[x][y])
3478 MovDelay[x][y] = TILEY/4 + 1;
3487 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3488 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3489 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3493 else if (CAN_PASS_MAGIC_WALL(element) &&
3494 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3495 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3497 InitMovingField(x, y, MV_DOWN);
3498 started_moving = TRUE;
3501 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3502 EL_BD_MAGIC_WALL_FILLING);
3503 Store[x][y] = element;
3506 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3508 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3513 InitMovingField(x, y, MV_DOWN);
3514 started_moving = TRUE;
3516 Store[x][y] = EL_ACID;
3518 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3519 GfxAction[x][y + 1] = ACTION_ACTIVE;
3524 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3525 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3526 JustStopped[x][y] && !Pushed[x][y + 1])
3528 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3532 /* calling "Impact()" here is not only completely unneccessary
3533 (because it already gets called from "ContinueMoving()" in
3534 all relevant situations), but also completely bullshit, because
3535 "JustStopped" also indicates a finished *horizontal* movement;
3536 we must keep this trash for backwards compatibility with older
3542 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3544 if (MovDir[x][y] == MV_NO_MOVING)
3546 InitMovingField(x, y, MV_DOWN);
3547 started_moving = TRUE;
3550 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3552 if (JustStopped[x][y]) /* prevent animation from being restarted */
3553 MovDir[x][y] = MV_DOWN;
3555 InitMovingField(x, y, MV_DOWN);
3556 started_moving = TRUE;
3558 else if (element == EL_AMOEBA_DROP)
3560 Feld[x][y] = EL_AMOEBA_GROWING;
3561 Store[x][y] = EL_AMOEBA_WET;
3563 /* Store[x][y + 1] must be zero, because:
3564 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3567 #if OLD_GAME_BEHAVIOUR
3568 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3570 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3571 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3572 element != EL_DX_SUPABOMB)
3575 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3576 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3577 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3578 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3581 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3582 (IS_FREE(x - 1, y + 1) ||
3583 Feld[x - 1][y + 1] == EL_ACID));
3584 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3585 (IS_FREE(x + 1, y + 1) ||
3586 Feld[x + 1][y + 1] == EL_ACID));
3587 boolean can_fall_any = (can_fall_left || can_fall_right);
3588 boolean can_fall_both = (can_fall_left && can_fall_right);
3590 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3592 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3594 if (slippery_type == SLIPPERY_ONLY_LEFT)
3595 can_fall_right = FALSE;
3596 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3597 can_fall_left = FALSE;
3598 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3599 can_fall_right = FALSE;
3600 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3601 can_fall_left = FALSE;
3603 can_fall_any = (can_fall_left || can_fall_right);
3604 can_fall_both = (can_fall_left && can_fall_right);
3609 if (can_fall_both &&
3610 (game.emulation != EMU_BOULDERDASH &&
3611 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3612 can_fall_left = !(can_fall_right = RND(2));
3614 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3615 started_moving = TRUE;
3618 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3620 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3621 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3622 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3623 int belt_dir = game.belt_dir[belt_nr];
3625 if ((belt_dir == MV_LEFT && left_is_free) ||
3626 (belt_dir == MV_RIGHT && right_is_free))
3628 InitMovingField(x, y, belt_dir);
3629 started_moving = TRUE;
3631 GfxAction[x][y] = ACTION_DEFAULT;
3636 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3637 if (CAN_MOVE(element) && !started_moving)
3641 if ((element == EL_SATELLITE ||
3642 element == EL_BALLOON ||
3643 element == EL_SPRING)
3644 && JustBeingPushed(x, y))
3649 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3650 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3652 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3654 Moving2Blocked(x, y, &newx, &newy);
3655 if (Feld[newx][newy] == EL_BLOCKED)
3656 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3661 if (!MovDelay[x][y]) /* start new movement phase */
3663 /* all objects that can change their move direction after each step
3664 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3666 if (element != EL_YAMYAM &&
3667 element != EL_DARK_YAMYAM &&
3668 element != EL_PACMAN &&
3669 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3670 element_info[element].move_pattern != MV_TURNING_LEFT &&
3671 element_info[element].move_pattern != MV_TURNING_RIGHT)
3675 if (MovDelay[x][y] && (element == EL_BUG ||
3676 element == EL_SPACESHIP ||
3677 element == EL_SP_SNIKSNAK ||
3678 element == EL_SP_ELECTRON ||
3679 element == EL_MOLE))
3680 DrawLevelField(x, y);
3684 if (MovDelay[x][y]) /* wait some time before next movement */
3689 if (element == EL_YAMYAM)
3692 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3693 DrawLevelElementAnimation(x, y, element);
3697 if (MovDelay[x][y]) /* element still has to wait some time */
3700 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3701 ResetGfxAnimation(x, y);
3703 GfxAction[x][y] = ACTION_WAITING;
3706 if (element == EL_ROBOT ||
3708 element == EL_PACMAN ||
3710 element == EL_YAMYAM ||
3711 element == EL_DARK_YAMYAM)
3714 DrawLevelElementAnimation(x, y, element);
3716 DrawLevelElementAnimationIfNeeded(x, y, element);
3718 PlaySoundLevelAction(x, y, ACTION_WAITING);
3720 else if (element == EL_SP_ELECTRON)
3721 DrawLevelElementAnimationIfNeeded(x, y, element);
3722 else if (element == EL_DRAGON)
3725 int dir = MovDir[x][y];
3726 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3727 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3728 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3729 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3730 dir == MV_UP ? IMG_FLAMES_1_UP :
3731 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3732 int frame = getGraphicAnimationFrame(graphic, -1);
3734 for (i=1; i<=3; i++)
3736 int xx = x + i*dx, yy = y + i*dy;
3737 int sx = SCREENX(xx), sy = SCREENY(yy);
3738 int flame_graphic = graphic + (i - 1);
3740 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3745 int flamed = MovingOrBlocked2Element(xx, yy);
3747 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3750 RemoveMovingField(xx, yy);
3752 Feld[xx][yy] = EL_FLAMES;
3753 if (IN_SCR_FIELD(sx, sy))
3754 DrawGraphic(sx, sy, flame_graphic, frame);
3758 if (Feld[xx][yy] == EL_FLAMES)
3759 Feld[xx][yy] = EL_EMPTY;
3760 DrawLevelField(xx, yy);
3765 if (MovDelay[x][y]) /* element still has to wait some time */
3767 PlaySoundLevelAction(x, y, ACTION_WAITING);
3772 GfxAction[x][y] = ACTION_MOVING;
3775 /* now make next step */
3777 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3779 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3780 !PLAYER_PROTECTED(newx, newy))
3783 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3786 /* player killed by element which is deadly when colliding with */
3788 KillHero(PLAYERINFO(newx, newy));
3793 else if ((element == EL_PENGUIN ||
3794 element == EL_ROBOT ||
3795 element == EL_SATELLITE ||
3796 element == EL_BALLOON ||
3797 IS_CUSTOM_ELEMENT(element)) &&
3798 IN_LEV_FIELD(newx, newy) &&
3799 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3802 Store[x][y] = EL_ACID;
3804 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3806 if (Feld[newx][newy] == EL_EXIT_OPEN)
3808 Feld[x][y] = EL_EMPTY;
3809 DrawLevelField(x, y);
3811 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3812 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3813 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3815 local_player->friends_still_needed--;
3816 if (!local_player->friends_still_needed &&
3817 !local_player->GameOver && AllPlayersGone)
3818 local_player->LevelSolved = local_player->GameOver = TRUE;
3822 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3824 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3825 DrawLevelField(newx, newy);
3827 MovDir[x][y] = MV_NO_MOVING;
3829 else if (!IS_FREE(newx, newy))
3831 GfxAction[x][y] = ACTION_WAITING;
3833 if (IS_PLAYER(x, y))
3834 DrawPlayerField(x, y);
3836 DrawLevelField(x, y);
3840 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3842 if (IS_FOOD_PIG(Feld[newx][newy]))
3844 if (IS_MOVING(newx, newy))
3845 RemoveMovingField(newx, newy);
3848 Feld[newx][newy] = EL_EMPTY;
3849 DrawLevelField(newx, newy);
3852 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3854 else if (!IS_FREE(newx, newy))
3856 if (IS_PLAYER(x, y))
3857 DrawPlayerField(x, y);
3859 DrawLevelField(x, y);
3863 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3865 if (!IS_FREE(newx, newy))
3867 if (IS_PLAYER(x, y))
3868 DrawPlayerField(x, y);
3870 DrawLevelField(x, y);
3875 boolean wanna_flame = !RND(10);
3876 int dx = newx - x, dy = newy - y;
3877 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3878 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3879 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3880 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3881 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3882 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3885 IS_CLASSIC_ENEMY(element1) ||
3886 IS_CLASSIC_ENEMY(element2)) &&
3887 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3888 element1 != EL_FLAMES && element2 != EL_FLAMES)
3890 if (IS_PLAYER(x, y))
3891 DrawPlayerField(x, y);
3893 DrawLevelField(x, y);
3895 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3897 MovDelay[x][y] = 50;
3898 Feld[newx][newy] = EL_FLAMES;
3899 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3900 Feld[newx1][newy1] = EL_FLAMES;
3901 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3902 Feld[newx2][newy2] = EL_FLAMES;
3907 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3908 Feld[newx][newy] == EL_DIAMOND)
3910 if (IS_MOVING(newx, newy))
3911 RemoveMovingField(newx, newy);
3914 Feld[newx][newy] = EL_EMPTY;
3915 DrawLevelField(newx, newy);
3918 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3920 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3921 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3923 if (AmoebaNr[newx][newy])
3925 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3926 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3927 Feld[newx][newy] == EL_BD_AMOEBA)
3928 AmoebaCnt[AmoebaNr[newx][newy]]--;
3931 if (IS_MOVING(newx, newy))
3932 RemoveMovingField(newx, newy);
3935 Feld[newx][newy] = EL_EMPTY;
3936 DrawLevelField(newx, newy);
3939 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3941 else if ((element == EL_PACMAN || element == EL_MOLE)
3942 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3944 if (AmoebaNr[newx][newy])
3946 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3947 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3948 Feld[newx][newy] == EL_BD_AMOEBA)
3949 AmoebaCnt[AmoebaNr[newx][newy]]--;
3952 if (element == EL_MOLE)
3954 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3955 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3956 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3957 return; /* wait for shrinking amoeba */
3959 else /* element == EL_PACMAN */
3961 Feld[newx][newy] = EL_EMPTY;
3962 DrawLevelField(newx, newy);
3963 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3966 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3967 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3968 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3970 /* wait for shrinking amoeba to completely disappear */
3973 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3975 /* object was running against a wall */
3980 DrawLevelElementAnimation(x, y, element);
3982 if (element == EL_BUG ||
3983 element == EL_SPACESHIP ||
3984 element == EL_SP_SNIKSNAK)
3985 DrawLevelField(x, y);
3986 else if (element == EL_MOLE)
3987 DrawLevelField(x, y);
3988 else if (element == EL_BD_BUTTERFLY ||
3989 element == EL_BD_FIREFLY)
3990 DrawLevelElementAnimationIfNeeded(x, y, element);
3991 else if (element == EL_SATELLITE)
3992 DrawLevelElementAnimationIfNeeded(x, y, element);
3993 else if (element == EL_SP_ELECTRON)
3994 DrawLevelElementAnimationIfNeeded(x, y, element);
3997 if (DONT_TOUCH(element))
3998 TestIfBadThingTouchesHero(x, y);
4001 PlaySoundLevelAction(x, y, ACTION_WAITING);
4007 InitMovingField(x, y, MovDir[x][y]);
4009 PlaySoundLevelAction(x, y, ACTION_MOVING);
4013 ContinueMoving(x, y);
4016 void ContinueMoving(int x, int y)
4018 int element = Feld[x][y];
4019 int direction = MovDir[x][y];
4020 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4021 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4022 int newx = x + dx, newy = y + dy;
4023 int nextx = newx + dx, nexty = newy + dy;
4024 int horiz_move = (dx != 0);
4025 int sign = (horiz_move ? dx : dy);
4026 int step = sign * element_info[element].move_stepsize;
4027 boolean pushed = Pushed[x][y];
4029 /* special values for move stepsize for spring and things on conveyor belt */
4032 if (CAN_FALL(element) &&
4033 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4034 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4035 else if (element == EL_SPRING)
4036 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4039 MovPos[x][y] += step;
4041 if (pushed) /* special case: moving object pushed by player */
4042 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4044 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4046 Feld[x][y] = EL_EMPTY;
4047 Feld[newx][newy] = element;
4048 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4050 if (element == EL_MOLE)
4052 Feld[x][y] = EL_SAND;
4054 DrawLevelFieldCrumbledSandNeighbours(x, y);
4056 else if (element == EL_QUICKSAND_FILLING)
4058 element = Feld[newx][newy] = get_next_element(element);
4059 Store[newx][newy] = Store[x][y];
4061 else if (element == EL_QUICKSAND_EMPTYING)
4063 Feld[x][y] = get_next_element(element);
4064 element = Feld[newx][newy] = Store[x][y];
4066 else if (element == EL_MAGIC_WALL_FILLING)
4068 element = Feld[newx][newy] = get_next_element(element);
4069 if (!game.magic_wall_active)
4070 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4071 Store[newx][newy] = Store[x][y];
4073 else if (element == EL_MAGIC_WALL_EMPTYING)
4075 Feld[x][y] = get_next_element(element);
4076 if (!game.magic_wall_active)
4077 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4078 element = Feld[newx][newy] = Store[x][y];
4080 else if (element == EL_BD_MAGIC_WALL_FILLING)
4082 element = Feld[newx][newy] = get_next_element(element);
4083 if (!game.magic_wall_active)
4084 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4085 Store[newx][newy] = Store[x][y];
4087 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4089 Feld[x][y] = get_next_element(element);
4090 if (!game.magic_wall_active)
4091 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4092 element = Feld[newx][newy] = Store[x][y];
4094 else if (element == EL_AMOEBA_DROPPING)
4096 Feld[x][y] = get_next_element(element);
4097 element = Feld[newx][newy] = Store[x][y];
4099 else if (element == EL_SOKOBAN_OBJECT)
4102 Feld[x][y] = Back[x][y];
4104 if (Back[newx][newy])
4105 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4107 Back[x][y] = Back[newx][newy] = 0;
4109 else if (Store[x][y] == EL_ACID)
4111 element = Feld[newx][newy] = EL_ACID;
4115 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4116 MovDelay[newx][newy] = 0;
4118 /* copy element change control values to new field */
4119 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4121 /* copy animation control values to new field */
4122 GfxFrame[newx][newy] = GfxFrame[x][y];
4123 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4124 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4126 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4128 ResetGfxAnimation(x, y); /* reset animation values for old field */
4131 /* 2.1.1 (does not work correctly for spring) */
4132 if (!CAN_MOVE(element))
4133 MovDir[newx][newy] = 0;
4137 /* (does not work for falling objects that slide horizontally) */
4138 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4139 MovDir[newx][newy] = 0;
4142 if (!CAN_MOVE(element) ||
4143 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4144 MovDir[newx][newy] = 0;
4147 if (!CAN_MOVE(element) ||
4148 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4149 MovDir[newx][newy] = 0;
4153 DrawLevelField(x, y);
4154 DrawLevelField(newx, newy);
4156 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4158 if (!pushed) /* special case: moving object pushed by player */
4159 JustStopped[newx][newy] = 3;
4161 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4163 TestIfBadThingTouchesHero(newx, newy);
4164 TestIfBadThingTouchesFriend(newx, newy);
4165 TestIfBadThingTouchesOtherBadThing(newx, newy);
4167 else if (element == EL_PENGUIN)
4168 TestIfFriendTouchesBadThing(newx, newy);
4170 if (CAN_FALL(element) && direction == MV_DOWN &&
4171 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4174 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4175 CheckElementChange(newx, newy, element, CE_COLLISION);
4177 TestIfPlayerTouchesCustomElement(newx, newy);
4178 TestIfElementTouchesCustomElement(newx, newy);
4180 else /* still moving on */
4182 DrawLevelField(x, y);
4186 int AmoebeNachbarNr(int ax, int ay)
4189 int element = Feld[ax][ay];
4191 static int xy[4][2] =
4201 int x = ax + xy[i][0];
4202 int y = ay + xy[i][1];
4204 if (!IN_LEV_FIELD(x, y))
4207 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4208 group_nr = AmoebaNr[x][y];
4214 void AmoebenVereinigen(int ax, int ay)
4216 int i, x, y, xx, yy;
4217 int new_group_nr = AmoebaNr[ax][ay];
4218 static int xy[4][2] =
4226 if (new_group_nr == 0)
4234 if (!IN_LEV_FIELD(x, y))
4237 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4238 Feld[x][y] == EL_BD_AMOEBA ||
4239 Feld[x][y] == EL_AMOEBA_DEAD) &&
4240 AmoebaNr[x][y] != new_group_nr)
4242 int old_group_nr = AmoebaNr[x][y];
4244 if (old_group_nr == 0)
4247 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4248 AmoebaCnt[old_group_nr] = 0;
4249 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4250 AmoebaCnt2[old_group_nr] = 0;
4252 for (yy=0; yy<lev_fieldy; yy++)
4254 for (xx=0; xx<lev_fieldx; xx++)
4256 if (AmoebaNr[xx][yy] == old_group_nr)
4257 AmoebaNr[xx][yy] = new_group_nr;
4264 void AmoebeUmwandeln(int ax, int ay)
4268 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4270 int group_nr = AmoebaNr[ax][ay];
4275 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4276 printf("AmoebeUmwandeln(): This should never happen!\n");
4281 for (y=0; y<lev_fieldy; y++)
4283 for (x=0; x<lev_fieldx; x++)
4285 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4288 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4292 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4293 SND_AMOEBA_TURNING_TO_GEM :
4294 SND_AMOEBA_TURNING_TO_ROCK));
4299 static int xy[4][2] =
4312 if (!IN_LEV_FIELD(x, y))
4315 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4317 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4318 SND_AMOEBA_TURNING_TO_GEM :
4319 SND_AMOEBA_TURNING_TO_ROCK));
4326 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4329 int group_nr = AmoebaNr[ax][ay];
4330 boolean done = FALSE;
4335 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4336 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4341 for (y=0; y<lev_fieldy; y++)
4343 for (x=0; x<lev_fieldx; x++)
4345 if (AmoebaNr[x][y] == group_nr &&
4346 (Feld[x][y] == EL_AMOEBA_DEAD ||
4347 Feld[x][y] == EL_BD_AMOEBA ||
4348 Feld[x][y] == EL_AMOEBA_GROWING))
4351 Feld[x][y] = new_element;
4352 InitField(x, y, FALSE);
4353 DrawLevelField(x, y);
4360 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4361 SND_BD_AMOEBA_TURNING_TO_ROCK :
4362 SND_BD_AMOEBA_TURNING_TO_GEM));
4365 void AmoebeWaechst(int x, int y)
4367 static unsigned long sound_delay = 0;
4368 static unsigned long sound_delay_value = 0;
4370 if (!MovDelay[x][y]) /* start new growing cycle */
4374 if (DelayReached(&sound_delay, sound_delay_value))
4377 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4379 if (Store[x][y] == EL_BD_AMOEBA)
4380 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4382 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4384 sound_delay_value = 30;
4388 if (MovDelay[x][y]) /* wait some time before growing bigger */
4391 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4393 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4394 6 - MovDelay[x][y]);
4396 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4399 if (!MovDelay[x][y])
4401 Feld[x][y] = Store[x][y];
4403 DrawLevelField(x, y);
4408 void AmoebaDisappearing(int x, int y)
4410 static unsigned long sound_delay = 0;
4411 static unsigned long sound_delay_value = 0;
4413 if (!MovDelay[x][y]) /* start new shrinking cycle */
4417 if (DelayReached(&sound_delay, sound_delay_value))
4418 sound_delay_value = 30;
4421 if (MovDelay[x][y]) /* wait some time before shrinking */
4424 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4426 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4427 6 - MovDelay[x][y]);
4429 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4432 if (!MovDelay[x][y])
4434 Feld[x][y] = EL_EMPTY;
4435 DrawLevelField(x, y);
4437 /* don't let mole enter this field in this cycle;
4438 (give priority to objects falling to this field from above) */
4444 void AmoebeAbleger(int ax, int ay)
4447 int element = Feld[ax][ay];
4448 int graphic = el2img(element);
4449 int newax = ax, neway = ay;
4450 static int xy[4][2] =
4458 if (!level.amoeba_speed)
4460 Feld[ax][ay] = EL_AMOEBA_DEAD;
4461 DrawLevelField(ax, ay);
4465 if (IS_ANIMATED(graphic))
4466 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4468 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4469 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4471 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4474 if (MovDelay[ax][ay])
4478 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4481 int x = ax + xy[start][0];
4482 int y = ay + xy[start][1];
4484 if (!IN_LEV_FIELD(x, y))
4487 if (IS_FREE(x, y) ||
4488 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4494 if (newax == ax && neway == ay)
4497 else /* normal or "filled" (BD style) amoeba */
4500 boolean waiting_for_player = FALSE;
4504 int j = (start + i) % 4;
4505 int x = ax + xy[j][0];
4506 int y = ay + xy[j][1];
4508 if (!IN_LEV_FIELD(x, y))
4511 if (IS_FREE(x, y) ||
4512 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4518 else if (IS_PLAYER(x, y))
4519 waiting_for_player = TRUE;
4522 if (newax == ax && neway == ay) /* amoeba cannot grow */
4524 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4526 Feld[ax][ay] = EL_AMOEBA_DEAD;
4527 DrawLevelField(ax, ay);
4528 AmoebaCnt[AmoebaNr[ax][ay]]--;
4530 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4532 if (element == EL_AMOEBA_FULL)
4533 AmoebeUmwandeln(ax, ay);
4534 else if (element == EL_BD_AMOEBA)
4535 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4540 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4542 /* amoeba gets larger by growing in some direction */
4544 int new_group_nr = AmoebaNr[ax][ay];
4547 if (new_group_nr == 0)
4549 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4550 printf("AmoebeAbleger(): This should never happen!\n");
4555 AmoebaNr[newax][neway] = new_group_nr;
4556 AmoebaCnt[new_group_nr]++;
4557 AmoebaCnt2[new_group_nr]++;
4559 /* if amoeba touches other amoeba(s) after growing, unify them */
4560 AmoebenVereinigen(newax, neway);
4562 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4564 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4570 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4571 (neway == lev_fieldy - 1 && newax != ax))
4573 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4574 Store[newax][neway] = element;
4576 else if (neway == ay)
4578 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4580 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4582 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4587 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4588 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4589 Store[ax][ay] = EL_AMOEBA_DROP;
4590 ContinueMoving(ax, ay);
4594 DrawLevelField(newax, neway);
4597 void Life(int ax, int ay)
4600 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4602 int element = Feld[ax][ay];
4603 int graphic = el2img(element);
4604 boolean changed = FALSE;
4606 if (IS_ANIMATED(graphic))
4607 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4612 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4613 MovDelay[ax][ay] = life_time;
4615 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4618 if (MovDelay[ax][ay])
4622 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4624 int xx = ax+x1, yy = ay+y1;
4627 if (!IN_LEV_FIELD(xx, yy))
4630 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4632 int x = xx+x2, y = yy+y2;
4634 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4637 if (((Feld[x][y] == element ||
4638 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4640 (IS_FREE(x, y) && Stop[x][y]))
4644 if (xx == ax && yy == ay) /* field in the middle */
4646 if (nachbarn < life[0] || nachbarn > life[1])
4648 Feld[xx][yy] = EL_EMPTY;
4650 DrawLevelField(xx, yy);
4651 Stop[xx][yy] = TRUE;
4655 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4656 { /* free border field */
4657 if (nachbarn >= life[2] && nachbarn <= life[3])
4659 Feld[xx][yy] = element;
4660 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4662 DrawLevelField(xx, yy);
4663 Stop[xx][yy] = TRUE;
4670 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4671 SND_GAME_OF_LIFE_GROWING);
4674 static void InitRobotWheel(int x, int y)
4676 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4679 static void RunRobotWheel(int x, int y)
4681 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4684 static void StopRobotWheel(int x, int y)
4686 if (ZX == x && ZY == y)
4690 static void InitTimegateWheel(int x, int y)
4692 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4695 static void RunTimegateWheel(int x, int y)
4697 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4700 void CheckExit(int x, int y)
4702 if (local_player->gems_still_needed > 0 ||
4703 local_player->sokobanfields_still_needed > 0 ||
4704 local_player->lights_still_needed > 0)
4706 int element = Feld[x][y];
4707 int graphic = el2img(element);
4709 if (IS_ANIMATED(graphic))
4710 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4715 Feld[x][y] = EL_EXIT_OPENING;
4717 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4720 void CheckExitSP(int x, int y)
4722 if (local_player->gems_still_needed > 0)
4724 int element = Feld[x][y];
4725 int graphic = el2img(element);
4727 if (IS_ANIMATED(graphic))
4728 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4733 Feld[x][y] = EL_SP_EXIT_OPEN;
4735 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4738 static void CloseAllOpenTimegates()
4742 for (y=0; y<lev_fieldy; y++)
4744 for (x=0; x<lev_fieldx; x++)
4746 int element = Feld[x][y];
4748 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4750 Feld[x][y] = EL_TIMEGATE_CLOSING;
4752 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4754 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4761 void EdelsteinFunkeln(int x, int y)
4763 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4766 if (Feld[x][y] == EL_BD_DIAMOND)
4769 if (MovDelay[x][y] == 0) /* next animation frame */
4770 MovDelay[x][y] = 11 * !SimpleRND(500);
4772 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4776 if (setup.direct_draw && MovDelay[x][y])
4777 SetDrawtoField(DRAW_BUFFERED);
4779 DrawLevelElementAnimation(x, y, Feld[x][y]);
4781 if (MovDelay[x][y] != 0)
4783 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4784 10 - MovDelay[x][y]);
4786 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4788 if (setup.direct_draw)
4792 dest_x = FX + SCREENX(x) * TILEX;
4793 dest_y = FY + SCREENY(y) * TILEY;
4795 BlitBitmap(drawto_field, window,
4796 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4797 SetDrawtoField(DRAW_DIRECT);
4803 void MauerWaechst(int x, int y)
4807 if (!MovDelay[x][y]) /* next animation frame */
4808 MovDelay[x][y] = 3 * delay;
4810 if (MovDelay[x][y]) /* wait some time before next frame */
4814 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4816 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4817 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4819 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4822 if (!MovDelay[x][y])
4824 if (MovDir[x][y] == MV_LEFT)
4826 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4827 DrawLevelField(x - 1, y);
4829 else if (MovDir[x][y] == MV_RIGHT)
4831 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4832 DrawLevelField(x + 1, y);
4834 else if (MovDir[x][y] == MV_UP)
4836 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4837 DrawLevelField(x, y - 1);
4841 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4842 DrawLevelField(x, y + 1);
4845 Feld[x][y] = Store[x][y];
4847 MovDir[x][y] = MV_NO_MOVING;
4848 DrawLevelField(x, y);
4853 void MauerAbleger(int ax, int ay)
4855 int element = Feld[ax][ay];
4856 int graphic = el2img(element);
4857 boolean oben_frei = FALSE, unten_frei = FALSE;
4858 boolean links_frei = FALSE, rechts_frei = FALSE;
4859 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4860 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4861 boolean new_wall = FALSE;
4863 if (IS_ANIMATED(graphic))
4864 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4866 if (!MovDelay[ax][ay]) /* start building new wall */
4867 MovDelay[ax][ay] = 6;
4869 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4872 if (MovDelay[ax][ay])
4876 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4878 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4880 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4882 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4885 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4886 element == EL_EXPANDABLE_WALL_ANY)
4890 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4891 Store[ax][ay-1] = element;
4892 MovDir[ax][ay-1] = MV_UP;
4893 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4894 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4895 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4900 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4901 Store[ax][ay+1] = element;
4902 MovDir[ax][ay+1] = MV_DOWN;
4903 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4904 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4905 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4910 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4911 element == EL_EXPANDABLE_WALL_ANY ||
4912 element == EL_EXPANDABLE_WALL)
4916 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4917 Store[ax-1][ay] = element;
4918 MovDir[ax-1][ay] = MV_LEFT;
4919 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4920 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4921 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4927 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4928 Store[ax+1][ay] = element;
4929 MovDir[ax+1][ay] = MV_RIGHT;
4930 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4931 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4932 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4937 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4938 DrawLevelField(ax, ay);
4940 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4942 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4943 unten_massiv = TRUE;
4944 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4945 links_massiv = TRUE;
4946 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4947 rechts_massiv = TRUE;
4949 if (((oben_massiv && unten_massiv) ||
4950 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4951 element == EL_EXPANDABLE_WALL) &&
4952 ((links_massiv && rechts_massiv) ||
4953 element == EL_EXPANDABLE_WALL_VERTICAL))
4954 Feld[ax][ay] = EL_WALL;
4958 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4960 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4964 void CheckForDragon(int x, int y)
4967 boolean dragon_found = FALSE;
4968 static int xy[4][2] =
4980 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4982 if (IN_LEV_FIELD(xx, yy) &&
4983 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4985 if (Feld[xx][yy] == EL_DRAGON)
4986 dragon_found = TRUE;
4999 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5001 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5003 Feld[xx][yy] = EL_EMPTY;
5004 DrawLevelField(xx, yy);
5013 static void InitBuggyBase(int x, int y)
5015 int element = Feld[x][y];
5016 int activating_delay = FRAMES_PER_SECOND / 4;
5019 (element == EL_SP_BUGGY_BASE ?
5020 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5021 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5023 element == EL_SP_BUGGY_BASE_ACTIVE ?
5024 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5027 static void WarnBuggyBase(int x, int y)
5030 static int xy[4][2] =
5040 int xx = x + xy[i][0], yy = y + xy[i][1];
5042 if (IS_PLAYER(xx, yy))
5044 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5051 static void InitTrap(int x, int y)
5053 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5056 static void ActivateTrap(int x, int y)
5058 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5061 static void ChangeActiveTrap(int x, int y)
5063 int graphic = IMG_TRAP_ACTIVE;
5065 /* if new animation frame was drawn, correct crumbled sand border */
5066 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5067 DrawLevelFieldCrumbledSand(x, y);
5070 static void ChangeElementNowExt(int x, int y, int target_element)
5072 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5079 Feld[x][y] = target_element;
5081 ResetGfxAnimation(x, y);
5082 ResetRandomAnimationValue(x, y);
5084 InitField(x, y, FALSE);
5085 if (CAN_MOVE(Feld[x][y]))
5088 DrawLevelField(x, y);
5090 if (CAN_BE_CRUMBLED(Feld[x][y]))
5091 DrawLevelFieldCrumbledSandNeighbours(x, y);
5094 static void ChangeElementNow(int x, int y, int element)
5096 struct ElementChangeInfo *change = &element_info[element].change;
5098 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5100 if (change->explode)
5106 if (change->use_content)
5108 boolean complete_change = TRUE;
5109 boolean can_change[3][3];
5112 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5114 boolean half_destructible;
5115 int ex = x + xx - 1;
5116 int ey = y + yy - 1;
5119 can_change[xx][yy] = TRUE;
5121 if (ex == x && ey == y) /* do not check changing element itself */
5124 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5126 can_change[xx][yy] = FALSE; /* do not change empty borders */
5131 if (!IN_LEV_FIELD(ex, ey))
5133 can_change[xx][yy] = FALSE;
5134 complete_change = FALSE;
5141 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5143 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5144 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5145 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5147 can_change[xx][yy] = FALSE;
5148 complete_change = FALSE;
5152 if (!change->only_complete || complete_change)
5154 if (change->only_complete && change->use_random_change &&
5155 RND(change->random) != 0)
5158 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5160 int ex = x + xx - 1;
5161 int ey = y + yy - 1;
5163 if (can_change[xx][yy] && (!change->use_random_change ||
5164 RND(change->random) == 0))
5166 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5168 /* for symmetry reasons, stop newly created border elements */
5169 if (ex != x || ey != y)
5170 Stop[ex][ey] = TRUE;
5178 ChangeElementNowExt(x, y, change->target_element);
5181 static void ChangeElement(int x, int y)
5184 int element = MovingOrBlocked2Element(x, y);
5186 int element = Feld[x][y];
5188 struct ElementChangeInfo *change = &element_info[element].change;
5190 if (ChangeDelay[x][y] == 0) /* initialize element change */
5193 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5194 RND(change->delay_random * change->delay_frames)) + 1;
5196 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5198 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5200 int max_random_delay = element_info[element].change.delay_random;
5201 int delay_frames = element_info[element].change.delay_frames;
5203 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5207 ResetGfxAnimation(x, y);
5208 ResetRandomAnimationValue(x, y);
5211 if (change->pre_change_function)
5212 change->pre_change_function(x, y);
5214 if (changing_element[element].pre_change_function)
5215 changing_element[element].pre_change_function(x, y);
5219 ChangeDelay[x][y]--;
5221 if (ChangeDelay[x][y] != 0) /* continue element change */
5223 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5225 if (IS_ANIMATED(graphic))
5226 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5229 if (change->change_function)
5230 change->change_function(x, y);
5232 if (changing_element[element].change_function)
5233 changing_element[element].change_function(x, y);
5236 else /* finish element change */
5239 int next_element = changing_element[element].next_element;
5242 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5244 ChangeDelay[x][y] = 1; /* try change after next move step */
5250 ChangeElementNow(x, y, element);
5252 if (change->post_change_function)
5253 change->post_change_function(x, y);
5255 if (next_element != EL_UNDEFINED)
5256 ChangeElementNow(x, y, next_element);
5258 ChangeElementNow(x, y, element_info[element].change.target_element);
5260 if (changing_element[element].post_change_function)
5261 changing_element[element].post_change_function(x, y);
5266 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5271 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5274 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5276 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5277 element_info[i].change.trigger_element != trigger_element)
5280 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5282 if (x == lx && y == ly) /* do not change trigger element itself */
5285 if (Feld[x][y] == i)
5287 ChangeDelay[x][y] = 1;
5288 ChangeElement(x, y);
5296 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5298 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5301 if (Feld[x][y] == EL_BLOCKED)
5302 Blocked2Moving(x, y, &x, &y);
5304 ChangeDelay[x][y] = 1;
5305 ChangeElement(x, y);
5310 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5312 static byte stored_player_action[MAX_PLAYERS];
5313 static int num_stored_actions = 0;
5314 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5315 int left = player_action & JOY_LEFT;
5316 int right = player_action & JOY_RIGHT;
5317 int up = player_action & JOY_UP;
5318 int down = player_action & JOY_DOWN;
5319 int button1 = player_action & JOY_BUTTON_1;
5320 int button2 = player_action & JOY_BUTTON_2;
5321 int dx = (left ? -1 : right ? 1 : 0);
5322 int dy = (up ? -1 : down ? 1 : 0);
5324 stored_player_action[player->index_nr] = 0;
5325 num_stored_actions++;
5327 if (!player->active || tape.pausing)
5333 snapped = SnapField(player, dx, dy);
5337 bombed = PlaceBomb(player);
5338 moved = MoveFigure(player, dx, dy);
5341 if (tape.single_step && tape.recording && !tape.pausing)
5343 if (button1 || (bombed && !moved))
5345 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5346 SnapField(player, 0, 0); /* stop snapping */
5350 stored_player_action[player->index_nr] = player_action;
5354 /* no actions for this player (no input at player's configured device) */
5356 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5357 SnapField(player, 0, 0);
5358 CheckGravityMovement(player);
5360 if (player->MovPos == 0)
5363 printf("Trying... Player frame reset\n");
5366 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5369 if (player->MovPos == 0) /* needed for tape.playing */
5370 player->is_moving = FALSE;
5373 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5375 TapeRecordAction(stored_player_action);
5376 num_stored_actions = 0;
5382 static unsigned long action_delay = 0;
5383 unsigned long action_delay_value;
5384 int magic_wall_x = 0, magic_wall_y = 0;
5385 int i, x, y, element, graphic;
5386 byte *recorded_player_action;
5387 byte summarized_player_action = 0;
5389 if (game_status != GAME_MODE_PLAYING)
5392 action_delay_value =
5393 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5395 if (tape.playing && tape.index_search && !tape.pausing)
5396 action_delay_value = 0;
5398 /* ---------- main game synchronization point ---------- */
5400 WaitUntilDelayReached(&action_delay, action_delay_value);
5402 if (network_playing && !network_player_action_received)
5406 printf("DEBUG: try to get network player actions in time\n");
5410 #if defined(PLATFORM_UNIX)
5411 /* last chance to get network player actions without main loop delay */
5415 if (game_status != GAME_MODE_PLAYING)
5418 if (!network_player_action_received)
5422 printf("DEBUG: failed to get network player actions in time\n");
5432 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5434 for (i=0; i<MAX_PLAYERS; i++)
5436 summarized_player_action |= stored_player[i].action;
5438 if (!network_playing)
5439 stored_player[i].effective_action = stored_player[i].action;
5442 #if defined(PLATFORM_UNIX)
5443 if (network_playing)
5444 SendToServer_MovePlayer(summarized_player_action);
5447 if (!options.network && !setup.team_mode)
5448 local_player->effective_action = summarized_player_action;
5450 for (i=0; i<MAX_PLAYERS; i++)
5452 int actual_player_action = stored_player[i].effective_action;
5454 if (stored_player[i].programmed_action)
5455 actual_player_action = stored_player[i].programmed_action;
5457 if (recorded_player_action)
5458 actual_player_action = recorded_player_action[i];
5460 PlayerActions(&stored_player[i], actual_player_action);
5461 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5464 network_player_action_received = FALSE;
5466 ScrollScreen(NULL, SCROLL_GO_ON);
5472 for (i=0; i<MAX_PLAYERS; i++)
5473 stored_player[i].Frame++;
5477 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5479 for (i=0; i<MAX_PLAYERS; i++)
5481 struct PlayerInfo *player = &stored_player[i];
5485 if (player->active && player->Pushing && player->is_moving &&
5488 ContinueMoving(x, y);
5490 /* continue moving after pushing (this is actually a bug) */
5491 if (!IS_MOVING(x, y))
5500 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5503 if (JustStopped[x][y] > 0)
5504 JustStopped[x][y]--;
5509 if (IS_BLOCKED(x, y))
5513 Blocked2Moving(x, y, &oldx, &oldy);
5514 if (!IS_MOVING(oldx, oldy))
5516 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5517 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5518 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5519 printf("GameActions(): This should never happen!\n");
5525 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5527 element = Feld[x][y];
5529 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5531 graphic = el2img(element);
5537 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5539 element = graphic = 0;
5543 if (graphic_info[graphic].anim_global_sync)
5544 GfxFrame[x][y] = FrameCounter;
5546 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5547 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5548 ResetRandomAnimationValue(x, y);
5550 SetRandomAnimationValue(x, y);
5553 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5556 if (IS_INACTIVE(element))
5558 if (IS_ANIMATED(graphic))
5559 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5565 /* this may take place after moving, so 'element' may have changed */
5566 if (IS_CHANGING(x, y))
5568 ChangeElement(x, y);
5569 element = Feld[x][y];
5570 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5574 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5579 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5581 if (element == EL_PACMAN)
5582 printf("::: %d, %d, %d\n",
5583 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5586 if (element == EL_YAMYAM)
5587 printf("::: %d, %d, %d\n",
5588 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5592 if (IS_ANIMATED(graphic) &&
5596 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5599 if (element == EL_YAMYAM)
5600 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5604 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5605 EdelsteinFunkeln(x, y);
5607 else if ((element == EL_ACID ||
5608 element == EL_EXIT_OPEN ||
5609 element == EL_SP_EXIT_OPEN ||
5610 element == EL_SP_TERMINAL ||
5611 element == EL_SP_TERMINAL_ACTIVE ||
5612 element == EL_EXTRA_TIME ||
5613 element == EL_SHIELD_NORMAL ||
5614 element == EL_SHIELD_DEADLY) &&
5615 IS_ANIMATED(graphic))
5616 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5617 else if (IS_MOVING(x, y))
5618 ContinueMoving(x, y);
5619 else if (IS_ACTIVE_BOMB(element))
5620 CheckDynamite(x, y);
5622 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5623 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5625 else if (element == EL_AMOEBA_GROWING)
5626 AmoebeWaechst(x, y);
5627 else if (element == EL_AMOEBA_SHRINKING)
5628 AmoebaDisappearing(x, y);
5630 #if !USE_NEW_AMOEBA_CODE
5631 else if (IS_AMOEBALIVE(element))
5632 AmoebeAbleger(x, y);
5635 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5637 else if (element == EL_EXIT_CLOSED)
5639 else if (element == EL_SP_EXIT_CLOSED)
5641 else if (element == EL_EXPANDABLE_WALL_GROWING)
5643 else if (element == EL_EXPANDABLE_WALL ||
5644 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5645 element == EL_EXPANDABLE_WALL_VERTICAL ||
5646 element == EL_EXPANDABLE_WALL_ANY)
5648 else if (element == EL_FLAMES)
5649 CheckForDragon(x, y);
5651 else if (IS_AUTO_CHANGING(element))
5652 ChangeElement(x, y);
5654 else if (element == EL_EXPLOSION)
5655 ; /* drawing of correct explosion animation is handled separately */
5656 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5657 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5660 /* this may take place after moving, so 'element' may have changed */
5661 if (IS_AUTO_CHANGING(Feld[x][y]))
5662 ChangeElement(x, y);
5665 if (IS_BELT_ACTIVE(element))
5666 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5668 if (game.magic_wall_active)
5670 int jx = local_player->jx, jy = local_player->jy;
5672 /* play the element sound at the position nearest to the player */
5673 if ((element == EL_MAGIC_WALL_FULL ||
5674 element == EL_MAGIC_WALL_ACTIVE ||
5675 element == EL_MAGIC_WALL_EMPTYING ||
5676 element == EL_BD_MAGIC_WALL_FULL ||
5677 element == EL_BD_MAGIC_WALL_ACTIVE ||
5678 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5679 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5687 #if USE_NEW_AMOEBA_CODE
5688 /* new experimental amoeba growth stuff */
5690 if (!(FrameCounter % 8))
5693 static unsigned long random = 1684108901;
5695 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5698 x = (random >> 10) % lev_fieldx;
5699 y = (random >> 20) % lev_fieldy;
5701 x = RND(lev_fieldx);
5702 y = RND(lev_fieldy);
5704 element = Feld[x][y];
5706 if (!IS_PLAYER(x,y) &&
5707 (element == EL_EMPTY ||
5708 element == EL_SAND ||
5709 element == EL_QUICKSAND_EMPTY ||
5710 element == EL_ACID_SPLASH_LEFT ||
5711 element == EL_ACID_SPLASH_RIGHT))
5713 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5714 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5715 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5716 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5717 Feld[x][y] = EL_AMOEBA_DROP;
5720 random = random * 129 + 1;
5726 if (game.explosions_delayed)
5729 game.explosions_delayed = FALSE;
5731 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5733 element = Feld[x][y];
5735 if (ExplodeField[x][y])
5736 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5737 else if (element == EL_EXPLOSION)
5738 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5740 ExplodeField[x][y] = EX_NO_EXPLOSION;
5743 game.explosions_delayed = TRUE;
5746 if (game.magic_wall_active)
5748 if (!(game.magic_wall_time_left % 4))
5750 int element = Feld[magic_wall_x][magic_wall_y];
5752 if (element == EL_BD_MAGIC_WALL_FULL ||
5753 element == EL_BD_MAGIC_WALL_ACTIVE ||
5754 element == EL_BD_MAGIC_WALL_EMPTYING)
5755 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5757 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5760 if (game.magic_wall_time_left > 0)
5762 game.magic_wall_time_left--;
5763 if (!game.magic_wall_time_left)
5765 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5767 element = Feld[x][y];
5769 if (element == EL_MAGIC_WALL_ACTIVE ||
5770 element == EL_MAGIC_WALL_FULL)
5772 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5773 DrawLevelField(x, y);
5775 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5776 element == EL_BD_MAGIC_WALL_FULL)
5778 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5779 DrawLevelField(x, y);
5783 game.magic_wall_active = FALSE;
5788 if (game.light_time_left > 0)
5790 game.light_time_left--;
5792 if (game.light_time_left == 0)
5793 RedrawAllLightSwitchesAndInvisibleElements();
5796 if (game.timegate_time_left > 0)
5798 game.timegate_time_left--;
5800 if (game.timegate_time_left == 0)
5801 CloseAllOpenTimegates();
5804 for (i=0; i<MAX_PLAYERS; i++)
5806 struct PlayerInfo *player = &stored_player[i];
5808 if (SHIELD_ON(player))
5810 if (player->shield_deadly_time_left)
5811 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5812 else if (player->shield_normal_time_left)
5813 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5817 if (TimeFrames >= (1000 / GameFrameDelay))
5822 for (i=0; i<MAX_PLAYERS; i++)
5824 struct PlayerInfo *player = &stored_player[i];
5826 if (SHIELD_ON(player))
5828 player->shield_normal_time_left--;
5830 if (player->shield_deadly_time_left > 0)
5831 player->shield_deadly_time_left--;
5835 if (tape.recording || tape.playing)
5836 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5842 if (TimeLeft <= 10 && setup.time_limit)
5843 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5845 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5847 if (!TimeLeft && setup.time_limit)
5848 for (i=0; i<MAX_PLAYERS; i++)
5849 KillHero(&stored_player[i]);
5851 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5852 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5857 if (options.debug) /* calculate frames per second */
5859 static unsigned long fps_counter = 0;
5860 static int fps_frames = 0;
5861 unsigned long fps_delay_ms = Counter() - fps_counter;
5865 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5867 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5870 fps_counter = Counter();
5873 redraw_mask |= REDRAW_FPS;
5877 if (stored_player[0].jx != stored_player[0].last_jx ||
5878 stored_player[0].jy != stored_player[0].last_jy)
5879 printf("::: %d, %d, %d, %d, %d\n",
5880 stored_player[0].MovDir,
5881 stored_player[0].MovPos,
5882 stored_player[0].GfxPos,
5883 stored_player[0].Frame,
5884 stored_player[0].StepFrame);
5891 for (i=0; i<MAX_PLAYERS; i++)
5894 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5896 stored_player[i].Frame += move_frames;
5898 if (stored_player[i].MovPos != 0)
5899 stored_player[i].StepFrame += move_frames;
5904 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5906 int min_x = x, min_y = y, max_x = x, max_y = y;
5909 for (i=0; i<MAX_PLAYERS; i++)
5911 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5913 if (!stored_player[i].active || &stored_player[i] == player)
5916 min_x = MIN(min_x, jx);
5917 min_y = MIN(min_y, jy);
5918 max_x = MAX(max_x, jx);
5919 max_y = MAX(max_y, jy);
5922 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5925 static boolean AllPlayersInVisibleScreen()
5929 for (i=0; i<MAX_PLAYERS; i++)
5931 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5933 if (!stored_player[i].active)
5936 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5943 void ScrollLevel(int dx, int dy)
5945 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5948 BlitBitmap(drawto_field, drawto_field,
5949 FX + TILEX*(dx == -1) - softscroll_offset,
5950 FY + TILEY*(dy == -1) - softscroll_offset,
5951 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5952 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5953 FX + TILEX*(dx == 1) - softscroll_offset,
5954 FY + TILEY*(dy == 1) - softscroll_offset);
5958 x = (dx == 1 ? BX1 : BX2);
5959 for (y=BY1; y<=BY2; y++)
5960 DrawScreenField(x, y);
5965 y = (dy == 1 ? BY1 : BY2);
5966 for (x=BX1; x<=BX2; x++)
5967 DrawScreenField(x, y);
5970 redraw_mask |= REDRAW_FIELD;
5973 static void CheckGravityMovement(struct PlayerInfo *player)
5975 if (level.gravity && !player->programmed_action)
5977 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5978 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5980 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5981 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5982 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5983 int jx = player->jx, jy = player->jy;
5984 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5985 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5986 int new_jx = jx + dx, new_jy = jy + dy;
5987 boolean field_under_player_is_free =
5988 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5989 boolean player_is_moving_to_valid_field =
5990 (IN_LEV_FIELD(new_jx, new_jy) &&
5991 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5992 Feld[new_jx][new_jy] == EL_SAND));
5994 if (field_under_player_is_free &&
5995 !player_is_moving_to_valid_field &&
5996 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5997 player->programmed_action = MV_DOWN;
6003 -----------------------------------------------------------------------------
6004 dx, dy: direction (non-diagonal) to try to move the player to
6005 real_dx, real_dy: direction as read from input device (can be diagonal)
6008 boolean MoveFigureOneStep(struct PlayerInfo *player,
6009 int dx, int dy, int real_dx, int real_dy)
6011 int jx = player->jx, jy = player->jy;
6012 int new_jx = jx+dx, new_jy = jy+dy;
6016 if (!player->active || (!dx && !dy))
6017 return MF_NO_ACTION;
6019 player->MovDir = (dx < 0 ? MV_LEFT :
6022 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6024 if (!IN_LEV_FIELD(new_jx, new_jy))
6025 return MF_NO_ACTION;
6027 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6028 return MF_NO_ACTION;
6031 element = MovingOrBlocked2Element(new_jx, new_jy);
6033 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6036 if (DONT_RUN_INTO(element))
6038 if (element == EL_ACID && dx == 0 && dy == 1)
6041 Feld[jx][jy] = EL_PLAYER_1;
6042 InitMovingField(jx, jy, MV_DOWN);
6043 Store[jx][jy] = EL_ACID;
6044 ContinueMoving(jx, jy);
6048 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6053 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6054 if (can_move != MF_MOVING)
6057 StorePlayer[jx][jy] = 0;
6058 player->last_jx = jx;
6059 player->last_jy = jy;
6060 jx = player->jx = new_jx;
6061 jy = player->jy = new_jy;
6062 StorePlayer[jx][jy] = player->element_nr;
6065 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6067 ScrollFigure(player, SCROLL_INIT);
6072 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6074 int jx = player->jx, jy = player->jy;
6075 int old_jx = jx, old_jy = jy;
6076 int moved = MF_NO_ACTION;
6078 if (!player->active || (!dx && !dy))
6082 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6086 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6087 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6091 /* remove the last programmed player action */
6092 player->programmed_action = 0;
6096 /* should only happen if pre-1.2 tape recordings are played */
6097 /* this is only for backward compatibility */
6099 int original_move_delay_value = player->move_delay_value;
6102 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6106 /* scroll remaining steps with finest movement resolution */
6107 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6109 while (player->MovPos)
6111 ScrollFigure(player, SCROLL_GO_ON);
6112 ScrollScreen(NULL, SCROLL_GO_ON);
6118 player->move_delay_value = original_move_delay_value;
6121 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6123 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6124 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6128 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6129 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6135 if (moved & MF_MOVING && !ScreenMovPos &&
6136 (player == local_player || !options.network))
6138 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6139 int offset = (setup.scroll_delay ? 3 : 0);
6141 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6143 /* actual player has left the screen -- scroll in that direction */
6144 if (jx != old_jx) /* player has moved horizontally */
6145 scroll_x += (jx - old_jx);
6146 else /* player has moved vertically */
6147 scroll_y += (jy - old_jy);
6151 if (jx != old_jx) /* player has moved horizontally */
6153 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6154 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6155 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6157 /* don't scroll over playfield boundaries */
6158 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6159 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6161 /* don't scroll more than one field at a time */
6162 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6164 /* don't scroll against the player's moving direction */
6165 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6166 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6167 scroll_x = old_scroll_x;
6169 else /* player has moved vertically */
6171 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6172 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6173 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6175 /* don't scroll over playfield boundaries */
6176 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6177 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6179 /* don't scroll more than one field at a time */
6180 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6182 /* don't scroll against the player's moving direction */
6183 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6184 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6185 scroll_y = old_scroll_y;
6189 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6191 if (!options.network && !AllPlayersInVisibleScreen())
6193 scroll_x = old_scroll_x;
6194 scroll_y = old_scroll_y;
6198 ScrollScreen(player, SCROLL_INIT);
6199 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6206 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6208 if (!(moved & MF_MOVING) && !player->Pushing)
6213 player->StepFrame = 0;
6215 if (moved & MF_MOVING)
6217 if (old_jx != jx && old_jy == jy)
6218 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6219 else if (old_jx == jx && old_jy != jy)
6220 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6222 DrawLevelField(jx, jy); /* for "crumbled sand" */
6224 player->last_move_dir = player->MovDir;
6225 player->is_moving = TRUE;
6229 CheckGravityMovement(player);
6232 player->last_move_dir = MV_NO_MOVING;
6234 player->is_moving = FALSE;
6237 TestIfHeroTouchesBadThing(jx, jy);
6238 TestIfPlayerTouchesCustomElement(jx, jy);
6240 if (!player->active)
6246 void ScrollFigure(struct PlayerInfo *player, int mode)
6248 int jx = player->jx, jy = player->jy;
6249 int last_jx = player->last_jx, last_jy = player->last_jy;
6250 int move_stepsize = TILEX / player->move_delay_value;
6252 if (!player->active || !player->MovPos)
6255 if (mode == SCROLL_INIT)
6257 player->actual_frame_counter = FrameCounter;
6258 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6260 if (Feld[last_jx][last_jy] == EL_EMPTY)
6261 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6266 else if (!FrameReached(&player->actual_frame_counter, 1))
6269 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6270 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6272 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6273 Feld[last_jx][last_jy] = EL_EMPTY;
6275 /* before DrawPlayer() to draw correct player graphic for this case */
6276 if (player->MovPos == 0)
6277 CheckGravityMovement(player);
6281 if (player->MovPos == 0)
6283 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6285 /* continue with normal speed after quickly moving through gate */
6286 HALVE_PLAYER_SPEED(player);
6288 /* be able to make the next move without delay */
6289 player->move_delay = 0;
6292 player->last_jx = jx;
6293 player->last_jy = jy;
6295 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6296 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6300 if (local_player->friends_still_needed == 0 ||
6301 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6302 player->LevelSolved = player->GameOver = TRUE;
6305 if (tape.single_step && tape.recording && !tape.pausing &&
6306 !player->programmed_action)
6307 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6311 void ScrollScreen(struct PlayerInfo *player, int mode)
6313 static unsigned long screen_frame_counter = 0;
6315 if (mode == SCROLL_INIT)
6317 /* set scrolling step size according to actual player's moving speed */
6318 ScrollStepSize = TILEX / player->move_delay_value;
6320 screen_frame_counter = FrameCounter;
6321 ScreenMovDir = player->MovDir;
6322 ScreenMovPos = player->MovPos;
6323 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6326 else if (!FrameReached(&screen_frame_counter, 1))
6331 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6332 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6333 redraw_mask |= REDRAW_FIELD;
6336 ScreenMovDir = MV_NO_MOVING;
6339 void TestIfPlayerTouchesCustomElement(int x, int y)
6341 static int xy[4][2] =
6348 boolean center_is_player = (IS_PLAYER(x, y));
6353 int xx = x + xy[i][0];
6354 int yy = y + xy[i][1];
6356 if (!IN_LEV_FIELD(xx, yy))
6359 if (center_is_player)
6361 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6362 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6364 else if (IS_PLAYER(xx, yy))
6366 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6367 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6374 void TestIfElementTouchesCustomElement(int x, int y)
6376 static int xy[4][2] =
6383 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6388 int xx = x + xy[i][0];
6389 int yy = y + xy[i][1];
6391 if (!IN_LEV_FIELD(xx, yy))
6394 if (center_is_custom &&
6395 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6397 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6400 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6401 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6403 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6408 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6410 int i, kill_x = -1, kill_y = -1;
6411 static int test_xy[4][2] =
6418 static int test_dir[4] =
6428 int test_x, test_y, test_move_dir, test_element;
6430 test_x = good_x + test_xy[i][0];
6431 test_y = good_y + test_xy[i][1];
6432 if (!IN_LEV_FIELD(test_x, test_y))
6436 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6439 test_element = Feld[test_x][test_y];
6441 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6444 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6445 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6447 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6448 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6456 if (kill_x != -1 || kill_y != -1)
6458 if (IS_PLAYER(good_x, good_y))
6460 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6462 if (player->shield_deadly_time_left > 0)
6463 Bang(kill_x, kill_y);
6464 else if (!PLAYER_PROTECTED(good_x, good_y))
6468 Bang(good_x, good_y);
6472 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6474 int i, kill_x = -1, kill_y = -1;
6475 int bad_element = Feld[bad_x][bad_y];
6476 static int test_xy[4][2] =
6483 static int test_dir[4] =
6491 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6496 int test_x, test_y, test_move_dir, test_element;
6498 test_x = bad_x + test_xy[i][0];
6499 test_y = bad_y + test_xy[i][1];
6500 if (!IN_LEV_FIELD(test_x, test_y))
6504 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6506 test_element = Feld[test_x][test_y];
6508 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6509 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6511 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6512 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6514 /* good thing is player or penguin that does not move away */
6515 if (IS_PLAYER(test_x, test_y))
6517 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6519 if (bad_element == EL_ROBOT && player->is_moving)
6520 continue; /* robot does not kill player if he is moving */
6526 else if (test_element == EL_PENGUIN)
6535 if (kill_x != -1 || kill_y != -1)
6537 if (IS_PLAYER(kill_x, kill_y))
6539 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6542 int dir = player->MovDir;
6543 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6544 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6546 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6547 newx != bad_x && newy != bad_y)
6548 ; /* robot does not kill player if he is moving */
6550 printf("-> %d\n", player->MovDir);
6552 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6553 newx != bad_x && newy != bad_y)
6554 ; /* robot does not kill player if he is moving */
6559 if (player->shield_deadly_time_left > 0)
6561 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6565 Bang(kill_x, kill_y);
6569 void TestIfHeroTouchesBadThing(int x, int y)
6571 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6574 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6576 TestIfGoodThingHitsBadThing(x, y, move_dir);
6579 void TestIfBadThingTouchesHero(int x, int y)
6581 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6584 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6586 TestIfBadThingHitsGoodThing(x, y, move_dir);
6589 void TestIfFriendTouchesBadThing(int x, int y)
6591 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6594 void TestIfBadThingTouchesFriend(int x, int y)
6596 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6599 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6601 int i, kill_x = bad_x, kill_y = bad_y;
6602 static int xy[4][2] =
6614 x = bad_x + xy[i][0];
6615 y = bad_y + xy[i][1];
6616 if (!IN_LEV_FIELD(x, y))
6619 element = Feld[x][y];
6620 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6621 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6629 if (kill_x != bad_x || kill_y != bad_y)
6633 void KillHero(struct PlayerInfo *player)
6635 int jx = player->jx, jy = player->jy;
6637 if (!player->active)
6640 /* remove accessible field at the player's position */
6641 Feld[jx][jy] = EL_EMPTY;
6643 /* deactivate shield (else Bang()/Explode() would not work right) */
6644 player->shield_normal_time_left = 0;
6645 player->shield_deadly_time_left = 0;
6651 static void KillHeroUnlessProtected(int x, int y)
6653 if (!PLAYER_PROTECTED(x, y))
6654 KillHero(PLAYERINFO(x, y));
6657 void BuryHero(struct PlayerInfo *player)
6659 int jx = player->jx, jy = player->jy;
6661 if (!player->active)
6665 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6667 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6669 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6671 player->GameOver = TRUE;
6675 void RemoveHero(struct PlayerInfo *player)
6677 int jx = player->jx, jy = player->jy;
6678 int i, found = FALSE;
6680 player->present = FALSE;
6681 player->active = FALSE;
6683 if (!ExplodeField[jx][jy])
6684 StorePlayer[jx][jy] = 0;
6686 for (i=0; i<MAX_PLAYERS; i++)
6687 if (stored_player[i].active)
6691 AllPlayersGone = TRUE;
6698 =============================================================================
6699 checkDiagonalPushing()
6700 -----------------------------------------------------------------------------
6701 check if diagonal input device direction results in pushing of object
6702 (by checking if the alternative direction is walkable, diggable, ...)
6703 =============================================================================
6706 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6707 int x, int y, int real_dx, int real_dy)
6709 int jx, jy, dx, dy, xx, yy;
6711 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6714 /* diagonal direction: check alternative direction */
6719 xx = jx + (dx == 0 ? real_dx : 0);
6720 yy = jy + (dy == 0 ? real_dy : 0);
6722 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6726 =============================================================================
6728 -----------------------------------------------------------------------------
6729 x, y: field next to player (non-diagonal) to try to dig to
6730 real_dx, real_dy: direction as read from input device (can be diagonal)
6731 =============================================================================
6734 int DigField(struct PlayerInfo *player,
6735 int x, int y, int real_dx, int real_dy, int mode)
6737 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6738 int jx = player->jx, jy = player->jy;
6739 int dx = x - jx, dy = y - jy;
6740 int nextx = x + dx, nexty = y + dy;
6741 int move_direction = (dx == -1 ? MV_LEFT :
6742 dx == +1 ? MV_RIGHT :
6744 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6747 if (player->MovPos == 0)
6749 player->is_digging = FALSE;
6750 player->is_collecting = FALSE;
6753 if (player->MovPos == 0) /* last pushing move finished */
6754 player->Pushing = FALSE;
6756 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6758 player->Switching = FALSE;
6759 player->push_delay = 0;
6761 return MF_NO_ACTION;
6764 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6765 return MF_NO_ACTION;
6768 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6770 if (IS_TUBE(Feld[jx][jy]) ||
6771 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6775 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6776 int tube_leave_directions[][2] =
6778 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6779 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6780 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6781 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6782 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6783 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6784 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6785 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6786 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6787 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6788 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6789 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6792 while (tube_leave_directions[i][0] != tube_element)
6795 if (tube_leave_directions[i][0] == -1) /* should not happen */
6799 if (!(tube_leave_directions[i][1] & move_direction))
6800 return MF_NO_ACTION; /* tube has no opening in this direction */
6803 element = Feld[x][y];
6805 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6806 game.engine_version >= VERSION_IDENT(2,2,0))
6807 return MF_NO_ACTION;
6811 case EL_ROBOT_WHEEL:
6812 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6815 DrawLevelField(x, y);
6816 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6820 case EL_SP_TERMINAL:
6824 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6826 for (yy=0; yy<lev_fieldy; yy++)
6828 for (xx=0; xx<lev_fieldx; xx++)
6830 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6832 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6833 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6841 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6842 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6843 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6844 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6845 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6846 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6847 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6848 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6849 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6850 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6851 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6852 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6853 if (!player->Switching)
6855 player->Switching = TRUE;
6856 ToggleBeltSwitch(x, y);
6857 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6862 case EL_SWITCHGATE_SWITCH_UP:
6863 case EL_SWITCHGATE_SWITCH_DOWN:
6864 if (!player->Switching)
6866 player->Switching = TRUE;
6867 ToggleSwitchgateSwitch(x, y);
6868 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6873 case EL_LIGHT_SWITCH:
6874 case EL_LIGHT_SWITCH_ACTIVE:
6875 if (!player->Switching)
6877 player->Switching = TRUE;
6878 ToggleLightSwitch(x, y);
6879 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6880 SND_LIGHT_SWITCH_ACTIVATING :
6881 SND_LIGHT_SWITCH_DEACTIVATING);
6886 case EL_TIMEGATE_SWITCH:
6887 ActivateTimegateSwitch(x, y);
6888 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6893 case EL_BALLOON_SWITCH_LEFT:
6894 case EL_BALLOON_SWITCH_RIGHT:
6895 case EL_BALLOON_SWITCH_UP:
6896 case EL_BALLOON_SWITCH_DOWN:
6897 case EL_BALLOON_SWITCH_ANY:
6898 if (element == EL_BALLOON_SWITCH_ANY)
6899 game.balloon_dir = move_direction;
6901 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6902 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6903 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6904 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6906 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6911 case EL_SP_PORT_LEFT:
6912 case EL_SP_PORT_RIGHT:
6914 case EL_SP_PORT_DOWN:
6915 case EL_SP_PORT_HORIZONTAL:
6916 case EL_SP_PORT_VERTICAL:
6917 case EL_SP_PORT_ANY:
6918 case EL_SP_GRAVITY_PORT_LEFT:
6919 case EL_SP_GRAVITY_PORT_RIGHT:
6920 case EL_SP_GRAVITY_PORT_UP:
6921 case EL_SP_GRAVITY_PORT_DOWN:
6923 element != EL_SP_PORT_LEFT &&
6924 element != EL_SP_GRAVITY_PORT_LEFT &&
6925 element != EL_SP_PORT_HORIZONTAL &&
6926 element != EL_SP_PORT_ANY) ||
6928 element != EL_SP_PORT_RIGHT &&
6929 element != EL_SP_GRAVITY_PORT_RIGHT &&
6930 element != EL_SP_PORT_HORIZONTAL &&
6931 element != EL_SP_PORT_ANY) ||
6933 element != EL_SP_PORT_UP &&
6934 element != EL_SP_GRAVITY_PORT_UP &&
6935 element != EL_SP_PORT_VERTICAL &&
6936 element != EL_SP_PORT_ANY) ||
6938 element != EL_SP_PORT_DOWN &&
6939 element != EL_SP_GRAVITY_PORT_DOWN &&
6940 element != EL_SP_PORT_VERTICAL &&
6941 element != EL_SP_PORT_ANY) ||
6942 !IN_LEV_FIELD(nextx, nexty) ||
6943 !IS_FREE(nextx, nexty))
6944 return MF_NO_ACTION;
6946 /* automatically move to the next field with double speed */
6947 player->programmed_action = move_direction;
6948 DOUBLE_PLAYER_SPEED(player);
6950 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6954 case EL_TUBE_VERTICAL:
6955 case EL_TUBE_HORIZONTAL:
6956 case EL_TUBE_VERTICAL_LEFT:
6957 case EL_TUBE_VERTICAL_RIGHT:
6958 case EL_TUBE_HORIZONTAL_UP:
6959 case EL_TUBE_HORIZONTAL_DOWN:
6960 case EL_TUBE_LEFT_UP:
6961 case EL_TUBE_LEFT_DOWN:
6962 case EL_TUBE_RIGHT_UP:
6963 case EL_TUBE_RIGHT_DOWN:
6966 int tube_enter_directions[][2] =
6968 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6969 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6970 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6971 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6972 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6973 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6974 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6975 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6976 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6977 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6978 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6979 { -1, MV_NO_MOVING }
6982 while (tube_enter_directions[i][0] != element)
6985 if (tube_enter_directions[i][0] == -1) /* should not happen */
6989 if (!(tube_enter_directions[i][1] & move_direction))
6990 return MF_NO_ACTION; /* tube has no opening in this direction */
6992 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
6997 Feld[x][y] = EL_LAMP_ACTIVE;
6998 local_player->lights_still_needed--;
6999 DrawLevelField(x, y);
7000 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7004 case EL_TIME_ORB_FULL:
7005 Feld[x][y] = EL_TIME_ORB_EMPTY;
7007 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7008 DrawLevelField(x, y);
7009 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7015 if (IS_WALKABLE(element))
7017 int sound_action = ACTION_WALKING;
7019 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7021 if (!player->key[element - EL_GATE_1])
7022 return MF_NO_ACTION;
7024 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7026 if (!player->key[element - EL_GATE_1_GRAY])
7027 return MF_NO_ACTION;
7029 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7031 sound_action = ACTION_PASSING; /* player is passing exit */
7033 else if (element == EL_EMPTY)
7035 sound_action = ACTION_MOVING; /* nothing to walk on */
7038 /* play sound from background or player, whatever is available */
7039 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7040 PlaySoundLevelElementAction(x, y, element, sound_action);
7042 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7046 else if (IS_PASSABLE(element))
7048 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7049 return MF_NO_ACTION;
7051 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7053 if (!player->key[element - EL_EM_GATE_1])
7054 return MF_NO_ACTION;
7056 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7058 if (!player->key[element - EL_EM_GATE_1_GRAY])
7059 return MF_NO_ACTION;
7062 /* automatically move to the next field with double speed */
7063 player->programmed_action = move_direction;
7064 DOUBLE_PLAYER_SPEED(player);
7066 PlaySoundLevelAction(x, y, ACTION_PASSING);
7070 else if (IS_DIGGABLE(element))
7074 if (mode != DF_SNAP)
7077 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7078 player->is_digging = TRUE;
7081 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7085 else if (IS_COLLECTIBLE(element))
7089 if (mode != DF_SNAP)
7091 GfxElement[x][y] = element;
7092 player->is_collecting = TRUE;
7095 if (element == EL_SPEED_PILL)
7096 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7097 else if (element == EL_EXTRA_TIME && level.time > 0)
7100 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7102 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7104 player->shield_normal_time_left += 10;
7105 if (element == EL_SHIELD_DEADLY)
7106 player->shield_deadly_time_left += 10;
7108 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7111 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7113 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7114 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7116 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7118 player->dynabomb_count++;
7119 player->dynabombs_left++;
7121 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7123 player->dynabomb_size++;
7125 else if (element == EL_DYNABOMB_INCREASE_POWER)
7127 player->dynabomb_xl = TRUE;
7129 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7130 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7132 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7133 element - EL_KEY_1 : element - EL_EM_KEY_1);
7135 player->key[key_nr] = TRUE;
7137 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7138 el2edimg(EL_KEY_1 + key_nr));
7139 redraw_mask |= REDRAW_DOOR_1;
7141 else if (element_info[element].gem_count > 0)
7143 local_player->gems_still_needed -=
7144 element_info[element].gem_count;
7145 if (local_player->gems_still_needed < 0)
7146 local_player->gems_still_needed = 0;
7148 DrawText(DX_EMERALDS, DY_EMERALDS,
7149 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7152 RaiseScoreElement(element);
7153 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7155 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7159 else if (IS_PUSHABLE(element))
7161 if (mode == DF_SNAP && element != EL_BD_ROCK)
7162 return MF_NO_ACTION;
7164 if (CAN_FALL(element) && dy)
7165 return MF_NO_ACTION;
7167 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7168 !(element == EL_SPRING && use_spring_bug))
7169 return MF_NO_ACTION;
7171 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7172 return MF_NO_ACTION;
7174 if (!player->Pushing &&
7175 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7176 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7178 player->Pushing = TRUE;
7180 if (!(IN_LEV_FIELD(nextx, nexty) &&
7181 (IS_FREE(nextx, nexty) ||
7182 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7183 IS_SB_ELEMENT(element)))))
7184 return MF_NO_ACTION;
7186 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7187 return MF_NO_ACTION;
7189 if (player->push_delay == 0) /* new pushing; restart delay */
7190 player->push_delay = FrameCounter;
7192 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7193 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7194 element != EL_SPRING && element != EL_BALLOON)
7195 return MF_NO_ACTION;
7197 if (IS_SB_ELEMENT(element))
7199 if (element == EL_SOKOBAN_FIELD_FULL)
7201 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7202 local_player->sokobanfields_still_needed++;
7205 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7207 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7208 local_player->sokobanfields_still_needed--;
7211 Feld[x][y] = EL_SOKOBAN_OBJECT;
7213 if (Back[x][y] == Back[nextx][nexty])
7214 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7215 else if (Back[x][y] != 0)
7216 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7219 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7222 if (local_player->sokobanfields_still_needed == 0 &&
7223 game.emulation == EMU_SOKOBAN)
7225 player->LevelSolved = player->GameOver = TRUE;
7226 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7230 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7232 InitMovingField(x, y, move_direction);
7234 if (mode == DF_SNAP)
7235 ContinueMoving(x, y);
7237 MovPos[x][y] = (dx != 0 ? dx : dy);
7239 Pushed[x][y] = TRUE;
7240 Pushed[nextx][nexty] = TRUE;
7242 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7243 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7245 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7246 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7252 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7253 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7256 return MF_NO_ACTION;
7259 player->push_delay = 0;
7261 if (Feld[x][y] != element) /* really digged/collected something */
7262 player->is_collecting = !player->is_digging;
7267 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7269 int jx = player->jx, jy = player->jy;
7270 int x = jx + dx, y = jy + dy;
7271 int snap_direction = (dx == -1 ? MV_LEFT :
7272 dx == +1 ? MV_RIGHT :
7274 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7276 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7279 if (!player->active || !IN_LEV_FIELD(x, y))
7287 if (player->MovPos == 0)
7288 player->Pushing = FALSE;
7290 player->snapped = FALSE;
7292 if (player->MovPos == 0)
7294 player->is_digging = FALSE;
7295 player->is_collecting = FALSE;
7301 if (player->snapped)
7304 player->MovDir = snap_direction;
7306 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7309 player->snapped = TRUE;
7310 player->is_digging = FALSE;
7311 player->is_collecting = FALSE;
7313 DrawLevelField(x, y);
7319 boolean PlaceBomb(struct PlayerInfo *player)
7321 int jx = player->jx, jy = player->jy;
7324 if (!player->active || player->MovPos)
7327 element = Feld[jx][jy];
7329 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7330 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7334 if (element != EL_EMPTY)
7338 if (element != EL_EMPTY)
7341 Store[jx][jy] = element;
7343 Back[jx][jy] = element;
7347 MovDelay[jx][jy] = 96;
7349 ResetGfxAnimation(jx, jy);
7350 ResetRandomAnimationValue(jx, jy);
7352 if (player->dynamite)
7354 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7355 EL_DYNAMITE_ACTIVE);
7358 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7360 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7363 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7365 if (game.emulation == EMU_SUPAPLEX)
7366 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7368 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7372 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7377 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7378 player->dynabombs_left--;
7380 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7381 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7383 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7389 /* ------------------------------------------------------------------------- */
7390 /* game sound playing functions */
7391 /* ------------------------------------------------------------------------- */
7393 static int *loop_sound_frame = NULL;
7394 static int *loop_sound_volume = NULL;
7396 void InitPlaySoundLevel()
7398 int num_sounds = getSoundListSize();
7400 if (loop_sound_frame != NULL)
7401 free(loop_sound_frame);
7403 if (loop_sound_volume != NULL)
7404 free(loop_sound_volume);
7406 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7407 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7410 static void PlaySoundLevel(int x, int y, int nr)
7412 int sx = SCREENX(x), sy = SCREENY(y);
7413 int volume, stereo_position;
7414 int max_distance = 8;
7415 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7417 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7418 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7421 if (!IN_LEV_FIELD(x, y) ||
7422 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7423 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7426 volume = SOUND_MAX_VOLUME;
7428 if (!IN_SCR_FIELD(sx, sy))
7430 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7431 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7433 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7436 stereo_position = (SOUND_MAX_LEFT +
7437 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7438 (SCR_FIELDX + 2 * max_distance));
7440 if (IS_LOOP_SOUND(nr))
7442 /* This assures that quieter loop sounds do not overwrite louder ones,
7443 while restarting sound volume comparison with each new game frame. */
7445 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7448 loop_sound_volume[nr] = volume;
7449 loop_sound_frame[nr] = FrameCounter;
7452 PlaySoundExt(nr, volume, stereo_position, type);
7455 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7457 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7458 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7459 y < LEVELY(BY1) ? LEVELY(BY1) :
7460 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7464 static void PlaySoundLevelAction(int x, int y, int action)
7466 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7469 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7471 int sound_effect = element_info[element].sound[action];
7473 if (sound_effect != SND_UNDEFINED)
7474 PlaySoundLevel(x, y, sound_effect);
7477 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7479 int sound_effect = element_info[Feld[x][y]].sound[action];
7481 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7482 PlaySoundLevel(x, y, sound_effect);
7485 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7487 int sound_effect = element_info[Feld[x][y]].sound[action];
7489 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7490 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7493 void RaiseScore(int value)
7495 local_player->score += value;
7496 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7499 void RaiseScoreElement(int element)
7505 case EL_EMERALD_YELLOW:
7506 case EL_EMERALD_RED:
7507 case EL_EMERALD_PURPLE:
7508 case EL_SP_INFOTRON:
7509 RaiseScore(level.score[SC_EMERALD]);
7512 RaiseScore(level.score[SC_DIAMOND]);
7515 RaiseScore(level.score[SC_CRYSTAL]);
7518 RaiseScore(level.score[SC_PEARL]);
7521 case EL_BD_BUTTERFLY:
7522 case EL_SP_ELECTRON:
7523 RaiseScore(level.score[SC_BUG]);
7527 case EL_SP_SNIKSNAK:
7528 RaiseScore(level.score[SC_SPACESHIP]);
7531 case EL_DARK_YAMYAM:
7532 RaiseScore(level.score[SC_YAMYAM]);
7535 RaiseScore(level.score[SC_ROBOT]);
7538 RaiseScore(level.score[SC_PACMAN]);
7541 RaiseScore(level.score[SC_NUT]);
7544 case EL_SP_DISK_RED:
7545 case EL_DYNABOMB_INCREASE_NUMBER:
7546 case EL_DYNABOMB_INCREASE_SIZE:
7547 case EL_DYNABOMB_INCREASE_POWER:
7548 RaiseScore(level.score[SC_DYNAMITE]);
7550 case EL_SHIELD_NORMAL:
7551 case EL_SHIELD_DEADLY:
7552 RaiseScore(level.score[SC_SHIELD]);
7555 RaiseScore(level.score[SC_TIME_BONUS]);
7561 RaiseScore(level.score[SC_KEY]);
7564 RaiseScore(element_info[element].score);
7569 void RequestQuitGame(boolean ask_if_really_quit)
7571 if (AllPlayersGone ||
7572 !ask_if_really_quit ||
7573 level_editor_test_game ||
7574 Request("Do you really want to quit the game ?",
7575 REQ_ASK | REQ_STAY_CLOSED))
7577 #if defined(PLATFORM_UNIX)
7578 if (options.network)
7579 SendToServer_StopPlaying();
7583 game_status = GAME_MODE_MAIN;
7589 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7594 /* ---------- new game button stuff ---------------------------------------- */
7596 /* graphic position values for game buttons */
7597 #define GAME_BUTTON_XSIZE 30
7598 #define GAME_BUTTON_YSIZE 30
7599 #define GAME_BUTTON_XPOS 5
7600 #define GAME_BUTTON_YPOS 215
7601 #define SOUND_BUTTON_XPOS 5
7602 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7604 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7605 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7606 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7607 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7608 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7609 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7616 } gamebutton_info[NUM_GAME_BUTTONS] =
7619 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7624 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7629 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7634 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7635 SOUND_CTRL_ID_MUSIC,
7636 "background music on/off"
7639 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7640 SOUND_CTRL_ID_LOOPS,
7641 "sound loops on/off"
7644 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7645 SOUND_CTRL_ID_SIMPLE,
7646 "normal sounds on/off"
7650 void CreateGameButtons()
7654 for (i=0; i<NUM_GAME_BUTTONS; i++)
7656 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7657 struct GadgetInfo *gi;
7660 unsigned long event_mask;
7661 int gd_xoffset, gd_yoffset;
7662 int gd_x1, gd_x2, gd_y1, gd_y2;
7665 gd_xoffset = gamebutton_info[i].x;
7666 gd_yoffset = gamebutton_info[i].y;
7667 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7668 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7670 if (id == GAME_CTRL_ID_STOP ||
7671 id == GAME_CTRL_ID_PAUSE ||
7672 id == GAME_CTRL_ID_PLAY)
7674 button_type = GD_TYPE_NORMAL_BUTTON;
7676 event_mask = GD_EVENT_RELEASED;
7677 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7678 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7682 button_type = GD_TYPE_CHECK_BUTTON;
7684 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7685 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7686 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7687 event_mask = GD_EVENT_PRESSED;
7688 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7689 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7692 gi = CreateGadget(GDI_CUSTOM_ID, id,
7693 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7694 GDI_X, DX + gd_xoffset,
7695 GDI_Y, DY + gd_yoffset,
7696 GDI_WIDTH, GAME_BUTTON_XSIZE,
7697 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7698 GDI_TYPE, button_type,
7699 GDI_STATE, GD_BUTTON_UNPRESSED,
7700 GDI_CHECKED, checked,
7701 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7702 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7703 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7704 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7705 GDI_EVENT_MASK, event_mask,
7706 GDI_CALLBACK_ACTION, HandleGameButtons,
7710 Error(ERR_EXIT, "cannot create gadget");
7712 game_gadget[id] = gi;
7716 void FreeGameButtons()
7720 for (i=0; i<NUM_GAME_BUTTONS; i++)
7721 FreeGadget(game_gadget[i]);
7724 static void MapGameButtons()
7728 for (i=0; i<NUM_GAME_BUTTONS; i++)
7729 MapGadget(game_gadget[i]);
7732 void UnmapGameButtons()
7736 for (i=0; i<NUM_GAME_BUTTONS; i++)
7737 UnmapGadget(game_gadget[i]);
7740 static void HandleGameButtons(struct GadgetInfo *gi)
7742 int id = gi->custom_id;
7744 if (game_status != GAME_MODE_PLAYING)
7749 case GAME_CTRL_ID_STOP:
7750 RequestQuitGame(TRUE);
7753 case GAME_CTRL_ID_PAUSE:
7754 if (options.network)
7756 #if defined(PLATFORM_UNIX)
7758 SendToServer_ContinuePlaying();
7760 SendToServer_PausePlaying();
7764 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7767 case GAME_CTRL_ID_PLAY:
7770 #if defined(PLATFORM_UNIX)
7771 if (options.network)
7772 SendToServer_ContinuePlaying();
7776 tape.pausing = FALSE;
7777 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7782 case SOUND_CTRL_ID_MUSIC:
7783 if (setup.sound_music)
7785 setup.sound_music = FALSE;
7788 else if (audio.music_available)
7790 setup.sound = setup.sound_music = TRUE;
7791 PlayMusic(level_nr);
7795 case SOUND_CTRL_ID_LOOPS:
7796 if (setup.sound_loops)
7797 setup.sound_loops = FALSE;
7798 else if (audio.loops_available)
7799 setup.sound = setup.sound_loops = TRUE;
7802 case SOUND_CTRL_ID_SIMPLE:
7803 if (setup.sound_simple)
7804 setup.sound_simple = FALSE;
7805 else if (audio.sound_available)
7806 setup.sound = setup.sound_simple = TRUE;