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 left = (x>0 && IS_FREE(x-1, y) &&
3582 (IS_FREE(x-1, y + 1) || Feld[x-1][y + 1] == EL_ACID));
3583 boolean right = (x<lev_fieldx-1 && IS_FREE(x+1, y) &&
3584 (IS_FREE(x+1, y + 1) || Feld[x+1][y + 1] == EL_ACID));
3588 if (left && right &&
3589 (game.emulation != EMU_BOULDERDASH &&
3590 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3591 left = !(right = RND(2));
3593 InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT);
3594 started_moving = TRUE;
3597 if (element == EL_BOMB)
3598 printf("::: SLIP DOWN [%d]\n", FrameCounter);
3602 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3604 boolean left_is_free = (x>0 && IS_FREE(x-1, y));
3605 boolean right_is_free = (x<lev_fieldx-1 && IS_FREE(x+1, y));
3606 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3607 int belt_dir = game.belt_dir[belt_nr];
3609 if ((belt_dir == MV_LEFT && left_is_free) ||
3610 (belt_dir == MV_RIGHT && right_is_free))
3612 InitMovingField(x, y, belt_dir);
3613 started_moving = TRUE;
3615 GfxAction[x][y] = ACTION_DEFAULT;
3620 /* not "else if" because of elements that can fall and move (EL_SPRING) */
3621 if (CAN_MOVE(element) && !started_moving)
3625 if ((element == EL_SATELLITE ||
3626 element == EL_BALLOON ||
3627 element == EL_SPRING)
3628 && JustBeingPushed(x, y))
3633 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
3634 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
3636 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
3638 Moving2Blocked(x, y, &newx, &newy);
3639 if (Feld[newx][newy] == EL_BLOCKED)
3640 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
3645 if (!MovDelay[x][y]) /* start new movement phase */
3647 /* all objects that can change their move direction after each step
3648 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
3650 if (element != EL_YAMYAM &&
3651 element != EL_DARK_YAMYAM &&
3652 element != EL_PACMAN &&
3653 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
3654 element_info[element].move_pattern != MV_TURNING_LEFT &&
3655 element_info[element].move_pattern != MV_TURNING_RIGHT)
3659 if (MovDelay[x][y] && (element == EL_BUG ||
3660 element == EL_SPACESHIP ||
3661 element == EL_SP_SNIKSNAK ||
3662 element == EL_SP_ELECTRON ||
3663 element == EL_MOLE))
3664 DrawLevelField(x, y);
3668 if (MovDelay[x][y]) /* wait some time before next movement */
3673 if (element == EL_YAMYAM)
3676 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
3677 DrawLevelElementAnimation(x, y, element);
3681 if (MovDelay[x][y]) /* element still has to wait some time */
3684 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
3685 ResetGfxAnimation(x, y);
3687 GfxAction[x][y] = ACTION_WAITING;
3690 if (element == EL_ROBOT ||
3692 element == EL_PACMAN ||
3694 element == EL_YAMYAM ||
3695 element == EL_DARK_YAMYAM)
3698 DrawLevelElementAnimation(x, y, element);
3700 DrawLevelElementAnimationIfNeeded(x, y, element);
3702 PlaySoundLevelAction(x, y, ACTION_WAITING);
3704 else if (element == EL_SP_ELECTRON)
3705 DrawLevelElementAnimationIfNeeded(x, y, element);
3706 else if (element == EL_DRAGON)
3709 int dir = MovDir[x][y];
3710 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
3711 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
3712 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
3713 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
3714 dir == MV_UP ? IMG_FLAMES_1_UP :
3715 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
3716 int frame = getGraphicAnimationFrame(graphic, -1);
3718 for (i=1; i<=3; i++)
3720 int xx = x + i*dx, yy = y + i*dy;
3721 int sx = SCREENX(xx), sy = SCREENY(yy);
3722 int flame_graphic = graphic + (i - 1);
3724 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
3729 int flamed = MovingOrBlocked2Element(xx, yy);
3731 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
3734 RemoveMovingField(xx, yy);
3736 Feld[xx][yy] = EL_FLAMES;
3737 if (IN_SCR_FIELD(sx, sy))
3738 DrawGraphic(sx, sy, flame_graphic, frame);
3742 if (Feld[xx][yy] == EL_FLAMES)
3743 Feld[xx][yy] = EL_EMPTY;
3744 DrawLevelField(xx, yy);
3749 if (MovDelay[x][y]) /* element still has to wait some time */
3751 PlaySoundLevelAction(x, y, ACTION_WAITING);
3756 GfxAction[x][y] = ACTION_MOVING;
3759 /* now make next step */
3761 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
3763 if (DONT_COLLIDE_WITH(element) && IS_PLAYER(newx, newy) &&
3764 !PLAYER_PROTECTED(newx, newy))
3767 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
3770 /* player killed by element which is deadly when colliding with */
3772 KillHero(PLAYERINFO(newx, newy));
3777 else if ((element == EL_PENGUIN ||
3778 element == EL_ROBOT ||
3779 element == EL_SATELLITE ||
3780 element == EL_BALLOON ||
3781 IS_CUSTOM_ELEMENT(element)) &&
3782 IN_LEV_FIELD(newx, newy) &&
3783 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
3786 Store[x][y] = EL_ACID;
3788 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
3790 if (Feld[newx][newy] == EL_EXIT_OPEN)
3792 Feld[x][y] = EL_EMPTY;
3793 DrawLevelField(x, y);
3795 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
3796 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
3797 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
3799 local_player->friends_still_needed--;
3800 if (!local_player->friends_still_needed &&
3801 !local_player->GameOver && AllPlayersGone)
3802 local_player->LevelSolved = local_player->GameOver = TRUE;
3806 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
3808 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
3809 DrawLevelField(newx, newy);
3811 MovDir[x][y] = MV_NO_MOVING;
3813 else if (!IS_FREE(newx, newy))
3815 GfxAction[x][y] = ACTION_WAITING;
3817 if (IS_PLAYER(x, y))
3818 DrawPlayerField(x, y);
3820 DrawLevelField(x, y);
3824 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
3826 if (IS_FOOD_PIG(Feld[newx][newy]))
3828 if (IS_MOVING(newx, newy))
3829 RemoveMovingField(newx, newy);
3832 Feld[newx][newy] = EL_EMPTY;
3833 DrawLevelField(newx, newy);
3836 PlaySoundLevel(x, y, SND_PIG_DIGGING);
3838 else if (!IS_FREE(newx, newy))
3840 if (IS_PLAYER(x, y))
3841 DrawPlayerField(x, y);
3843 DrawLevelField(x, y);
3847 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
3849 if (!IS_FREE(newx, newy))
3851 if (IS_PLAYER(x, y))
3852 DrawPlayerField(x, y);
3854 DrawLevelField(x, y);
3859 boolean wanna_flame = !RND(10);
3860 int dx = newx - x, dy = newy - y;
3861 int newx1 = newx+1*dx, newy1 = newy+1*dy;
3862 int newx2 = newx+2*dx, newy2 = newy+2*dy;
3863 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
3864 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
3865 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
3866 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
3869 IS_CLASSIC_ENEMY(element1) ||
3870 IS_CLASSIC_ENEMY(element2)) &&
3871 element1 != EL_DRAGON && element2 != EL_DRAGON &&
3872 element1 != EL_FLAMES && element2 != EL_FLAMES)
3874 if (IS_PLAYER(x, y))
3875 DrawPlayerField(x, y);
3877 DrawLevelField(x, y);
3879 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
3881 MovDelay[x][y] = 50;
3882 Feld[newx][newy] = EL_FLAMES;
3883 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
3884 Feld[newx1][newy1] = EL_FLAMES;
3885 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
3886 Feld[newx2][newy2] = EL_FLAMES;
3891 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3892 Feld[newx][newy] == EL_DIAMOND)
3894 if (IS_MOVING(newx, newy))
3895 RemoveMovingField(newx, newy);
3898 Feld[newx][newy] = EL_EMPTY;
3899 DrawLevelField(newx, newy);
3902 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
3904 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
3905 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
3907 if (AmoebaNr[newx][newy])
3909 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3910 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3911 Feld[newx][newy] == EL_BD_AMOEBA)
3912 AmoebaCnt[AmoebaNr[newx][newy]]--;
3915 if (IS_MOVING(newx, newy))
3916 RemoveMovingField(newx, newy);
3919 Feld[newx][newy] = EL_EMPTY;
3920 DrawLevelField(newx, newy);
3923 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
3925 else if ((element == EL_PACMAN || element == EL_MOLE)
3926 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
3928 if (AmoebaNr[newx][newy])
3930 AmoebaCnt2[AmoebaNr[newx][newy]]--;
3931 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
3932 Feld[newx][newy] == EL_BD_AMOEBA)
3933 AmoebaCnt[AmoebaNr[newx][newy]]--;
3936 if (element == EL_MOLE)
3938 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
3939 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
3940 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
3941 return; /* wait for shrinking amoeba */
3943 else /* element == EL_PACMAN */
3945 Feld[newx][newy] = EL_EMPTY;
3946 DrawLevelField(newx, newy);
3947 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
3950 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
3951 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
3952 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
3954 /* wait for shrinking amoeba to completely disappear */
3957 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
3959 /* object was running against a wall */
3964 DrawLevelElementAnimation(x, y, element);
3966 if (element == EL_BUG ||
3967 element == EL_SPACESHIP ||
3968 element == EL_SP_SNIKSNAK)
3969 DrawLevelField(x, y);
3970 else if (element == EL_MOLE)
3971 DrawLevelField(x, y);
3972 else if (element == EL_BD_BUTTERFLY ||
3973 element == EL_BD_FIREFLY)
3974 DrawLevelElementAnimationIfNeeded(x, y, element);
3975 else if (element == EL_SATELLITE)
3976 DrawLevelElementAnimationIfNeeded(x, y, element);
3977 else if (element == EL_SP_ELECTRON)
3978 DrawLevelElementAnimationIfNeeded(x, y, element);
3981 if (DONT_TOUCH(element))
3982 TestIfBadThingTouchesHero(x, y);
3985 PlaySoundLevelAction(x, y, ACTION_WAITING);
3991 InitMovingField(x, y, MovDir[x][y]);
3993 PlaySoundLevelAction(x, y, ACTION_MOVING);
3997 ContinueMoving(x, y);
4000 void ContinueMoving(int x, int y)
4002 int element = Feld[x][y];
4003 int direction = MovDir[x][y];
4004 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4005 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4006 int newx = x + dx, newy = y + dy;
4007 int nextx = newx + dx, nexty = newy + dy;
4008 int horiz_move = (dx != 0);
4009 int sign = (horiz_move ? dx : dy);
4010 int step = sign * element_info[element].move_stepsize;
4011 boolean pushed = Pushed[x][y];
4013 /* special values for move stepsize for spring and things on conveyor belt */
4016 if (CAN_FALL(element) &&
4017 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4018 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4019 else if (element == EL_SPRING)
4020 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4023 MovPos[x][y] += step;
4025 if (pushed) /* special case: moving object pushed by player */
4026 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4028 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4030 Feld[x][y] = EL_EMPTY;
4031 Feld[newx][newy] = element;
4032 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4034 if (element == EL_MOLE)
4036 Feld[x][y] = EL_SAND;
4038 DrawLevelFieldCrumbledSandNeighbours(x, y);
4040 else if (element == EL_QUICKSAND_FILLING)
4042 element = Feld[newx][newy] = get_next_element(element);
4043 Store[newx][newy] = Store[x][y];
4045 else if (element == EL_QUICKSAND_EMPTYING)
4047 Feld[x][y] = get_next_element(element);
4048 element = Feld[newx][newy] = Store[x][y];
4050 else if (element == EL_MAGIC_WALL_FILLING)
4052 element = Feld[newx][newy] = get_next_element(element);
4053 if (!game.magic_wall_active)
4054 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4055 Store[newx][newy] = Store[x][y];
4057 else if (element == EL_MAGIC_WALL_EMPTYING)
4059 Feld[x][y] = get_next_element(element);
4060 if (!game.magic_wall_active)
4061 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4062 element = Feld[newx][newy] = Store[x][y];
4064 else if (element == EL_BD_MAGIC_WALL_FILLING)
4066 element = Feld[newx][newy] = get_next_element(element);
4067 if (!game.magic_wall_active)
4068 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4069 Store[newx][newy] = Store[x][y];
4071 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4073 Feld[x][y] = get_next_element(element);
4074 if (!game.magic_wall_active)
4075 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4076 element = Feld[newx][newy] = Store[x][y];
4078 else if (element == EL_AMOEBA_DROPPING)
4080 Feld[x][y] = get_next_element(element);
4081 element = Feld[newx][newy] = Store[x][y];
4083 else if (element == EL_SOKOBAN_OBJECT)
4086 Feld[x][y] = Back[x][y];
4088 if (Back[newx][newy])
4089 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4091 Back[x][y] = Back[newx][newy] = 0;
4093 else if (Store[x][y] == EL_ACID)
4095 element = Feld[newx][newy] = EL_ACID;
4099 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4100 MovDelay[newx][newy] = 0;
4102 /* copy element change control values to new field */
4103 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4105 /* copy animation control values to new field */
4106 GfxFrame[newx][newy] = GfxFrame[x][y];
4107 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4108 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4110 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4112 ResetGfxAnimation(x, y); /* reset animation values for old field */
4115 /* 2.1.1 (does not work correctly for spring) */
4116 if (!CAN_MOVE(element))
4117 MovDir[newx][newy] = 0;
4121 /* (does not work for falling objects that slide horizontally) */
4122 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4123 MovDir[newx][newy] = 0;
4126 if (!CAN_MOVE(element) ||
4127 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4128 MovDir[newx][newy] = 0;
4131 if (!CAN_MOVE(element) ||
4132 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4133 MovDir[newx][newy] = 0;
4137 DrawLevelField(x, y);
4138 DrawLevelField(newx, newy);
4140 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4142 if (!pushed) /* special case: moving object pushed by player */
4143 JustStopped[newx][newy] = 3;
4145 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4147 TestIfBadThingTouchesHero(newx, newy);
4148 TestIfBadThingTouchesFriend(newx, newy);
4149 TestIfBadThingTouchesOtherBadThing(newx, newy);
4151 else if (element == EL_PENGUIN)
4152 TestIfFriendTouchesBadThing(newx, newy);
4154 if (CAN_FALL(element) && direction == MV_DOWN &&
4155 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4158 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4159 CheckElementChange(newx, newy, element, CE_COLLISION);
4161 TestIfPlayerTouchesCustomElement(newx, newy);
4162 TestIfElementTouchesCustomElement(newx, newy);
4164 else /* still moving on */
4166 DrawLevelField(x, y);
4170 int AmoebeNachbarNr(int ax, int ay)
4173 int element = Feld[ax][ay];
4175 static int xy[4][2] =
4185 int x = ax + xy[i][0];
4186 int y = ay + xy[i][1];
4188 if (!IN_LEV_FIELD(x, y))
4191 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4192 group_nr = AmoebaNr[x][y];
4198 void AmoebenVereinigen(int ax, int ay)
4200 int i, x, y, xx, yy;
4201 int new_group_nr = AmoebaNr[ax][ay];
4202 static int xy[4][2] =
4210 if (new_group_nr == 0)
4218 if (!IN_LEV_FIELD(x, y))
4221 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4222 Feld[x][y] == EL_BD_AMOEBA ||
4223 Feld[x][y] == EL_AMOEBA_DEAD) &&
4224 AmoebaNr[x][y] != new_group_nr)
4226 int old_group_nr = AmoebaNr[x][y];
4228 if (old_group_nr == 0)
4231 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4232 AmoebaCnt[old_group_nr] = 0;
4233 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4234 AmoebaCnt2[old_group_nr] = 0;
4236 for (yy=0; yy<lev_fieldy; yy++)
4238 for (xx=0; xx<lev_fieldx; xx++)
4240 if (AmoebaNr[xx][yy] == old_group_nr)
4241 AmoebaNr[xx][yy] = new_group_nr;
4248 void AmoebeUmwandeln(int ax, int ay)
4252 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4254 int group_nr = AmoebaNr[ax][ay];
4259 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4260 printf("AmoebeUmwandeln(): This should never happen!\n");
4265 for (y=0; y<lev_fieldy; y++)
4267 for (x=0; x<lev_fieldx; x++)
4269 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4272 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4276 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4277 SND_AMOEBA_TURNING_TO_GEM :
4278 SND_AMOEBA_TURNING_TO_ROCK));
4283 static int xy[4][2] =
4296 if (!IN_LEV_FIELD(x, y))
4299 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4301 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4302 SND_AMOEBA_TURNING_TO_GEM :
4303 SND_AMOEBA_TURNING_TO_ROCK));
4310 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4313 int group_nr = AmoebaNr[ax][ay];
4314 boolean done = FALSE;
4319 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4320 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4325 for (y=0; y<lev_fieldy; y++)
4327 for (x=0; x<lev_fieldx; x++)
4329 if (AmoebaNr[x][y] == group_nr &&
4330 (Feld[x][y] == EL_AMOEBA_DEAD ||
4331 Feld[x][y] == EL_BD_AMOEBA ||
4332 Feld[x][y] == EL_AMOEBA_GROWING))
4335 Feld[x][y] = new_element;
4336 InitField(x, y, FALSE);
4337 DrawLevelField(x, y);
4344 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4345 SND_BD_AMOEBA_TURNING_TO_ROCK :
4346 SND_BD_AMOEBA_TURNING_TO_GEM));
4349 void AmoebeWaechst(int x, int y)
4351 static unsigned long sound_delay = 0;
4352 static unsigned long sound_delay_value = 0;
4354 if (!MovDelay[x][y]) /* start new growing cycle */
4358 if (DelayReached(&sound_delay, sound_delay_value))
4361 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4363 if (Store[x][y] == EL_BD_AMOEBA)
4364 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4366 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4368 sound_delay_value = 30;
4372 if (MovDelay[x][y]) /* wait some time before growing bigger */
4375 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4377 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4378 6 - MovDelay[x][y]);
4380 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4383 if (!MovDelay[x][y])
4385 Feld[x][y] = Store[x][y];
4387 DrawLevelField(x, y);
4392 void AmoebaDisappearing(int x, int y)
4394 static unsigned long sound_delay = 0;
4395 static unsigned long sound_delay_value = 0;
4397 if (!MovDelay[x][y]) /* start new shrinking cycle */
4401 if (DelayReached(&sound_delay, sound_delay_value))
4402 sound_delay_value = 30;
4405 if (MovDelay[x][y]) /* wait some time before shrinking */
4408 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4410 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4411 6 - MovDelay[x][y]);
4413 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4416 if (!MovDelay[x][y])
4418 Feld[x][y] = EL_EMPTY;
4419 DrawLevelField(x, y);
4421 /* don't let mole enter this field in this cycle;
4422 (give priority to objects falling to this field from above) */
4428 void AmoebeAbleger(int ax, int ay)
4431 int element = Feld[ax][ay];
4432 int graphic = el2img(element);
4433 int newax = ax, neway = ay;
4434 static int xy[4][2] =
4442 if (!level.amoeba_speed)
4444 Feld[ax][ay] = EL_AMOEBA_DEAD;
4445 DrawLevelField(ax, ay);
4449 if (IS_ANIMATED(graphic))
4450 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4452 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4453 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4455 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4458 if (MovDelay[ax][ay])
4462 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4465 int x = ax + xy[start][0];
4466 int y = ay + xy[start][1];
4468 if (!IN_LEV_FIELD(x, y))
4471 if (IS_FREE(x, y) ||
4472 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4478 if (newax == ax && neway == ay)
4481 else /* normal or "filled" (BD style) amoeba */
4484 boolean waiting_for_player = FALSE;
4488 int j = (start + i) % 4;
4489 int x = ax + xy[j][0];
4490 int y = ay + xy[j][1];
4492 if (!IN_LEV_FIELD(x, y))
4495 if (IS_FREE(x, y) ||
4496 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4502 else if (IS_PLAYER(x, y))
4503 waiting_for_player = TRUE;
4506 if (newax == ax && neway == ay) /* amoeba cannot grow */
4508 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4510 Feld[ax][ay] = EL_AMOEBA_DEAD;
4511 DrawLevelField(ax, ay);
4512 AmoebaCnt[AmoebaNr[ax][ay]]--;
4514 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4516 if (element == EL_AMOEBA_FULL)
4517 AmoebeUmwandeln(ax, ay);
4518 else if (element == EL_BD_AMOEBA)
4519 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4524 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4526 /* amoeba gets larger by growing in some direction */
4528 int new_group_nr = AmoebaNr[ax][ay];
4531 if (new_group_nr == 0)
4533 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4534 printf("AmoebeAbleger(): This should never happen!\n");
4539 AmoebaNr[newax][neway] = new_group_nr;
4540 AmoebaCnt[new_group_nr]++;
4541 AmoebaCnt2[new_group_nr]++;
4543 /* if amoeba touches other amoeba(s) after growing, unify them */
4544 AmoebenVereinigen(newax, neway);
4546 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4548 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4554 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4555 (neway == lev_fieldy - 1 && newax != ax))
4557 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4558 Store[newax][neway] = element;
4560 else if (neway == ay)
4562 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4564 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4566 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4571 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4572 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4573 Store[ax][ay] = EL_AMOEBA_DROP;
4574 ContinueMoving(ax, ay);
4578 DrawLevelField(newax, neway);
4581 void Life(int ax, int ay)
4584 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
4586 int element = Feld[ax][ay];
4587 int graphic = el2img(element);
4588 boolean changed = FALSE;
4590 if (IS_ANIMATED(graphic))
4591 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4596 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
4597 MovDelay[ax][ay] = life_time;
4599 if (MovDelay[ax][ay]) /* wait some time before next cycle */
4602 if (MovDelay[ax][ay])
4606 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
4608 int xx = ax+x1, yy = ay+y1;
4611 if (!IN_LEV_FIELD(xx, yy))
4614 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
4616 int x = xx+x2, y = yy+y2;
4618 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
4621 if (((Feld[x][y] == element ||
4622 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
4624 (IS_FREE(x, y) && Stop[x][y]))
4628 if (xx == ax && yy == ay) /* field in the middle */
4630 if (nachbarn < life[0] || nachbarn > life[1])
4632 Feld[xx][yy] = EL_EMPTY;
4634 DrawLevelField(xx, yy);
4635 Stop[xx][yy] = TRUE;
4639 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
4640 { /* free border field */
4641 if (nachbarn >= life[2] && nachbarn <= life[3])
4643 Feld[xx][yy] = element;
4644 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
4646 DrawLevelField(xx, yy);
4647 Stop[xx][yy] = TRUE;
4654 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
4655 SND_GAME_OF_LIFE_GROWING);
4658 static void InitRobotWheel(int x, int y)
4660 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4663 static void RunRobotWheel(int x, int y)
4665 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
4668 static void StopRobotWheel(int x, int y)
4670 if (ZX == x && ZY == y)
4674 static void InitTimegateWheel(int x, int y)
4676 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
4679 static void RunTimegateWheel(int x, int y)
4681 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
4684 void CheckExit(int x, int y)
4686 if (local_player->gems_still_needed > 0 ||
4687 local_player->sokobanfields_still_needed > 0 ||
4688 local_player->lights_still_needed > 0)
4690 int element = Feld[x][y];
4691 int graphic = el2img(element);
4693 if (IS_ANIMATED(graphic))
4694 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4699 Feld[x][y] = EL_EXIT_OPENING;
4701 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
4704 void CheckExitSP(int x, int y)
4706 if (local_player->gems_still_needed > 0)
4708 int element = Feld[x][y];
4709 int graphic = el2img(element);
4711 if (IS_ANIMATED(graphic))
4712 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
4717 Feld[x][y] = EL_SP_EXIT_OPEN;
4719 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
4722 static void CloseAllOpenTimegates()
4726 for (y=0; y<lev_fieldy; y++)
4728 for (x=0; x<lev_fieldx; x++)
4730 int element = Feld[x][y];
4732 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
4734 Feld[x][y] = EL_TIMEGATE_CLOSING;
4736 PlaySoundLevelAction(x, y, ACTION_CLOSING);
4738 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
4745 void EdelsteinFunkeln(int x, int y)
4747 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
4750 if (Feld[x][y] == EL_BD_DIAMOND)
4753 if (MovDelay[x][y] == 0) /* next animation frame */
4754 MovDelay[x][y] = 11 * !SimpleRND(500);
4756 if (MovDelay[x][y] != 0) /* wait some time before next frame */
4760 if (setup.direct_draw && MovDelay[x][y])
4761 SetDrawtoField(DRAW_BUFFERED);
4763 DrawLevelElementAnimation(x, y, Feld[x][y]);
4765 if (MovDelay[x][y] != 0)
4767 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
4768 10 - MovDelay[x][y]);
4770 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
4772 if (setup.direct_draw)
4776 dest_x = FX + SCREENX(x) * TILEX;
4777 dest_y = FY + SCREENY(y) * TILEY;
4779 BlitBitmap(drawto_field, window,
4780 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
4781 SetDrawtoField(DRAW_DIRECT);
4787 void MauerWaechst(int x, int y)
4791 if (!MovDelay[x][y]) /* next animation frame */
4792 MovDelay[x][y] = 3 * delay;
4794 if (MovDelay[x][y]) /* wait some time before next frame */
4798 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4800 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
4801 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
4803 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4806 if (!MovDelay[x][y])
4808 if (MovDir[x][y] == MV_LEFT)
4810 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
4811 DrawLevelField(x - 1, y);
4813 else if (MovDir[x][y] == MV_RIGHT)
4815 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
4816 DrawLevelField(x + 1, y);
4818 else if (MovDir[x][y] == MV_UP)
4820 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
4821 DrawLevelField(x, y - 1);
4825 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
4826 DrawLevelField(x, y + 1);
4829 Feld[x][y] = Store[x][y];
4831 MovDir[x][y] = MV_NO_MOVING;
4832 DrawLevelField(x, y);
4837 void MauerAbleger(int ax, int ay)
4839 int element = Feld[ax][ay];
4840 int graphic = el2img(element);
4841 boolean oben_frei = FALSE, unten_frei = FALSE;
4842 boolean links_frei = FALSE, rechts_frei = FALSE;
4843 boolean oben_massiv = FALSE, unten_massiv = FALSE;
4844 boolean links_massiv = FALSE, rechts_massiv = FALSE;
4845 boolean new_wall = FALSE;
4847 if (IS_ANIMATED(graphic))
4848 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4850 if (!MovDelay[ax][ay]) /* start building new wall */
4851 MovDelay[ax][ay] = 6;
4853 if (MovDelay[ax][ay]) /* wait some time before building new wall */
4856 if (MovDelay[ax][ay])
4860 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
4862 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
4864 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
4866 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
4869 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
4870 element == EL_EXPANDABLE_WALL_ANY)
4874 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
4875 Store[ax][ay-1] = element;
4876 MovDir[ax][ay-1] = MV_UP;
4877 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
4878 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
4879 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
4884 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
4885 Store[ax][ay+1] = element;
4886 MovDir[ax][ay+1] = MV_DOWN;
4887 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
4888 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
4889 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
4894 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4895 element == EL_EXPANDABLE_WALL_ANY ||
4896 element == EL_EXPANDABLE_WALL)
4900 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
4901 Store[ax-1][ay] = element;
4902 MovDir[ax-1][ay] = MV_LEFT;
4903 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
4904 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
4905 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
4911 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
4912 Store[ax+1][ay] = element;
4913 MovDir[ax+1][ay] = MV_RIGHT;
4914 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
4915 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
4916 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
4921 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
4922 DrawLevelField(ax, ay);
4924 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
4926 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
4927 unten_massiv = TRUE;
4928 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
4929 links_massiv = TRUE;
4930 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
4931 rechts_massiv = TRUE;
4933 if (((oben_massiv && unten_massiv) ||
4934 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
4935 element == EL_EXPANDABLE_WALL) &&
4936 ((links_massiv && rechts_massiv) ||
4937 element == EL_EXPANDABLE_WALL_VERTICAL))
4938 Feld[ax][ay] = EL_WALL;
4942 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
4944 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
4948 void CheckForDragon(int x, int y)
4951 boolean dragon_found = FALSE;
4952 static int xy[4][2] =
4964 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4966 if (IN_LEV_FIELD(xx, yy) &&
4967 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
4969 if (Feld[xx][yy] == EL_DRAGON)
4970 dragon_found = TRUE;
4983 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
4985 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
4987 Feld[xx][yy] = EL_EMPTY;
4988 DrawLevelField(xx, yy);
4997 static void InitBuggyBase(int x, int y)
4999 int element = Feld[x][y];
5000 int activating_delay = FRAMES_PER_SECOND / 4;
5003 (element == EL_SP_BUGGY_BASE ?
5004 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5005 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5007 element == EL_SP_BUGGY_BASE_ACTIVE ?
5008 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5011 static void WarnBuggyBase(int x, int y)
5014 static int xy[4][2] =
5024 int xx = x + xy[i][0], yy = y + xy[i][1];
5026 if (IS_PLAYER(xx, yy))
5028 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5035 static void InitTrap(int x, int y)
5037 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5040 static void ActivateTrap(int x, int y)
5042 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5045 static void ChangeActiveTrap(int x, int y)
5047 int graphic = IMG_TRAP_ACTIVE;
5049 /* if new animation frame was drawn, correct crumbled sand border */
5050 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5051 DrawLevelFieldCrumbledSand(x, y);
5054 static void ChangeElementNowExt(int x, int y, int target_element)
5056 if (IS_PLAYER(x, y) && !IS_ACCESSIBLE(target_element))
5063 Feld[x][y] = target_element;
5065 ResetGfxAnimation(x, y);
5066 ResetRandomAnimationValue(x, y);
5068 InitField(x, y, FALSE);
5069 if (CAN_MOVE(Feld[x][y]))
5072 DrawLevelField(x, y);
5074 if (CAN_BE_CRUMBLED(Feld[x][y]))
5075 DrawLevelFieldCrumbledSandNeighbours(x, y);
5078 static void ChangeElementNow(int x, int y, int element)
5080 struct ElementChangeInfo *change = &element_info[element].change;
5082 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5084 if (change->explode)
5090 if (change->use_content)
5092 boolean complete_change = TRUE;
5093 boolean can_change[3][3];
5096 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5098 boolean half_destructible;
5099 int ex = x + xx - 1;
5100 int ey = y + yy - 1;
5103 can_change[xx][yy] = TRUE;
5105 if (ex == x && ey == y) /* do not check changing element itself */
5108 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5110 can_change[xx][yy] = FALSE; /* do not change empty borders */
5115 if (!IN_LEV_FIELD(ex, ey))
5117 can_change[xx][yy] = FALSE;
5118 complete_change = FALSE;
5125 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5127 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5128 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5129 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5131 can_change[xx][yy] = FALSE;
5132 complete_change = FALSE;
5136 if (!change->only_complete || complete_change)
5138 if (change->only_complete && change->use_random_change &&
5139 RND(change->random) != 0)
5142 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5144 int ex = x + xx - 1;
5145 int ey = y + yy - 1;
5147 if (can_change[xx][yy] && (!change->use_random_change ||
5148 RND(change->random) == 0))
5150 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5152 /* for symmetry reasons, stop newly created border elements */
5153 if (ex != x || ey != y)
5154 Stop[ex][ey] = TRUE;
5162 ChangeElementNowExt(x, y, change->target_element);
5165 static void ChangeElement(int x, int y)
5168 int element = MovingOrBlocked2Element(x, y);
5170 int element = Feld[x][y];
5172 struct ElementChangeInfo *change = &element_info[element].change;
5174 if (ChangeDelay[x][y] == 0) /* initialize element change */
5177 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5178 RND(change->delay_random * change->delay_frames)) + 1;
5180 ChangeDelay[x][y] = changing_element[element].change_delay + 1;
5182 if (IS_CUSTOM_ELEMENT(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
5184 int max_random_delay = element_info[element].change.delay_random;
5185 int delay_frames = element_info[element].change.delay_frames;
5187 ChangeDelay[x][y] += RND(max_random_delay * delay_frames);
5191 ResetGfxAnimation(x, y);
5192 ResetRandomAnimationValue(x, y);
5195 if (change->pre_change_function)
5196 change->pre_change_function(x, y);
5198 if (changing_element[element].pre_change_function)
5199 changing_element[element].pre_change_function(x, y);
5203 ChangeDelay[x][y]--;
5205 if (ChangeDelay[x][y] != 0) /* continue element change */
5207 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5209 if (IS_ANIMATED(graphic))
5210 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5213 if (change->change_function)
5214 change->change_function(x, y);
5216 if (changing_element[element].change_function)
5217 changing_element[element].change_function(x, y);
5220 else /* finish element change */
5223 int next_element = changing_element[element].next_element;
5226 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5228 ChangeDelay[x][y] = 1; /* try change after next move step */
5234 ChangeElementNow(x, y, element);
5236 if (change->post_change_function)
5237 change->post_change_function(x, y);
5239 if (next_element != EL_UNDEFINED)
5240 ChangeElementNow(x, y, next_element);
5242 ChangeElementNow(x, y, element_info[element].change.target_element);
5244 if (changing_element[element].post_change_function)
5245 changing_element[element].post_change_function(x, y);
5250 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5255 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5258 for (i=0; i<MAX_NUM_ELEMENTS; i++)
5260 if (!CAN_CHANGE(i) || !HAS_CHANGE_EVENT(i, trigger_event) ||
5261 element_info[i].change.trigger_element != trigger_element)
5264 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5266 if (x == lx && y == ly) /* do not change trigger element itself */
5269 if (Feld[x][y] == i)
5271 ChangeDelay[x][y] = 1;
5272 ChangeElement(x, y);
5280 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5282 if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
5285 if (Feld[x][y] == EL_BLOCKED)
5286 Blocked2Moving(x, y, &x, &y);
5288 ChangeDelay[x][y] = 1;
5289 ChangeElement(x, y);
5294 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5296 static byte stored_player_action[MAX_PLAYERS];
5297 static int num_stored_actions = 0;
5298 boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
5299 int left = player_action & JOY_LEFT;
5300 int right = player_action & JOY_RIGHT;
5301 int up = player_action & JOY_UP;
5302 int down = player_action & JOY_DOWN;
5303 int button1 = player_action & JOY_BUTTON_1;
5304 int button2 = player_action & JOY_BUTTON_2;
5305 int dx = (left ? -1 : right ? 1 : 0);
5306 int dy = (up ? -1 : down ? 1 : 0);
5308 stored_player_action[player->index_nr] = 0;
5309 num_stored_actions++;
5311 if (!player->active || tape.pausing)
5317 snapped = SnapField(player, dx, dy);
5321 bombed = PlaceBomb(player);
5322 moved = MoveFigure(player, dx, dy);
5325 if (tape.single_step && tape.recording && !tape.pausing)
5327 if (button1 || (bombed && !moved))
5329 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5330 SnapField(player, 0, 0); /* stop snapping */
5334 stored_player_action[player->index_nr] = player_action;
5338 /* no actions for this player (no input at player's configured device) */
5340 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5341 SnapField(player, 0, 0);
5342 CheckGravityMovement(player);
5344 if (player->MovPos == 0)
5347 printf("Trying... Player frame reset\n");
5350 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5353 if (player->MovPos == 0) /* needed for tape.playing */
5354 player->is_moving = FALSE;
5357 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5359 TapeRecordAction(stored_player_action);
5360 num_stored_actions = 0;
5366 static unsigned long action_delay = 0;
5367 unsigned long action_delay_value;
5368 int magic_wall_x = 0, magic_wall_y = 0;
5369 int i, x, y, element, graphic;
5370 byte *recorded_player_action;
5371 byte summarized_player_action = 0;
5373 if (game_status != GAME_MODE_PLAYING)
5376 action_delay_value =
5377 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5379 if (tape.playing && tape.index_search && !tape.pausing)
5380 action_delay_value = 0;
5382 /* ---------- main game synchronization point ---------- */
5384 WaitUntilDelayReached(&action_delay, action_delay_value);
5386 if (network_playing && !network_player_action_received)
5390 printf("DEBUG: try to get network player actions in time\n");
5394 #if defined(PLATFORM_UNIX)
5395 /* last chance to get network player actions without main loop delay */
5399 if (game_status != GAME_MODE_PLAYING)
5402 if (!network_player_action_received)
5406 printf("DEBUG: failed to get network player actions in time\n");
5416 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5418 for (i=0; i<MAX_PLAYERS; i++)
5420 summarized_player_action |= stored_player[i].action;
5422 if (!network_playing)
5423 stored_player[i].effective_action = stored_player[i].action;
5426 #if defined(PLATFORM_UNIX)
5427 if (network_playing)
5428 SendToServer_MovePlayer(summarized_player_action);
5431 if (!options.network && !setup.team_mode)
5432 local_player->effective_action = summarized_player_action;
5434 for (i=0; i<MAX_PLAYERS; i++)
5436 int actual_player_action = stored_player[i].effective_action;
5438 if (stored_player[i].programmed_action)
5439 actual_player_action = stored_player[i].programmed_action;
5441 if (recorded_player_action)
5442 actual_player_action = recorded_player_action[i];
5444 PlayerActions(&stored_player[i], actual_player_action);
5445 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5448 network_player_action_received = FALSE;
5450 ScrollScreen(NULL, SCROLL_GO_ON);
5456 for (i=0; i<MAX_PLAYERS; i++)
5457 stored_player[i].Frame++;
5461 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5463 for (i=0; i<MAX_PLAYERS; i++)
5465 struct PlayerInfo *player = &stored_player[i];
5469 if (player->active && player->Pushing && player->is_moving &&
5472 ContinueMoving(x, y);
5474 /* continue moving after pushing (this is actually a bug) */
5475 if (!IS_MOVING(x, y))
5484 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5487 if (JustStopped[x][y] > 0)
5488 JustStopped[x][y]--;
5493 if (IS_BLOCKED(x, y))
5497 Blocked2Moving(x, y, &oldx, &oldy);
5498 if (!IS_MOVING(oldx, oldy))
5500 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
5501 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
5502 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
5503 printf("GameActions(): This should never happen!\n");
5509 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5511 element = Feld[x][y];
5513 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5515 graphic = el2img(element);
5521 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
5523 element = graphic = 0;
5527 if (graphic_info[graphic].anim_global_sync)
5528 GfxFrame[x][y] = FrameCounter;
5530 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
5531 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
5532 ResetRandomAnimationValue(x, y);
5534 SetRandomAnimationValue(x, y);
5537 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
5540 if (IS_INACTIVE(element))
5542 if (IS_ANIMATED(graphic))
5543 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5549 /* this may take place after moving, so 'element' may have changed */
5550 if (IS_CHANGING(x, y))
5552 ChangeElement(x, y);
5553 element = Feld[x][y];
5554 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5558 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
5563 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5565 if (element == EL_PACMAN)
5566 printf("::: %d, %d, %d\n",
5567 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5570 if (element == EL_YAMYAM)
5571 printf("::: %d, %d, %d\n",
5572 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
5576 if (IS_ANIMATED(graphic) &&
5580 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5583 if (element == EL_YAMYAM)
5584 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
5588 if (IS_GEM(element) || element == EL_SP_INFOTRON)
5589 EdelsteinFunkeln(x, y);
5591 else if ((element == EL_ACID ||
5592 element == EL_EXIT_OPEN ||
5593 element == EL_SP_EXIT_OPEN ||
5594 element == EL_SP_TERMINAL ||
5595 element == EL_SP_TERMINAL_ACTIVE ||
5596 element == EL_EXTRA_TIME ||
5597 element == EL_SHIELD_NORMAL ||
5598 element == EL_SHIELD_DEADLY) &&
5599 IS_ANIMATED(graphic))
5600 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5601 else if (IS_MOVING(x, y))
5602 ContinueMoving(x, y);
5603 else if (IS_ACTIVE_BOMB(element))
5604 CheckDynamite(x, y);
5606 else if (element == EL_EXPLOSION && !game.explosions_delayed)
5607 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5609 else if (element == EL_AMOEBA_GROWING)
5610 AmoebeWaechst(x, y);
5611 else if (element == EL_AMOEBA_SHRINKING)
5612 AmoebaDisappearing(x, y);
5614 #if !USE_NEW_AMOEBA_CODE
5615 else if (IS_AMOEBALIVE(element))
5616 AmoebeAbleger(x, y);
5619 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
5621 else if (element == EL_EXIT_CLOSED)
5623 else if (element == EL_SP_EXIT_CLOSED)
5625 else if (element == EL_EXPANDABLE_WALL_GROWING)
5627 else if (element == EL_EXPANDABLE_WALL ||
5628 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5629 element == EL_EXPANDABLE_WALL_VERTICAL ||
5630 element == EL_EXPANDABLE_WALL_ANY)
5632 else if (element == EL_FLAMES)
5633 CheckForDragon(x, y);
5635 else if (IS_AUTO_CHANGING(element))
5636 ChangeElement(x, y);
5638 else if (element == EL_EXPLOSION)
5639 ; /* drawing of correct explosion animation is handled separately */
5640 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
5641 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5644 /* this may take place after moving, so 'element' may have changed */
5645 if (IS_AUTO_CHANGING(Feld[x][y]))
5646 ChangeElement(x, y);
5649 if (IS_BELT_ACTIVE(element))
5650 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
5652 if (game.magic_wall_active)
5654 int jx = local_player->jx, jy = local_player->jy;
5656 /* play the element sound at the position nearest to the player */
5657 if ((element == EL_MAGIC_WALL_FULL ||
5658 element == EL_MAGIC_WALL_ACTIVE ||
5659 element == EL_MAGIC_WALL_EMPTYING ||
5660 element == EL_BD_MAGIC_WALL_FULL ||
5661 element == EL_BD_MAGIC_WALL_ACTIVE ||
5662 element == EL_BD_MAGIC_WALL_EMPTYING) &&
5663 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
5671 #if USE_NEW_AMOEBA_CODE
5672 /* new experimental amoeba growth stuff */
5674 if (!(FrameCounter % 8))
5677 static unsigned long random = 1684108901;
5679 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
5682 x = (random >> 10) % lev_fieldx;
5683 y = (random >> 20) % lev_fieldy;
5685 x = RND(lev_fieldx);
5686 y = RND(lev_fieldy);
5688 element = Feld[x][y];
5690 if (!IS_PLAYER(x,y) &&
5691 (element == EL_EMPTY ||
5692 element == EL_SAND ||
5693 element == EL_QUICKSAND_EMPTY ||
5694 element == EL_ACID_SPLASH_LEFT ||
5695 element == EL_ACID_SPLASH_RIGHT))
5697 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
5698 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
5699 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
5700 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
5701 Feld[x][y] = EL_AMOEBA_DROP;
5704 random = random * 129 + 1;
5710 if (game.explosions_delayed)
5713 game.explosions_delayed = FALSE;
5715 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5717 element = Feld[x][y];
5719 if (ExplodeField[x][y])
5720 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
5721 else if (element == EL_EXPLOSION)
5722 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
5724 ExplodeField[x][y] = EX_NO_EXPLOSION;
5727 game.explosions_delayed = TRUE;
5730 if (game.magic_wall_active)
5732 if (!(game.magic_wall_time_left % 4))
5734 int element = Feld[magic_wall_x][magic_wall_y];
5736 if (element == EL_BD_MAGIC_WALL_FULL ||
5737 element == EL_BD_MAGIC_WALL_ACTIVE ||
5738 element == EL_BD_MAGIC_WALL_EMPTYING)
5739 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
5741 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
5744 if (game.magic_wall_time_left > 0)
5746 game.magic_wall_time_left--;
5747 if (!game.magic_wall_time_left)
5749 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5751 element = Feld[x][y];
5753 if (element == EL_MAGIC_WALL_ACTIVE ||
5754 element == EL_MAGIC_WALL_FULL)
5756 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5757 DrawLevelField(x, y);
5759 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
5760 element == EL_BD_MAGIC_WALL_FULL)
5762 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5763 DrawLevelField(x, y);
5767 game.magic_wall_active = FALSE;
5772 if (game.light_time_left > 0)
5774 game.light_time_left--;
5776 if (game.light_time_left == 0)
5777 RedrawAllLightSwitchesAndInvisibleElements();
5780 if (game.timegate_time_left > 0)
5782 game.timegate_time_left--;
5784 if (game.timegate_time_left == 0)
5785 CloseAllOpenTimegates();
5788 for (i=0; i<MAX_PLAYERS; i++)
5790 struct PlayerInfo *player = &stored_player[i];
5792 if (SHIELD_ON(player))
5794 if (player->shield_deadly_time_left)
5795 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
5796 else if (player->shield_normal_time_left)
5797 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
5801 if (TimeFrames >= (1000 / GameFrameDelay))
5806 for (i=0; i<MAX_PLAYERS; i++)
5808 struct PlayerInfo *player = &stored_player[i];
5810 if (SHIELD_ON(player))
5812 player->shield_normal_time_left--;
5814 if (player->shield_deadly_time_left > 0)
5815 player->shield_deadly_time_left--;
5819 if (tape.recording || tape.playing)
5820 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
5826 if (TimeLeft <= 10 && setup.time_limit)
5827 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
5829 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
5831 if (!TimeLeft && setup.time_limit)
5832 for (i=0; i<MAX_PLAYERS; i++)
5833 KillHero(&stored_player[i]);
5835 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
5836 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
5841 if (options.debug) /* calculate frames per second */
5843 static unsigned long fps_counter = 0;
5844 static int fps_frames = 0;
5845 unsigned long fps_delay_ms = Counter() - fps_counter;
5849 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
5851 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
5854 fps_counter = Counter();
5857 redraw_mask |= REDRAW_FPS;
5861 if (stored_player[0].jx != stored_player[0].last_jx ||
5862 stored_player[0].jy != stored_player[0].last_jy)
5863 printf("::: %d, %d, %d, %d, %d\n",
5864 stored_player[0].MovDir,
5865 stored_player[0].MovPos,
5866 stored_player[0].GfxPos,
5867 stored_player[0].Frame,
5868 stored_player[0].StepFrame);
5875 for (i=0; i<MAX_PLAYERS; i++)
5878 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
5880 stored_player[i].Frame += move_frames;
5882 if (stored_player[i].MovPos != 0)
5883 stored_player[i].StepFrame += move_frames;
5888 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
5890 int min_x = x, min_y = y, max_x = x, max_y = y;
5893 for (i=0; i<MAX_PLAYERS; i++)
5895 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5897 if (!stored_player[i].active || &stored_player[i] == player)
5900 min_x = MIN(min_x, jx);
5901 min_y = MIN(min_y, jy);
5902 max_x = MAX(max_x, jx);
5903 max_y = MAX(max_y, jy);
5906 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
5909 static boolean AllPlayersInVisibleScreen()
5913 for (i=0; i<MAX_PLAYERS; i++)
5915 int jx = stored_player[i].jx, jy = stored_player[i].jy;
5917 if (!stored_player[i].active)
5920 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
5927 void ScrollLevel(int dx, int dy)
5929 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
5932 BlitBitmap(drawto_field, drawto_field,
5933 FX + TILEX*(dx == -1) - softscroll_offset,
5934 FY + TILEY*(dy == -1) - softscroll_offset,
5935 SXSIZE - TILEX*(dx!=0) + 2*softscroll_offset,
5936 SYSIZE - TILEY*(dy!=0) + 2*softscroll_offset,
5937 FX + TILEX*(dx == 1) - softscroll_offset,
5938 FY + TILEY*(dy == 1) - softscroll_offset);
5942 x = (dx == 1 ? BX1 : BX2);
5943 for (y=BY1; y<=BY2; y++)
5944 DrawScreenField(x, y);
5949 y = (dy == 1 ? BY1 : BY2);
5950 for (x=BX1; x<=BX2; x++)
5951 DrawScreenField(x, y);
5954 redraw_mask |= REDRAW_FIELD;
5957 static void CheckGravityMovement(struct PlayerInfo *player)
5959 if (level.gravity && !player->programmed_action)
5961 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
5962 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
5964 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
5965 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
5966 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
5967 int jx = player->jx, jy = player->jy;
5968 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
5969 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
5970 int new_jx = jx + dx, new_jy = jy + dy;
5971 boolean field_under_player_is_free =
5972 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
5973 boolean player_is_moving_to_valid_field =
5974 (IN_LEV_FIELD(new_jx, new_jy) &&
5975 (Feld[new_jx][new_jy] == EL_SP_BASE ||
5976 Feld[new_jx][new_jy] == EL_SAND));
5978 if (field_under_player_is_free &&
5979 !player_is_moving_to_valid_field &&
5980 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
5981 player->programmed_action = MV_DOWN;
5987 -----------------------------------------------------------------------------
5988 dx, dy: direction (non-diagonal) to try to move the player to
5989 real_dx, real_dy: direction as read from input device (can be diagonal)
5992 boolean MoveFigureOneStep(struct PlayerInfo *player,
5993 int dx, int dy, int real_dx, int real_dy)
5995 int jx = player->jx, jy = player->jy;
5996 int new_jx = jx+dx, new_jy = jy+dy;
6000 if (!player->active || (!dx && !dy))
6001 return MF_NO_ACTION;
6003 player->MovDir = (dx < 0 ? MV_LEFT :
6006 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6008 if (!IN_LEV_FIELD(new_jx, new_jy))
6009 return MF_NO_ACTION;
6011 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6012 return MF_NO_ACTION;
6015 element = MovingOrBlocked2Element(new_jx, new_jy);
6017 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6020 if (DONT_RUN_INTO(element))
6022 if (element == EL_ACID && dx == 0 && dy == 1)
6025 Feld[jx][jy] = EL_PLAYER_1;
6026 InitMovingField(jx, jy, MV_DOWN);
6027 Store[jx][jy] = EL_ACID;
6028 ContinueMoving(jx, jy);
6032 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6037 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6038 if (can_move != MF_MOVING)
6041 StorePlayer[jx][jy] = 0;
6042 player->last_jx = jx;
6043 player->last_jy = jy;
6044 jx = player->jx = new_jx;
6045 jy = player->jy = new_jy;
6046 StorePlayer[jx][jy] = player->element_nr;
6049 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6051 ScrollFigure(player, SCROLL_INIT);
6056 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6058 int jx = player->jx, jy = player->jy;
6059 int old_jx = jx, old_jy = jy;
6060 int moved = MF_NO_ACTION;
6062 if (!player->active || (!dx && !dy))
6066 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6070 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6071 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6075 /* remove the last programmed player action */
6076 player->programmed_action = 0;
6080 /* should only happen if pre-1.2 tape recordings are played */
6081 /* this is only for backward compatibility */
6083 int original_move_delay_value = player->move_delay_value;
6086 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6090 /* scroll remaining steps with finest movement resolution */
6091 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6093 while (player->MovPos)
6095 ScrollFigure(player, SCROLL_GO_ON);
6096 ScrollScreen(NULL, SCROLL_GO_ON);
6102 player->move_delay_value = original_move_delay_value;
6105 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6107 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6108 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6112 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6113 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6119 if (moved & MF_MOVING && !ScreenMovPos &&
6120 (player == local_player || !options.network))
6122 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6123 int offset = (setup.scroll_delay ? 3 : 0);
6125 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6127 /* actual player has left the screen -- scroll in that direction */
6128 if (jx != old_jx) /* player has moved horizontally */
6129 scroll_x += (jx - old_jx);
6130 else /* player has moved vertically */
6131 scroll_y += (jy - old_jy);
6135 if (jx != old_jx) /* player has moved horizontally */
6137 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6138 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6139 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6141 /* don't scroll over playfield boundaries */
6142 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6143 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6145 /* don't scroll more than one field at a time */
6146 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6148 /* don't scroll against the player's moving direction */
6149 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6150 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6151 scroll_x = old_scroll_x;
6153 else /* player has moved vertically */
6155 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6156 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6157 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6159 /* don't scroll over playfield boundaries */
6160 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6161 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6163 /* don't scroll more than one field at a time */
6164 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6166 /* don't scroll against the player's moving direction */
6167 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6168 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6169 scroll_y = old_scroll_y;
6173 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6175 if (!options.network && !AllPlayersInVisibleScreen())
6177 scroll_x = old_scroll_x;
6178 scroll_y = old_scroll_y;
6182 ScrollScreen(player, SCROLL_INIT);
6183 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6190 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6192 if (!(moved & MF_MOVING) && !player->Pushing)
6197 player->StepFrame = 0;
6199 if (moved & MF_MOVING)
6201 if (old_jx != jx && old_jy == jy)
6202 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6203 else if (old_jx == jx && old_jy != jy)
6204 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6206 DrawLevelField(jx, jy); /* for "crumbled sand" */
6208 player->last_move_dir = player->MovDir;
6209 player->is_moving = TRUE;
6213 CheckGravityMovement(player);
6216 player->last_move_dir = MV_NO_MOVING;
6218 player->is_moving = FALSE;
6221 TestIfHeroTouchesBadThing(jx, jy);
6222 TestIfPlayerTouchesCustomElement(jx, jy);
6224 if (!player->active)
6230 void ScrollFigure(struct PlayerInfo *player, int mode)
6232 int jx = player->jx, jy = player->jy;
6233 int last_jx = player->last_jx, last_jy = player->last_jy;
6234 int move_stepsize = TILEX / player->move_delay_value;
6236 if (!player->active || !player->MovPos)
6239 if (mode == SCROLL_INIT)
6241 player->actual_frame_counter = FrameCounter;
6242 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6244 if (Feld[last_jx][last_jy] == EL_EMPTY)
6245 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6250 else if (!FrameReached(&player->actual_frame_counter, 1))
6253 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6254 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6256 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6257 Feld[last_jx][last_jy] = EL_EMPTY;
6259 /* before DrawPlayer() to draw correct player graphic for this case */
6260 if (player->MovPos == 0)
6261 CheckGravityMovement(player);
6265 if (player->MovPos == 0)
6267 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6269 /* continue with normal speed after quickly moving through gate */
6270 HALVE_PLAYER_SPEED(player);
6272 /* be able to make the next move without delay */
6273 player->move_delay = 0;
6276 player->last_jx = jx;
6277 player->last_jy = jy;
6279 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6280 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6284 if (local_player->friends_still_needed == 0 ||
6285 Feld[jx][jy] == EL_SP_EXIT_OPEN)
6286 player->LevelSolved = player->GameOver = TRUE;
6289 if (tape.single_step && tape.recording && !tape.pausing &&
6290 !player->programmed_action)
6291 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6295 void ScrollScreen(struct PlayerInfo *player, int mode)
6297 static unsigned long screen_frame_counter = 0;
6299 if (mode == SCROLL_INIT)
6301 /* set scrolling step size according to actual player's moving speed */
6302 ScrollStepSize = TILEX / player->move_delay_value;
6304 screen_frame_counter = FrameCounter;
6305 ScreenMovDir = player->MovDir;
6306 ScreenMovPos = player->MovPos;
6307 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6310 else if (!FrameReached(&screen_frame_counter, 1))
6315 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6316 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6317 redraw_mask |= REDRAW_FIELD;
6320 ScreenMovDir = MV_NO_MOVING;
6323 void TestIfPlayerTouchesCustomElement(int x, int y)
6325 static int xy[4][2] =
6332 boolean center_is_player = (IS_PLAYER(x, y));
6337 int xx = x + xy[i][0];
6338 int yy = y + xy[i][1];
6340 if (!IN_LEV_FIELD(xx, yy))
6343 if (center_is_player)
6345 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6346 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6348 else if (IS_PLAYER(xx, yy))
6350 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6351 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6358 void TestIfElementTouchesCustomElement(int x, int y)
6360 static int xy[4][2] =
6367 boolean center_is_custom = (IS_CUSTOM_ELEMENT(Feld[x][y]));
6372 int xx = x + xy[i][0];
6373 int yy = y + xy[i][1];
6375 if (!IN_LEV_FIELD(xx, yy))
6378 if (center_is_custom &&
6379 Feld[xx][yy] == element_info[Feld[x][y]].change.trigger_element)
6381 CheckElementChange(x, y, Feld[x][y], CE_OTHER_IS_TOUCHING);
6384 if (IS_CUSTOM_ELEMENT(Feld[xx][yy]) &&
6385 Feld[x][y] == element_info[Feld[xx][yy]].change.trigger_element)
6387 CheckElementChange(xx, yy, Feld[xx][yy], CE_OTHER_IS_TOUCHING);
6392 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
6394 int i, kill_x = -1, kill_y = -1;
6395 static int test_xy[4][2] =
6402 static int test_dir[4] =
6412 int test_x, test_y, test_move_dir, test_element;
6414 test_x = good_x + test_xy[i][0];
6415 test_y = good_y + test_xy[i][1];
6416 if (!IN_LEV_FIELD(test_x, test_y))
6420 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6423 test_element = Feld[test_x][test_y];
6425 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
6428 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6429 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6431 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
6432 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
6440 if (kill_x != -1 || kill_y != -1)
6442 if (IS_PLAYER(good_x, good_y))
6444 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
6446 if (player->shield_deadly_time_left > 0)
6447 Bang(kill_x, kill_y);
6448 else if (!PLAYER_PROTECTED(good_x, good_y))
6452 Bang(good_x, good_y);
6456 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
6458 int i, kill_x = -1, kill_y = -1;
6459 int bad_element = Feld[bad_x][bad_y];
6460 static int test_xy[4][2] =
6467 static int test_dir[4] =
6475 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
6480 int test_x, test_y, test_move_dir, test_element;
6482 test_x = bad_x + test_xy[i][0];
6483 test_y = bad_y + test_xy[i][1];
6484 if (!IN_LEV_FIELD(test_x, test_y))
6488 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
6490 test_element = Feld[test_x][test_y];
6492 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
6493 2nd case: DONT_TOUCH style bad thing does not move away from good thing
6495 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
6496 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
6498 /* good thing is player or penguin that does not move away */
6499 if (IS_PLAYER(test_x, test_y))
6501 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
6503 if (bad_element == EL_ROBOT && player->is_moving)
6504 continue; /* robot does not kill player if he is moving */
6510 else if (test_element == EL_PENGUIN)
6519 if (kill_x != -1 || kill_y != -1)
6521 if (IS_PLAYER(kill_x, kill_y))
6523 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
6526 int dir = player->MovDir;
6527 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6528 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6530 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6531 newx != bad_x && newy != bad_y)
6532 ; /* robot does not kill player if he is moving */
6534 printf("-> %d\n", player->MovDir);
6536 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
6537 newx != bad_x && newy != bad_y)
6538 ; /* robot does not kill player if he is moving */
6543 if (player->shield_deadly_time_left > 0)
6545 else if (!PLAYER_PROTECTED(kill_x, kill_y))
6549 Bang(kill_x, kill_y);
6553 void TestIfHeroTouchesBadThing(int x, int y)
6555 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6558 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
6560 TestIfGoodThingHitsBadThing(x, y, move_dir);
6563 void TestIfBadThingTouchesHero(int x, int y)
6565 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6568 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
6570 TestIfBadThingHitsGoodThing(x, y, move_dir);
6573 void TestIfFriendTouchesBadThing(int x, int y)
6575 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
6578 void TestIfBadThingTouchesFriend(int x, int y)
6580 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
6583 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
6585 int i, kill_x = bad_x, kill_y = bad_y;
6586 static int xy[4][2] =
6598 x = bad_x + xy[i][0];
6599 y = bad_y + xy[i][1];
6600 if (!IN_LEV_FIELD(x, y))
6603 element = Feld[x][y];
6604 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
6605 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
6613 if (kill_x != bad_x || kill_y != bad_y)
6617 void KillHero(struct PlayerInfo *player)
6619 int jx = player->jx, jy = player->jy;
6621 if (!player->active)
6624 /* remove accessible field at the player's position */
6625 Feld[jx][jy] = EL_EMPTY;
6627 /* deactivate shield (else Bang()/Explode() would not work right) */
6628 player->shield_normal_time_left = 0;
6629 player->shield_deadly_time_left = 0;
6635 static void KillHeroUnlessProtected(int x, int y)
6637 if (!PLAYER_PROTECTED(x, y))
6638 KillHero(PLAYERINFO(x, y));
6641 void BuryHero(struct PlayerInfo *player)
6643 int jx = player->jx, jy = player->jy;
6645 if (!player->active)
6649 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
6651 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
6653 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
6655 player->GameOver = TRUE;
6659 void RemoveHero(struct PlayerInfo *player)
6661 int jx = player->jx, jy = player->jy;
6662 int i, found = FALSE;
6664 player->present = FALSE;
6665 player->active = FALSE;
6667 if (!ExplodeField[jx][jy])
6668 StorePlayer[jx][jy] = 0;
6670 for (i=0; i<MAX_PLAYERS; i++)
6671 if (stored_player[i].active)
6675 AllPlayersGone = TRUE;
6682 =============================================================================
6683 checkDiagonalPushing()
6684 -----------------------------------------------------------------------------
6685 check if diagonal input device direction results in pushing of object
6686 (by checking if the alternative direction is walkable, diggable, ...)
6687 =============================================================================
6690 static boolean checkDiagonalPushing(struct PlayerInfo *player,
6691 int x, int y, int real_dx, int real_dy)
6693 int jx, jy, dx, dy, xx, yy;
6695 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
6698 /* diagonal direction: check alternative direction */
6703 xx = jx + (dx == 0 ? real_dx : 0);
6704 yy = jy + (dy == 0 ? real_dy : 0);
6706 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
6710 =============================================================================
6712 -----------------------------------------------------------------------------
6713 x, y: field next to player (non-diagonal) to try to dig to
6714 real_dx, real_dy: direction as read from input device (can be diagonal)
6715 =============================================================================
6718 int DigField(struct PlayerInfo *player,
6719 int x, int y, int real_dx, int real_dy, int mode)
6721 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
6722 int jx = player->jx, jy = player->jy;
6723 int dx = x - jx, dy = y - jy;
6724 int nextx = x + dx, nexty = y + dy;
6725 int move_direction = (dx == -1 ? MV_LEFT :
6726 dx == +1 ? MV_RIGHT :
6728 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6731 if (player->MovPos == 0)
6733 player->is_digging = FALSE;
6734 player->is_collecting = FALSE;
6737 if (player->MovPos == 0) /* last pushing move finished */
6738 player->Pushing = FALSE;
6740 if (mode == DF_NO_PUSH) /* player just stopped pushing */
6742 player->Switching = FALSE;
6743 player->push_delay = 0;
6745 return MF_NO_ACTION;
6748 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
6749 return MF_NO_ACTION;
6752 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
6754 if (IS_TUBE(Feld[jx][jy]) ||
6755 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
6759 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
6760 int tube_leave_directions[][2] =
6762 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6763 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6764 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6765 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
6766 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
6767 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
6768 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
6769 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
6770 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
6771 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
6772 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
6773 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
6776 while (tube_leave_directions[i][0] != tube_element)
6779 if (tube_leave_directions[i][0] == -1) /* should not happen */
6783 if (!(tube_leave_directions[i][1] & move_direction))
6784 return MF_NO_ACTION; /* tube has no opening in this direction */
6787 element = Feld[x][y];
6789 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
6790 game.engine_version >= VERSION_IDENT(2,2,0))
6791 return MF_NO_ACTION;
6795 case EL_ROBOT_WHEEL:
6796 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
6799 DrawLevelField(x, y);
6800 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
6804 case EL_SP_TERMINAL:
6808 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
6810 for (yy=0; yy<lev_fieldy; yy++)
6812 for (xx=0; xx<lev_fieldx; xx++)
6814 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
6816 else if (Feld[xx][yy] == EL_SP_TERMINAL)
6817 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
6825 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
6826 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
6827 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
6828 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
6829 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
6830 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
6831 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
6832 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
6833 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
6834 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
6835 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
6836 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
6837 if (!player->Switching)
6839 player->Switching = TRUE;
6840 ToggleBeltSwitch(x, y);
6841 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
6846 case EL_SWITCHGATE_SWITCH_UP:
6847 case EL_SWITCHGATE_SWITCH_DOWN:
6848 if (!player->Switching)
6850 player->Switching = TRUE;
6851 ToggleSwitchgateSwitch(x, y);
6852 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
6857 case EL_LIGHT_SWITCH:
6858 case EL_LIGHT_SWITCH_ACTIVE:
6859 if (!player->Switching)
6861 player->Switching = TRUE;
6862 ToggleLightSwitch(x, y);
6863 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
6864 SND_LIGHT_SWITCH_ACTIVATING :
6865 SND_LIGHT_SWITCH_DEACTIVATING);
6870 case EL_TIMEGATE_SWITCH:
6871 ActivateTimegateSwitch(x, y);
6872 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
6877 case EL_BALLOON_SWITCH_LEFT:
6878 case EL_BALLOON_SWITCH_RIGHT:
6879 case EL_BALLOON_SWITCH_UP:
6880 case EL_BALLOON_SWITCH_DOWN:
6881 case EL_BALLOON_SWITCH_ANY:
6882 if (element == EL_BALLOON_SWITCH_ANY)
6883 game.balloon_dir = move_direction;
6885 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
6886 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
6887 element == EL_BALLOON_SWITCH_UP ? MV_UP :
6888 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
6890 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
6895 case EL_SP_PORT_LEFT:
6896 case EL_SP_PORT_RIGHT:
6898 case EL_SP_PORT_DOWN:
6899 case EL_SP_PORT_HORIZONTAL:
6900 case EL_SP_PORT_VERTICAL:
6901 case EL_SP_PORT_ANY:
6902 case EL_SP_GRAVITY_PORT_LEFT:
6903 case EL_SP_GRAVITY_PORT_RIGHT:
6904 case EL_SP_GRAVITY_PORT_UP:
6905 case EL_SP_GRAVITY_PORT_DOWN:
6907 element != EL_SP_PORT_LEFT &&
6908 element != EL_SP_GRAVITY_PORT_LEFT &&
6909 element != EL_SP_PORT_HORIZONTAL &&
6910 element != EL_SP_PORT_ANY) ||
6912 element != EL_SP_PORT_RIGHT &&
6913 element != EL_SP_GRAVITY_PORT_RIGHT &&
6914 element != EL_SP_PORT_HORIZONTAL &&
6915 element != EL_SP_PORT_ANY) ||
6917 element != EL_SP_PORT_UP &&
6918 element != EL_SP_GRAVITY_PORT_UP &&
6919 element != EL_SP_PORT_VERTICAL &&
6920 element != EL_SP_PORT_ANY) ||
6922 element != EL_SP_PORT_DOWN &&
6923 element != EL_SP_GRAVITY_PORT_DOWN &&
6924 element != EL_SP_PORT_VERTICAL &&
6925 element != EL_SP_PORT_ANY) ||
6926 !IN_LEV_FIELD(nextx, nexty) ||
6927 !IS_FREE(nextx, nexty))
6928 return MF_NO_ACTION;
6930 /* automatically move to the next field with double speed */
6931 player->programmed_action = move_direction;
6932 DOUBLE_PLAYER_SPEED(player);
6934 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
6938 case EL_TUBE_VERTICAL:
6939 case EL_TUBE_HORIZONTAL:
6940 case EL_TUBE_VERTICAL_LEFT:
6941 case EL_TUBE_VERTICAL_RIGHT:
6942 case EL_TUBE_HORIZONTAL_UP:
6943 case EL_TUBE_HORIZONTAL_DOWN:
6944 case EL_TUBE_LEFT_UP:
6945 case EL_TUBE_LEFT_DOWN:
6946 case EL_TUBE_RIGHT_UP:
6947 case EL_TUBE_RIGHT_DOWN:
6950 int tube_enter_directions[][2] =
6952 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
6953 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
6954 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
6955 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
6956 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
6957 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
6958 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
6959 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
6960 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
6961 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
6962 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
6963 { -1, MV_NO_MOVING }
6966 while (tube_enter_directions[i][0] != element)
6969 if (tube_enter_directions[i][0] == -1) /* should not happen */
6973 if (!(tube_enter_directions[i][1] & move_direction))
6974 return MF_NO_ACTION; /* tube has no opening in this direction */
6976 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
6981 Feld[x][y] = EL_LAMP_ACTIVE;
6982 local_player->lights_still_needed--;
6983 DrawLevelField(x, y);
6984 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
6988 case EL_TIME_ORB_FULL:
6989 Feld[x][y] = EL_TIME_ORB_EMPTY;
6991 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6992 DrawLevelField(x, y);
6993 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
6999 if (IS_WALKABLE(element))
7001 int sound_action = ACTION_WALKING;
7003 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7005 if (!player->key[element - EL_GATE_1])
7006 return MF_NO_ACTION;
7008 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7010 if (!player->key[element - EL_GATE_1_GRAY])
7011 return MF_NO_ACTION;
7013 else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN)
7015 sound_action = ACTION_PASSING; /* player is passing exit */
7017 else if (element == EL_EMPTY)
7019 sound_action = ACTION_MOVING; /* nothing to walk on */
7022 /* play sound from background or player, whatever is available */
7023 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7024 PlaySoundLevelElementAction(x, y, element, sound_action);
7026 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7030 else if (IS_PASSABLE(element))
7032 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7033 return MF_NO_ACTION;
7035 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7037 if (!player->key[element - EL_EM_GATE_1])
7038 return MF_NO_ACTION;
7040 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7042 if (!player->key[element - EL_EM_GATE_1_GRAY])
7043 return MF_NO_ACTION;
7046 /* automatically move to the next field with double speed */
7047 player->programmed_action = move_direction;
7048 DOUBLE_PLAYER_SPEED(player);
7050 PlaySoundLevelAction(x, y, ACTION_PASSING);
7054 else if (IS_DIGGABLE(element))
7058 if (mode != DF_SNAP)
7061 (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7062 player->is_digging = TRUE;
7065 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7069 else if (IS_COLLECTIBLE(element))
7073 if (mode != DF_SNAP)
7075 GfxElement[x][y] = element;
7076 player->is_collecting = TRUE;
7079 if (element == EL_SPEED_PILL)
7080 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7081 else if (element == EL_EXTRA_TIME && level.time > 0)
7084 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7086 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7088 player->shield_normal_time_left += 10;
7089 if (element == EL_SHIELD_DEADLY)
7090 player->shield_deadly_time_left += 10;
7092 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7095 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7097 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7098 int2str(local_player->dynamite, 3), FONT_TEXT_2);
7100 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7102 player->dynabomb_count++;
7103 player->dynabombs_left++;
7105 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7107 player->dynabomb_size++;
7109 else if (element == EL_DYNABOMB_INCREASE_POWER)
7111 player->dynabomb_xl = TRUE;
7113 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7114 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7116 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7117 element - EL_KEY_1 : element - EL_EM_KEY_1);
7119 player->key[key_nr] = TRUE;
7121 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7122 el2edimg(EL_KEY_1 + key_nr));
7123 redraw_mask |= REDRAW_DOOR_1;
7125 else if (element_info[element].gem_count > 0)
7127 local_player->gems_still_needed -=
7128 element_info[element].gem_count;
7129 if (local_player->gems_still_needed < 0)
7130 local_player->gems_still_needed = 0;
7132 DrawText(DX_EMERALDS, DY_EMERALDS,
7133 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7136 RaiseScoreElement(element);
7137 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7139 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7143 else if (IS_PUSHABLE(element))
7145 if (mode == DF_SNAP && element != EL_BD_ROCK)
7146 return MF_NO_ACTION;
7148 if (CAN_FALL(element) && dy)
7149 return MF_NO_ACTION;
7151 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
7152 !(element == EL_SPRING && use_spring_bug))
7153 return MF_NO_ACTION;
7155 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
7156 return MF_NO_ACTION;
7158 if (!player->Pushing &&
7159 game.engine_version >= RELEASE_IDENT(2,2,0,7))
7160 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7162 player->Pushing = TRUE;
7164 if (!(IN_LEV_FIELD(nextx, nexty) &&
7165 (IS_FREE(nextx, nexty) ||
7166 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
7167 IS_SB_ELEMENT(element)))))
7168 return MF_NO_ACTION;
7170 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
7171 return MF_NO_ACTION;
7173 if (player->push_delay == 0) /* new pushing; restart delay */
7174 player->push_delay = FrameCounter;
7176 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
7177 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
7178 element != EL_SPRING && element != EL_BALLOON)
7179 return MF_NO_ACTION;
7181 if (IS_SB_ELEMENT(element))
7183 if (element == EL_SOKOBAN_FIELD_FULL)
7185 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
7186 local_player->sokobanfields_still_needed++;
7189 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
7191 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
7192 local_player->sokobanfields_still_needed--;
7195 Feld[x][y] = EL_SOKOBAN_OBJECT;
7197 if (Back[x][y] == Back[nextx][nexty])
7198 PlaySoundLevelAction(x, y, ACTION_PUSHING);
7199 else if (Back[x][y] != 0)
7200 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
7203 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
7206 if (local_player->sokobanfields_still_needed == 0 &&
7207 game.emulation == EMU_SOKOBAN)
7209 player->LevelSolved = player->GameOver = TRUE;
7210 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
7214 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
7216 InitMovingField(x, y, move_direction);
7218 if (mode == DF_SNAP)
7219 ContinueMoving(x, y);
7221 MovPos[x][y] = (dx != 0 ? dx : dy);
7223 Pushed[x][y] = TRUE;
7224 Pushed[nextx][nexty] = TRUE;
7226 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
7227 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
7229 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
7230 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
7236 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED);
7237 CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER);
7240 return MF_NO_ACTION;
7243 player->push_delay = 0;
7245 if (Feld[x][y] != element) /* really digged/collected something */
7246 player->is_collecting = !player->is_digging;
7251 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
7253 int jx = player->jx, jy = player->jy;
7254 int x = jx + dx, y = jy + dy;
7255 int snap_direction = (dx == -1 ? MV_LEFT :
7256 dx == +1 ? MV_RIGHT :
7258 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7260 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
7263 if (!player->active || !IN_LEV_FIELD(x, y))
7271 if (player->MovPos == 0)
7272 player->Pushing = FALSE;
7274 player->snapped = FALSE;
7276 if (player->MovPos == 0)
7278 player->is_digging = FALSE;
7279 player->is_collecting = FALSE;
7285 if (player->snapped)
7288 player->MovDir = snap_direction;
7290 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
7293 player->snapped = TRUE;
7294 player->is_digging = FALSE;
7295 player->is_collecting = FALSE;
7297 DrawLevelField(x, y);
7303 boolean PlaceBomb(struct PlayerInfo *player)
7305 int jx = player->jx, jy = player->jy;
7308 if (!player->active || player->MovPos)
7311 element = Feld[jx][jy];
7313 if ((player->dynamite == 0 && player->dynabombs_left == 0) ||
7314 IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION)
7318 if (element != EL_EMPTY)
7322 if (element != EL_EMPTY)
7325 Store[jx][jy] = element;
7327 Back[jx][jy] = element;
7331 MovDelay[jx][jy] = 96;
7333 ResetGfxAnimation(jx, jy);
7334 ResetRandomAnimationValue(jx, jy);
7336 if (player->dynamite)
7338 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
7339 EL_DYNAMITE_ACTIVE);
7342 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
7344 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7347 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7349 if (game.emulation == EMU_SUPAPLEX)
7350 DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0);
7352 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0);
7356 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7361 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
7362 player->dynabombs_left--;
7364 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
7365 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
7367 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
7373 /* ------------------------------------------------------------------------- */
7374 /* game sound playing functions */
7375 /* ------------------------------------------------------------------------- */
7377 static int *loop_sound_frame = NULL;
7378 static int *loop_sound_volume = NULL;
7380 void InitPlaySoundLevel()
7382 int num_sounds = getSoundListSize();
7384 if (loop_sound_frame != NULL)
7385 free(loop_sound_frame);
7387 if (loop_sound_volume != NULL)
7388 free(loop_sound_volume);
7390 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
7391 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
7394 static void PlaySoundLevel(int x, int y, int nr)
7396 int sx = SCREENX(x), sy = SCREENY(y);
7397 int volume, stereo_position;
7398 int max_distance = 8;
7399 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
7401 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
7402 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
7405 if (!IN_LEV_FIELD(x, y) ||
7406 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
7407 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
7410 volume = SOUND_MAX_VOLUME;
7412 if (!IN_SCR_FIELD(sx, sy))
7414 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
7415 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
7417 volume -= volume * (dx > dy ? dx : dy) / max_distance;
7420 stereo_position = (SOUND_MAX_LEFT +
7421 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
7422 (SCR_FIELDX + 2 * max_distance));
7424 if (IS_LOOP_SOUND(nr))
7426 /* This assures that quieter loop sounds do not overwrite louder ones,
7427 while restarting sound volume comparison with each new game frame. */
7429 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
7432 loop_sound_volume[nr] = volume;
7433 loop_sound_frame[nr] = FrameCounter;
7436 PlaySoundExt(nr, volume, stereo_position, type);
7439 static void PlaySoundLevelNearest(int x, int y, int sound_action)
7441 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
7442 x > LEVELX(BX2) ? LEVELX(BX2) : x,
7443 y < LEVELY(BY1) ? LEVELY(BY1) :
7444 y > LEVELY(BY2) ? LEVELY(BY2) : y,
7448 static void PlaySoundLevelAction(int x, int y, int action)
7450 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
7453 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
7455 int sound_effect = element_info[element].sound[action];
7457 if (sound_effect != SND_UNDEFINED)
7458 PlaySoundLevel(x, y, sound_effect);
7461 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
7463 int sound_effect = element_info[Feld[x][y]].sound[action];
7465 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7466 PlaySoundLevel(x, y, sound_effect);
7469 static void StopSoundLevelActionIfLoop(int x, int y, int action)
7471 int sound_effect = element_info[Feld[x][y]].sound[action];
7473 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
7474 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
7477 void RaiseScore(int value)
7479 local_player->score += value;
7480 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
7483 void RaiseScoreElement(int element)
7489 case EL_EMERALD_YELLOW:
7490 case EL_EMERALD_RED:
7491 case EL_EMERALD_PURPLE:
7492 case EL_SP_INFOTRON:
7493 RaiseScore(level.score[SC_EMERALD]);
7496 RaiseScore(level.score[SC_DIAMOND]);
7499 RaiseScore(level.score[SC_CRYSTAL]);
7502 RaiseScore(level.score[SC_PEARL]);
7505 case EL_BD_BUTTERFLY:
7506 case EL_SP_ELECTRON:
7507 RaiseScore(level.score[SC_BUG]);
7511 case EL_SP_SNIKSNAK:
7512 RaiseScore(level.score[SC_SPACESHIP]);
7515 case EL_DARK_YAMYAM:
7516 RaiseScore(level.score[SC_YAMYAM]);
7519 RaiseScore(level.score[SC_ROBOT]);
7522 RaiseScore(level.score[SC_PACMAN]);
7525 RaiseScore(level.score[SC_NUT]);
7528 case EL_SP_DISK_RED:
7529 case EL_DYNABOMB_INCREASE_NUMBER:
7530 case EL_DYNABOMB_INCREASE_SIZE:
7531 case EL_DYNABOMB_INCREASE_POWER:
7532 RaiseScore(level.score[SC_DYNAMITE]);
7534 case EL_SHIELD_NORMAL:
7535 case EL_SHIELD_DEADLY:
7536 RaiseScore(level.score[SC_SHIELD]);
7539 RaiseScore(level.score[SC_TIME_BONUS]);
7545 RaiseScore(level.score[SC_KEY]);
7548 RaiseScore(element_info[element].score);
7553 void RequestQuitGame(boolean ask_if_really_quit)
7555 if (AllPlayersGone ||
7556 !ask_if_really_quit ||
7557 level_editor_test_game ||
7558 Request("Do you really want to quit the game ?",
7559 REQ_ASK | REQ_STAY_CLOSED))
7561 #if defined(PLATFORM_UNIX)
7562 if (options.network)
7563 SendToServer_StopPlaying();
7567 game_status = GAME_MODE_MAIN;
7573 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
7578 /* ---------- new game button stuff ---------------------------------------- */
7580 /* graphic position values for game buttons */
7581 #define GAME_BUTTON_XSIZE 30
7582 #define GAME_BUTTON_YSIZE 30
7583 #define GAME_BUTTON_XPOS 5
7584 #define GAME_BUTTON_YPOS 215
7585 #define SOUND_BUTTON_XPOS 5
7586 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
7588 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7589 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7590 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7591 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
7592 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
7593 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
7600 } gamebutton_info[NUM_GAME_BUTTONS] =
7603 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
7608 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
7613 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
7618 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
7619 SOUND_CTRL_ID_MUSIC,
7620 "background music on/off"
7623 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
7624 SOUND_CTRL_ID_LOOPS,
7625 "sound loops on/off"
7628 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
7629 SOUND_CTRL_ID_SIMPLE,
7630 "normal sounds on/off"
7634 void CreateGameButtons()
7638 for (i=0; i<NUM_GAME_BUTTONS; i++)
7640 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
7641 struct GadgetInfo *gi;
7644 unsigned long event_mask;
7645 int gd_xoffset, gd_yoffset;
7646 int gd_x1, gd_x2, gd_y1, gd_y2;
7649 gd_xoffset = gamebutton_info[i].x;
7650 gd_yoffset = gamebutton_info[i].y;
7651 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
7652 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
7654 if (id == GAME_CTRL_ID_STOP ||
7655 id == GAME_CTRL_ID_PAUSE ||
7656 id == GAME_CTRL_ID_PLAY)
7658 button_type = GD_TYPE_NORMAL_BUTTON;
7660 event_mask = GD_EVENT_RELEASED;
7661 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7662 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7666 button_type = GD_TYPE_CHECK_BUTTON;
7668 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
7669 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
7670 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
7671 event_mask = GD_EVENT_PRESSED;
7672 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
7673 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
7676 gi = CreateGadget(GDI_CUSTOM_ID, id,
7677 GDI_INFO_TEXT, gamebutton_info[i].infotext,
7678 GDI_X, DX + gd_xoffset,
7679 GDI_Y, DY + gd_yoffset,
7680 GDI_WIDTH, GAME_BUTTON_XSIZE,
7681 GDI_HEIGHT, GAME_BUTTON_YSIZE,
7682 GDI_TYPE, button_type,
7683 GDI_STATE, GD_BUTTON_UNPRESSED,
7684 GDI_CHECKED, checked,
7685 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
7686 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
7687 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
7688 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
7689 GDI_EVENT_MASK, event_mask,
7690 GDI_CALLBACK_ACTION, HandleGameButtons,
7694 Error(ERR_EXIT, "cannot create gadget");
7696 game_gadget[id] = gi;
7700 void FreeGameButtons()
7704 for (i=0; i<NUM_GAME_BUTTONS; i++)
7705 FreeGadget(game_gadget[i]);
7708 static void MapGameButtons()
7712 for (i=0; i<NUM_GAME_BUTTONS; i++)
7713 MapGadget(game_gadget[i]);
7716 void UnmapGameButtons()
7720 for (i=0; i<NUM_GAME_BUTTONS; i++)
7721 UnmapGadget(game_gadget[i]);
7724 static void HandleGameButtons(struct GadgetInfo *gi)
7726 int id = gi->custom_id;
7728 if (game_status != GAME_MODE_PLAYING)
7733 case GAME_CTRL_ID_STOP:
7734 RequestQuitGame(TRUE);
7737 case GAME_CTRL_ID_PAUSE:
7738 if (options.network)
7740 #if defined(PLATFORM_UNIX)
7742 SendToServer_ContinuePlaying();
7744 SendToServer_PausePlaying();
7748 TapeTogglePause(TAPE_TOGGLE_MANUAL);
7751 case GAME_CTRL_ID_PLAY:
7754 #if defined(PLATFORM_UNIX)
7755 if (options.network)
7756 SendToServer_ContinuePlaying();
7760 tape.pausing = FALSE;
7761 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
7766 case SOUND_CTRL_ID_MUSIC:
7767 if (setup.sound_music)
7769 setup.sound_music = FALSE;
7772 else if (audio.music_available)
7774 setup.sound = setup.sound_music = TRUE;
7775 PlayMusic(level_nr);
7779 case SOUND_CTRL_ID_LOOPS:
7780 if (setup.sound_loops)
7781 setup.sound_loops = FALSE;
7782 else if (audio.loops_available)
7783 setup.sound = setup.sound_loops = TRUE;
7786 case SOUND_CTRL_ID_SIMPLE:
7787 if (setup.sound_simple)
7788 setup.sound_simple = FALSE;
7789 else if (audio.sound_available)
7790 setup.sound = setup.sound_simple = TRUE;